Hi, well, I played your game dear author, and I had a few thoughts about it.:
First of all, I would like to mention the juicy animation, it's something at the level of Sims 4 sex mods, really juicy.
Secondly, this is the gameplay, where your task is to bind the girls, and at the same time, if you are below their level, or have failed the task of binding them, they can bind you. It adds dynamics to what is happening, and encourages a competitive spirit in you.
The third is ways to tie up the victim, and after winning, you can torture him in one of 4 ways, take him on your shoulder, or leave him tied up on the floor without interaction. It is clear that this is an early build and everything will be added, and 0.3 shows how this matter is progressing.
Well, now I think I'll write down what I didn't like and what needs to be fixed/improved first.:
1 -- yes, yes, you know perfectly well where I'm going to start, with the Levels. There is nothing controversial about this mechanic, but the way it is presented feels like a crutch, in which the higher your lvl, the easier the qte moments will be, because the higher your lvl, the easier it will be for the player to capture the target and not be caught, the lower his lvl, the more difficult it will be to bind the victim, and the more difficult it will be not to be bound. The idea itself is good, but the crutch is that after reaching the level, the player does not get anything else, wouldn't it be easier then to create difficulty levels (Easy, Medium, Difficult, Super difficult)? It is logical that the more difficult the difficulty level, the fewer mistakes he will be able to make, the easier the difficulty level, the easier the game itself will be. If you still want to leave the leveling system, then you need to make sure that experience is given for any action and it depends on the player's level. Conditionally, I'm level 6 torturing a level 10 character, and why do I get the same amount of experience as I got for torturing a level 3 character, and in fact there's no reason for me to grab higher-level characters and torture them, since they'll get the same amount of experience. That's why this thing needs to be fixed first, because it really kills the incentive to progress in your game.
2 -- I still don't like that for action-packed actions, experience is given only for strangulation, ignoring the mechanics of undressing, and euthanasia through a cloth. I didn't like that when a character gets undressed, he doesn't react to it in any way. At the same time, you can safely bypass the pumping system and bind one of the body parts several times, because there is no need for action actions, because they still give less experience than binding actions. To fix this, you just need to write in the code that for action actions the player will receive a fixed experience * at the player's level, this will motivate them to perform them and pumping will be faster, but judging by the fact that people complained about pumping and if you want to keep it, then just lower the level requirements Twice, and that's it. We're done with leveling up
3 -- I also didn't like that the opponents didn't have the opportunity to kidnap the player or arrange group torture (judging by trailer 0.3, you probably added this, but I'm writing specifically about version 0.2, so yes, it might not be relevant). Why is this a minus? Because the threat factor is not felt, knowing that nothing will happen to the player for a mistake except a couple of bullying after being tied up until he is left tied up on the ground in a basket position, with which opponents cannot interact until the player is free, which is also not good, according to it would be great if the opponents could kidnap the player, and in a place where his captors tortured him with unique actions tailored to a specific character in order to emphasize their uniqueness by expanding the range of tortures. Next, I would like to see the addition of interactions with a bound player in the basket pose, as well as the player's interaction with a bound opponent in this pose.
4 -- There are a lot of ideas for what interactions to come up with, so I'm sure you can handle it yourself, and I liked everything you added to the game from interactions. But if you need examples of what kind of interactions and type of torture I personally would like, it's better to write my wishlist for adding this content in a separate post if you, dear author, want to know.
5 -- Nicole, honestly, I would add a few interactions with her.:
5.1 -- Training. When a player enters the game, they are offered to undergo training or not, if the answer is yes, then Nicole grabs the player and thereby teaches him, clearly showing what kind of gameplay awaits the player in this game. And after the player has been taught the basics, he can go on a free voyage.
5.2 -- Duel. When the player chooses this phrase, Nicole and the player actively fight (you can portray it as you like, I suggest where they viciously jerk at each other and their palms touch trying to push each other to the ground through qte). If the player wins, he can torture/bind, if Nicole wins, he can torture/bind, and send her to her store, where she stores all the enemies the player has captured. This can be depicted as a prison or separate rooms, into which Nicole can freely enter and play with the victim as she wants with the addition of unique animations. In cases of a player escaping, Nicole will praise him, and will be happy to repeat the experience, opening the player the opportunity to voluntarily become her product, roughly speaking.
5.3 -- The store. Introduce a reward for capturing enemies, or for the number of captured characters, which will open sex toys for interaction, and special furniture, when interacting with which there will be unique interactions. Because in the current form, I don't see any practical point in giving the enemies to Nicole and catching them, because there is no incentive to do so yet.
5.4 -- The plot. Add an end-to-end plot that briefly explains the player's goal and, upon reaching it, areas (locations) will be opened in which certain characters will be located and they will not be able to be in the same areas in any way, so that the player makes sense to enter them and explore locations, scattering unique hidden enemies or any other kind in them. secrets.
6 -- I also didn't like that in this game there is no way to interact with the body of the enemy or the player when the capture phase occurs (not to bind, but to interact, paw on tits, slap ass, pinch hips, and so on).
7 -- And finally, I'll tell you two of my wishes. Add the possibility of customization / character change (you can only choose those whom the player caught during the game), a practice mod (to try out the mechanics by choosing any character as a partner, whether he is in the player's collection or not.)
That's about it, I'm really glad that such a game has appeared, and I'll be only happy to help. I am well versed in the script, so if I helped, I will be only glad.
If you need a screenwriter, write to me, I will be happy to help.
Discord -- skilletkyn