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(2 edits) (+1)

Thoughts and issues as I try the demo:


#1 - Enemies can enter the gear and wall tiles, while the player can't.


#2:  It isn't clear what benefits there are between capturing or releasing cultists when you first meet them.  Having a brief tutorial on that would be nice.  Maybe mix in the bunny's protagonist's thoughts, so we can get to know her.  Seems like they are "keys" for certain salacious objects?

#3:  When slime fragments combine and then stand to the right of a lore tablet, their name comes up.  So we have both "Slime" and "Slime Fragment", both popping up at once.


#4:  It feels like the AI for enemies can break, leaving them stuck in place.  For example, a slime being stuck behind the visual aspect of a column, or the golem being inside a wall.


#5:  Slight quibble with the Tentacle Trap lore entry:  "weary" This means being tired - say, from being manhandled by such traps.  Unfortunately in this case, "wary" is the correct word when considering the context.'


#6:  Sometimes, the spacebar action command doesn't work.  This most notably impacts combat, since I can't attack.


#7:  The music is solid, and I like the overall aesthetic. 


#8:  I wish there was a way to let the protagonist get boinked without getting punished.   For example, maybe "lock picking" the mimic chests by responding to carnal commands?

(+2)

Thanks for all the great feedback Sabin,

A few of those points on the way to getting addressing, mostly related to enemy AI and interactions not working. We're completely redoing the backend of those systems to make sure they're far less buggy and more consistent.

Cheers! :D