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(5 edits)

Hey there, played the game and I quite enjoyed it!

For starters, the main appeal from this game is definitely the dynamic of the Chloe and the main character. Her personality is pretty cute, and the special events are very charming, showcasing how they interact on a daily basis. I like that the game is more vanilla, and rather than just superficial H events, there are actually something that supports it.

The progression system is alright, using the money isn't necessarily a bad thing. Not much to complain here.

As for gripes, as another user have pointed out, the font style could use some change. Preferably alongside the box, since it feels rather outdated. I assume that they're still just placeholders, but changing it would drastically increases the overall quality of the game I feel like (since the chat box is what the readers will look half of the time).

Though I said I liked Chloe's personality, I'm a bit perplexed at the "mood" mechanic. At first, I thought that was the "affection" meter of Chloe on the MC, but once it is reset after the JOI,  I was slightly disappointed to see that it is only something related to the H event. I think the playful mood is the best one, as it still holds Chloe's inherently cheeky personality while also showing some affection she has towards the MC. Her sweet personality, on the other hand, feels like a completely different character. I get that it is intentional, with her putting up a performance and all, but it rubs me the wrong way to see her acting so out-of-character just for sex. I don't know, food for thought as I am a huge vanilla fan.

Also, I like that the mood mechanic impacts her dialogues on the day-to-day convos ( talk option ), but I think it'd just be better to create an "affection" progression system that is proportional to the amount of gifts the player has sent & successful H events with her. And of course, the higher her affection is, the less grumpy her dialogues are. Basically, I think it'd be beneficial for the game to have a more linear romance progression.

One last nitpick, and is probably the one I disliked most, is the H events. This game is the first H game I've played to limit the player's option on its H events. I get that perhaps it is the dominated setting thing, but I just don't think it's very intuitive to wait 900 seconds minimum to progress on the game. It's extremely repetitive, and the only thing it has going for it is Chloe's dialogues, which are often times repeated too. I personally suggest an overhaul on this H system, since it is rather weird and unenjoyable. The usage limit on sweet mood is also frustrating, too.

Nevertheless, despite the seemingly endless gripes I have with the game, it is definitely still on the better end of H games I've played. Vanilla H games are already few & far between these days, and especially one that has a coherent story. I'll be looking forward on the future updates, really see a huge potential on this one!

(+1)

Thank you for the in depth feedback!

  I tried matching the dialog box with the other UI elements of the game for now. I'll change it on a future update along with the font

For the mood mechanic, it's true that it does lean more towards the sex part of the game. Chloe's dialogues reflecting her mood during the daily life part were actually introduced from the most recent update and I'm still constantly looking and playing around for ways to integrate it more when interacting with Chloe outside the H-scenes. I personally see Sweet mood as Chloe trying something different for the MC but I can see why it might seem so out of character. I think I did overdid it a little bit but I can totally rewrite it so her tone still match Chloe's while keeping the "sweet" vibe. 

On your 2nd to last point, the game does have a linear affection system separate from the mood mechanic. Interacting with Chloe and giving her gifts increases her affection and its how you unlock new story and mini events. All the H-scenes available right now are unlocked immediately, but I will change that on the next update to tie it with affection and maybe with some special conditions. Though yeah, Affection and Mood dialogue may clash especially when Chloe's affection is high but I think it's fine that way. People do get pissed when you don't give them enough attention. I guess the problem is the game doesn't quite reflect that properly right now since mood is mostly increased with snacks so that's another one on the to-do list😅

For your last point, I think it's just the nature of the genre(JOI). I do try to keep it fresh by having various H-scenes to choose from and making mood actually affect the H-scene apart from dialogue, but I understand that not everyone vibe with that so I've been contemplating for a while now on making the H-scenes optional where the player can choose whether to do it or not but it kinda invalidates a lot of stuff, like the H-scene items and the "buffs" Chloe gives so I've been holding off on it for now. It's also the reason why I made the Challenge Mode(H scenes are shorter) and the free mode which I'll make soon.

I do have an idea where the players can choose at the start whether they want the game's H-scenes to be JOI or function like the free mode, but that's almost like remaking a huge portion of the game entirely, so I'm still on the fence with that.

Again, I really appreciate the detailed feedback! Comments like yours really helps a lot!

(10 edits)

I'm glad to see that my comments are valuable! I'm also happy to see that a dev is taking it seriously haha

  > "I think I did overdid it a little bit but I can totally rewrite it so her tone still match Chloe's while keeping the 'sweet' vibe. "

I think that is the optimal solution to the problem! If the goal is to have Chloe trying something out for the MC, I also think it might be a good idea to show that she is very unaccustomed to the act she's putting up. Maybe awkward stuttering here and there, maybe a tiny tsundere retort after an embarrassing moment. I'd love to see that in action!

> "Interacting with Chloe and giving her gifts increases her affection and its how you unlock new story and mini events."

I'm aware that gifting her presents is the way to progress (it is tied to money), and there's nothing wrong with that at all! As someone who've played the game, I was just somewhat disappointed to see that, after giving her tons of gifts and presumably having her affection meter at its peak, she still resets back to her old grumpy self after the H-scene. Basically, yes, the new stories and mini events are a valid progression system, but I think you need to reward the player more for achieving higher affection.

A personal idea of mine is to rework the mood mechanic in a way that there is a cap based on the player's progression. To illustrate, see the table below:

ProgressionMoodNotes
Very beginning (0 gifts)Locked to GrumpyCannot change moods.
Mid (1-3 gifts)Minimum Grumpy;
Maximum Playful
Sweet mood is not obtainable yet.
Late (4-7 gifts)Minimum Playful;
Maximum Sweet
No longer resets to Grumpy mood after H-scene
End (8 gifts)Minimum Sweet;
Maximum "Enarmored" (new mood)
Enarmored: a new mood that has Chloe even more affectionate towards the MC (comparable to the current sweet mode, maybe still need some tsundere seasonings here and there)

*: Previous moods (Grumpy & Playful) can be accessed through special triggers (pranking her, pissing her off, special items etc...)

In my playtime, I was able to immediately able to get her to sweet mood on the second week while only having 1-2 gifts. This was rather jarring, since her dialogues were abruptly sweet, while still being grumpy in the mini-events and story.

With this rework, it could be more linear and less abrupt, making the progression system much more consistent.

Could you understand this vision? Sorry if this was out of the blue and quite pushy, I simply think that the game would really benefit and become much more enjoyable after this change! Of course, I completely understand if my vision doesn't align with yours.

"... players can choose at the start whether they want the game's H-scenes to be JOI or function like the free mode"

I think that is a great idea. Most players (myself included) aren't accustomed to JOI H-scenes and find them really confusing. In fact, this is my first game to have a JOI type of H-scenes.

I'm not sure what stuff it might invalidate though. If you're talking about Chloe's tickets, I'll be honest, I think they're not exactly the most intuitive feature. I think it's strange to lock customization through single-use tickets that the player needs to constantly purchase to enjoy the scenes.

Perhaps you could elaborate your idea further? I can give you my perspective on the matter as a frequent H game player.

(+1)

What I mean by my last point is that a lot of the stuff in the Daily life portion of the game like parts of the mood system, Chloe's tickets, and the permanent buffs are designed for JOI. Thus if I were to make an option to make the feeding sessions non-joi, it would require redesigning these parts for that mode. And doing that would probably take a fair bit of time. I wouldn't call it off the table just yet, but if I were to implement it it's going to be after the story, H-scenes, and mechanics are in a near-complete state.

I don't think you're being pushy at all! All ideas are always welcome and I'll definitely put your progression idea into account. 

I see. I understand now. It would indeed be quite the load if you were to change it all of a sudden. Apologies for not taking that into account!

Still, 900 seconds is really long, especially for a single H event. I simply hope that you can think of a way to solve this problem, since seeing other comments here,  it seems to be an issue worth checking out.

Food for thought, adding an option for the JOI mode or a short version right before the feeding session (like the mood selection) could be interesting. Of course, the decision is up to you.

Regardless, I'm wishing you and this game the best of luck! I'll be sure to check out this page occasionally.