Love the game. Models could use some work, but sounds like you're already aware of that :)
Honestly, the biggest gripe I have with the game is the time system. It feels like you added it in, but never really did much with it. Most of the time, the player has only 1 available event per day, sometimes 2 - out of 5 time slots.
The result is that money is functionally infinite, because you can work 2-3 times/day every day and not miss anything. For the time system to feel impactful, there needs to be more going on during each part of the day. Things to do that the player WANTS to do, besides just work or skip time usually.
For the positive, the pacing is great. The way it's set up ends up being that you do the girls sequentially, same order is forced on you (also detracts from the time system and location system). The writing is good - doesn't feel overly wordy, nor like the dialogue to a low-budget porno ("I'm here, you're hot." "Oh, you know how to flatter a lady, whoops I dropped my clothes.").
Looking forward to more updates!
wyldmage
Recent community posts
Yeah, the game resetting your crosshair to lower is REALLY annoying. And mouse sensitivity defaults way too low to react fast enough.
Biggest gripe though is that her animations are clunky when she "lunges" out, so you can't predict her head location at all. Instead, you have to play several times, so you know where her head will be based on the animation choice - which kinda defeats the point, since now you're just memorizing spots on the screen to shoot.
Okay thanks. The wording on it could use a bit of improvement to help make that clear.
"The higher it is, the less experience it will take to unlock a new class, until the soft limit"
Could become
"The higher it is, the more classes you can gain before the cost increases significantly"
As it is now, it sounds like the first class (or 2nd/3rd) should be cheaper for someone with high growth. But you don't see a difference until the 4th-8th classes
Thanks for clarifying though.
I'm then confused how I see it so much. Because the frequency it occurs would indicate zero repurcussions
That said, I can also see the math that this delay on the timer doesn't work. If you have a 20% chance per game of being imposter....
Game 1: 20% chance. If not, you leave (80%).
Game 2: 20% chance. If not, you leave (64%)
Game 3: 20% chance. If not, you leave (51.2%)
Based on that, a habitual leaver will get imposter before the timer kicks in basically 50% of the time. They'll then play through the game, and reset? their timer, allowing them to repeat
And the other 50% of the time, they just go play other games instead, having ruined 3 games for up to 9 other players each.
There shouldn't be a "3 game" trigger. It should occur the first time you leave, period. You're free to rejoin the game you left, but otherwise you have to wait for it to finish.
I absolutely agree with this. Especially because its just one more thing that can be lied about.
"I was in electrical with Red, and the bar didn't go up when he finished."
Red was ejected. Pink laughs maniacally, having just murdered Purple in medbay before "watching" Red in electrical.
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I'd love if the bar only updated every 10 seconds, or otherwise was delayed info.
The other feature I most want to see is some punishment for leaving games. Basically, if you start a game, your lobby LOCKS to that game, and until the game is done, you can't join a new one. No more of these game-hoppers hunting for an imposter role.
Organized games are great, but joining public at random is a constant frustration of 1-3 people leaving each match (less than 10% of public games have 0 leavers from my experience).