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A member registered Apr 25, 2024

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Here I am, again, to one more unasked and unnecessary long feedback.


This update is great. Definitely a step in the right direction. At first, I was worried about the changes in enemy HP, because the previous difficulty in battle wasn't a problem for me, but the game actually feels better with this nerfed enemies. I didn't like so much the increase in time to get the balls. Maybe because I'm to used to 60 seconds, but the limited time created fun situations for me where I had to crazy run around the map to find the ball, and delivery it to the goal with 2 seconds lasting. With 90 seconds, this kind of situations almost never happen. I understand that many was complaining about the difficulty, so the change was probably for better, but I can't help but found the game a little tedious with 90 seconds.

In other hand, the changes about collecting cards more easily are great! Being able to see each propose from the prisioneers before choosing one is a change I didn't know I needed so much. Great idea. Being able to buy unlimited cards packs is a change I've asking in ages, so is really welcoming. Being able to change the color of a card, I cant help but have that boomer feeling of "now it's to easy" and "in my time things were harder", but I think the change is truly welcoming anyway. Now I can finally fill my collection!

Reduced time to unlock entries in the gallery is also so awesome. I would never ask for this change, but boy I was craving for it. I had no patience before to stare a image for 1 minute to unlock it on gallery, but now I will unlock them, eventually. Great change.

The visual changes of putting the name of the buildings in their side is also great. I already have the teleport, but I would be so greatful for this if I was starting the game now.  But Glitch City feels less nice without all those ads in the buildings. I think they were kinda charming.

I didn't now what to think about randomizing stages manually, until I tried the system, and is also a great change. For those (like me) who can already reach max difficulty pretty consistently, we generated so many charges that effectively is almost as we can choose in what stage we want to play and with which weapons. Having this option feels nice. But I think having that warning each time the days resets is still necessary (I think is absent in this version?) since it still changes what is available in each shop; and having the right cards boosts available can be really relevant.

In general, the game is truly so much better now. I saw in Patreon (where I follow as a free member) that this will be the last update for a while, and I think it was a amazing ending one. When the "Full Nude Byte" launch, I will definitely buy it! Until then, contributing monthly in Patreon is kinda expansive for me, so I will not be able to do it, but you can count on me to pay for the game as soon as possible.

My main suggestion for the next update would be that, after the currently max difficulty, the game would still go on for a while. I would like to see a decrease in available time for ball 10 to 15, and after that a increase in enemy HP. Of course, this would have to be fully optional, only for those hardcore players who want to test their limits, and the fulfillment would be the only reward (and the extra bits, of course). Maybe those new difficult would be only available after buying a boost?

Also, for the full game, I would love to see some new types of dolls. If we have the ability to compose our team as we want, having some more options would be great. I have at least one suggestion for a mechanic for a new type of doll. I don't now if new dolls is to much ambitious, but I think it would be great.

Great update, and I'm really looking foward for the next version of the game.

Suggestions for difficulty balance: the challenges feels more like a puzzle, where when you find the correct build and/or gameplay style, they became quite easy and you are able to complete them consistently. The problem is the price to figure them out is to high. Give us a practice mode for them. Maybe the goddess want to mess up one with another, and one let us practice the challenge of the other, without costs neither rewards. Maybe in the training there is less balls to collect and less bits to kill, so the challenge still feels like a challenge when we try to complete it after practicing a bit.
For my experience, "bit magnet" is the most essential card; but that's not intuitive. I only tried it farm bits more quickly, but it soon became obvious it is need for max level and even for one of the challenges. I think collecting bits for reducing the time to get the balls is very important, but actually collecting the bits in the chaos of the battle is overwhelming, and probably leaved behind for many players. I would guess that buffing a little bit the base radius of bit collecting (without the card) would be a discreet change that would make the game easier to reach max level, without changing to much the game fundamentals, neither feeling like the dev is taking you by the hand.

I also think the challenges should feel more optional (and I am certain they will feel more optional already when they aren't the novelty of the month anymore). While in my opinion the private rooms are good optional content and are fine as a reward for the challenges, there is an argument to be made that porn should be easily accessible in a porn game. And the surges does not feel like optional content imo, they feel like a upgrade that we should be able to get way earlier. A upgrade that could potentially make the game easier shouldn't be a reward for those who already think the game is easy enough to reach max level; there is no impact for those people, while is missing for those that are still founding it hard to progress. What I think feels way more like a optional content would be some (much needed) character customization option. Some new colors or painting designs that are locked behind a difficulty challenge, to be wielded only by those who deserve it. Maybe even rescue that old idea for masks...?

And, of course, I will repeat once more: upgrading a character or a card should be less grindy. There is no need for the game to be so much grinding, because the game is fun, it will already capture players without the grinding. With some math (~250 cards, 10 for max level, ~12 cards (3 packs) each 80 minutes (8 runs, a day reset)), you need at least 280 hours to max the level of all cards. You don't need to max the level of every single card, but you probably will not max out not even the ones you want because of RNG. Give us more cards per minutes, and give us less RNG-dependent ways to upgrade the cards. Getting good cards is absolutely necessary for max level and for challenges, and I would bet many of the players complaining about difficulty do not have the necessary cards, because the grind is this much. Less grind is more players meeting the requirements, and less complaints.

If the IA of the dolls were a little better, the game would also feel better, but I guess thats a whole different beast, not so easy to adjust; but maybe this other changes would not be so hard.

Anyway, I still think this update was great, I love the new challenges and for me (~40 hours of gameplay on version 6) they weren't that hard at all, and were extremely welcome. Those suggestions are only because I'm seeing the backlash of the challenges and you said you want to re-balance the difficulty, so why not give some suggestions. I hope I'm not being to invasive, and I trust the work of someone who made such a great (although not without some problems) game.

Max difficulty is hard, but doable. I recorded a video showing how I did it, if it's helpful: https://youtu.be/SlKfJSxlMPo?si=CD8mFC1Zx1WNmMdn

Yeah I'm in shock this is not a option yet

If you wanna a tip, try a bit magnet card so you can get a lot of bits quickly while you kill enemies. With 150ish bits collected, you can get the ball quite fast, fast enough so luring enemies to the other side of the map gives you enough time.
But yeah, I would agree, Ciella's Challenge feels way more difficult and unfair compared to Meira's Challenge. I think the biggest problem is the never ending pression. If it take a little longer to enemies respawn, we could get a little of pression off, and have more time to get the ball. For sure it would feel better.

I get a absurd amount of Nicole cards when trading with prisoners, so many that now I have 4 max level Nicole, and that's after trading other one of max level and trade out a bunch of low level ones. In contrast, I don't have not even one max out 2B. Is this by design or is just my luck being the shittiest?

Thank you for your consideration! Is always good when the dev hears the feedback. I'm being pretty vocal with my feedback, but I want to make clear I think this game is great, one of the best adult games, and one of the few that I would play even without the adult content.

The setup I used when I get to max level (still only got there one time) was a level 10 Nicole (whatever color), a level 10 Adult Ruby Rose (red) (one level 10 Adult Mabel red would be better, but I cant get this stupid card), a level 8 Cerebella (blue) (I still wasn't able to upgrade it to level 10), and a level 10 Adult Ilulu (purple) (a upgraded purple Tifa Lockhart could do the same job. During the game, I would use only the doll with the Ruby Rose to get the balls, and control only the doll with the Nicole during the game. The doll with Nicole was a level 4 dog. The level of the dolls are also extremely important to get max level, because how strong their skills get at this level. If your dolls still aren't on level 4, you need to grind a little more :P

The type of cards is actually similar to the ones I use, so I don't think they are a big problem. However, the low level is. I would recommend only using cards with 2 or 3 stars, and put them at least level 7. When you combine them in the Workshop, pay attention: if you combine two different (nude or not, big breast or not) cards of the same level, the result will be a card equal one of the ingredients (random). If you combine cards of different levels, the result will always be equal the ingredient of bigger level. So I normally combine two equal cards to put them on level 1, then I add all random cards avaliable.

Other tip, dolls with hunter cards die earlier, because they dont care about their own safety when they are looking for their targets. But when a doll dies, the card they were using drops, and other doll can pickup and stack their bonus. So, if your dolls are dying early, is essential to pick up their cards. Alternatively, you can use cards that dont make you dolls hunt anything, so they will survive longer. I suggest "bit magnet", "guardian", and the resistance ones. But using hunter cards or more passive ones is a choice of gameplays, and both are viable to get maximum level.

I like to use 3 cards that give huge attack bonus and 1 that gives huge speed bonus. But this is just a suggestion.

Have you upgrade your cards?

Looks like the movespeed in Glitch City was increased, which was such a great QoL change, navigating through the city now feels so much better!

The new challenges are also such a great addition. Unlock them gave me a new objective in the game, and once they are unlock, they are fun, hard in the right way, and gives a much need gameplay variety. 

The new surges are also amazing. I didn't really care about the surge system before, because I think the first one is weak, and I couldn't bother getting out of my way to charge a doll. The news surges are quite strong, but I still don't wanna to charge each doll after any game, so I still not using them so often.

Private room are fine. I think they could be better, considering how hard is to unlock them. But it's ok.

At first, I thought the twice-daily reward would be a great new way to collect some cards, but is not so good for this for what I redeemed until now. For me, the best reward are the buffs. They are great, but is not something I think the game was in need.

Selling cards is not a system with I think I will interact. Collecting cards in this game is my objective and also my hell. I wouldn't get rid of any of my cards, specially for some bits. But I guess there is some players that will enjoy this new system.


My biggest complaint with this update has to be the challenge cost and the money reward. As I said, collecting cards and maxing out their levels is my biggest objective and the game, and the rate of completion of such a challenge is limited by how many cards I can buy per day and by RNG. Mainly because of RNG, to lose a level in a strong card that I needed so much time to upgrade feels bad. To much bad. I get the challenge need to have increased risk, but I think this to much.

And the money reward... I think in the late game, we have money (or bits) in excess, so is rare that a big money reward feels appetizing. So, after getting the surge and the private room, getting money is not enough to make me want to replay the challenge, specially with such a high risk involved.


My suggestion is to have a wild card as a option of reward for the challenge, and also for the twice-daily reward. You would be able to convert this wild card in any card you want, or maybe to upgrade any card you want without the risk of the upgrade transforming the card.

My other suggestion is a new building to manage the dolls, like we had back on 4.x. Not to remove the option to interact with them on Glitch City, but to centralize the options (maybe only after a certain prisoner rank) of customizing and sending to bath. This build should also have the (already existing) option to accelerate the bath, and to immediately charge all the dolls for some amount of money, so we have something to do with the money in the late game.


Great update in general, the game feels much better with it. Great work!

It also feels so necessary to have another boob size between medium and large...

I see currently there is dolls with different hips/butt size, but we cant exchange the hip size of the dolls we already own. Will be a way to change in the future? And will be more sizes to select from? I would love to see more sizes and to be able to change them, because I really like to customize my  characters, and for me thats one of the high points of the game.

A great QoL addition would be to be able to sort cards by their color and/or by their AI behavior

For what I noticed, its RNG if the cards are the same level, and if one is of a higher level, the result will be equal the one of higher level

Been able to change the weapon between your dolls is such a amazing QoL improvemen. Excelent patch! 

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My suggestion for a gameplay mode it would be a survival mode. In this mode, the game starts at some higher difficulty, like 40 or something, and you dont have to recover the balls, but instead survive while maintaining a certain minimum kill per minute score. Each X time you are able to survive, you get one reward, and the difficulty increase. To win the mode, you have to break the target bellow the Godess, like in normal gameplay. If all of yor dolls die, you lose, and dont win any rewards.

In this gamemode, you could select which weapons you would take. The avaliable weapons to take would be only the ones you already unlocked the correspond card by playing the normal gamemode. Maybe you could also select two cards for the dolls, one for the stats, other for the IA behavior.

There would be two random avaliable stages (like normal mode), each one associated with a type of boost card pack. For each X time you where able to survive, you would be rewarded with one random card contained in such boost. So, if you have to survive for 1 minute and survive for 5 minutes in a stage associated with the game-characters pack, you would get 5 random game-characters cards. This gamemode would not give any bits or money, only the cards.

Playing this gamemode would count normally for the shop cicle. This way, those who want to build a strong team have a gamemode to build those teams without having to rely on RNG; those who want to unlock cards have other way to get cards besides the boost packs (but it could be balanced in such a way that buying the boost packs daily would still be optimal); and those searching for some gameplay variety to recicle they days would have a new gamemode to try out. And this gamemode would not replace the normal gamemode, only add to the game.

TL;DR: The game is fun, but makes your experience miserably by forcing you to sink time in inefficient menus or in repetitive gameplay.

This game is so fucking fun. And this only makes me more annoyed with what seems to be the design philosophy behind it.

I think a good game is design to make you have the biggest amount of fun possible. Most micro-transaction games are design to make you spend the most amount of money on it. This game looks like is make so you sink the most amount of time on it; it doesnt matter if its still fun, it doesnt matter if you will spend some money on it; the game just want you to play endless. So, in a certain point, you stop to play for the fun and start to play for the grind, and in other point, you realize how pointless the grind is, and stop playing the game at all. Which is a shame, because like I said, the game is fucking fun!

You can see the lack of respect with the player's time with some little implementations. For example, you need to know which bits are dropping in each stage. So, the easiest implementation would be to have a dialogue box written somewhere in stage selection which bits are dropping there currently. But no. You have to quit the stage selection, click in a television far away from you character, and watch a cutscene where it will tell you which are the bits from the day. And I hope you have good memory, because there is a lot of bits name to remember, you have to keep in mind which ones you need, which one are avaliable, and where they drop. This make that, sometimes, you have to watch this cutscene more then once. And since the bits drop location change every other play, you have to watch this cutscene at least once every 2 plays. It gets old very quickly.

You can also see the lack of respect with the bath mechanic. Once in like four plays you can spend 10 minutes doing absolutely nothing while your dolls take a bath. To send they to the bath, you have spend some more time walking the city (a compact menu? Not on this game!) to found they. All this for a almost insignificant amount of XP.

And speaking of XP, the amount of XP to max level a doll is ridiculous. The amount of time you have to spend playing with a doll to max her level is not compatible with the repetitive gameplay loop. Actually, the amount of unlockable content is not compatible with the gameplay variety.

Like, after you get level 5 with you prisoner, you start to win way more money that you can spend. With the stores based on RNG that are every 8th play, you can only spend so much money before need a recicle, and the more content you have already unlocked on the stores, more likely is to RNG give you a content you have already unlock on the store, and less money you will be able to spend on that cicle. In some point, you have money to spend on multiple consecutives cicles, without the need to play to get more money. But the only way to recicle the stores is to play the game and earn some more money. And the implemented solution for this problem was to make so it takes more time so you reach this point, but is still already as bad as it always where (or worse, because before you could at least recicle the stores without having to play a stage 8 times)

And then there is the core gameplay. Which, like I already said twice, is fun. But is repeatitive. There is only one gamemode. This gamemode have some variety because of the RNG on the weapons you will have, the stage avaliable for play, and the hazards presents on the stage. But this variety is not enough to be satisfactory with the sheer amount of times you will have to replay it in order to unlock all the content the game offers.

The game almost screams micro-transactions. It feels like it should be a "spend some dollars to recicle the store", "spend some money to make so your dolls dont need bath", "spend some money to have a XP booster", "spend some money to have acess to more concise menus". But there isn't. There is no microtransactions on the game (thank God) except for the passcodes you can unlock on the Patreon to see some nudity or bigger tits.

I think the idea for a "micro-transaction" would be like "hey, to satisfy your curiosity (or sexual desire) of seeing all those arts from those cars, you can play my game eternally, or support me on Patreon!". But for a player like me (and maybe like you, if you read until there), this doesn't work. I don't want to unlock all the cards to see the art. I want to unlock all of them because I'm something of a completionist, and want to see my gallery fulfilled. And I want to have max level cards because I'm something of a power player, and want to have my characters be strong.

The gameplay is fun and hard enough so I want to have a strong team, build one if you want to say this way. But the grind to make a strong team, the grind to have a max level character and/or a max level 3-stars cards is way to big. And all that grind only to enter in a stage with some shit weapons, and feel like shit. All this in a offline hentai game, where you cannot say to your friends "look this cool card I have!", nor to the online community. So the grind gets old and pointless at some time.

I have a suggestion of a new gameplay mode that would add some variety to the gameplay, makes the grind less tedious, and also less pointless. I will elaborate it on the comments below.

This harsh review comes of a place of love, of someone who loves the game and want to have some fun with it. I played the game in the old times of random city, and was so excited when it came back. But I only found even more grind-focus game. And been grind-focus isn't a problem, I have more than 2000 hours in Warframe, the problem is how pointless the grind feels in this game. I just want to have some fun in Nude Byte, but the way the games feels right now, is really miserable.