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perceivepuny

3
Posts
A member registered Nov 04, 2022

Recent community posts

(1 edit)
  • Positives (miscellaneous great things that should probably be kept as they are)
    • Core gameplay: duh, but also it's very good. Like, really good.
    • Story and writing quality
    • Dialogues and dialogue boxes (font, size, colors...)
    • The ability to channel luck at any point, even right before a card is about to be drawn (and the prompt warning right before a draw)
    • The music slowing down and Fortuna appearing when channeling luck
    • I haven't touched upon it on my meaty review, but the balancing is surprisingly good, despite looking like a puzzle with only one solution, it's neither too hard nor too easy
    • I just noticed now that the card icons are drawings made out of constellations, that's such a nice touch!
  • UI
    • Improved character portraits, with color (except for the hero boy he's perfect)
    • Better background (maybe?? I'm no expert so I don't know what could be better, maybe a different background depending on the fight, or different colored lightings to set up the mood of the situation)
  • UX
    • Turn count
    • A pause menu, with all the command buttons
    • An explaination of all the card game rules
    • A reset menu (either for the battle, or the entire game, maybe even both)
    • An icon showing active buffs (and how many turns they're still active)
    • An indicator showing how much Energy is restored each turn
    • Remaining cards in deck (ok maybe not since D technically does this but I feel it should look more like a standard card playing game)
  • Gameplay
    • Give the hero a personality. It's just one trait and a short list of preferred actions,  but at least it would allow the players to be able to at least predict their hero's attacks! For example: Cautious would play defensive cards first, Impatient would burn as much cards as possible in a single turn, starting from the cheapest, and Patient will always start with the best buffs, preferably the offensive ones.
    • Make Energy matter more, I feel like by only starting with 3 cards and drawing once per turn, Energy doesn't feel like a hindrance and it's hard to capitalize on the fact that the foe gets too much too powerful cards too early and can't play them... maybe have remaining energy stack, but only gain +3 per turn?
  • Music
    • Add a main theme as well as one or two battle themes (one for lower fights and one for boss, or one theme for each deity)
    • Have a proper music loop
  • Content
    • Sub enemies: rats that just happen to be here, other heroes chosen by completely unrelated gods for totally unrelated quests (the hero of the god of harvest, called upon to pick up the potatoes!)
    • Champions: One or two big baddies chosen by the gods of strength, cunning and intellect, having to be defeated before the gods decide to handle matters personally
    • Secret/Missable encounters: Either one at the end for some true/secret ending, or a few in-between, bosses that can only be encountered if the player has done specific requirements (maybe the potato god got angried from killing his chosen hero earlier?)
    • Breaks via Random encounters: can be a laying chest, a wishing pond, or a humble shop, that would allow the non-vaillant hero, Fortuna and the player opportunities to get new items, heal HP, or trade off cards
      • Psst, want to hear a secret?: The random encounters are random. IE, defined by pure luck. Guess what? Pressing D before one of them would allow smart players to choose which event will happen, depending on their current needs
    • More cards: cards that allow to draw, or to restore a used card, vried attacks, poison... the possibilities are endless, but a small dozen of new effects would already change the flow of the game and add depth to the strategy
    • Change decks: With the addition of shops, players can not only get new cards but also trade others out.  Even getting a card that does nothing, or a flaming wooden branch that deals one damage to both the enemy and the player would get a long way in an attrition battle. Not the cleanest strategy but hey, as long as it works!
    • Critical hits. Those only appears around once per fight, but wouldn't be great if they were to happen exactly at the time they'd be the most useful? That could raise the stakes, and add a little spice to the battles.
    • Endings! Okay, we just want to see Fortuna prevail. Gotta root for the underdog goddess!
  • Oh! How about this?
    • Asymetrical PVP: How would a seasoned card game player would fare against a completely innefficient hero who happen to have luck on hteir side? Could be a great side mode!

*ahem*

Concept-wise, 10/10. The idea of controlling the RNG is honestly genius, and really hit a chord for lil' deck building enthousiast that I am. The enemies are great too (the scarecrow hitting by falling over the hapless hero is pretty hilarious, and this is probably one of the best first enemy / first boss I've seen in a video game)

Story-wise, 8/10. It's simplicity makes it all the better. Gods bickering? Hell yeah. Lady luck being the underdog, trying to prove herself probably out of some sort of cosmic bravado? Absolutely. Some random dude shrugging with a half-drawn asset (I assume you left some of the sketch outline on purpose as it's not really the case for other characters, rather than being just because of time constraints) that somehow will eventually fight the gods for a reason even he doesn't know? Now that's a trop subvertion I want to see more!

I think the game should be expanded(1) to give more opportunities for showing everyone personalities, and I can absolutely see some "random" encounters between two bosses, and some chosen champions fighting in lieu of the gods, to keep them longer until they appear as absolute threats

Ambiance-wise, I honestly can't give anything under 8/10. I know there's probably tonnes you can do more(2), but I just think the drawings are umbelivebly pretty (LOOK AT THE SCARECROW ISN'T HE THE CUTEST), the UI is pleasant (in a purely graphic standpoint, I'll elaborate on the clarity of the UI later), and the slow-mo effect when turnign the wheel of fortune is really one of those nice touches that makes the great games stand out among the good ones. Maybe the music is a tad repetitive, maybe the loop isn't great, maybe different themes would be nice, but even though there is clearly a lot of stuff that can be made(3), it's just too nice overall for me to rate it less.

Gameplay wise, I'd say a solid 6/10, as the gameplay loop is just raw dopamin injected straight into my brain, but the obvious lack of time gives a lot of room for refinement(4). First off, the obvious feedback that probably was told multiple times, is the AI that can sometimes feel a bit too random. But moreover, I feel the rules of the card game aren't properly explained (took me finishing the game once to realize there's energy points, and the first time I ran out of cards really felt like a punch in the gut), and it needs some time to really grasp the game. I guess the scarecrow is supposedly here to have an easy fight before getting into the real battles, but mistakenly letting it heal too early results in a almost guaranteed game over, so I feel that for a tutorial battle, it should be more forgiving.

Moreover, as clean and beautiful the UI is, I'm certain the UX could get some adjustments(5), such as showing the buffs and their turns, or the remaining deck of each player.

I would love to see a bit more variety(6) (if not directly player control) over some actions, such as picking cards from the fallen enemies, or getting shops, being able to swap some of your deck cards, etc. Of course that may be leaning too much on the traditional deck builder that this game is *not*, but I'm sure there are some leeway to explore and make two playthoughs more different.

TL;DR: (it's fine if you didn't read everything I wanted to be comprehensive) 8/10, absolutely fantastic game, can be improved upon but I counted the amount of times I wanted the game to be turned into a complete game (6 times) so yeah really if you extended this I am absolutely positive it'll be a hit.

ill drop another comment with all the positive and negative feedback i have if you ever need ideas or changes if you are actually continuing work on this game

Big dump but not because I request many things, rather because I want to give many ideas:

Quality of Life

  •  Make the previous sorting stay as the default one until changed, for lists like equipments and items
  • Have a filter for clothes
  • Make a "Other" tab for makeup, or put the makeup in the "Clothes" tab, so it's easier to chose them and equip them when changing the bot's outfit
  • Have a pause button: time moves in real life and sometimes I go make myself pasta in real life and collapse in game :<
  • Save websites in the desktop, I want to go to my favorite website ducks.ic without having to type it everytime (I lied it's to quickly access ladyparts.ic and casino.ic ahead of time)
  • Giving requests to the bot in other positions than BJ. She can stick out her tongue when cumming, move by herself in doggy, or you can aim for specific body parts when shooting outside
    • In addition, a way to ask her to switch up positions / speeds randomly, than way I can watch the fricking with my hands free for... juggling. Yeah, I need my hands free for juggling. And making myself pasta.
  • Have the ability to configure the bot's name and how she calls Anon

UI / Interface

  • Health / Balls visible along with stamina, sanity and hunger
  • Have a menu button accessible everywhere to access options, pause, look at achievements, or go back to the home menu
  • Moving up the T-shirt in doggy, I want to see them boobies :(
  • Shortcut to Hand/Mouth/Remove to better switch during fricking

Balancing

Weirdly enough, I think the game should be rendered harder / capped at some point, because it's very easy to snowball into infinite wealth and once all the best bot parts are acquired, literally everything becomes meaningless. Changes to keep the "survival" / dystopian vibe would be:

  • Easier to lose sanity / harder to gain it back: In a playthrough that I consider "normal", my sanity is always at max, I don't even know what can lower it, and I feel like every trivial action raise it back to the top.
  • Have more variety when going for a walk: it's too easy to go out 15 times in a row to regenerate everything to its max, so it would balance out to have random negative interactions with hobos or the psycho kids, and suddenly have drops of sanity, money or energy (even health), and perhaps super rare positive events to balance the bad ones out.
  • Capped money: If you're getting too rich, perhaps the IRS can get you to prevent people to stack up too much, with saving solutions being putting a ton of money on stocks (or casino tokens if you don't feel like playing with difficulty)

Outfits

  • Different shirts!
  • Jackets / Coats
  • Pants?
  • Different skirts! I'd like to see some other lengths but I reckon it might be complex when fricking the bot
  • Not something to be added right of the bat, but I think some cosplay outfits that are unlockable on specific events might be nice. I want my Santa dystopian robot girfriend, I want my schoolgirl dystopian robot girfriend, I want my maid dystopian robot girfriend! (I lied I only want my maid dystopian robot girfriend I have a maid kink please help me)

Positions / Fricking

  • Titfuck!
  • Cowgirl
  • More cum zones in positions other than missionary: hair for BJ, and thighs/back/head for Doggy
  • Flying tongue when kissing / flying hands or fingers when playing with her boobs? Not a sentence I say everyday, but I really want to feel invested when I'm eating my bot gf ass

Activities

  • Make the robot have sudden initiatives! By either going outside with you if she can, starting a stream spontaneously if she likes you, etc.
  • More games (chess, some other basic card games like Blackjack or Poker)
  •  Being able to customize the house, by either swapping the furniture (desk, couch, shelves) or adding new decorations akin to the latest Halloween ones
  • Hence, more shops for said decorations
  • Moreover, specific time/day related shops or places to go, depending on the day of the week (relative to the rent day) or the hour

Characters/Plot

  • Have some "good" endings as well. They'd result in a game over all the same, but would also give the game proper ends if the player wants to finish off the story and not keep a run indefinetly.
    • Such endings can be "finding a girlfriend and dumping the bot", "becoming rich and living in a pretty house with the bot", "finding a steady job and living a normal life with a robot girlfriend", etc.
  • Have some (slight) difference in the bot's behavior depending on the activities: The simplest option in my opinion would be to have "wholesome" and "sex driven", one by mostly talking and going out, which would render a bot that is moslty cutesy, saying "I love you"s often, or asking to go out more, and the other by fricking a lot, asking to frick, and perhaps being more and more forward when it comes to dialogues. (a potential third route would be to have a more "friend with benefits/sex buddy" bot who would be all about banter and stuff and not act as a lover or a girlfriend)
  • More church lore, I'm really eager to understand what's going on with Goku the Third
  • Coincidentally, more bot lore too, because the whole church arc made it seem like Jun is some sort of brand new, super-intelligent chinese AI coded from the miraculous Vatican AI program, and it has a lot of potential for much deeper discoveries
  • Talk / Hang out with Shanice and Lady Annalie outside of their workplace
  • Potential dating options?
  • More stream-related events: Being attacked by a hag is fun (not really, actually, but you get the point) and I'd like to see how becoming a rising star streamer can get Anon new opportunities and dangers
  • More cop interactions: Being bad (mostly bad because dystopian cops are all evil) or good
  • New fleshed out characters (and by that I mean named characters with portraits) (and by that I mean cute girls I can fantasize about)