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(3 edits) (+1)(-1)

OK, I maxed out pretty much everything there is to max out (jobs, scenes, vendo upgrades, ended up with 20m in the bank), and I have thoughts.

People in the replies posting pictures of the job puzzles should tell you everything you need to know: they are too hard. As pure gates to progress, they turn an idle farmer into a puzzle game, because of the effort required to complete them. They might have a place in a simpler form though, as they too often rely on specific unclear rules with the turn system, and having to re-buy them after a loss makes them too punishing. 

The specific numbers on equipment for the bots are hard to visualise, and having them be the same for each type of outfit removes the option to min-max, as going for full sets always gets you the highest numbers. This is clearly an intended design, as full outfits are how you unlock scenes, but it would add more value to the gacha system if there was potential for big rolls. By the end of the game I was rolling 500 at a time, barely making a dent in my balance, and I felt nothing about it.

Bot management is also a pain. I didn't realise I had enough bots to unlock all the scenes until I went through each one looking for each specific gear set. Maybe being able to see them all in list, with icons showing what fit they are wearing.

Also, as a raging bisexual I'd like some slightly more masculine voices for the scenes, they just sound like women when they are clearly meant to be femboys.

Other than that, the gameplay loop is addicting and despite these quandaries I did beat it. Cool stuff. 

Approved!

(+1)

I feel like the best way to balance the puzzles is to increase their importance. Alongside from being huge difficulty gates, they're also just genuinely really satisfying to solve. My biggest issue eith the diffculty, however, is *what* they gate. Unlocking the jobs is the best way to progress and that progress is halted the moment you get stumped. And the worst part is that is pretty much their only purpose.

I think that the puzzles are fun enough that they could be either their own game, or at least a bigger part of this one. They'd benefit from having mechanics from other parts of the game affect the puzzles.

My suggestion would be some kind of hint system, like powerups that hard lock pieces to certain parts of the board.


That aside, I hard agree. We need different voicelines.