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Fenec250

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A member registered Jul 04, 2021 · View creator page →

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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.

Ero Dungeon felt different from DD thanks to curses and personal goals, at least the versions I played, I didn't play the final release yet. The focus was on collecting equipments, figuring out how to level characters qnd getting that blasted ring off, not just completing dungeons efficiently.

Lust Hunter, it's not very good.
Astral Lust is not on Itch and is abandonned, the equipment part isn't very good either.
Across the Obelisk (SFW) has some equipment as well.
My issue with equipments is that it's easy to make them give flat bonuses, which ends up trivializing other parts of the game or punishing you. An enemy attacks you for 24, your breastplate increases your Block cards by 3, you can play 3 Defense and take no damage. Later in the same run an enemy attacks you for 40, you have found no upgrade to your breastplate so your defense cards are too weak to be effective.

This has me worried a bit. There are a lot of erotic StS clone attempts, including ones with an equipment system. I hope you find a good way to make it distinct from StS like Ero Dungeon was distinct from DD. Good luck Mado!

There is no M/M content in the game and I don't plan to add any. I want to keep the game focused on femme characters and impregnation, I don't want to add male and mpreg fetish to the game.

There are males and mpreg in-universe but I don't want to explore that in the game.

Try to last as long as you can without staying idle.

When you use a skill it gains experience, the two bars in the skill background. After it fills up, when a Cycle ends it will gain levels, increasing the progress multiplier for this skill. Bloodline levels are permanent while Generation levels reset when the next generation starts. The table in the end-of-generation recap shows how many Bloodline levels you have earned as well as how many Cycles you spent using each skill. Try spending as many cycles on one skill to level it up faster.

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After breeding Bunny at least once, "Finish mating" to continue towards the Forest.

If your Determination runs out too fast, try playing trough from the start. The "Reach Bunny" button is convenient but wastes any speedup you gained since the last time you reached that point manually. If the "Idle" stat in the recap exceeds 3 it's probably time to refresh your route.

Please let me know if this solves your issue. I think those are the most likely points of confusion, but if your issue is something else I want to know.

Anything you want to share.

Typos,and bugs are straightforward, but I have played the game so many time that I am blind to them.

Inconsistencies in how a character is described or acts, parts of the text that make little sense, bad writing, and ideas for how to fix them are welcome.

If you have ideas for story beats you can share them as well, the current story is mostly a pile of encounters with no real goal or ending.

I give no guarantee that I will implement your ideas but I can guarantee I will read them.

Ah! I jumped straight in hard mode, I didn't notice easier difficulties would change the copies limit.

Thinking about it more, the Boredom already penalizes you for having multiple copies of a card. I thought the card limit would be 2 on all difficulties because adding a 3rd Fondle is shooting yourself in the foot. There's only a few cards that can benefit from more copies. The Fingering and Fuck cards have their Dildo equivalent already, it's only Take Off Her Clothes that runs into that issue because it is necessary, has no alternative and doesn't care about Boredom.

If the Hard difficulty limits you to 2 copies intentionally, the duplicate cards rewards make sense. You can still win the game despite it, the Retry Bout lets you recover from terrible stripping RNG.

Maybe? I ran out of motivation working on this project for now. I need something to get back into it. An inspiring suggestion, a list of typos, a mind-boggling bug report.

Feel free to share your ideas or point out things you want fixed!

Congratulation on the 1.0 release!

I like the deckbuilding, being able to store cards until you have a combo with more powerful cards available separately as boons.

I think there's a few issues still:

- The limit of 2 copies of a card mean picking additional copies of basic cards like "Take off her clothes" simply wastes your pick.

- The fixed 12 cards and limit of 2 "Take off her clothes" means the only way to take off clothes faster is by getting the Rip card.

- If you draw both your "Take off her clothes" in the same hand it severely slows down the stripping.

- The limit of 2 copies of a card is bypassed by the Combo cards, you can have 2 "Fuck her pussy" and add "Fuck her pussy & Fondle her tits".

Suggestions:

- Trade one of the starting "Take off her clothes" for a "Ask her to strip" witch removes her clothes and deals Arousal to yourself. This will enable you to pick and add cards that strip your opponent from card rewards.

- Do not offer cards that you have 2 copies of in the card rewards.

I found this game through another site. It looks like it's not listed on Itch yet, I figured you could use a notice. I think you need to publish a Devlog before it shows up in the search results?

Enjoyable, but not a great take on this kind of game.

When you reach the level goal it increases enemy HP faster than the Gold they give. This makes it better to end a level with 1 enemy left than go to the next level before you're loaded with upgrades, you can get a reliable 14 coin at level 2 and drop to 27 because you reached level 3. This means the Timer upgrades actually hurt you, they force you to wait longer before the level resets.

Godot, according to the "More Information" section.

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Congratulations for releasing your first game!

I like the idea, but the RNG to strip is ruining it.

- Out of the 14 starting cards only 4 can be used with a clothed opponent, leading to frustrating turns where you have to skip
- Only 2 of the 14 cards actually help you unlock the 10 that require nudity to be used
- That means you need at least one shuffle to disrobe a character with 3 layers, more if you draw both in the same hand, and adding cards to your deck makes it even longer
- The opponent has the same issue, if you retry a bout enough times you will end up with a good start and your opponent a bad start and you will win

Suggestions:
- Remove the 4 Ass cards from the starting deck
- Add 2 Grope cards to the starting deck, dealing 1-8 arousal reduced by Clothes
- Add an Anal reward package that adds 1 Fuck her ass and 1 Lube, which adds 3 Ass lubrication reduced by Boredom
- Rework the opponent decks to have more clothed options as well. A Stripshow card that deals lots of arousal but takes their own clothes could work well.

Playing on mobile, I can't Prestige with either of the two buttons.

Nice little game!

The controls on Android are not perfect but quite enough to beat 10 rounds, beat the boss and view the scenes.

Playing the Android 13 version 0.2, I'm not sure how to exit a Gallery CG.

Version 0.3.1, on Android. I'm stuck on quest 9/18. It asks me to talk to Margaret. Margaret only offers the Leave option. The book shows Margaret's quest at 0/3 asking to progress with James, who is at 4/4.

Also, when I give Rose a second foot massage the pleasure bar starts full, the minigame is not reset properly.

The game has design issues.

- The UI for Hubs showing up before you unlock them.
- Once you have a few lines it is impossible to tell how much money they make, which one you should invest in.
- When you do unlock Hubs it is similarily impossible to tell how much income they give.
- Not being able to remove stations and hubs makes some Missions potentially impossible

This game feels like an exercise in shooting yourself in the foot. If you start with a long line, you are stuck for a long time because income does not scale with line length. If you optimize your income by buying lots of small lines, Missions that need you to craft special lines become hard or impossible to complete. If you set up diagonal lines to cross outside nodes and make Hubs there, you can't.

Suggestions:
- Add a Destroy button to the Line upgrade panel
- Add a Earnings counter to the Line upgrade panel, to give the player a way to track which line are earning faster.
- Enable the player to change which Line is selected for upgrade by clicking its station.
- Make longer lines give more income, or make Hubs increase the income of its lines in addition to car speed

This can almost be played on mobile. The buttons are rather small and it can be difficult to grab a core from the edge of the screen, but the real problem is that you cannot open the Spin-forge.

I was able to reach the Sun, but not being able to Forge makes it impossible to make more than one Zeta to push forward.

Are there plans to support other OS?

A Linux version should be easy to compile. An Android version should be possible, the Web demo works on phones but the UI is messed up.

Here's a few suggestions to make the combat more engaging:

- add a front-facing pose when you are aiming up, rotating the arms and upper body

- hitting a melee-immune ennemies with a melee attack could stun/push them

- firing the gun could give a small amount of exp, a consolation prize when you waste a shot

If you intend for the sex to be mandatory it could be used in a few ways:

- eggs could be throwable items that distract enemies

- changing the gun to be an experimental biotech weapon would open the door to you gestating various ammo types

- some puzzles could require you to bait an enemy to a specific spot or birth a specific offspring

The awkward controls make this game more frustrating than it needs to.

- turning every time you change direction is awkward and frustrating. The character should backpedal while turning. 

- being unable to shoot up forces you to waste bullets when clearing ambushing enemies or the big wasp

- being unable to shoot down makes the Spider much harder to shake off

- the run animation is awkward

I like the game idea but I find it too complex for a porn game.

It's frustrating to lose a run because your Search revealed two non-Trinkets when you have nothing to Return. With 1 Mark slot you have to keep the first card you can to get out of this situation.

When you have to reset you have to start back from the beginning and can't collect trinkets or gems until you have gone trough the full deck again. The first cycle feels like a chore.

The pace feels too slow. I have played many rounds, enough to buy a second Mark. I can reliably get Gems and feel like I have made significant progress. I feel like I should have reached a lewd reward by now, but I am still far from winning a round.

Suggestion: use different decks control difficulty. The full 53 cards right away is too difficult for your average adult games player.

What's the gameplay like? The description announces real-time combat with keyboard and mouse but the game has an Android version and there's no screenshot of the gameplay.

What engine is this made with? Unity, Godot, RPG Maker?

Are there plans to support other OS? Linux, Android?

Are there plans to make builds for other platforms, such as Linux?

If the ongoing purge of incest games hits this project there is an easy way to remove incest. A character gained from the portal do not need to be related to the pair that fucked to summon them. Only the Infusion has explicit pregnancy, that makes it much easier to ban incest completely without too much of an impact.

Version 0.40 allows incest between siblings and between grand-parents/children. Fully preventing incest would be much easier if the only family bonds are between specific characters and their direct children.

Why do the screenshots show a paperdoll when the game features an ad for Patreon instead? It feels like half the rewards are missing. The screenshots set expectations that you will see your character getting transformed, it feels like you get cheated when the game fails to deliver what the screenshots show.

The game itself is fun. I like how the deckbuilding works, how you need to balance Stress/Arousal while also trying to get some synergy going.

I suggest updating the screenshots to hide the right panel on all but the first, to put emphasis on the card game instead of the premium feature.

Do you plan to support other platforms? In particular, could you make a Linux build?

This post includes a link, presumably to download the new version. Following the link leads me to a Gofile page with an error popup. Meanwhile the game on Itch is still the 0.38 version.

I'm not sure what to think of this game.

At first it's a grind, you unlock a few images and start getting gems from duplicate draws. You mostly see the same 2 common girls but you do see rarer ones and with auto-roll on you get gems fast enough to get an upgrade relatively quickly.

Once you have the draw speed upgrade you get gems much faster. It also makes buying upgrades harder since the menu bobs up and down. Once you have the 5x draw you get gems very quickly and can buy whatever you want.

I'm still not sure what Luck does. I can see with 2.3 Luck I see rarer girls more often, but when I was grinding for 1000 Gems I bought the 0.25/2min boost and ended up losing money. I don't read russian and used a translator to translate some of the information but I didn't notice anything explaining what luck does. This is bad since it's the cheapest thing you can buy.

And now I have infinite money but nothing to spend it on. I could let the game run in the background until it finds the last three girls but I have nothing left to do except buy Luck every 10 minutes.

Yeah, the experience is quite different if RNG favors you.

I'm at 169 gildings after being at it since September, I've seen how RNG affects a run. When RNG is on your side you get Gems quickly and can afford upgrades without falling behind on unlocking regions. When RNG is against you it's a struggle to unlock the next region without wasting rolls on Lovers.

With all Mystics, most of the time I was able to buy 2 upgrades before unlocking regions but some times RNG decided to draw Commons and forced me to delay upgrades. At some point I gilded 4 Epics and 2 Legendaries of starter regions to concentrate their draws, that helped in general but did little when RNG didn't draw those tiers.

I advise against gilding everything. It's not worth it, the game is not meant to be completed that way. I regret getting it into my head to do it. I should have stopped after proving gilding a full region lets you ascend without unlocking it.

Heed my warning! Stop either when you complete the gallery or when you complete Mystics. Gild only if you really want to play trough again.

Nice start!

I played until Ascension, which seems like it's a placeholder in version 0.4.1.

I like how the game starts unfolding right away with a single upgrade that unlocks movement. It's a great way to tell the player how the game progresses.

I like how it's incremental but not idle. The trickle of income you get from the upgrade is not worth much once combat is unlocked.

I'm not sure how the heat capacity upgrade works? With the capacity displayed as a % it is hard to tell how much of an effect it has or if it helps cool down faster.

The damage upgrade costs more than Ascension, there's no point in getting it in this version. The current health upgrade is worthless, you need 5 upgrades to survive a single more hit. Not that it is needed, you end up getting overwhelmed by drones that spawn faster than your gun recharges, a few extra hits wouldn't help much at that point. This is fine in this version, with a couple reward upgrades you can get 800 credits per raid and reach Ascension before the game grows stale.

The enemy projectile behaves strangely. It accelerates towards you, which means if you dodge it it can turn around and come back, but only if you away from the edge since it disappears when it goes off-screen. This makes it much safer to stay at the left edge of the screen, it punishes you if you go forward for some reason.

The enemy can also shoot while crashing, which is annoying. It means the enemies higher up have a higher window to get their shot off after going down. You could spend a 4th shot to explode them but the gun heat is already the limiting factor.

A couple suggestions:
- the basic drones can shoot regular straight line projectiles, they are the initial enemies. Once more enemies get added the drones could even stop attacking altogether and let you practice your aim.
- add a way to actively cool down the gun instead of being forced to wait. It could be an upgrade that makes crystal pickups lower the gun heat?