I love the idea of more choice going into how you pick the things you put into the soup! Seems like it'll add a fun layer of complexity.
Rexizor
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The description of this mentions this being released on steam if it gets enough support. Has that happened yet? If not, is the upgraded version going to be released here too, for people who already bought it to get? (because it'd be a shame to buy this version, then have to spend even more on an upgraded version too, when other people can just buy the steam version.)
Love this game! Noticed a couple bugs though. If you click on a CG in the game over screen, you can keep playing with 0 lives. Also, if you have the game paused, click on a CG, then exit the CG, it unpauses, but you probably already knew that one.
I am a bit confused on how the three "goals" work though. Like, there's a tiny Aethra and a large Aethra, and hitting the tiny Aethra enough makes her take her clothes off/get more tentacled. But I can't tell whether that also influences the big Aethra or whether she's influenced by the points. And do the stars do anything besides giving points?
It'd be great to see this expanded some more! I don't exactly know how, but something with multiple different pinboard attributes that affect Aethra in different ways. For example, you could have one attribute add more tentacles to Aethra, and have one remove her clothes. It'd add a lot more interactivity, since in this you're kinda just playing pinball while an image goes through a predetermined set of stages to the side, y'know?
I found another bug. If you try to look for Galadriel in her office on Thursday if you stole her clothes the previous day, there's an error. If I ignore it, she'll be in her underwear on her standing sprite when i enter the room. probably has something to do with the fact that she was wearing her default pants/shirt at the time.
Also, I don't know if this is intentional, but when stealing her clothes with anything but her default outfit, it doesn't do what you'd assume. Like, stealing her chainmail with her 2nd top on has her wear the "elven archer" outfit, and stealing her pants with her 2nd skirt on makes her wear the leggings instead. And the third set isn't affected at all, but that makes sense since that outfit doesn't have chainmail or pants involved.
No, I like the difficulty. A lot of clicker games are boringly easy, which makes this one very refreshing. Plus, the game has lots of upgrades, so I imagine that, if you're really struggling, you can just grind and buy more upgrades. Although, if you're really worried about it, you should add multiple different difficulty modes.
I saw your devpost, and I didn't realize that there was a boss in the demo. I figured everything would be done with once you buy all the upgrades. And I've gotta say, things get very legitimately difficult and hectic near the end there. Not what I usually expect from a clicker game, honestly, but unlike a lot of clicker games, it didn't make me want to pull out an auto-clicker. Can't wait for the next update to see some of the stuff you teased in the end-of-demo screen, because I especially love the teases for the new upgrades to the lollipop minigame.
Love the game so far! The upgrade scenes are all great, the lollipop animation is AMAZING (and props to whoever did the voicework for that, it's really hot), hell, even the feminine bug enemies are great! Although, I'm a bit unclear at what the twerking fly does. I feel like it should do something more than just sit there, if it doesn't already. Maybe, like, increase other bug spawn rates?
Also, I think you should add a way to replay unlocked scenes. I know that it's not that hard at the moment, since you can just replay the game to see them again, but once the game gets to having more upgrades, and more scenes to go with them, it'll be harder to see them again. Also, it would be a good idea to make a way to save your progress, for the same reasons, since you might not have time to do an entire run in one sitting.
Gotta say, when I saw "Inventory Update", I expected more inventory slots, not less. Making it so that stacking potions/sponges doesn't take up just one slot makes the inventory feel much worse. Also, it makes money matter even less once you get past the first phases (although that doesn't necessarily matter that much) since you can't stock up on a bunch of items.
Honestly, I generally think that adding an inventory limit just isn't the best call, since it gets in the way of a lot of things. I get why it seems like a good choice, since this is supposedly an RPG or something, which would have inventory limits."
I do really like the new scene though.
Yeah, that's a great idea! Although I'd only worry that you might accidentally miss a scene if the "most recently added one" said that it's the highest you can reach and you just stopped playing at that and missed a scene, and it'd probably be a bit time-consuming to program in a tracker to track whether or not you've seen each different scene.
Always a big fan of these "mix ingredients for a transformation" type games. I liked how you managed the hint system as a way to guide you towards the remaining undiscovered potions without forcing them to guess-and-check eternally.
The recipe book is a bit lacking, though. I'm not against writing down the recipes myself when I play one of these games, but the fact that not all the recipes can even fit on the page is really detrimental, although I presume that's probably a bug. I also like the descriptions of each item, as they can help figure out the effects of the reset items that can appear to do nothing if you don't have the property that they reset at the moment.
I also like the fact that you unlock new ingredients as you "harvest" them from some of the transformations. I would complain that some of these ingredients look pretty samey though. It's hard to differentiate between the milk, cum, drool, and love juice, and the gelatin too. The comparison is especially confusing between the Drool and Love Juice, and the Milk and Gelatin. Perhaps the Milk could be put in a bottle, and the Drool could be more translucent, or the Love Juice maybe styled into a heart-shaped puddle?
I assume this is probably due to the nature of the game being made from recycled assets, but a lot of the transformations seem samey or redundant. Like, the Salted Berry Syrup seems pretty redundant when the Goth Lemon Drops can just be combined with the Bacon Pancakes to achieve the same result.
The scenes in this are really good, and the gameplay is surprisingly good for how simple it seems, having to prioritize certain girls over others depending on move speed and how close they are to escape. I wish there was a bit more interactivity, as it can sometimes feel like it's impossible to win from certain game states, so some sort of "active ability" would be interesting to see. Maybe something like "once per level, ensnare all girl's feet in tentacles and stop them from moving for X seconds.".
I notice that some girls have different behaviors than others, but it's hard to pinpoint what exactly. An in-game guide or something that unlocks specific details about each girl's behavior once you capture her enough times would be a very good feature.
Personally, I feel like there's a bit of a disconnect between the capturing of the girls and the actual tentacle-fuck animations, unlike some other similar games like Tentacle Locker, Tentacle Van and Tentacle Beach Party (damn, all these games have really similar names.). In those games, the animations would play in the levels when you capture a girl, but in this they're only visible in the gallery. I think it would be an improvement if they were more tied to the in-game capturing, for example if the animations would play in game when you captured that specific girl once you unlocked one (maybe in a window up in the top corner or something, like how Tentacle Van handles it), or maybe if you had to capture specifically the girl in the animation to get points towards unlocking her specific animations.