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These missions feel like a mess of random RPG Maker tutorials that don't really play to the games intentions. There's no real reason to have the turn based combat most of the time, no one is playing for that and it adds nothing.

It also can't seem to decide if it wants to be about Mina getting SA'd by bad guys or wanting to become an exhibitionist because she finds it fun. Seems like you could balance the two by having her just decide in her infinite wisdom to try seducing villains "because I can't just use deadly acid on people" or something. Play up her horniness from there. At least if you want the exhibitionism/corruption to be the main draw.

I get the urge to put in these combat and item collecting mechanics because the game might feel empty otherwise but is anyone here for that. Sorry if this seems harsh but there's a nugget of potential here that is drowning in "Fight > Magic >Acid > Repeat"

(2 edits) (+1)

Yeah, I understand, you’re right. That’s why in the latest versions I’ve been working on more dynamic and less static mechanics to give the game more life, like the new exhibitionism mission, or the new versions of the bar and the inn/business. The thing is, at some point I’ll probably have to rework the beginning and the first missions of the game so everything feels more dynamic and less tedious.

But I’m going to do that once I reach the final stages of the game, otherwise I could end up stalling the project.