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I think my only complaint is there's to many enemies with the same sprite. Its cool there's only one for now but maybe shave down the amount 'there' overall by like 70% so you aren't repeating the same scenes/fights over and over trying to reach other content.

This is a tough thing to tackle, more tough than I think people realize. I definitely agree that some more enemy variety would be nice, and there will a few more in the next chapter. That said, there's a kind of tug-of-war between number of enemies and the depth of the art assets involved, since time is limited. A traditional small RPGMaker project might have a bunch of enemies, but all that's required for them is one static sprite. They also often lean heavily on pre-made stuff. I can't do that: everything has to be made fresh. Which means every enemy needs:

-A battle sprite

-A walking sprite

-Face cut-ins

-Battle sex sprites specific to them

A lot of sex rpgs handle this by either having only one sex sprite per enemy type or by having every sex sprite be generic, and thus usable by any enemy. I can't do the first, since my theming tends to a small handful of new enemies per chapter. I could do the second, but there would end up being a lot of repeated and samey battle sex. This would also mean that doing slightly different control mechanics for each chapter would have to be thrown out.

Ultimately, I can have a lot of enemies with fairly similar sex moves and mechanics across all the chapters, or I can have just a couple in each, but with some depth and variety to their sex and hypno mechanics. Considering the kind of game this is, I've opted for the second so far. All that said, I do aim to have two different enemy types (actual, not just palate swaps) on launch with the next chapter, and potentially a third eventually.

Oh I do understand, realize now I worded it improperly. What I mean is that with 3 enemies per fight, when you 'lose' they all respawn and for example just after the respawn point there's that cluster of like 4? enemies. It turns into 12 different enemies you have to slowly spam click through the animations and everything for since there's multiple steps to each one. In that area you could prob cut out at least half of the patrols and still have a satisfying amount of combat for the size of the area. The second area from what I saw was more reasonable in its enemy count, although I had the game crash twice and couldn't myself to go through the actions for that group of 4 fights again to reach the boss. Alternatively reducing the amount of steps to 'satisfy' each enemy or making 2-enemy groups more common would be helpful.

Oh, so your issue isn't variety of enemies, just the amount in a given area. That's understandable, but I'm not sure I agree. Keep in mind that once you get to those four mobs, that's one of the only two screens of enemies you have to fight past, so I'm hesitant to take too much away from that. Swapping one or two out with 2-enemy mobs might not be a bad idea though. Of course I'm thinking about this in terms of ordinary combat: the assumption has always been that a typical playthrough will take out SOME of the mobs legit, especially the early ones, and THEN maybe end up in slut mode and use that to get past the rest. If you're tipping into slut mode right away, yeah, I can see that being a bit of a slog. I have actually radically streamlined how fast the slut mode fights go compared to what they were originally, but it will take you a bit to get through everyone like that.

Sorry to hear it's been crashing. For all its faults, RMGMaker is usually fairly stable. In fact I don't think I've ever seen it outright crash unless there was a buggy plugin or I massively screwed up a bit of coding. What do the crashes look like?