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I really like the game. The art style is very well done and the sex scenes well written. I was engaged in the combat as well.

A few things I wanted to add. The stair case fight is really Hard. I feel like it maybe useful to get a defensive ability to help with survival. Something like an Evasion type move that can increase the chances of an enemy missing for example. Also the guard feature doesn’t seem all that useful. Perhaps in future updates where get something like Regeneration or a Counter attack it can be more helpful but as of now it’s just a waste of a turn to use.

Also it is a bit frustrating with Lust as it’s damage is huge and there isn’t really any way to lower it outside of letting it reach 100. Perhaps there can be an ability like Patch Up called Meditate or Masturbate to let you lower Lust outside of battle.


Speaking of Patch up, it’s useful but it seems a bit too strong. For very little points it is very easy to max heal your self. The skill may need to cost a bit more than it is now.


Lustful combat doesn’t seem like much as it’s rather one note and you didn’t get much outside of doing the Lust action or resisting. Honestly a lot of fun in fighting was trying to beat enemies *before* they put me in the Lustful state.


Overall I very much do enjoy this game, even if it can be rough around the edges. I’m looking forward to see future updates!

Thanks for the feedback, it's always helpful hearing both what people like and DON'T (as long as they're polite) because it's easy to be focused on fixing one set of things when people actually care about others.

I'll just start off by saying the combat, while fun, is definitely very primitive in this first chapter. And while I'm never going to make something super in-depth, I am continuing to tweak and improve it as I work on chapter 2. Once that's finished and playtested somewhat, I may back-port the relevant improvements to 1. But let's get to specifics on what you're looking at:

The staircase fight IS really hard. Part of this is on purpose: it's supposed to frustrate you into giving up and using the sex option. But there's a sweet spot of frustrating, but doable, and I may end up moving down just a hair in difficulty to better hit that zone. I don't think it will require any new skills, just playing with the number of enemies, how fast they deploy, and some other stats to get the balance right. I've adapted/changed the way energy drinks work in chapter 2 provisionally: now instead of being the way you recharge, your energy re-ups after every battle, and the drinks instead act as a "supercharge",  maxing your energy for 3 turns so you can spam the spin attack for longer (but not forever). I'm balancing for this by making the drinks much rarer as a pickup, but I think this usage is a lot more fun to play. This alone would probably go a long way to making that fight more doable, though it would still have to be balanced. 

Lust is admittedly a half-finished concept. You're right, there should be a way to drain it off after battle. On the other hand it isn't THAT big a deal, as you have practically infinite heals outside of battle thanks to Patch Up, and I like the idea of it being something you CAN'T control, an obstacle that kneecaps you more and more as you sink deeper into corruption. Right now though it's just kinda there though. In Chapter 2 I'll try to either cut it (there's another mechanic coming in) or flesh it out more. And again, based on what I end up learning there, I may eventually port some changes back to chapter 1.

I'm pretty happy with Patch Up. The idea is that items are for healing in combat, and Patch Up is for healing outside of it. This means you never have to worry about being low health IN GENERAL, just during the course of a fight, and as a dev that makes the possible scenarios I have to consider a lot smaller, and makes item pacing etc easier. 

Lust combat, or battlesex, isn't so much about the mechanic as it is using a mechanic for storytelling. That said, resisting (or not) IS the mechanic. First that gameplay doesn't happen at all, then it's easy to escape, then it becomes harder and harder to escape until it just happens with no option to avoid it. As these kind of RPGs go that's kind of par for the course: the enemies do things that make you more and more vulnerable, and then pounce, and you have to try to struggle out of it. If you had ideas on how that big could be more engaging though, let me know. Always open to pondering possibilities as long as they're not too wild.

Again, glad you're enjoying it, and thanks for the feedback!

That reminds me: Small healing items are practically worthless. At best, you get healed by a little amount and get lucky the enemy doesn't take the hp back on their first turn. I always thought item usage was supposed to be a free action, but I don't know if you have power over that, considering the engine you're using..

No, by default in most RPGMaker games item use is an action in battle. There's probably a way to tweak that, but I'll probably leave as-is for now. The smaller healing items are minimal in their help in battle, but not completely useless: one should often be just enough to buy one  or two rounds more than you would have had otherwise, though obviously they become pointless if there are a lot of enemies still attacking.  It's certainly arguable they should be a bit stronger though, and something I'll consider as I keep working on chapter 2.