Thank you madodev for such a in depth breakdown.
Slow and confusing intro text
Yes, I really need to add visuals.
Music style doesn't fit
all music, or just specific songs? I got different songs for different templates, training room, and menu.
Apparently you need to fiddle with the FOV, but new players aren't going to do that.
Default FOV is at 60. I personally play at 80. What was the FOV you found best?
Seals remained very unclear to me
I must do a better job at explaining them.
The newer version just made the first dungeon a lot more difficult. Not a good change.
I did not make changes for beginner template between version 0.2.12 and 0.2.13, which means you just got different random generation. It would be interesting to know which rooms at the start of the game you found more difficult, so I can make move them to more difficult templates. I'm also going to make the entrance room easier in future.
Adult games always do well, and this has a different main concept.
Just needs a lot more content (primarily visual, UI, and H-related), but main scaffolding is in place.
Most in-development adult games make lewd content first, and then work on gameplay (if they do at all). My aproach is the opposite. I aim to have a working game before I start adding adult content. Also I am terrible at UI.
There is a clean segregation between H and non-H content.
Yes, I want players to be able to choose with how much H-content they want to play with.
The main reward system is obviously underdeveloped, but is a solid base for keeping players engaged.
Obviously the main rewards are going to be unlocking lewd content in future, but I am also the sort of player who enjoys unlocking seals, and min-maxing.
I am missing (a start of) a workflow for the visuals. There aren't even even placeholders. This is an important aspect in adult games, and creating these visuals also takes a long time. This will certainly slow down the project and may even cause burnout.All heart rooms are going to be very different when I get to replacing them e.g. imagine running inside a dungeon, and on opening a door you are going to see a beach with a bar and "sunbathing" sexy fantasy creatures doing lewd things. It's going to take a lot of time, but one of the advantages of being a solo dev is you can rotate between completely different tasks.
I hope that the current 3D-models are placeholders
Most guest placeholders' heads are going to stay the same, but their bodies are going to be changed. I enjoy chibis, and mobfaces with more detailed, lewd bodies.
There seems to be a certain scope creep
Yeah e.g. when I first introduced seals, I only had about 15 on them, but it's over 120 now. I really enjoy adding that sort of content. I still got some game features I got not implemented like side objectives, and skill tree, so I am very much in the scope creep territory.
About the tutorials.
I don't really have a good way of gradually introducing game mechanics, which is why I got long movement and dungeon tutorial. My reason for that is with randomly generated rooms I have no way of predicting what sort of information would be the most useful. The game has many little machanics, which make differences, but they are just dependent on too many things. I also don't think I could remove default abilities with how rooms are crafted.
UI:
Green doesn't necessarily mean unlocked
Green means you can afford it, it's yellow that shows reception tag was unlocked. I went with colours because that's what I was familiar with from another game, and I lack icons in general.
I will try add more icons in future.
Also, I wouldn't show everything at once. Start small, currently it is overwhelming. I don't need to see all races and racial aspects, let me unlock them throughout the game. Preferably in a story driven manner.
There are 2 reasons for why I do it that way:
The most efficient way of getting the most guests in dungeons is unlocking the guests that players found empty hearts for (you can check heart requirements while in dungeon).
I want players to just choose what they want to unlock, and be able to prioritize them e.g. not everyone may be into kobolds, and they would rather concentrate on unlocking elves.
Thanks again for your detailed feedback