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(1 edit) (+1)

Played through the demo, here are some thought, in order of occurence:

  • I don't know what to think about the MC taking part in combat himself. It would make more sense to make him a backgroundish character like the MC in pokemon. It would be nice to have a chance of a starter. In Pokemon you always have the tendency to overlevel your first Pokemon, so it being non-lewd is kinda negative.
  • I am once again asking to see the enemy HP. Now you need to fight twice, first to see the threshold, then to capture.
  • Game over instead of blackout, that's a shame.
  • Good path design!
  • Why does Misogi use the capture animation when attacking. (it's to show that the enemy can be captured, right?)
  • Why isn't Oak asking my name and whether I'm a boy or a girl.
  • Couldn't capture the waitress girl, she also didn't die when killed. (Ok, her level was too high)
  • Seem like the climb HM is in. Nice.
  • Captured the farm girl. She still persisted.
  • Interoggation records turned the bikini heroines to lvl 4.
  • Red blossom extract doesn't actually work.
  • Solace resisted the capture while certainly being below half HP.
  • Captures are weird, they should be more like pokemon instead of guaranteed at low health.
  • Farm Girl's milk drink doesn't actually work.
  • Killed three wretches, kino doesn't want to give me money for cake regardless.
  • Interoggations, where you have to keep using the same item, are very poor.
  • Can I not recruit the brigged heroines, but only receive interogation records from then?
  • And that seems to be it? Flying onaholes are preventing me from progressing.

The AI art is nice, very on model, which I wouldn't expect. But I had expected more content from 2 months of work. Core gameplay is good, I mainly think that having Misogi be a character in combat takes away from the charm, as well as it being hard to estimate enemy health, and of course the stuff that doens't work (attacked characters in city not disappearing, not recruiting heroines from the brig).

Thank you for your kind feedback!

In general I agonized NPCs disappearing led to Morrowind-like "the thread of prophecy has been severed" scenarios or Genshin Impact's "this character is involved in another quest" problems; so I made it that non-uniques don't disappear. One big problem that used to pop up  was the town healer disappearing and your team was half dead with no revives.

Then Author-kun runs into the problem of immersion, therefore the solution is to hang the non-unique NPCs from a tree. From next update onwards I'll put events in the main town area where NPCs are automatically sent to when captured and can be released. Sort of like a mini-brig event with a single CG. 

This was already planned for wild captures to make capturing random encounters worthwhile; the game already tracks how many wretches you have captured in the background.

Your post also made me think about the "how close to pokemon" problem, the more I tweak systems closer to pokemon, the more I find it to be the most efficient solution to solving the capture problem, as with many other systems. It's just Author-kun's laziness in not wanting to make Ultra Balls and beyond, but on the back end it is a simple setting of the [Capture Net] event to 50%, and making the [Great Capture Net] event to trigger for 60%.

The "resist capture" thing was also something that myself noted during testing because if you follow the main quest without leveling you run into problems not being able to capture event NPCs, or have the "fear of losing out" on a unique npc. Since that is a feelsbad, I'll have to solve that problem (possibly moving it closer to the pokemon solution). It's also why Rien is a level 6 event instead of 9 now. Thinking...

Flying Onaholes are just the developer's way of saying: this area is in development.


Good stuff, make me think.

P.S: Kino is a scammer in lore, but potions/HP regen code has to be fixed.