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freshsquid

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A member registered Feb 07, 2021 · View creator page →

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Hmm, it's an interesting premise with promise. I was surprised to see this simple mechanic expanded into a larger game. Some feedback/ideas:

  • Audio options are a must, and I also recommend not overlapping music tracks, such as the one that plays when you succeed at things. Fade out the background track to avoid interference
  • Personally, I like to see a fair amount of build-up to h-scenes, particularly sex, to make them more impactful. Didn't take a lot to cream Faun princess, and I worry all it'll take is one day of a character visiting the shop to get a scene with them. It'd be nice if you gotta work for it a little with each princess, and maybe do stuff involving them outside the club :3
  • I wasn't able to use the bathroom key, I assume that's just because it's not done yet. Peeking in is pretty fun, though getting the bathroom key so quickly means there's not a lot of build up of that feeling of wanting to go in with them, you can just go in after a few days.
  • Maybe move the middle table down a bit? Some princesses get in the way and I click them on accident when trying to grab a drink
  • Avoid too much tutorials and dialogue before players can get into the main gameplay loop, and in particular, the tutorial for how to run the bar should only be for the first time you do it, not every time.
  • The list of places to go is a bit overwhelming, and I doubt there's anything to do in most of them at the start. Perhaps have locations be discovered as you play, and just show the discovered locations?
  • I'd like to see bar-running mechanics expanded as you play. New things you have to manage, mini-games, having to manage people in another room, deal with rowdy guests, bandits, quests... anything to spice things up as you go. The bar running mini-game is alright, but you can't hold up a full-length game where you just do that every day, it'll get stale. Plus it doesn't seem like there's a ton of ways to expand it right now, given how demanding the guests are of your time and their short-timers to get the drinks There wouldn't be time to manage other things without them getting frustrated. Maybe some automations could free you up... But anyways, giving opportunities to grow the business, at the cost of it being more complicated to run it, presents a good difficulty curve when paired with the extortion deadlines.
  • On that subject, more variety in bar upgrades or reasons to go out will help a lot. Passive buffs, more time, decorations, more seats, extra drink slots, faster refreshes, unlocking whole new systems to manage like a brothel or kitchen, etc.. Basically I'm just saying there's a lot of potential for depth, if you're looking to create a bigger experience! I also noticed that it's not too hard to get the whole bar drunk from the very start, but one may need to start the player less-strong, or make things harder as you go in some way, so there's a higher ceiling for upgrades to matter. Just getting paid more money or getting different guests isn't changing the gameplay/challenge at all. It might also be cool if getting more princesses to visit both A) provided benefits other than just them being a new girl, and B) often came with some conditions that are more interesting than just buying an item that adds them to the pool. Such as maybe hearing about a place from a princess, going to that place and getting audience with the princess, or doing a quest, etc.
  • Dialog choices, even if they change nothing, can help keep long dialog scenes interesting and boost character immersion
  • Not sure if it's a bug, but Dragon Princess didn't show up until day 3, even though the dialog was written in a way that implied it was day 2. It also only triggered when I transitioned back and forth from the shop area. Was a little confusing.
  • Wasn't super clear what the upgrade that made drinks increase your timer did. Could use a visual effect or something.
  • The screen transition where all the furniture flies off the screen is kinda weird.

Anyways, that's a lot of thoughts, but I'm looking forward to developments! I quite like management games like this, and they work well as h-games.

Game was pretty dope. The art is phenomenal.

A few bits of constructive feedback from when I played at launch:

  • Camera is a bit nauseating. It seems to detach from the player based on player velocity, but when sprinting and turning around, it jerks around a ton. Could use tweaking
  • I saw a LOT of stuttering. My PC is pretty beastly, but idk if it's a global thing or due to something specific with my configuration.
  • Game crashed/softlocked a lot on certain upwards level transitions
  • Running from a save room to the bosses if you die is made a bit less interesting given that all the enemies you killed don't seem to respawn very easily.
  • This is a general gripe with lots of h-games, but it's annoying when you don't know whether an enemy/area has a defeat scene or not, so you have to just die to check, and then there's no new scene, and you're sad. Hard to communicate naturally, but would be good to say there's simply one defeat scene per named area, or some better method.

Excited to see where this goes!

(2 edits)

Hmm, why make a new release instead of updating the old post? Anyways the new RNG seems a lot better. Still some issues, but I'd say this ain't too bad, a fun minigame. Also the way Dog Princess sits in the bath has me feelin' a certain way 🥴

  • Holstaur princess blocks a drink when tipsy. Maybe intentional, but it feels a little jank.
  • Sometimes the clicks don't seem very responsive. I'll have to mash the clicks on a princess or drink to get it to register. Feels like it might be less responsive on the middle princess? I couldn't pin it down.
  • The game is kinda loud, a volume option would be nice.
  • Would be nice if there was a timer to indicate how long you have left. On one hand it's a little tense wondering whether you're about to run out of time or not, but on the other hand, it's hard to gauge how well you did if there's no measurement of how much time is left.
(2 edits)

Boy, this wasn't thought out too well. Nothing more frustrating than a game that you can play perfectly cycling through drinks like a madman and still lose. True RNG gives rise to these situations, it would be better if it was weighted, similar to how Tetris uses a deck of pieces and only reshuffles the deck once you've been dealt one of each. Implementing the RNG as a deck of drinks would make much more sense. If you did do that, balance the deck better.