Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Sazzlebee

6
Posts
21
Following
A member registered Jan 13, 2024

Recent community posts

(1 edit)

But that's already the case. Depending on your stats, you randomly pass a skill check. A „dice“ is rolled in the background and a formula is used to determine success/events. So it's already similar to D&D or Baldur's Gate, but you can't really choose different options if you'd prefer to use a different attribute or action, and you can't see how good your chances were.

I am also against complete randomness, but incorporating more gameplay and strategy wouldn't be a bad idea. Maybe you have a low chance of fighting a big guy at the beginning, so you could try to fight back now and mostly fail, resulting in a more severe punishment, or you could act seductively and submissively until you get a better opportunity. This way, you would still have a good chance of preventing defloration, but to compensate for that bad fitness attribute, you would have to get on your knees or expose your skin or maybe have to take drugs and risk addictions or what else. There are so many options to extent the gameplay and make it more clearer for the player.. 

(1 edit)

I kind of knew that, but what I meant was that players should be able to see the decision-making process more clearly. For example, they might need 20 willpower to resist a sexual advance, 40 lewdness to accept one, or the ability to make one themselves. These options should be presented instead of things happening automatically with little feedback. When a customer makes a sexual advance, I should be able to decide for myself, depending on my stats, whether to accept it or take it further. If I want to resist or want it to happen but don't have the stats to do so easily, I should still be able to pick that option by rolling the dice, so I can change my fate.  At the moment, most things happen automatically with little feedback or have I missed something? 

I think this game would benefit from players being able to try to resist being promiscuous, with a playthrough focused on staying pure or sane. This would become more difficult the longer the playthrough and the more things happens to the player. Currently, there doesn't seem to be much point in trying to resist in terms of the story or character progression if you don't want to play a promiscuous character. However, I see big potential in the game, and it's still only version 0.3, which is why I started supporting it on Patreon.

(2 edits)

I think you should give players more options and information.  Sometimes I get to choose whether or not to do something or to react on something; other times, the choice is taken away from me due to some unknown variables. For example, I don't understand why my speech or will check failed. I sometimes can decide whether to do something or not. I would prefer to choose whether to give a lewd or normal answer. Most of the time, all these things happen automatically. I would like to be able to see the stats and the chances of the answers/actions I can choose more easily.

Apart from that, it's interesting to play.  However, you should reward normal (virgin routes) playthroughs more. I'd like to try not to be an easy catch, which is kind of boring and absolutely not worth it. It would also be better if the protagonist was more embarrassed and ashamed (as a former man) and needed more time to become comfortable with or addicted to lewd acts or his/her appearance. I prefer a slow corruption/change of the mental state.

(2 edits)

it s not like the write it right at the top…

Please be aware of the following!

  • This purchase will not be updated monthly
  • This is not early access for the final retail product
  • New monthly releases will appear on our Itch profile as they become available

This is just a different way to support the development, if you don’t use monthly support systems like Patreon or subscriberstar

(2 edits)

Am I understanding this correctly? The combat system will be similar to EroDungeons, but players can no longer manually choose their targets?

I thought the combat system in EroDungeons was well designed, and I dislike adding too much randomness. A little randomness is fine, but when you take too much control away from the player, it can become frustrating and diminish both the gameplay and strategic depth.

In EroWitches, I found myself spamming moves and just hoping they hit the right target. I didn’t feel invested in the combat itself. In contrast, EroDungeons had engaging combat, especially when you figured out the importance of positioning, combos, and focusing on the right targets. You could even defeat stronger opponents by carefully planning your moves.

Taking away that level of control isn’t a direction I personally favor.

A good compromise could be adding extra values or status effects. For instance, a character might be clumsy, whether due to wearing high heels or as part of their personality and have a chance to hit an ally or a different target. Or blindness could not only reduce accuracy but also create a chance to hit someone unintended.

You already had a status effect that increased the chance of a character being targeted. That worked well and was an effective counter to focusing on specific enemies or allies.

Edit: I've now tested the demo and, as I thought, I don't like the fact that I can't choose the target at all. It's not really more difficult, but it takes the fun out of enjoying the fights.

I think this as well.


just connect the goals to a different mechanic. Like, if you kill a ratkin leader or a certain amount of them, you get the title „Ratkin slayer“ or something like that, which gives the character buffs/debuffs, if the enemy is a type of ratkin. Or it enables new attacks, new choices, new items and so on. There is quite a lot things you could do with that.