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Thank you! That's all very useful feedback. I'll pass the bugs along to our programmer Hulusay and I'll work on the design stuff myself. :)

I will note that for 0.5 we changed the way the sex scenes advance (at least for the moment) exactly for the reason you suggested and it's designed at the moment for the scenes to progress immediately one after the other. We need to think a bit about what lust and obedience are going to do exactly, because when I was play testing it myself I found the design more grindy than intended, even once a lot more story, character scenes and events are to be included.

I think either lust or obedience should be used to unlock new sex options, but that leaves the other stat without much to do now, and by pacing it might be better to not use a stat at all but just require that you complete each act twice... it's got me scratching my head a bit.

Hey there! I really like the direction of the game. Of course the core gameplay loop is limited at this point, but I can see, how it will get more interesting with additional actions unlocked through room upgrades.   

Adding to Hunter Sugar's points:

  • [QoL]: Would be nice to have the option to lock in activities, so you don't have to set them anew every day. Not sure if that is still relevant in the future, though, as you mentioned that the game is grindier than intended at the moment.
  • [QoL]: Maybe just a me problem, but I'd appreciate it if there was an option to disable transition animations (zooming in on rooms and between time skips)
  • [Bug]: Rooms remain selectable during transition animations, this can cause the UI to crash (?), locking the player in the "interact with Maids stage" that they are currently in. 
    (For me this happened between Evening and Morning, so I could not select tasks for the maids, as the UI would not show up).
  • [Bug]: Already cleaned up rooms are sometimes selectable for cleaning. I'm not sure if that is just me being an idiot and not understanding what's going on, but sometimes this is possible.
  • Things to influence the mood might be interesting, depending on whether or not mood will affect other parts of the game as well (like sex acts or something).


Regarding the grindiness:

I also felt like stat grinding took a bit more time than was welcome. I was confused whether the increases were just random or depending on the character's mood. Guess options to change this would be

  • Boost Stat increases based on mood. Would add some strategy to the praising/scolding.
  • Add more events that affect stats.
  • Add room actions that affect stats more effectively.
  • Just increase the number of points you gain for increasing stats


Regarding the unlocking of sex scenes:

You could also have both (or all) stats unlock sex options, giving different versions of the act, kind of like with Beth's default / eager ones, kind of like different paths in other games.

  • Lust: Character is enjoying the act
  • Obedience: Character is subservient during the act
  • Love: Character is tender and willing). 

This would of course require more work, as each act would need multiple versions, so probably quite infeasible.

Alternatively, Lust could unlock the acts, while obedience determines the chance of the character actually doing to what you tell them to?

  • You request a BJ, but they give you a HJ.
  • You want them to finish the ritual, but they just walk off


Anyways, looking forward to future updates!

(+1)

Well, an easy way, if nothing else works, is to cut down on the amount of stats. I’m not sure how the progression you have in mind looks but it could be an option.

The way progression in Harem Hotel works comes to mind here, where characters mostly have one stat (affection OR obedience, depending on the type of relationship) that governs unlocking of scenes but where this stat is checked is for events that advance a “relationship level” and that is what actually unlocks things. (i.e: event X requires 20 affection and will unlock BJs, etc..).

Given the way the game’s main structure is taking shape, what I would consider, though, is different tracks.

Obedience is related to rituals and scenes in the dungeon. Could also work as requirement for certain work tasks. From a fluff sort of perspective, I agree with kinkofnowhere in it governing general submissiveness, but an easier way to control this than H-scene variants would be through their responses and prompts for regular tasks, perhaps their efficiency and learning cap as well since right now the maxed out test implies they ignore your commands.

Love could, then, govern progression through their romance questlines which the demo already alludes to. It’s looking like those will be different scenes so they could remain mostly separate. Having a divide between these would also open up the possibility for future divergence in terms of ending if you end up going towards that direction (i.e: did you have a favourite throughout the game? Did you make any fall in love or were you just a self-serving master? etc…). But even if you don’t (because that could be a lot more work depending on how deep this rabbit hole you decide to go) this would already make it so that it gates different content and, as such, as a player, feels like a separate goal in and of itself.

This approach would integrate well with the ruling decision system, since it would be easy (one would hope) to have some of the afternoon events where you could have “option that sucks, option for a maid that’s obedient, option for a maid that’s in love” for some events, which would make different stats feel meaningful.

Lust maybe the trickiest one here. If you change how it works maybe it can eventually replace the cooldown timer for the ritual acts or at least influence it? That could be a bigger rework tho. Again, kink’s ideas here are a good start, I think. Another thing more or less along those lines would be relaxing obedience requirements for certain acts (assuming the changes I pondered about here). Or the maid’s lust could be correlated to the effectiveness of the ritual? Right now the whole portal power and ritual system is very early days and the bit that explains that isn’t in the game yet (or if it did make it in I accidentally skipped over it, oopsie) so maybe this could be an option. Things like Beth and Oinky’s events are also just a prime candidate to being governed by lust but I do think that ideally Lust would also have some mechanical effect in the game.

Finally, for the grindyness I think a large part of it is that the player is quite limited. You have 4 characters to work with but your progression avenues are super restricted. You can increase one stat for one of those characters each day, and it doesn’t even increase much. Afternoon entirely dependant on event queue and evening, if you don’t have to do the ritual (which right now you can’t even do often enough to keep the portal in check). Maybe a quick way to alleviate it would be to have day activities provide stats? If a maid cooks, have her get +1 cooking, maybe +2 if the kitchen is upgraded. If a maid is set to clean, maybe that gives her some extra obedience (they seem to constantly remark how that’s the most boring job) etc… Signposting these to the player will also be important, maybe an “end of day” report on the corner with these changes, just to help sell the idea that “don’t worry, you’re advancing here”

Anyway, that’s lot of rambling suggestions. During early days like this, it’s hard to see clearly the details of things and also to make sure you don’t immediately overscope everything so a challenging stage for sure. Hope all of this gives you some food for thought in how you eventually decide to tweak things.

(+1)

Too long to reply to everything, but I do appreciate the discussion and the feedback! I'll note a couple of things:

  • The idea of affecting the cooldown timer on the rituals seems like a good one to me. While from a lore perspective I had that in mind as an ironclad rule of magic to justify the restriction, I can explain it away in a story scene that growing lust reduces the timer. That reduces grind and plays into other systems. Lust can still do other stuff too, like unlocking scenes (that's planned already). So I think I will implement this idea and it helps a lot.
  • We did consider having maid skills grow when doing activities, but we wanted to put more of an incentive on the instruct action, which I'd like to also use to introduce some little scenes or some other reward, but I don't know what those will be just yet.
  • Love will definitely dictate how the romance scenes go, as a different sort of track to the sex.
  • I do also plan to have obedience be the stat to unlock new ritual actions.
  • Some of this will come together more as we introduce a few more systems; Delia's potions and the merchant's gifts and items will help with some of it, so maybe we'll boost stats a bit for now but reduce them again later to allow for other systems to help out.

Still chewing on some of this because I have a lot to think about. :)

Right now players don’t really have any information on the portal so it’s mostly guesswork as if I’m suggesting something that aligns or a retcon/rework =P

Glad I gave you some food for thought regardless, looking forward to future versions =3

There's a lot of ideas to respond to so I can't be really comprehensive, but thanks for the suggestions and this has got me thinking!

A couple of quick thoughts:

  • Room cleaning not always working is a known issue, but thanks for reporting it anyway; bug reports are always welcome. We'll look at the other bug.
  • Making the moods affect the strength of praise/discipline/instruct is something I should have thought of because I do that in my other games with a similar mood system, but thanks for the reminder. :D I'll add that.
  • Different versions of scenes would be nice, but quite a lot more work in properly characterising the girls, so it's a bit infeasible as you say, yeah.
  • Originally we did have discipline as a check on whether they would finish the ritual or not when you tell them to, but it was in practice a frustrating game mechanic.
  • Stats will be able to grow more quickly once we introduce gifts and maybe potions, but I also think they could increase more based on some room upgrades, perhaps, so that's something I'll look into.