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About Story mode, it should really be called a Hard Mode, as you should attempt it probably in the very end, after you get really good with the sandbox and figure out all the useful moves. It will punish you for every single mistake at some point. So, you have to consider basically every click you make, all the experience you gain, all the skills you learn.

About the main game, you're a bit mistaken. It's not a CRPG, it's rogue-lite, which means you will be losing. That's the way the genre works. For example, there are so called bonus points, which can make your life much easier, but you earn some of them by having Game Overs, and you get more of them when you play without saves, which means you are probably replaying them all over. And to know what skills will work you'll need experiments.

And in my opinion it works okay. Being defeated doesn't mean having a game over, it means getting an 18+ scene, so you're not wasting your time losing, you can kinda enjoy losing and getting used to the battle system.

Yeah, I agree that 90% of skills are worthless, and developers should consider taking out at least some of them, or making them like being extremely situational. But you absolutely can learn to make viable builds and defeat your opponents. You may check out wiki, Stats, Skills, Walkthrough pages, and anything else. Maybe it helps. Yes, the game has a pretty rough start, but that's what makes the adventure feel real for you. When you go around and pound their asses you know it's because you are better. And if you decide to go satisfy some enemies, you don't feel yourself a lazy whore. You could defeat them if you wanted, you just made a gift to them. That's much better than just having buttons to tap and mana to manage.

Ok yeah, I guess that pretty much confirms the game is not for me then. I don't see the point in artificially manufacturing an experience where its impossible to win on your first try even if you make reasonable choices. If I lose I want to feel like I deserved it because I was equipped with all the right tools to win but made a mistake anyway, not because the game dangled a cool roleplaying option in front of my face that I was excited to play only to find out it was intentionally designed to punish me for making the "wrong choice". That just seems masochistic. 

I disagree about having "buttons to tap and mana to manage". There are countless examples of games where the combat is still turn-based and tactical rather than twitch-based, but don't randomly punish the player for no reason. 

As far as realism goes, the character would not be adventuring anyway unless they got some basic training first, so I'm not sure I buy that argument.

I think the creator needs to make it more obvious on the tin what the gameplay experience is actually like.   

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Well, sorry, every classic RPG has 90% chance you'll make a bad build on your first try. Though most of them also give ypu nothing for getting a Game Over, this game gives you unique scenes.

And it's possible to download the game and finish it in one run. There even exist achievements that encourage you to never up your stats. But that is difficult for newbie. 

I personally could do that after spending about two month on learning all the combat stuff, but I had a lot of fun in the process, and keep getting half a year after being introduced to the game, so I don't really feel like blaming anyone who made it. The best porn game in my opinion.