I think it would be a good idea if you had a hint somewhere on how to unlock Rudolph, maybe in the missions menu? Also, great touch in terms of character design by making a red bubblegum bubble represent Rudolph's red nose
Rexizor
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I don't know whether this was intentional, but this game gives me a lot of Paquerette vibes. It's definitely not the same, but it feels oddly similar. I'm a big fan of this kind of AI-movement-type puzzle game, and the pixel art style really adds charm. But, having more detail on how the stars actually work in-game would be good. Like, it took me until I read the description to figure out the two extra stars are "no damage" and "limited moves". And I still don't know whether the stars do anything besides completion. Like, does having stars factor into unlocking character cards? Also, having the move counter in the menu is a bit of an issue for me personally. For one, I didn't discover it existed until later on than I feel I should have, and also, being able to track your moves via the counter more easily while playing the game would probably be good. And I feel like having damage carry over between levels is a bit odd design-wise, since you can literally just go back to one of the stages that introduces the Whore and just heal off her between each stage.
Amazing game, Easy to learn, hard to master. Also a bit upset that the Easter basket bunny was in 2 of the girls' stages and the rocket carrot bunny was in 4, since it's clearly the harder one to deal with.
Also, the option in the menu of "easter grass" changing body hair took a while to figure out, and I probably wouldn't have realized it was an option if not for the fact that I almost always need to turn down the music volume on games I play. Maybe in the future, when you start up the game, it would give you a prompt like "how much body hair do you like?" and then below it would have the slider labeled "easter grass" or whatever you decide to call it.
A bit of animation for when you take damage or something like that would be nice, so it doesn't feel as abrupt when you die. Also, I presume there's some sort of logic behind how often you encounter upgrades, so some sort of "map" that tells you when the next upgrade is coming up. Also a shop would be a priority, maybe it would sell consumables for cheap as well as more expensive permanent, with some sort of limited backpack space mechanic? Either way, this is pretty cool so far.
I don't know if you'll be adding anything more to this game since you're working on the sequel, but I found a couple minor bugs.
1. Leanne says you have 5/5 outfits unlocked regardless of how many you actually have unlocked for her
2. Katelyn says that you have 4/5 outfits unlocked before you actually unlock the 4th outfit, and once you do unlock the 4th outfit, it then says you have 5/5 unlocked even though you only have 4.
3. I don't know if this counts as a bug, but a lot of the later girls have their scenes that show off their 4th and 5th outfits happen before you actually unlock the outfits. Like, if I remember correctly, they play the 4th outfit's scene at lvl 75 when it unlocks to wear at lvl 100.
4. Some of Erika's first scenes display her original outfit instead of the appropriate one for the scene, if I remember correctly.
Also, I really feel like, at some point, it would definitely be worth coming back to this and just cleaning up some of the loose ends, like some girls (main & summoned) not having the personality section of their bios, and some of the summoned girls not having their dialogues. Doesn't need to be soon, especially if your time is taken up by work on Spiral Clicker 2, but it would really improve the experience if there weren't so many obvious signs of "incompleteness"
There isn't anywhere in the tutorial that tells you how cards-per-deck limits work in this game, you should probably add that. Adding the ability to sell your cards that go over the limits would also be a good feature. Additionally, the deck-building interface needs a lot of work, but if I had to guess, that's probably because engine limitations makes it harder to change that particular aspect.
Edit: By the way, I like the game a lot so far. I find myself saying this a lot, but it does have great potential. The armor system and multi-phased battles seem quite unique, honestly. And the way things are organized makes room for a lot of unique combos and synergies that could really allow you to create a great variety of cards.
The design is more unique than a lot of idle games, although it has some major issues. For one, the game doesn't run when you're tabbed out of the page or the window, which is very crucial in an idle game. For two, there really isn't much to do, even in the early stages, like a typical clicker game, so something like being able to tap to speed up the spaceship would be a good idea. For three, the actual sexual content is very limited. There is only one stage of breakage to the clothing, and it takes a long time to destroy. It would be better if there were , for example, 4 stages between fully-clothed to naked, each with increasing health amounts. It would make playing the game feel more rewarding, by giving sense of accomplishment.
So, are you going to be able to fuck any caught Pokemon or is it going to be reserved to the uncatchable ones that you train? I assumed you would be able to seeing as you get given a female Riolu and female Torchic as "starters", two very humanoid Pokemon (although not really torchic in its base form), but is that just a coincidence or something? If you can't fuck your captured Pokemon, then I think that's a massive missed opportunity in terms of gameplay and content, since that would make it a lot more distinct than just a Pokemon game with a generic trainer-type gameplay stapled onto it, which is exactly what the game would be without your Hybrid Pokemon mechanic. Plus an odd choice to give you some pretty obvious fuckable Pokemon at the beginning of the game.
Awesome! Once the gallery is implemented, I probably won't be using the walkthrough that much though. I'm the kind of person who prefers to discover things in games on my own. To be honest, a lot of games I play have either no gallery or really bad galleries. Which is kinda fine if all or almost all of the game's sexual events are repeatable, but when they aren't, it's really a subtracting point.
I love the art, the dialogue, and the soul I can tell was put into this game, despite its early stage. The gameplay although, is pretty simple, which isn't inherently a fault. I really hope it turns into something either a bit more sandboxy, or has some sort of "every choice is equally as useful in the long run" thing, since I keep feeling like I'm missing out on something whenever I choose to advance. Like how the Magnificence's Dress "path" for Akari seems to be mutually exclusive with the princess route of Akari (which is itself incompatible with the Akari fat transformation). And how (in this version(0.3) at least) you can't talk to all the characters in the first day, and if you talk to Rhianna at all the first day, you lose your chance to do the "Love at First Sight" option (presuming you feminized Akarion, which seems like the very obvious thing to do(but also that disables (i think) the ability to have good relations with Magnificence)) and by the amount of parentheses, you've got my point by now. Having a breadth of content is vital to make the player not feel like they're missing things. Either that, or make the game more of a short-to-finish thing with lots of endings, and a gallery to review them all.
TL;DR- I love the art and the feel of the game, but I'm worried it'll feel like you're missing out on too much if you don't style the game to make sure people don't feel that way, like a gallery, or just a breadth of content to encourage replayability.
I changed my refresh rate, and it worked well on making movement a lot more fluid, and it fixed the spells not firing bug. But, I still get hit by the vanishing out of existence when hit by a slime while charging a spell bug. Maybe you could try adding an "unstuck" feature in the menu that just kills you and sends you back to your last used checkpoint.
This is a really good game, although the most glaring issue is being unable to save your progress between sessions. This would be fine if it were a shorter or more arcade-styled game, but for a game with this much progress to be saved, not being able to do so is a big issue. Especially with the bug that has something to do with a slime attacking you at the same time you're trying to shoot. If that bug happens, you turn invisible, can't move, and have to quit the game to keep playing. Additionally, the fact that your attacks just have a chance to not fire is a bit frustrating, especially since that fact isn't communicated to the player. If you were to make a save feature, even an annoying manual one that uses text strings or something, this game would be 5 times better. I hope you continue developing this and/or make more games, since your visual style is very good IMO.
Yeah, I get why you want to make her have lighter hair too, since the background is also dark colored. That makes a whole lot of sense to me. Well, one way to make her have more contrast to Ashley would be to give her bigger boobs, since they're about the same size at the moment, although Betty's seem a little bigger, so that might already be what you were aiming for.
Thanks a lot. I look forward to seeing her in the next version of the game.
Another thing that might tie the designs together a bit more would be the hair: Her original hair was a darker color, medium brown, where the new design's color is a light pink. I think it might look more cohesive if her hair was a less light color, like purple, or you could make her hair brown as the base with pink on the tips, if you think the pink color looks better. Plus, having a darker haired character is a nice contrast to Ashley, who has blonde hair, a lighter color. But I'm less sure about this one relative to the glasses idea, so maybe just try it out and see if it looks better.
The feeding and vitamins are a bit clunky because instead of doing what you would think: giving it to the next girl you click on and then deactivating, they instead give it to any girls you click until you switch to something else, leading to a lot of accidental feedings and vitamin application.
Any plans on when/if you're going to update this?
is there any logic in the cyclops level? or are you just supposed to try over and over until you don't get fucked by RNG deciding to make her open her eye while you're mid-jump? I mean, if there was a little more warning, it'd feel fair, like a sound cue or a visual thing. But to the best of my knowledge there isn't anything like that, so the level is very frustrating to play and feels quite unfair when you inevitably lose. Or maybe make it so that getting spotted only resets the character you're playing as at that moment, or only the ones who aren't safe at the portal? that way you wouldn't lose EVERYTHING when you get spotted.