Thanks for always being so receptive to feedback! Hopefully I/we don't come across as too negative or demanding. This is one of the releases I'm the most excited for these days, and each demo has been a blast so far.
alias34
Recent community posts
Been looking forward to this for months, had a great time with the update!
Some thoughts and suggestions:
- I find the game has gotten too easy. I might be in the minority, but I liked failing the levels at first and gradually becoming stronger with each attempt. This time I cleared a lot of the levels first try. Perhaps a difficulty setting?
- Additionally; maybe the higher difficulty setting could put a multiplier on your earnings, or perhaps there could be a currency for unlocking the gallery in the full version, and the Hard mode lets you gain it faster. Just a suggestion, it's nice when a difficulty mode has an incentive, but I'd be happy with a simple higher difficulty too.
- The grapples didn't auto-progress for me, like they did in an old preview of yours. Is this a glitch? The settings didn't change anything.
- This is somewhat subjective, but I'm hoping to see some more intense stuff in the long run; the inanimate objects in the third level were pretty neat, but it felt like it scaled the lewdness back a bit. Might just be an unfortunate side-effect of me waiting for the demo so long, and this being the "final" level at the time. A problem this game wouldn't have in the full release.
- I think enemies that can displace you could be a lot of fun. Maybe one that carries you around and potentially puts you into a tight spot. Maybe something that knocks you back whenever it hits you. Maybe a tentacle monster that can lock on to you and then pull you towards it.
- Another idea; aphrodisiac status-effect that temporarily adds ~50 lewdness to the protagonist, then either vanishes or deteriorates over 3 turns.
- VERY subjective, but I hope we can see her full legs and feet more in future CGs. Real shame that she's wearing such lovely legwear and we never get to see her legs in full. But that's just me, can't hurt to ask lol
- A woods/dark garden area could be fun for a new biome. Would love to see more beastial/insectoid monsters or plants perhaps.
Been waiting for a demo for years, personally loved it! Super solid framework, the cut-ins are what I loved about Lewdest Labyrinth and I'm glad to see them back. I really like that every enemy has one (minus the probes that seem to appear in every level, foreshadowing?)
Question: Will the cut-ins get lewder over time? Only the giant has penetration so far. That said, I don't mind it because I like a gradual build-up.
Also something funny I noticed about your games is that when the PC dies the game just kinda fades to black real fast. Makes losses feel very abrupt. I think maybe a freeze-frame on the fatal hit + the music stopping and a sound playing or something could be cool.
Also gonna dump some ideas and suggestions if you don't mind, no need to comment on them but I'd love if you consider any of them;
- How about letting enemies "grab/hold" the PC? Same way the slime puddle applies a hold on her that's represented by changed idle art.
- Or how about enemies that can set fields on you themselves? Imagine an Elite version of a slime that will spit slime on the floor in regular intervals. Or a spider enemy that applies webbing on random floor tiles around you.
- Trap tiles that spawn enemies around you if you step on them, maybe they only become visible when you're right in front of them, punishing people who don't look carefully where they're going.
- Status effects such as paralysis, poison, lust (which makes grapples deal extra damage), each represented by a different idle pose.
- An enemy with tentacles that can pull the PC towards them from ~2 tiles away.