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Thanks for the Android version!

a couple points of feedback:

- the images being white at the start is surprising, misleading. With 120 Common it is likely that you won't notice the content of the images during you starting 60 draws.

- draws don't recharge when the game is in the background, unless you fully close the game first.

- with 30 photos per tier, no animation and draw refill faster than DD, I end up spamming draws without really looking at the images.

- in the Gallery, the count of each card is tiny on mobile. The white text is invisible on photos drawn once and on some of the photos with a pale corner. I suggest putting a heart or a rarity-colored circle behind the number.

- once you have all Commons the game speeds up even more. If Rare girls have 1/3 chance to give 15 draws every 5 draws, you only need normal Refill for the first hundred draws of each girl before it's nearly self-sufficient. Higher tiers have it even worse, I had over 2000 draws when I finished.

- If the plan is to add more girls in future update, you are headed towards the same problem DD faces: the Common bonus becomes harder to reach with each girl added.

Thank you so much for the feedback!

I'm thinking about changing the use of transparency for something else but not sure. Could do similar to DD with the hearts covering but there is so many images it will take forever!

Unfortunately on unity mobile you can't as they don't allow it to run in the background. But I'll look into it more.

I agree with all the rest. 

Need to have a think on how to improve it. Could lower the amount of commons 🤔

Many thanks

here's a few suggestions:

- The game doesn't need to run in the background, only to detect when the app comes back after being in the background. Unity might raise an event? Otherwise you can save a timestamp and detect the break manually.

- The censoring could be a noise cloud over the image, progressively increasing its transparency threshold. That would leave parts of the image visible from the start with the censorship shrinking every draw, without having to manually place it.

- One way to avoid the scaling issue would be to isolate the bonus to each girl: once you have Tina's Commons you cannot draw them but can still draw Aiko Commons. The rarity bar can only drop to Common if any of the enabled girls have Commons left.

- This would mean you can clear Mystics and break the bank with your 4 starting girls, then blaze trough the other girls. It's giving control to the player, which is good.

- Another idea would be to rework girls unlocks to put girls on different tiers. The first 4 girls you unlock are T1. Once you have all their Commons you can unlock 2 new girls, which are set to T2: their Common are on the same draw tier as T1 Rare. T4 would have 300 images in its "Common" tier, the C,R,UR and L of 10 girls. T5 would have 280 and every tier past that would have 260.

- This would also help with the self-sustaining Refill Gift issue since you always have Commons with lower refills in the pool.

- Refill Gifts could be lowered to 10/12/15/18/20? That would make the natural Refill stay relevant for longer. With the Tiers idea it puts the average Refill per draw slightly below 1 for T6+, meaning the natural Refill stays relevant as the game scales.

- Replayability idea: mass Gilding! A button that resets the game and makes a few photos keep their progress troughout resets. One photo per 100 uncensored, randomly selected across all currently uncensored photos.

Also, there's a bug where the game end message stays on screen indefinitely when you start the game after winning on mobile.