First of all, I am deeply, immensely thankful for your feedback! I started this project with no particular goal in mind, mostly as an excersize for myself, but seeing how it evolved, and knowing there's someone (even if its one person) who likes it - this means a world to me. Thank you!
Now, I'll try to give you some responses.
Introducing concepts that you never really hear in other sexual fantasy media, like the crystals that gets absorbed by your skin that rejuvenate you and allow you to last longer
I can't help but tease a little bit, I have so much more of these things planned xD. It takes a lot of time to add them though, cause while I have the ideas, I'm bad at words (especially in English), so I have a wonderful writer who brings these ideas to life, and it takes a lot of iterations to achieve what I want.
The music choice is great too, it's very happy music sometimes ^^ (maybe hololive bgm?) it can feel awkward when it gets quiet sometimes though.
I can assure you that the final version of the game will have music on all levels. Currently special encounters don't have it, cause I want them to have not just some generic music, but something that matches the atmosphere properly, which again, takes time.
Speedrun strat: Strafing = more speed. Press both right and up and you'll move faster for example.
Technically, the game registers each keystroke separately, so under the hood the character actually moves right first, and then up - so its two turns actually, but usually it will happen quick enough to create an illusion of going diagonally. To really move diagonally in one turn, you can use 1-3-7-9 buttons on NumPad, if you got one, or clicks. Just thought it might be important to note, cause it clutch situations spending extra turn to move might matter.
Using an autoclicker or key macro may be recommended if you find yourself having to move so much your hand hurts.
Autoclickers might suffice as a workaround, but make sure the click rate is not too high, cause if you set it to click like 10 times a second, the game might struggle to process it and freeze (I'll talk more about this later)
Items dissapear when you try to pick them up with your inventory full. If this is intentional, I don't like it. I could had made space for the item instead of having it dissapear
This was intentional, cause in the early stages the game wouldn't let you step on a tile with an item if your inventory is full, and if the item happened to be spawned in a corridor, you could be trapped (unable to go through the corridor). I can see now it was not the greatest solution, so as an alternative, I think about implementing a mechanic that if you're about to step on a tile with an item, and your inventory is full, you would push the item (Sokoban style). So you would see you can't pick it up immediately, and won't lose the chance to do it later.
The quit button doesn't work. This is likely an error on my end
I saw this issue before, and I thought it was fixed... Are you using the latest version of the game? I'll investigate this more.
There's a delay when I press the x in the gallery. It takes a few seconds too long to close.
Hmmm, haven't seen this one before, might be system specific. Will investigate too.
It needs more mechanics and incentives to add replayability and make the runs feel more different.
Definitely. I hope to solve this by adding more items (will be my next focus once I'm done with random encounters).
Better item descriptions
Yeah, probably, will reiterate on those. One note though: the description given to you is based on character's Intelligence stat (e.g. with low Int the character will look at liquid soap bottle and be like "yeah its a bottle", and with higher Int the game will give more details, but still not tell you exactly what it does)
A way to move without having to spam the same key repeteadly may be important health wise, maybe shift+walk?
Yes, you are 100% correct. Sorry for your hand xD. The more I test the game, the clearer I see walking is tiresome. I keep shelving this due to the complexity of the proper implementation for this (I'm not the best programmer in the world, and I might've made some poor decisions when laying down the architecture for the game, which now holds me back). I will still return to this problem, as it definitely requires some solution.
I want more girls for each species. Girls that are recognizable, likable, and have unique behaviors and dialogue. Just like the Yuki Onna or the Succubus
Absolutely, I have more in the works.
Game over scenes, more incentive to lose but also more incentive to win small encounters. This game has gameplay that is engaging, but the sex isn't engaging because you end up seeing a lot of the same encounters and scenes and they all start to look similar
I'm not a fan of game over scenes, cause it gives me two contradicting goals:
(1) I want to progress the story / beat the game, so I should do my best.
(2) I don't want to miss out on content, so I should lose to see the scenes.
I remember playing MGQ and constantly saving before each battle, losing intentionally for the first time to see the scene, then reloading and actually put up a fight. And I didn't like that loop, it broke the tempo of the gameplay.
At the same time, I surely understand that once you opened all the illustrations (which will happen rather quick as there isn't a lot of them at the moment), it will become quite repetitive. I hoped to solve this with extra illustrations that you open with shards in the gallery, and then see in game. There's only one right now, so it doesn't really work, but I've added 9 new illustrations recently (not published yet), and in the final version of the game each girl will have at least 3 illustrations to unlock (not only with shards, but also by meeting certain requerements, like achievements).
Some secrets and easter eggs, a rare combination of things that you can do with the girls that could lead to a different outcome
Sure! There are some already (have you tried reading any spell scroll while being drunk?), and I have more planned.
Would be nice if some of the monster girls were helpful instead of being a threat
Actually, one of the main characters (Kitsune) is gonna be pretty much that, although not exactly. I'll think about this more.
Better visuals for your equipment. Instead of having it in text on the side have it on a window
Yeah, this was brought up by other people too. Long story short, this is a result of my original intent to create "true Rogue-like" experience. I consider changing the UI for this completely, but this has to be thought out carefully and will require a lot of work, so I gave it a lower priority for now.
Being able to have a pet or companion would be a great way to build a story based on a relationship.
One of the ideas I had is when one of the main characters joins hero's harem, or when their attitude grows to a certain level, they would travel with the hero, acting like a helpful NPC, or maybe you would meet them during your runs more often and they would give you some aid or power you up a bit. Not sure how its gonna work in the end, cause all of these ideas are quite complex, but I'll cook something.
Corruption kink? Getting a character that isn't open to sex to become open to sex. Hypnosis kink? having your body controlled by something else. Illusion kink? Nothing you see is what's actually happening. Space and sci-fi elements, space is weird so it fits in a dream scenario.
I have something in the works for one of these kinks already (won't tell you which one yet xD), and I can see others fitting well into the game too. Thank you for the suggestions! I will explore more territories in the future.
Physical combat. This is a mechanic that is discouraged in the game, but combat can be used to lead to a sexual situation if for example the girl likes it.
Are you reading my mind or what? xD
Allright, I'll give it away: besides goblins and harpies, there will also be orc girls in the desert one day, and they might like it when you're rough with them... But its gonna be more like an exception to the rule, cause I want the main focus of the game to be different.
An android version would be convenient for me.
Currently, browser version should be playable on mobile (although I'm sure there might be issues, please let me know if you find something specific). I can't promise more unfortunately, cause making a proper Android version is a huge commitment.
I don't see a way to use my items against the monster girls.
This is underdeveloped at the moment, but the girls will use the items you give them. So you will be able to give the blindness potion to a cowgirl, for example, she'll drink it and become disoriented for some time. It won't work on everyone though: for example, phoenixes will be smart enough not to drink it. None of this is currently implemented, but I have a huge document where I put all such ideas, and there's a lot of interactions planned.
By the way, about the restoration scroll. All the spells you cast by reading scrolls can fail. This depends on Int stat too. If that happens, the either the effect will be the opposite of intended (restoration scroll actually damaging you), or just nothing will happen. The game will highlight this with "You probably misread something" message.
An item to increase your inventory.
While this is basically a rudiment from the times when the game was controlled with keyboard only (I was too lazy to implement pagination, so I limited contextual options to 10), during the testing I found out that I enjoy this limitation. It gives you some challenge by making you constantly think "do I really need this?", and as your experience with the game grows, you'll know better which items are actually worth keeping. I also like this as a compromise between realism (giving each item some weight and limiting the max weight you can carry) and game convention (if Doomguy can carry a BFG in his pocket, I can carry these 50 leather shirts no problem).
Anyways, as I said, its not certain, but I might revamp the UI for inventory completely one day, so this limitation will go away.
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Phew, this turned out to be a hell of a wall of text xD. Just felt like I need to share some thought process and plans. Sorry if I missed something crucial. And thanks again for all your impressions and ideas. This makes me a bit nervous, as it reminds me how much work still lies ahead. But it also makes me excited, cause when I visualize the game in is final form, its damn beautiful xD. So thank you, I will surely not give up, and I'll do my best!