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I'm no Breakout master, so I don't really have much to offer beyond what I've seen from a Youtuber who played them. The two levels that stand out are the first one, and the one with the unbreakable box. The first feels too "light" for a first level, like it's hard to stack dice without a hit, and the box level feels way too easy to get into softlock where you have to hope desperately that your balls get out from the box if you don't have any outside of it.

Powerup wise I think just the ball multiplier is fine for a game like this. Perhaps if you keep up using Breakout you might explore some kind of tree system with different powerups.

Does this still have the random dialogue system? I didn't see it mentioned this time around. I actually missed some of the characterization about her enjoying the view of the pool and the like. Now it felt a little boring in comparison. The writing seemed mostly misspelling free, though it felt like it shifted a lot on how actions were formatted and who's POV we were supposed to be experiencing.

The poses could do with some shake ups, as her just staring at the player and not even having her arm in another position makes for a very static experience.

The shading felt inconsistent in the blow job scene compared to other scenes, where it looks like both parties are fur-covered during that, but earlier and later scenes looks more skin-like on both. I've seen Egyptian characters that go for the "furless furry" look, and that's what I assumed was going on with the Princess (with the MC being either human or kemonomimi, depending on choice). This could easily just be a miscommunication on intent, though. 

I don't think the male's body in the sex scene scales with how he's portrayed in the pre-sex scenes, looking almost gigachad tier in comparison to his short scrawny stature in the kiss scene. My own vibe is he's a bit too hung too, but I get that "small but hung" is a vibe of it's own.

(1 edit) (+1)

Thanks for the feedback!.
I changed the gameplay for a more straightfoward experience, i changed the random dialogues because nobody notices it, the same with the slow progress but change of tone in the dialogue in the early version, people prefer to see more action, that's why i shifted to that direction.

Technically is impossible to be stuck in the breakout game, because i added a special passive skill, that destroy a random block after some time,  game design could not be perfect, but i think is playable i tested it many playthroughs.

Thanks for playing : )