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(+2)

...Okay, I haven't progressed too far yet, but I'll give some critique right now, and this is pretty major.
DO NOT USE SHIFT AS THE DEFAULT PRIMARY BUTTON PRESS!

Yes: I know it can be changed, that does not matter, IT SHOULD NOT BE THE DEFAULT UNLESS TRIGGERING STICKY KEYS EVERY 3 SECONDS IS A GOAL.

Now, the general combat seems alright, but I can already see a lot of balancing issues with difficultly and party management, or rather party control. I assume party members are 'actually' dead when they hit zero, and the goal is to return to a resting spot, but perhaps you could make this a little clearer? Also, why aren't their any forms of healing at the start beyond finding a healer? And the Healer has no form of out-of-combat healing either. The sex/relationship levels are also completely disconnected from the combat stats, which feels like a big missed opportunity. Getting their desire Level up should help the player in the rest of the game and not just be a gatekeeping method for scenes. I'm also sadden that pixel art scene exist that require the player to intentionally let himself get hit, and even worse, secondary bad end sex scenes. There has to be an organic way to integrate those into the game without the player having to do that

The party/camp scenes I also find are a bit... samey, if that makes sense. I assume they're supposed to be femdom themed, and I get a bad ending scene to feel like that, but aren't these supposed to be mutual scenes between the player and the npcs? I get some characters being a bit dom-y, but all of them? Though I'll admit, this is unfair because I only completed the first tier on the first four party members I found. perhaps this is 100% intentional and I'm just "missing the point" since it's intended for someone that really loves femdom and wants only that. Me, I like a variation, especially when it's supposed to be a mutual thing between player and NPCs.

Sorry for this being very negative, I actually really love the art and the characters, but the shift stuff really got on my nerves and colored my experience. I also like the simple 2 button setup and I *think* I'll like the gameplay if it gets some improvements. I can give some more detailed feedback on the combat itself if you wish.

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This is really good feedback thank you! I suppose I was focused on having one-handed controls I didn't realize it would be difficult! I'll be working on a patch to address the key remapping soon hopefully it'll be out today or tomorrow!

For balancing; the goal is to keep your party members alive generally. There is a revive in the first room and they can be purchased in the village and they will instantly revive a downed member, I'll probably add them in the overworld shop too that way it'll be more transparent to players. (There's also berries around the first level that can be used to heal party members I may just set it up so allies glow red or something when they're on low HP)

The healer healing outside of combat is a balancing thing they're already pretty overpowered if you have one on your team.

As for the levels they do directly tie to battle stats so giving a party member items makes them like you more and makes them stronger it's the same number. The heart is just used as an icon to show how close they are to leveling up which I might change if it's spurring confusion.

The bad end scenes were requested to return but losing in battle isn't the only way to get them, you can recruit enemy and merchant NPCs if you use the StrangeStone in your inventory and build houses for them. This will be fleshed out and introduced properly in v0.2 but the groundwork is in the game now.


All the campfire scenes being similar I can see between Nyle and Anubis (which was intentional) but the other cast I'm pretty sure has a unique flavor to their lines. I'll try to add more variation I suppose!

I do appreciate your response though I wish I had it sooner so I could have remedied these issues prior to release. I'd love to hear your thoughts on combat yeah the next update I'm hoping to flesh it out even further!

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Once the remapping/controls are fixed I'll take another objective, more in-depth look at combat/balancing, since it obviously was colouring my perspective. One change that honestly would be preferred is the enemies to perhaps have a slight different looking defeated state as it can be hard to tell they're actually dead or not. A different frame/animation is too much for the amount of them, but perhaps at least a darker colour (or the colour it is now, but a quick fade to near black)

Like I said, I have nothing but good things to say about the art, it's just the gameplay that irked me, which yeah, if you didn't get feedback, it's hard to actually know it's a problem or not.

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The patch has been released! You can confirm by ensuring it says v0.19 on the title screen or testing to make sure you can select options by clicking with your mouse! Changing the enemies to be more transparent on death is a good idea and was an easy change so I threw that in too! (You might need to redownload here since I just added that)

For two handed controls I'd recommend the mouse and WASD although I've gotten used to shift and space bar lol

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Yeah actually I just noticed that enemy change. It's a big improvement!