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The game is really well-written and has great characters and a fun gameplay system. I know it's still pretty early in development so any complaints I have are just stuff I'd like to see to be clear. The game is a little too easy for my taste and I would personally enjoy a Hard difficulty. I would like to see Sky and Holy magic as well as the Lust debuff nerfed a bit and for Lunar Magic to be slightly buffed. I would also like for the day cycle and time passage mechanics to have more importance and actually have enough consequence to factor into decision-making. In a similar vein I'd like mana management to be more prevalent, perhaps by repeated sex in combination with time passing without rest causing some kind of strain or stamina loss. MP gain from Attendants also need to be seriously nerfed. Your sexual stats and how they level are not really explained, and on a similar Spirit Kin are not given a proper explanation in terms gameplay or story. The game lets you set your gender preferences which I like a lot but there isn't any options for fetish preferences; you can avoid interacting with most of the fetishes if you don't want to but the option would still be nice, especially since piss shows up so often. Finally, the sex scenes are pretty good in a vacuum, but sex scenes with non-story-important npcs currently all use the same art for each that doesn't account for the different npc appearances. Creating some alts with different skin tones and hair color shouldn't be too hard and the differences wouldn't need to be too detailed since unimportant npcs themselves all are variations of the same character template.

I really really enjoyed what the game has so far to be clear, and the only reason I have so much to say about what I want changed is because I really think this game has the potential to exceed all my expectations. Excited to see future updates!

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I want to give more detailed feedback but I accidentally deleted what I had spent an hour writing about Lust, Holy, Sky and Lunar so. Maybe next update lol

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Thanks for this detailed feedback!

The game is a little too easy for my taste and I would personally enjoy a Hard difficulty. I would like to see Sky and Holy magic as well as the Lust debuff nerfed a bit and for Lunar Magic to be slightly buffed.

A hard mode is coming, but I don’t want to just scale damage and HP, I’d like to actually make changes that reward good play like good aura management and clever spell combinations while punishing ‘bad’ play much more harshly. That’ll take time to develop, and honestly it’s not really a major priority right now. That said, a simpler hard mode for the interim might be a good idea. As far as buffs and nerfs, that’s a moving target. I actually just buffed Lunar in the last patch. I agree in general that Sky is too strong. I think Holy is okay, but it does overperform in some fights, but it’s also sort of supposed to.

In a similar vein I’d like mana management to be more prevalent, perhaps by repeated sex in combination with time passing without rest causing some kind of strain or stamina loss. MP gain from Attendants also need to be seriously nerfed.

Some sort of penalty for repeated sex without a break isn’t a bad idea. I’m a bit wary of forcing the player to like sleep or rest, but penalizing players for doing sex encounters back-to-back-to-back does make sense. I’m curious about why attendants seem to need a nerf to you in specific. They generally should give the same MP as anyone else, afaik.

Your sexual stats and how they level are not really explained, and on a similar Spirit Kin are not given a proper explanation in terms gameplay or story.

These systems are under construction right now, so they’re not fully explained. In the future, the sex stats will give you special abilities and very small stat bonuses, while the Spirit Kin will basically function almost as upgradeable equipment, if that makes sense.

The game lets you set your gender preferences which I like a lot but there isn’t any options for fetish preferences; you can avoid interacting with most of the fetishes if you don’t want to but the option would still be nice, especially since piss shows up so often.

I go back and forth on whether discreet options are necessary when I feel like most extra kinky stuff is optional well-labeled, but you’re not the first to ask for it, so it’s something I’ll consider!

Finally, the sex scenes are pretty good in a vacuum, but sex scenes with non-story-important npcs currently all use the same art for each that doesn’t account for the different npc appearances.

I do think some different variations of generic CGs could be a good idea, just for some variety, but honestly, I’ll probably just have additional sets of CGs added rather than matching it to the specific appearance of the random NPCs. For certain reasons related to how I programmed various systems, it would be annoying to try to match the appearance of most unnamed NPCs to specific sets of CGs. That said, never say never.

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Thank you for taking in my feedback! I'm glad to hear that most if not all the things I mentioned have plans to be addressed in the future. To clarify about the Attendants, it's because once you have the spell that lets you teleport to the Throne Room you can regain mana with them at any time. Admittedly it might not be necessary to nerf them if my other suggestion for preventing mana regen abuse is implemented but they are an incredibly free source of mana as-is

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After some time I have my thoughts a little more in order and can give more detailed feedback. These are just ideas I have for how these things could be changed, feel free to disregard them if you have ideas you like more lol

 Holy magic is mostly fine but Purge specifically feels a bit too strong, taking out roughly half the health of non-boss enemies when used on turn one. Maybe have it do reduced damage to non-demon enemies so that other magic sources can compete in terms of damage. Sky magic might need its MP regen scaled back, but my main concern is actually the fact being Embued can so easily generate wounds. It doesn't necessarily outpace Black and Dryad magic, but it does enough to make them feel less necessary when Sky magic is already so strong in other things it does. I think making it so it can only inflict wounds on enemies that already have wounds would make it feel more like a compliment to those magic types than a replacement. Lunar magic might be fine where it is but I think it would be cool if it had it's own version of Sky being able to proc storms or create them in the overworld. Maybe being able to create a temporary area of "nightime" that only lasts for that fight, with the unique unlockable ability to cast an out-of-combat spell for it immediately before a fight. That might be hard to program though, so it might not be feasible, and admittedly it's just an idea I thought would be cool more than an actual balance suggestion. Finally, while I didn't always use it I noticed that with a fully upgraded Abilities Lust is incredibly easy to build up to the point enemies basically never get a turn. There are a few ways I could think to balance this, like some enemies being resistant to Lust build-up and/or losing more Lust stacks per turn, being able to clear them like demons with Sanction, or even being outright immune (zombies and undead mainly. This isn't that necessary for balance but it would feel more immersive to not be able to make a literal corpse horny). Another idea I have that could work in tandem with the other proposed nerfs is having Lust decrease by a percentage when it procs a turn skip in addition to its usual per-turn decrease. My only reservation is that if these changes get implemented Madness might just end up replacing Lust as the op status effect, but the main reason I'm currently more concerned with Lust is that you always have access to it via your Abilities while Madness requires equipping Lunar and/or Starsea. Maybe Madness might need to be adjusted too in the future, but for now I just don't want it to feel like it's stuck as weaker than Lust as a debuff and worse for mana regen than Embued. Maybe capping the flinch chance at 50% but having additional stacks above 50 still improve the mana regen? The more I think about it the more I realize that debuffs that can make enemies skip turns are really hard to balance and I might not be the right person to figure them out, so take this last section with even more grains of salt than the rest of my ideas lol