That's not the case, the game is bigger once installed: 
Fenec250
Creator of
Recent community posts
The requirement to complete level 6 might be 2 girls level 5, but the requirement to complete level 4 is still 4 girls level 5 so it males no difference.
Reducing the number of girls is not a good fix. By the time I have 2 girls level 5, I have three more at level 4 already. This is because you can't select which girl visits, the level of all girls raises in a bell curve. I get this by using the Magazines to raise my Lust to 80 and try to corrupt two girls every day.
Getting 5 girls to level 3 and raising the Lust requirement per level would make it somewhat easier to reach, but mainly it would let the player continue to corrupt the girls after unlocking pregnancy. It feels bad when you unlock a new feature after reaching the end of the progression for a few characters.
Another idea would be to change the requirement to "total H levels". This way you make progress towards it even if the girl 5% away from level 5 never shows up, you make progress no matter who visits.
Having played more, it feels like H level is easier to raise? It might be that I know how to use the Magazines now, it felt like it went faster than when I was relying on Cassia and stripping to gain Lust.
The requirement to reach level 7 has changed, but not in a way that adresses the issue I brought up. It requires 2 character with H level 5, which is always already achieved because level 5 needs 4 H level 5 to be reached. Lowering the number of girls is not a solution anyways: you can't choose which customer shows up so their H level grows steadily. By the time I reached 4 H level 5, I had two more at level 4 and only the customers I barred from shopping were under level 2.
Even if level 5 was easy to achieve, it feels bad to unlock pregnancy after reaching the end of the progression with these characters. It would feel better if there were H levels beyond 5 or if Zhara needed 4 H level 3 instead.
There is a small bug when you unlock pregnancy: you can't impregnate Zhara in the same interaction, the impreg attempts counter shows up but stays at 2, in your profile the Fertility perk doesn't activate until the next day.
What's the change to Zhara's progression?
I'm on level 4 and the requirements is still 4 girls at H level 5, which takes a lot of time. This is the same long grind to unlock pregnancy as earlier, what is the change mentionned in the patch note?
I think 4 girls level 3 would be a better goal, this way you can unlock pregnancy before you finish corrupting the girls you like.
It's not balanced, but part of the fun is figuring out what is strong and how to avoid the opponent's biggest attacks.
I finally beat the hardest difficulty with all pairings. I had to restart the fights a couple of times, but each time I learned new tricks, what card to look for, what intents need to be countered, what size to aim for.
After a few tries I managed an Arousal win with Kasumi. I added a pair of +3 purple to the starting deck then her 8-cost that converts purple to card draw. On the first turn she gave me two bones, which helped shrink under 25% quickly so the Arousal cards started to draw. I got unlucky and got Scent Marking four turns in a row, but I was able to use her Belly Up to generate lots of purple, add a couple 3-purple and 8-purple arousal card as well as the 30-arousal card that discards a card. Once you have a strong draw engine and a couple of Arousal cards you can inflict arousal very quickly by going trough your deck 2-3 times per turn. You don't even need to worry about the 5 or 20 damage penalty, playing the healing card twice already offsets that.
Slobber can be a pain, but with a good draw engine you can buy a single +2 yellow and purge them.
On other characters I always tried to get Daisy to do her <100 move that makes her play 1 intent per turn for 5 turns. I haven't tried with Celica, giving up her draw 4 to stay big is too costly.
Great game! I played the first 4 characters and won against both opponents at max difficulty.
It's not fully balanced. Daisy gets much easier when she spends 5 turns growing. Slimantha can hit you for a lot when you're in similar sizes. I haven't found a way to come back from a height difference unless playing as the fox, Hawthorn. The opponents have ways to grow based on your height while small, the player can only try to catch up multiplying their own height.
There are bugs as well:
- if you play Punch while larger than your opponent, the second 6 damage is dealt to you
- the Settings menu on mobile glitches, it makes the game wider than the screen
A nice, simple game.
Ypu click/tap Explore. Then you eother get words, or words and the seduction minigame. The minigame is a simple clicker/idle points generation, well paced so it doesn't take too long to reach the 150k goal. Then you can Prestige to unlock the next picture of this girl, reset the minigame and gain a 20% additive bonus to the minigame speed. Rinse and repeat until you have the 30 images.
I like you the minigame is paced. It's simple, after a few completion it's always the same but it's active enough to keep me engaged. I like how you can leave the minigame and it will keep progressing in the background, letting you use the encounter with a completed girl to get a headstart before reaching a girl you can Prestige on. The stacking 20% bonus makes the completion quite fast for the last few unlocks.
I'm not sure how this game can grow? Getting the last two images of the pale girl took more time skipping dialogs than it took playing the minigame. Adding more girls and images just extends the busywork to unlock them all, but changing the minigame risks losing the simplicity that charmed me.
A good strt, but it needs some work.
I played the Android version 0.04. The combat felt punishing. You only have a fraction of a second to parry an attack and the disable duration is too short to hit them afterwards. At the same time you can jump over the lady's attack then walk past her to avoid the next, but 'I'm not good enough with the android controls to actually hit her while doing that. I ended up solving that fight by chucking debris and dashing trough her.
Before that I "lost" to both male enemies, but upon reaching 0 hp the enemy just stopped working while I continued moving normally, hitting them and continuing the game.
I'm not a fan of the map closing behind you. As more enemies get added, I'd like to be able to go back and fight previous enemies once I'm corrupted and buy the clothes variants after finding a respawning enemy I can grind for credits.
It feels odd how the value of Lust changes wildly over the course of the game.
- at first Lust is a detriment, reducing your stats. You want sex scenes to keep it low. Stripping increases it, which is a downside.
- once Zhara is revealed, if you check her hints Lust becomes a resource to progress with her, you want to start the day with some in case she visits.
- once the corruption mechanic is unlocked Lust becomes a valuable resource. You want to spend it on specific characters to progress with Zhara and unlock outfits to generate more lust. Stripping gives you more, an upside.
- once you unlock pregnancy, lust loses value again. You don't need max corruption to have sex with a character and you have 5 charactrrs whose corruption is maxed already.
Suggestions:
- change the prerequisite to unlock pregnancy to 5 Sex interactions with different girls + 200 lust spent on Zhara. This will reduce the need to generate Lust during that part of the game.
- add a better way to generate Lust than talking to Cassia, checking her boobs and going to the city to reset her interaction.
You have to press the key when the ball becomes visible. The timing is very short, you can't hold the key or spam since the cooldown is longer than the window to hit it. The timing is also not consistent with the warning, the time between the warning fades and the ball appears changes. I'm not sure how it would work on mobile, hopefully the joystick controls let you tap the screen and not swipe like the game shows, I can't imagine hitting swiping during the tight window.
I remember playing an earlier version of this game. I was happy to find it was updated!
I started with the yellow harpy. Easy mode was easy enough, Medium was too, but I couldn't beat Hard without a pet. The red feather is bullshit. I think it sends you to the lowest platform available? But by the time you reach it you don't have the time to reorient yourself and jump, the platform is already gone and you with it.
The blue harpy was easy in comparison. Her attack was easy to avoid or to ram trough, you just need to break one feather to go trough. I think she is the easiest harpy of the bunch.
The red harpy was frustrating at first, her feathers resetting you instantly, but the more annoying part was the horizontal feathers dropping slower than the platforms, although I'm not sure if that was from the frost pet effect.
The green harpy was not the easiest, but probably the fastest. Her retaliation going up and towards the side mean you can get a couple of hits on her before you need to start dodging. With the red pet and a couple of retries she went down, with the screen filled with her feathers.
It's with the green pet that I tried and beat the yellow harpy. With the freedom to jump anywhere I was able to avoid getting hit and red-feathered.
The ground harpy is very different from the others. She's frustrating in some ways, if you fall down or hit her platform instead of her you can't get back up, you keep hitting her and getting sent back down. I tried for a without the green pet, but I ended up using it to get the win.
The dark harpy was somewhat easy. Keep to the center, hit her. I'm not sure what the ground pet did but I beat her easily, although not as easily as the blue harpy.
I think the hardest is the yellow harpy, which is strange since she is the first. Her fan of feathers make her tricky to approach, her retaliation is impactful as well, but it's the red feather bullshit that end you attempt unpredictably and make her the most difficult of the bunch. The red harpy one-shots you, but you know it's because you hit a feather; the yellow harpy just decides sometime that you hit one feather too many and sends you back down and it's frustrating because you are sometimes able to recover but most of the time you don't and it sucks.
The sex scene minigame is superfluous in my opinion. Instead of seeing a sex scene to celebrate your achievement, you have to track a pink circle while the pair is fucking on another part of the screen.
Thanks for the game!
The Stardust progression stops after we reach roughly 50% of Terra Nova, when we buy the third Singularity Cannon. At lower tiers that would be when we save up for the next tier, but there is nothing beyond the Singularity Cannon, every upgrade after that is a linear gain for exponential cost. You buy the 3rd cannon around 50% of Terra Nova, then you finish that planet before the next can be bought.
After that, Pyralis is a pure grind. You only double your speed over the course of its conquest, a far cry from the ~4000x growth during Terra Nova.
The Kickstart Ascension bonus is quite bad. After a few Infusion bonuses the start is so fast that the Kickstart doesn't matter. The first point lets you buy an Orbital Laser, I didn't upgrade it any more.
A common quality of life improvement in modern clicker games is to simulate clicks when the player holds down the mouse button over the clickable area.
A middling deckbuilder that falls into a few common traps:
- HP persists between combats, but there are reusable cards that heal you, incentivising you to stall the combat to heal up after defeating all but one enemy.
- Arousal also persists between combat, adding another incentive to stall until you are at 49/50 so that the first card you play next combat gives you an Ultimate.
- At Rest sites, entering the Shop refreshes it, letting you fish for specific cards.
- Also in the Shop, some cards cost 9999 credits for no apparent reason.
- I like how your starting deck and rewards pool is based on the 3 characters you choose
As an erotic game, I don't think it's very good. The cards show the girls in various situations, but most of the erotic ones show them on the losing side whereas I stayed well ahead of the enemies. There's a disconnect between the story shown on cards/animations and how the mechanics play out.
I'm curious to see how that will improve things. The way I see it the production is just too fast: you don't need to double your starting cash on the first production day, you just need to make 200$ of profit to stay afloat while you court/corrupt your employees. The amount of money you have is not the issue, it's how you need to spend it all to sustain your production, which is unnecessarily high.
A few more bugs:
- on day 1, hiring a character shows them with 2000 milk capacity
- characters usually show 0 milk capacity if they are not lactating
- after hiring you can save the game and reload to hire again
- the scene with Martha in the bathroom can trigger when Sophie or even no one is in there
- one of my saves got corrupted somehow: after loading, any location I travel to offers no interaction or travel option, leaving me stranded. I'm not sure what led to this.
A few more things that need wprk:
- the milk farm is tedious. You need to go to HR to reassign your employee there, go there to milk them, then go back to HR to reassign them back. There's no benefit leaving them assigned to the farm.
- you can raise character affection for free by greeting them and endynd the interaction repeatedly.
- procurement is a waste of employee time if they don't get a discount based on their skill. You can buy supplies yourself at no time cost, it is tedious but optimal.
Went to try again and I still get stuck trying to make the company run.
I started by hiring a Sales employee, researching the health potion, reassigning Maya to Production and buying Chems manually. Each cycle, Maya spends most of the chems and Nora sells all potions and I buy more Chems while researching the lactation potion. Before I finish researching it Nora stops selling: the market is flooded. I need to reload a save because I spent everything I had to supply Maya and had no money left to pivot to a new production.
The production and sale speeds should be lowered, divided by ten. I should be able to buy enough Chems to supply Maya for a few days off of the starting cash and it should take at least a week before I need to worry about market saturation.
A good game with some issues still:
- The AI tends to get stuck. In my run where I made everyone fall the Boss was stuck moving up and down, I think it was trying to path around the Crystal behind which the downed Vara was. In my winning run the Lair Guards were stuck in a similar fashion.
- The HP numbers are a lie. If a character has 3 HP, I expect them to be hit for 1 HP per attack. If enemies are going to hit for 2.8, change the values to 30 HP and 28 damage instead.
- The line of sight is wonky at times. One time I was advancing some distance away from a doorway, I spotted a Lair Guard. The line of sight was such that it has line of sight on the square I just left (where I could not see them) but not on my current one (where I could see them).
I like the update! As the Dragon, it makes you impregnate 3+ maidens and visit most of them every Festival instead of doing mostly self-impreg every day. You can't make Emily do everything, she really feels like a backup witch even when she takes care of Tammy for free. You are still incentivised to focus on a handful of characters, but that handful is nearly half the cast instead of yourself and one other. The number of characters you need to take care of will also grow as more get added, which is good.
In terms of balance this is a nerf to the Dragon's very efficient self-impregnation, they can't spam it like before. They are still the best for now, but as more characters get added the Harpy will take back their place as the fastest growing race.
Suggestion 2: I meant converting dracomana to 1 regular mana and sending it to Ollie, as a compensation when you can't get under the conversion threshold. There are times where you have 85 mana and can't get under 34 with the available maidens.
Suggestion 3: making Emily store charges would really improve this feature. You get to keep access to all maidens until the day of the Festival instead of having to plan in advance which maiden you won't have mana for.
Adding more characters doesn't change the optimal way to maximize Mana growth, but . It is optimal to impregnate the most mana-efficient character and assign everyone else to Emily. The discount makes them even more mana-efficient, there's no incentive to switch to interact with other maidens until you can Hyper the discounted character.
That's not true, I'm wrong. The story, meeting other characters, seeing their various images, advancing their storyline, those are all incentives, only they are not (currently) improving your mana growth. This could change if there are characters that give mana more efficiently locked behind a quest. In Albero Verde the double impregnation sessions gave twice as much mana for the cost, but some of them required a quest first. There could also be one-time mana rewards for some quests, that's an incentive that can work.
But those incentives rely on you finding out about them, in my case I jumped straight at the obvious way to maximize mana, which is making Emily work overtime and holding a Festival every day. With those hidden mechanics I would get penalized for ignoring the story, which is entirely fair.
Actually, another way to incentivize interacting with more characters would be to make the Festival take a full day, wasting that day's mana, not even sending it to Ollie. This would make it optimal to spend roughly 25 days before the discounts add up to the mana you would lose by holding the first Festival. This gets faster on subsequent Festivals (as discount take up a bigger part of the remaining mana cost), then once characters reach max discount the optimal duration gets longer again.
Suggestions
- after impregnating the last maiden, offer a lint to Festival instead of Rest.
- give a bonus (10×min impreg growth) when reaching 50% discount with a character. This makes it optimal to work on everyone instead of focusing on reaching Hyper with characters already discounted.
- alternatively, gate the discount with tiers. Pregnancy can lower it to 75%, Heavy is needed to reach 60% and Hyper to get down to 50%. This would make it optimal to follow a progression curve instead of jumping to Hyper after 10 regular pregnancies. It adds a sense of the character getting confortable to the size to the mechanics.
I checked out the Harpy a bit more to compare with the Dragon.
My Dragon save is on day 61 with nearly 1000 mana and 243 dracomana and is on turn 1660. I focused on self-impreg before working on the maidens. At this point I can Hyper myself, all Surface folks, Randy+ and I have spare to get discount on the rest
My Harpy save on the same day with 860 mana on turn 1260. I focused on Emily before working on maidens. At this point I can Hyper Emily and all Surface folks. I just finished getting the full discount on Randy.
The Dragon is faster not only because of the starting 15 dracomana but also because of its boosted self-impregnation. Regular impreg with max discount increases mana by 4%. Dragon gets 5% because she gets 1 mana on top of 1 dracomana per egg worth 100 mana. The simple outfit boosts that to 6.25%, and you can spend up to 480 mana on it. The Harpy penalty leaves her at 5% growth on self-impreg, barely more than her normal 4.8%.
But the Harpy spends less time juggling mana around to trigger dracomana conversion. She got to day 61 in 30% less turns and with much simpler maths to optimize her mana growth.
The Cat could reach 600 mana by that point, thanks to the Outfit bonus and the early boost to discounts. The Fox would follow behind, having no bonus, even her acclaimed fertility is behind the Dragon's.
Suggestions:
- after clicking a Rest link, check the player's mana and give them a short text about being unable to sleep if they no longer meet the rest condition.
- when you Rest with unspent Draconic Mana, send it to Ollie with a 1:1 conversion.
- Emily could have a limited number of spells per day? If she has 3 spell per day and is assigned to 6 maidens, the next Festival will be at least 2 days after the last even if you take care of the remaining maidens whithin a day.
- the Festival button could appear as soon as Emily can cover the remaining Maidens, saving you the hassle of going to each one to request Emily's help. In the current version it would appear as soon as you and Emily are pregnant. With the suggestion above it would be when Emily has accumulated enough spells since the last Festival to take care of the remaining maidens.
Cool game! I mostly ignored the story, but I can give my toughts on the mechanics.
I went for the Dragon start. I tried the Harpy for a bit afterwards, but the extra 64 mana per day is simply much stronger when you know how to set it up. It looks like it can be abused a bit: if you have a Rest link available before you Convert you can send to Ollie more than your maximum mana. The Dragon's self impregnation also gives both 1 regular mana and 1 Draconic Mana, making it the most efficient way to raise your mana.
The other way to maximize your mana gain is to assign almost everyone to Emily and Festival everyday to take advantage of the discount asap. This is annoying because every assignement takes you to her, you have to navigate back to the city. This is only going to increase as the number of characters increases.
I prefer how Festivals worked in Albero Verde, needing a certain number of candidates. You could ignore certain characters without having to interact with them (to assign them to Emily). You didn't have to meet with everyone before your first Festival. You couldn't start doing Festivals everyday right from the start.
In any case, I look forward to see how Amber Burrows develops!
Thanks for the detailed feedback!
I'm working on an unrelated project at the moment, but when it is done I will fix the typos/inconsistencies you highlighted and investigate the display issue.
The Dryad scene is technically correct. The cock growth is random, the Heat gives it to one of the partners and you just happen to be the designated female when you meet Bunny. And Thea. And Huntress. Yeah, it's not shown properly, I get how it is unexpected.
I tried making pixel art, but got discouraged. I had a few AI images when I started, but I removed all of it. Adding simple images of each character is a good target, I should be able to make it before it becomes a chore, once I resume this project.
Again, thanks for the feedback!
0.2.9.4
A nice start, but not yet enjoyable.
- the Love Essence amount persists after restarting the game until you restart the application
- I'm not sure how someone who hasn't played Lab Rats 2 would figure out how to make money. You need to create the potion, activate its mastery research, and research it a couple of times, then you need to select it in Production and Sales, buy Chems from Procurement, then go to HR to reassign Maya to production and then sales. This is a lot.
- Not being able to Produce and Sell is annoying, you need to constantly reassign Maya to make money. At least you can buy Chems manually.
I suggest starting with 100$, 450 units of low grade potions worth 2$ each and Maya assigned to Sell them. This way you see your money go up at the start. Once the stock runs out Maya can tutorialize researching potions if you have not researched one yourself.
I get that there's exciting systems you want to implement, but showing the player how to interact with the prerequisites is important.
Great little game!
Here's some feedback:
- The Linux version works well.
- The AI is not great, it never comes close to winning. It's only benefit is buying cards from the center row, giving you more options or punishing you for not buying a card you want.
- The starting deck is not great. Boardgames like these usually start with 8 economy cards and 2 other cards, ensuring you have something at the start. Here you have 6 economy cards, 4 other fleeting cards and 5 basic clothes, AND the economy cards stay in play. Your total R&D before your first shuffle you can vary quite a lot, between 17 and 7, and it's especially frustrating if you have no R&D in your first hand and lose great cards to your opponent.
- The Erin cards are not very good. You need more Manuf overall to play the basic Amelia cards, the great Shelly and Lynn cards. Paying 4 Manuf for merely +1 Marketing is a worse deal than Jackie's 3 Mkng for +1 Manuf and it rarely makes the difference needed to play good Melody cards. I would rate clothes power this way: Lynn > Shelly > Melody > Jackie > Erin > Amelia
- when you buy a card the new card appears before the bought card is removed, making the shop row shift during the animation.
Suggestions:
- remove a sewing machine and a magazine ad from the starting deck, but start with 1/1 right away
- remove 3 drawing boards from the starting deck, reducing its size to 10, and start with 1 recurring R&D
- change Amelia clothes to give temporary R&D: and cost different combinations of Manuf/Marketing: panties could cost 1/0 giving 1 R&D while the pants cost 2/2 and give 4 R&D
- make Lynn clothes costs lean towards Marketing and make Erin clothes refund +2 marketing
- add a Cycle button that removes the leftmost card for 1 R&D and increase this cost by 1 for the turn.

