Oppai Sluggerz is not, despite its name, horny. It's a pulp riff on 80s OVAs with the feeling of an old console brawler. Pink and the word oppai aside, there's no adult content here.
The PDF is 64 pages, with a bright, punchy layout and a lot of characterful illustrations. The cover is rad, but again plays into the false impression that this game is in any way about sex. The interior illustrations are consistently charming.
I do think the super-horny aesthetic as well as the words of the title may be a barrier for people who want to play or recommend OS (in a way that I don't think Below Dwelling Sewer Mutants really had to deal with.) I also don't personally vibe with the way the Japanese words are integrated here---the Japanese translations next to the text are neat and add a bilinguality, but stuff like "otaku joshi" as a class name and "oppai sluggerz" as a title feel very 90s American anime ttrpg core. There's a superficiality that, while stylistic and intentional, feels alienated from the material it's riffing on, and I like the material that it's riffing on.
Mechanically, OS is a bit weird. It's light and rule-of-cool-y and class based, but it's also got a check system where you're picking a number of d4s to try and roll an average result within a +/- 5 range of the TN. D4s rolled are expended, and you only get a d4 back on a success, so you can end up in an attrition pattern.
This "roll and hope you hit a specific number" mechanic also shows up in other parts of the system. Combat has a juggle system that uses it. I think the math is solid, but the dicefeel may be a bit strange.
Expanding on that juggle system, combat in OS is quite interesting in how loose it manages to stay while still having detailed juggling and combo mechanics. I'd compare it to something like Project X Zone, where basic enemies are fodder for combos and elites are where you spend the points you farmed from those combos.
The game outside of combat is also very mechanically loose, which leads to some fun 'yes and' abilities for PCs but also kind of funnels gameplay back towards combat because that's where the mechanics are. This isn't actually a problem, but it is a tendency the GM may wish to remind themselves of.
In terms of GM tools, there's a bestiary, some guidance on making your own content, and a sample adventure. The system is also simple enough that after a readthrough you should be able to run it without issue.
In terms of safety tools, there's a sidebar about the X-Card that also feels kind of strange because it talks about the game being fan-service-y, and I don't think it is. Again, there's sort of an aesthetic blare of presumed sex when you look at the cover and branding, but there's nothing behind that blare. The closest the game gets to talking about titillation is in that safety section.
For game designers, there's a very friendly license attached to OS, and it's got an interesting system. If you like working with push-your-luck and rule-of-cool, you may want to grab this just to tinker with it.
Overall, I think there's a solid game here that people may miss because they're either looking for a horny game and it's not, or they're not and it looks like it is. Grab it if you want something with an arcade-y cartoon-y feel and a parental advisory sticker for aesthetic reasons.
Minor Issues:
-p. 34, Enemy Attacks, "Eachenemy" missing space


















































































































































































































































































































































