Cuz it's the demo. Not the full game. Go to their patreon if you want the full thing, and even then, the game isn't 100% done yet.
whosawhat64
Recent community posts
This is random nitpick, but the weapon, which resembles a halberd, has a thrusting attack but no pointed ends like actual halberds. I'd wager it was so that it would have a "blunt" aspect to it, but that opposite end of the Axe part of the halberd would sometimes be just that: blunt force to pierce armor. It usually had a hook to latch onto shields to pull them down, so that another soldier could then stab for the kill.
As for actual criticism for the gameplay, the walking feels slow. The animation does not really match the walking speed, but the slow animation (I played with controller) does match the fastest walking speed.
Having a dedicated jump seems pointless. I can't jump-attack, there's nothing to jump onto, and I can't jump over enemies. I'd like to see jump actually be used.
Four different "dodges" seems overkill. The basic block should outright be removed, leaving the parry to be parry (to take no damage) and block (to take some damage, but not all). The purple block towards the end of the demo is just bad game design, and the attack that shoots across the entire screen would have been the perfect chance to have purpose for the jump: to dodge that attack.
The demo is just a straight path right now, with some screen transitions. This is easy to make and do, I get that, but I come from the Metroidvania trenches. I think the environment would be improved by giving us actual branching paths, a couple dead ends, and a few shortcuts back to a save point.
The demo is very well polished and frankly beautiful. It's aesthetic is unique and memorable. The foreground objects are a great detail that I don't see in, well, much of anything. I wish there was just more story telling in the environment. Pretty does not make it interesting.
Animation is just good. Honestly, that's where most of the thought and effort are: visuals. But because of that, the gameplay is lacking. Combat is repetitive, probably too easy, and not much else. Variety is the spice of life.
It also does a pet peeve of mine when it comes to erotic games: Losing is the only way to see erotic scenes. This tells me that the eroticism is second to the gameplay. You could remove all the sex and the game wouldn't change. In fact, if the game got too hard, and I kept losing, then those scenes would lose ALL of their value. My reward for winning is nothing, but my punishment for losing is sex? Why would I want to ever beat the game then? It becomes a massive, annoying, and poorly designed grind just to see one scene. I get to the boss and lose on purpose, then when I actually beat the fight... nothing happens? That's a terrible gameplay loop, and I don't have the time of day to do all that work.
Considering the fact that this might be your teams very first game, it's great! But it needs polish. If the game publishes in this state, it's going to not be received well. I'd recommend looking at how non-erotic games handle map design as inspiration. Combat is... fine. Amateurish, but with enough polish the pieces are in place for something excellent. 
