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I'm here to add my part to the very deserved pile of compliments the game is collecting, but first I would like to share a bit of constructive criticism:

    About the combat system and the difficulty. I don't think that the game is too difficult, but the player lacks some tools to make the best use of the mechanics and so must rely on luck from the RNG to make up for it. This feeling of lack of control over the fight results is in my opinion what makes the experience frustrating. The thing I felt it was missing the most is a way to tell your allies not to attack for a turn. Many times I would have needed Stella and Akari to stop attacking for one turn to time the breaking of the enemy guard with them using their special ability.

    After that the second thing I would have liked to have is a defensive ability for Stella. Gina and Akari have effective defensive moves in the Ginpsy Rool and the Blade Reversal, while Stella has none. This is exacerbated by the fact that despite her high health and armor Stella's low skill ends up making her the squishiest of the playable character.

    Related to above, skill based dodging is a much more effective way to limit damage than armor, if this is non by design maybe some re-balancing might be useful.

Another strategic wrinkle that I would love to be able to use is changing the positions of the girls in the grid. For example placing Stella at the center to protect her from flanking assassins and bow users.

    Lastly a little suggestion for the boss fight at the end of the "save Jade" quest. The narrative setup is that the girls attacks barely scratch the boss, so they eventually resort to an unorthodox combination attack to fell them. The effectiveness of this narrative beat might be enhanced by having the fight gameplay reinforce it. I see at least two ways to accomplish this; the most satisfying, albeit maybe a little bit more difficult to implement, is to boost the boss armor value so that most attack do zero damage, the set the fight win condition to be lasting a certain amount of turns. The second, easier to implement, but slightly less satisfying is to boost the boss health and set the winning condition as dealing 250 damage instead that taking the boss health all the way to zero.

I hope this doesn't come out as condescending, I just think that sharing detailed feedback is a way to I can use to help.


With that out of the way, time to gush it is. I really enjoyed the game and not only for the sexy. The double gameplay loop prevents any part to become stale even after long sessions and injects some very needed action in the visual novel narrative, which is great to avoid becoming fatigued from reading lots of slowly scrolling text.

The writing is much better than a kinky romp has any right to be. The way it can be silly and self aware, but still being earnestly dramatic when it wants to is absolutely brilliant. I especially liked Xici's meltdown, absolutely gripping, and her picking herself up after touching the bottom was cathartic. Even the fact that Stella surpassed Gina's strength, that initially left me baffled, is then capably used to setup Stella's character arc.

I'm looking forward to the next phase and the reaction from everyone now that Jade and Gina are back and bigger than ever.

I really, really, really hope that, with the Executioner locked in the facility, Xici will find the way to reunite with Jade and start developing a new friendship with her, not based on deception this time. Xici is my favorite character at the moment and I'm rooting that she can mend her relationship with the Greatarm siblings, find her own happiness with people that really care for her and, why not, put a lot of sexy muscles on her frame.

On the topic of the Executioner, I don't believe that she can be loyal to anyone but herself, either the Don has some seriously effective way to control her or she is just waiting for the right moment to betray him.

Thousand thank to the developers for bringing us such a satisfying experience!

Hey, thanks a lot for the kind words and the suggestions. I highly appreciate both, so don't worry about coming off as condescending.

Some of the things you mentioned are planned for the future, like switching character positions (as soon as a fourth fighter joins the fray, though Gina will mostly remain in the middle) and more skills for the characters are of course planned. Also changing the third boss to survive a round of numbers would actually be easy. Might change it or use the concept for another boss, so thanks for that 😁

Some of the limited aspects are intentional though, like Stella being a glass cannon with the highest single-target damage, thus relying on protection of some kind (tug assassins away, tug archers to her side, pocket sand, summoning gnome, Gina's help with block breaking enemies on her flank or simply feed her the healing potions). Admittingly, none of these options are as good as the protection the proper bruisers have, but that is the fate of a damage dealer. My design philosophy was limiting options, therefore forcing the players to make the best of a situation that not always has the ideal answer (for example Akari can skip an attack through Battojutsu, Gina can flank but lose damage, etc.).

Thanks again for the compliment on the writing. We did have a vote about Xici's fate on Patreon in the past, so our little gremlin may yet get her chance at redemption and make up with Jade and the Greatarms. It was a wish shared by the majority of patrons and aligns nicely with our story concept.
As for Tanya... you're right on that one. She doesn't even know the meaning of honour or gratitude, but she seems to be loyal. I'm just gonna say that we have some fun plans for her and Susan already.

I completely missed Stella being a glass cannon type of character, it makes a lots of sense. It also fits very nicely with the narrative  since Gina and Akary train in martial arts while she doesn't, obviously she wouldn't be as good at defending from enemy attacks.

I was probably blinded by my distaste for high damage-low precision attack and played her in a mostly support role, putting the foe with the least attack output in front of her to minimize the damage she received while using Tug of War intesively for formation manipulation. Often that meant placing an archer in front of her, that she had issues hitting because of the skill difference.

Maybe a more aggressive style, using her to quicky dispatch of high health and low skill enemies, would prove to be more effective. I'll keep it in mind for the next playthrough.


Also, I noticed something suspicious: Gina can use magic and has an evil fighting alter ego and she is aided by a sharply dressed young man that arrives from nowhere, gives a few words of encouragment and disappears without actually doing nothing. 

If Xici becomes the antagonistic foil to Gina that undergoes a change of heart and becomes an ally would be the last proof to my scandalous theory: Gina's Gym is actually a Magical Girl Anime in disguise!

I definitely didn't watch an excessive amount of Sailor Moon in my childhood! No magical girls here... and Gina can't even use magic properly, only summon spirits... sooo... 
A Magical Girl anime, but them transforming also means getting big muscles, now that is something I would watch. 😋

Also, while Stella can deal excessive amounts of damage once her flank is cleared, using her skills defensively was always meant to be a viable approach too. So I think you didn't do anything wrong there 😉