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for Beta 0.6:
Interesting start. Still needs some state control improvements because I get some lurching, as well as a bug that causes the game to become uncontrollable. 

GUI elements should be a bit more responsive. when hitting Select/OK when selecting should select that. Sounds and some visual indication should fire off to show the user it worked.

Visually, not all stat elements of characters are being displayed as they improve, including hair, eyes, and fun-parts. This is a big thing that should be finished with care.

Finally, it's very grindy, and should be balanced to play around the 30-speed, instead of the 240. Make sure to get as much content in and to introduce as much "trouble" that can be rewarding if the player solves it with each character.

Keep working hard!

Thank you for the suggestions! I know the game is in quite a bad shape and that is mostly due to my incompetence in coding. As for the art, please keep in mind that making multiple different ways to display growth requires quite a bit of artwork. I have discussed with the artist a few ways we can implement such multi-dimensional growth, but we are still working on it.

I totally understand. It will be very difficult, but it is critical - absolutely worth pushing your knowledge and skills to do. Muscle level, eyes, Hair, funparts are all first starts. Perhaps integrating live DAZ-model rendering into the game is worth doing. (See: Certain TWINE/Sugarcube Projects using webgl to do this.)

Incompetency is not the same as ignorance. Games are very hard with all manner of use-cases. Players are mashing buttons, opening and closing menus - changing the state of the game and its systems as fast as they can push buttons. Something is bound to break. You just learn what gets broken and put in the guards and controls to deal with it.

For now - outside of that technology - just keep planning, structuring, and implementing pieces of variation, surprises, fun stuff, and dialogue. You have something here. Work hard, and just keep improving.