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(1 edit) (+8)(-1)

I'm going to lay on a lot of criticism here, so before I do just understand that it comes from a good place. I love what's here and it's extremely promising. The character designs are good, art is good, the transformations are good, the game mechanics are perfect for a (one-handed) game like this. I'd really like to see this game reach its potential.

Primarily, I want to echo another comment here that said the game feels "messy". I definitely agree. The story is very hard to follow. I think owed in part to the writing. So much of the dialogue feels like it was written by someone who's first language isn't English. I don't know if that's true, you seem like you speak English perfectly fine in the comments here. All I know is dialogue feels stilted, characters say things that don't really make sense, and overall it makes it hard to understand what's going on. I'd offer to help edit the dialogue, but, well, I don't actually understand what's happening. This extends to the game's goals. Take the ram-girl mission as an example. You're going to investigate a shrine. Why? I'm... not really sure. But you get there and the fox complains about the sheep. This translates into "defeat X ram-girls", which is fine, but it wasn't really clear to me that's what I was supposed to do. I wandered around the stage for a while before realizing I was supposed to leave the same way I came in. Only then did I see the new objective. Characters need to be far more direct when asking you to do something.


But this issue also impacts the game mechanics. Descriptions are often extremely difficult to understand. I think the sheep bell item is the worst example of this. "Generates milk on hit." Okay... Seeing that for the first time, I have absolutely no idea what that means. On hit? Is that when I hit an enemy? Or when I'm hit by an enemy? Eventually I can figure out through trial and error that it happens when I get hit. Cool. But what does milk do? I can see that I get an extra stack of the status effect, but again it's not immediately clear what "Adds weight to one's chest" means. Through trial and error, I figure out that it increases chest size, but still it's not clear how and when it happens. The status effect doesn't lose a stack every turn, sometimes it disappears completely, sometimes it loses a few stacks, there doesn't seem to be any pattern that I can figure out. And this all contrasts with the ability Milky Drain which has the same description (generates milk on hit) but applies when YOU hit an enemy, instead of being hit.

Then, enemy behavior is hard to follow. Sometimes I can see when an enemy is going to attack and which tiles the attack will land on. Sometimes I can't, even when I can clearly see they're readying an attack. Might be a bug? Really not sure. If there's some reason for it, I don't think it was explained. Status effects (or at least, some of them) seem to act differently for the player and the enemies as well, which makes things even less intuitive. Hypnosis, in particular.

Updates seem a little slow and anemic, but I see in the recent dev log you're planning more frequent additions, so I wish you the best of luck, truly. A game like this lives and dies by its variety so imo the focus should be primarily on the enemies and interactions. More levels are nice, but I'm not here for the background art if you catch my meaning.

I have an example for you . Generaly when you had to much milk it will "distract" the enemy and the % dépends on the size and the other thing 🥲idk

(+3)

Last week, (It's mentioned in the latest Patreon update and on the discord weekly log) I rewrote quite a bit of the text around the fox->voice->fox part of the game, in preparation for while I'll be continuing the story once the player reaches the Parish. It's not perfect, there is an overall problem of the main character wanting to do their own (very vague) thing. Maybe I'll think of something.

For the shrine/ram-girl mission, I put in highlighted tiles to show where the player is expected to go next, it's the best I could think of for now. I could slap a big "area cleared" sticker on the quest board when it's done, then, besides the SFX.

The description for cowbell reads "Generates milk when hit by FORCE. Alerts enemies", but there is some overdue rework for cursed items. Earlier in development I made it so a lot of cursed items / transformations gave you skills but I'd rather make it more like how Draining Kiss works. It's surprisingly hard to design that sort of thing and make it make sense to the reader. Milk is also due for a rework, it's remained in the game since it's important for some existing content.

The debuffs have very similar effects on enemies as they do to the player, it's just been very hard to show it happening, Hypnosis is the big exception to that where it wouldn't currently work well if hitting enemies with Hypnosis did nothing until a certain threshhold. I do plan to at least let ram-girls kiss other enemies but it'd be interesting to have the player do something, too.

I started the project with no prior skills so there's a lot of jank that I've been cleaning up over time, I've been having to balance reworks and making new content. I really wanna add more enemies but I also have a lot of old content to fix up... In the latest test builds, I've improved the effects relating to corruption itself and I'm working on adding more Werewolf content.

(-2)

So it will take a disgustingly long time to rework a lot of the enemies and it's mechanic?

(+4)

Most of the reworks are already done. There's just some areas that are left but either I don't know how I'll rework them, or it'd take quite a bit of work to make it satisfying.