So been watching this title since the Twine (?) version, thought I would drop a few inputs on it.
So, comparisons.
Pros from the .2A version:
- Customizing the character, height, hair, bust and hip size.
- A functional loss state, you get knocked up and live out your days with said monster or bloke.
- It was a simulation; you were some bloke that was playing a lass.
-Cancelling the enemies move was a solid idea.
Cons from 0.2A version:
- Companion wasn't of much value tactically, but a bad end for her would've been aces.
- Customization options were cosmetic. One suggestion I would've had was each would add a small modifier. EX: Large bust and wide hips would be a hard mode, a +5 to fertility each. Could've worked with the .2B version, what with it being a simulation.
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Unity:
Pros:
-Visually speaking, the architecture fits what I assume could be a medieval theme. Nice touch with the hex grid pattern. Almost feels like a lewd mod for Civ.
-Instead of a sim, the character feels like a part of the world. Prefer the VR sim aspect of the prior version though.
Cons/potential bugs.
- Not sure if a bug or an oversight, but once you push a monster out of you, monsters both in that instance and future instances can't penetrate, even when wet. Neutralizes the danger in future encounters. (no armor run hype)
- IIRC, in version .14 there was a functional end state of your character getting knocked up if the 40% succeeded. Simple, but effective. Would like if that made a return.
-Wasn't too keen on the 40% being nerfed to 30%, minor issue.
-Minor issue, can't save scum in this version, which was possible in the previous version.
-In the goblin quests, the kitten doesn't leave your inventory after turning in.
-Mimic combat fails to trigger.
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Suggestions:
Character customization.
Hair, bust, height and hip size. (with minor bonuses and malus would be nice..)
An end state, with a You are bred screen. (for a giggle if nothing else)
-Add utility to the church. Remove debuffs, or later, corrupt it with enough corruption.
-Increased chance of game over with each subsequent insemination. Say, a +10 to each time.
An interesting little distraction, curious as to how this will pan out.