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(+2)

Alright, my personal thoughts. 


This game clearly takes inspiration from Wedding Witch. If not then you basically made a lower quality version with some variation in how mechanic work. I'm not gonna shame a small time solo dev compared to a small studio but I will say that if you haven't played Wedding Witch, I highly suggest you do for inspiration. Growing over 1 level based on upgrades is fine, but you have to make a lot of upgrade paths and make each path evenly viable. Additionally, I really suggest spending more time on making 1 good character with a lot of replayability than multiple AI generated designs with virtually no difference other than different webp gens. 

It's up to you how to make things work, but if you stick to 3 paths of upgrades: muscle, breast, corruption (whatever that means), then each one needs its own line of power. Wedding Witch, for example, has large breasts as AOE damage, muscle is fast close range attacks, corruption is damage of time. Gaining things like HP, regen, etc, is related to pickups that spawn on the map or "relics" which are once per level. You could simplify this and have general perks like max HP at level thresholds like every 5 or 10 levels without blatantly copying another game. This way you can tweak xp systems and make each path a unique playstyle rather than forcing 1 everyone to play with muscle fetish just to max out damage. I have nothing against people and their kinks, but for me, seeing arnold schwarzenegger muscles on a big titty anime girl is instantly a turn off. You do you, no shame, but personally, allowing your players to decide how much they want of a path and not make them pseudo mandatory would cater to a larger audience. 

Now to close out my review, my intention is to provide some ideas to make the game more interesting and cater to a variety of kinks rather than forcing 1 or 2. Obviously you can only do so much as is, the game is kind of one playthrough and then I have no reason to come back because I expect future updates to just be the same game with more AI pics. You've got a foundation, a small following of interested players, I really suggest spending more time making the game itself feel rewarding and unique rather than more AI pics. Alternatively, finish the game as is with the third character, then make a new version that fits a more roguelike style as that will drastically improve returning players. Hopefully you can make some money off the game and hire an artist to make 1 character with a variety of "enhancements" via layered images and then you have a really solid game idea. I wish you the best and hope to see more in the future. 

hah, that's really funny because someone else mentioned Wedding Witch at some point and I just now looked it up -- I have literally never seen this game! I'll have to play it. I guess I don't find it shocking that someone else would have a similar idea, but believe me when I say that this is a genuine coincidence. I have no incentive to lie here, so you really just have to trust me that there was no copying going on. 

You're quite right that the characters basically play the same and that's mostly a relic of me wanting to release a bit more content without having done all of the necessary legwork to differentiate characters and make more gameplay. I've never made a NSFW game before and am learning to navigate the balancing act of "new visual content" v. "new gameplay content" that people are willing to tolerate. Tons of games have the exact same gameplay loop but just a continual grind to unlock more content (see any match-3 based game), so I wasn't sure how much things needed to vary. 

I hear you on the 'different preferences' front, which is why I kinda wanted to make the upgrades optional: if someone doesn't like the FMG stuff, they can avoid that upgrade. I was considering playing with some way to get a benefit by "foregoing" any additional upgrades in a particular tree. I also constricted the upgrades to match the number of generated states, which I guess is also an unnecessary restriction: I could just give you 10 str upgrades but only have 5 visual states. 

Overall, I know I have a lot more to do and I have a pretty long list of things I'd like to have done before I declare things "v1". I guess I biased toward "release early, unfinished to get feedback" rather than develop for a few more weeks/months, and I'm now paying the price with lots feedback on things I'm well aware are unfinished! 

I appreciate your thoughts!

I'm glad you took my comments in a constructive way. I can tell you're a new developer and I can't pretend like it's easy having no experience. 

As for Wedding Witch, I think its a very simple genre to expand into but also very rare. Rogue like TF games are a fantastic avenue imo so you have a lot of options to decide how you wanna make it. One limitation Wedding Witch has is not combining many states very well. Once you max a TF, it's kind of locked to just that, which is ok, but it is a direction you are basically heading so I'm excited to see this game in a year or so when a lot of things have been polished up. And no, it doesn't have to be as polished or using 3D graphics or something, 2D landscape with a simple arcade look is perfectly fine. 

But anyways, keep working on it but don't get burned out! It's clear you actually care about this project.