I'm glad you took my comments in a constructive way. I can tell you're a new developer and I can't pretend like it's easy having no experience.
As for Wedding Witch, I think its a very simple genre to expand into but also very rare. Rogue like TF games are a fantastic avenue imo so you have a lot of options to decide how you wanna make it. One limitation Wedding Witch has is not combining many states very well. Once you max a TF, it's kind of locked to just that, which is ok, but it is a direction you are basically heading so I'm excited to see this game in a year or so when a lot of things have been polished up. And no, it doesn't have to be as polished or using 3D graphics or something, 2D landscape with a simple arcade look is perfectly fine.
But anyways, keep working on it but don't get burned out! It's clear you actually care about this project.
sandalduck
Recent community posts
Alright, my personal thoughts.
This game clearly takes inspiration from Wedding Witch. If not then you basically made a lower quality version with some variation in how mechanic work. I'm not gonna shame a small time solo dev compared to a small studio but I will say that if you haven't played Wedding Witch, I highly suggest you do for inspiration. Growing over 1 level based on upgrades is fine, but you have to make a lot of upgrade paths and make each path evenly viable. Additionally, I really suggest spending more time on making 1 good character with a lot of replayability than multiple AI generated designs with virtually no difference other than different webp gens.
It's up to you how to make things work, but if you stick to 3 paths of upgrades: muscle, breast, corruption (whatever that means), then each one needs its own line of power. Wedding Witch, for example, has large breasts as AOE damage, muscle is fast close range attacks, corruption is damage of time. Gaining things like HP, regen, etc, is related to pickups that spawn on the map or "relics" which are once per level. You could simplify this and have general perks like max HP at level thresholds like every 5 or 10 levels without blatantly copying another game. This way you can tweak xp systems and make each path a unique playstyle rather than forcing 1 everyone to play with muscle fetish just to max out damage. I have nothing against people and their kinks, but for me, seeing arnold schwarzenegger muscles on a big titty anime girl is instantly a turn off. You do you, no shame, but personally, allowing your players to decide how much they want of a path and not make them pseudo mandatory would cater to a larger audience.
Now to close out my review, my intention is to provide some ideas to make the game more interesting and cater to a variety of kinks rather than forcing 1 or 2. Obviously you can only do so much as is, the game is kind of one playthrough and then I have no reason to come back because I expect future updates to just be the same game with more AI pics. You've got a foundation, a small following of interested players, I really suggest spending more time making the game itself feel rewarding and unique rather than more AI pics. Alternatively, finish the game as is with the third character, then make a new version that fits a more roguelike style as that will drastically improve returning players. Hopefully you can make some money off the game and hire an artist to make 1 character with a variety of "enhancements" via layered images and then you have a really solid game idea. I wish you the best and hope to see more in the future.
Ok where to start....
1: esc closes the game, rule #1 is that esc opens the pause menu.
2: Horrible optimization. Girls bra looks like the sharpen tool was used 50 times on the bra, her eyes are soulless red voids, the hair clips into her back, the tits are.... triangles to be nice. I don't mind the style but the lady looks worse than a sims character so there's no reason this thing should run at like 15 FPS on lowest quality with a 4080ti. I'm no dev so idk what to suggest here but you gotta fix her somehow cause its too weird to look at.
3: If you're gonna be weird and use inverted controls, make an option to switch them. idc what people use for vertical motion but let us switch it if you aren't gonna make it consistent, especially when its not inverted in 1st person.
4: like problem 1, esc needs to open a pause menu to change settings. I load in with a silent game and some guitar solo shit blasts my ear drums to the point I gotta have my PC on 2% volume to tolerate playing it while fighting controls and FPS loss. Then I hit esc to fix it and the game closes.
Honestly, this is like a SUPER early alpha build that's more of a proof of concept than anything else and if I didn't like the concept I would be a lot meaner, but I actually like the idea. Expand the concept to a city later on, grow, crush, expand, etc. But as it is now it needs a lot of work to feel enjoyable to me. I might come back and try again later but for now its... not ready yet.