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The game plays in a way that feels overly melee centric, as ranged options feel restricted by almost all having a one turn cooldown. But because you can't move past friendly units it makes the game frustrating since you have to waste movement to move around them, and this draws out combat at times. Plus, why have ranged units at all if they can't, you know, be ranged all the time?

The TF system also feels weird. Beyond the feeling that the game doesn't seem to know if it wants to embrace the adult content or not though it; the fact it basically just swaps out a unit for another unit with no reflection of the unit's true abilities also feels weird. Like it would make sense if they were corrupted into an enemy unit, but wouldn't it both be hilarious and interesting if the dwarf musketeer now slime girl had both the slime abilities and used a musket? It actually would help with the musket needing a cooldown like in my previous point.

It's a fun TF game and I always love those. But as a game itself the design feels odd.

(+4)

Thanks for your feedback!

I've actually had a lot of players say the game heavily encourages ranged units. Archers and spellguides don't have the ranged cooldowns that musketeers and other black powder weapons do, if you're looking for ranged options with can fire more reliably and with better accuracy, though with less damage.

As for the transformations, the player and companions get more flexibility than followers do. You absolutely can be a slimegirl with a gun, or (soon) an automaton that does lust damage. Followers were made to be disposable and hands off so you don't have to always be equipping or unequipping them, or worry whether their base form aligns well with their current transformation, etc. Maybe this will change in the future, but the intent is for the player to focus more on their own character and the two (and soon to be three) Companions.

That's been my experience with the melee/ranged difference, a lot of my melee units have useless turns because they cant walk through their own allies, so if they're ever blocked off they can't get close enough to attack. It's made me rely more on archers because I can back them away to make space for the 4 melee units i use

Allowing some or all allies to pass through other allied might be a feature in the future. It makes pathfinding a fair bit more complicated as each team will have to maintain its own A star grid.