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Love Rocket Demo

Defend your bases against cute animal girls and blow their clothes off! · By KingKura

Cool WIP, actual gameplay

A topic by MTaur created 78 days ago Views: 137 Replies: 4
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Kind of a unique approach to adult stuff.  Cosplay missile command collateral damage strip fighting...  This game lets you play around with predator/prey relationships within a script that is unambiguously consensual, which is something you don't get to say about H games every day.

Gameplay is somewhat RNG dependent.  The latter stages require chain reactions to prepare themselves for you in just the right places, though you can play defense for a significant number of clicks before you run out of chances to "cash in" on a good RNG spike.  Skill and luck do a pretty complicated dance here.  I'm not sure if it's sort of unfair and grindy, or if I'm still not very good at it.  Either way, there's more to the game than is apparent at first, and it took me some trial and error to even realize that offense and defense were separate things, and it took me a while to see the ammo counters and "active weapon" indicator.  But when you do understand things, you sometimes have to make decisions like deciding where to shoot the current missile so you can cycle to the next turret to fire at the spot you are actually trying to reach in time, or decide whether to wait for just the right moment to hit a big chain reaction, but then you have to give yourself time to shoot missiles that are falling too close to your base on the side.

At the moment, coin farming feels slow, grindy, and unpleasant.  Spending a whole rocket to blow up a spaceship partially sacrifices your chances to win the current round in exchange for a small amount of your meta-scaling resource, which is an unpleasant dilemma.  I feel like they could sweeten the pot, such as by refunding a rocket (or three) when you take down a ship, so that taking down a spaceship always feels like a good play.  Overall, repeating a stage to grind coins feels a little bad, and there isn't a solid standard for how many tries it should really take, so you don't know if you should try to win or try to grind coins primarily.

To communicate expectations for how well you need to play, I feel like they could implement a roguelike story mode, such as: the convention is one week long, and if you lose three times, you have to meet up later at a different time/place for pick-up games, your save reverts to casual mode, and you can grind out a lesser ending (such as: she has a roommate and a small dorm room, so no hooking up, but you have movie night and afterward she sends pics, for example).  The best ending (hotel room) could be reserved for winning within the three lives (and the game could keep console commands in place for the option of cheating for the ending, for those who just want to see it).  I feel like three strikes mode would better communicate what is supposed to be possible, and erase doubts about whether the game is supposed to be grindy, or whether you just need to play better.

Developer

It's a bit of a case of optimization here. I wanted it to have a strong 'meta' so to say, which is at the moment putting most chips on missile production. Most coins come from, not the ships, but from 'rank ups' which are ranks gained + bases intact. Which are for 3 levels (5 + 7 + 8) at best. Coin farming in full game would be completing early levels of multiple girls to stack up the coins.

Ah, so then it feels pretty grindy when you advance stages and can't farm lvl 1's across the board.  Only the dev knows.

Developer

At the moment, yes. Also I'm planning a bit smuttier, additional gallery pic for completing past rank 5 as it's supposed to be very difficult. 

Visual novel passages are on the drawing board as well! I have a few options where to go from there, either smaller, standalone games or something within love rocket.

Postgame was pretty hard in the demo with maximum cheats.  Well, after enough cheats, you can defend indefinitely, so "hard" no longer is the right word, but it's definitely not easy to do quickly, and limited room for error.

Would be fun to choose a favorite food (as in not necessarily pizza) at the start of the game.  (But not if this is a background item in a bonus scene already)