Hello. I'm glad to be of help. c:
I'm sorry if I might sound harsh at times. I'm very passionate about games and especially about how very few we get like this one. :'3c
Good luck with everything! .nwn.
woxywox
Recent community posts
I realize that you are done with this game and seem to be refusing to use Unity now, but it still seems to me that this game needs more work. Hopefully you can at least use my feedback for future games.
I have not played the Tournament mode at the time of this review for I assumed it broken when I tried it and got a black screen bug. I didn't feel up to trying the mode again once the game was rebooted, so this is going to be a review for the campaign alone.
This review is written suggesting that everything is good about the game except for the following points that I thought needed work or felt out of place:
- The opening cinematic of the campaign doesn't seem to have a skip feature and instead seems to need all kinds of button tapping to in order skip. If I'm just not remembering trying to press start, there didn't seem to be a prompt about pressing start to skip the cinematic. Dialogue with the cameraman could've used a faster way to skip it too, or better yet, allowing free movement during dialogue might've been a better choice imo.
- There is a spike pit area in I think level 2 that is nearly impossible for me to jump across, so it has become the most unnecessarily stressful part of each playthrough. In my first playthrough I eventually was able to do it, but the second playthrough's attempt just ended in a lost life, which made me grateful for the respawn teleporting me out of the area.
- One of the levels, and I think level 3 or 4, has at least one colored light lever, but no upgrade platform as if the lever or levers have no purpose.
- The end level slot machine minigame is a tad too difficult to be a meaningful gameplay mechanic imo and ended up being more of an annoyance than helpful. Perhaps you could've been given each of the items that appeared on the slot machine, even if you lost.
I also felt that it was a tease for the characters surrounding the slot machine minigame to have their undergarments on, since it's taking place at the end of a level.
- The combat is quite limited and while you can sometimes hit enemies without taking damage, they will often get hits in and especially in groups. I don't think that difficulties above Easy are worth playing because of all the random hits you take, or at least not for players who enjoy a more relaxed experience and/or ones with less skill or patience, and me, I am all three.
The sprinting speed feels barely adequate for running "circles" around enemies in order to get quick hits in. From a non-con fetish standpoint, this is good, but from a general gameplay standpoint of me trying to complete the campaign, it feels sluggish like the rest of the combat and makes things stressful. Tanky enemies sometimes made me end up running away instead of fighting, desperately looking for weaker enemies to fight and build my insta-kill special attack gage. This felt less exciting and engaging and more like a problem with gameplay.
- Difficulty adds nothing to gameplay but taking more damage and with such a basic combat system and unpredictable, nearly unavoidable enemy attacks, I don't expect many people to get far in the game on Normal and perhaps next to none on Hard.
- Running out of lives and being sent back to the main menu, while harkening back to retro games (which are usually not my thing, but I guess I overlooked that part of the description if not all of it when I added it to my wishlist well before purchase because I was so happy to find a rare action-based sex game that appeared to have the non-con fetish), seems to me almost unfitting for this sort of game, at least without roguelite mechanics where you keep getting stronger with each run. Perhaps the Easy difficulty could've had you restart the level instead. I would've personally enjoyed the upgrades becoming permanent as a roguelite mechanic, allowing players to ease into the higher difficulties and perhaps appealing more to a broader audience as a result.
Maybe Easy and perhaps even Normal difficulty could've made the sexual grapple animations only drain energy until the energy is empty, at which point it would start to cause damage while keeping the sex animation the same length as usual instead of skipping to the end immediately, or at least with the case of the small, biting robots.
- A few color swaps for your scales in the character customization menu would've been nice. You allowed nearly everything else about the protagonist to be customizable after all, so there being no skin palette swaps made the customization feel slightly lacking to me. It felt less lacking when I realized that the main character is an "alpha" and seems to be meant to be that color for some reason, but the desire for skin palette swaps didn't leave me.
Additionally, calling the body decals selection just "body" led me to believe that there would be body types to choose from such as thin, chubby, and extra muscly. They didn't feel like a very good unlockable for playing an entire campaign with not a lot going on to make it very replayable neither, since the only other replay value outside of seeing animations again, which according to the comments are viewable in other modes anyway, consists of various game over screens for presumably most enemy types (I also read in the comments that at least horses were not implemented.) that immediately end the campaign and all progress made up until that point, so if you're actively trying to use the campaign for viewing (Or unlocking for the gallery?) said game over screens, you may find this process frustrating since not all enemies will spawn on all levels, and a game over in this game of course means a game over with the purest meaning of the term.
- The game is advertised as a beat 'em up, but it seems like more of an action platformer with some puzzle solving elements.
Beat 'em ups traditionally involve flat areas with enemies to fight, usually allow movement into the foreground and background, and once the enemies in an area are defeated, you are allowed to move on to the next area while you may not be allowed to move back into any of the previous areas.
Puzzle solving and backtracking in my mind better fit a metroidvania when used in a sidescroller game rather than an action platformer, particularly for a non-con survival game such as this one where there should be a near-constant sense of fighting for your freedom, not wandering around, looking for things, and possibly getting lost. Perhaps that could've worked if for example enemies respawned if you took a while to find things at least, but at that point one would need something to balance that out like enemies dropping health pickups and having less health and more predictability to their attacks such as wind up animations... on the lower or lowest difficult if need be.
In conclusion, I don't know if the asking price is going to be quite worth it to me, especially seeing as the developer refuses to keep working on the game. I think it seems more like I was sold an almost demo-like, abandoned early access game than a full game with how short the campaign is and how mildly to moderately dissatisfying the game has been for me so far. Maybe the Tournament mode will be enjoyable for me and add to the experience, but I'm not expecting a lot when the main game sadly left me wanting more.
It's a hot game. Don't get me wrong. It's just not been a very fulfilling experience for the price so far imo.
On a lighter note, I do appreciate the game overall, and maybe there will be a sequel or maybe there is one and I haven't seen it yet? I'm curious about who the man behind the camera is. ;w; Maybe he could be a boss or something. ;3c
Now, before anyone decides to downvote my comment or argue with me, especially the developer, note that I paid for this game and have a right to leave negative and hopefully constructive feedback, even if the game is considered finished.
The amount of time and effort put into development of a game by the way, which was noted by the developer in the comments, is irrelevant to the quality of the end product. The consumer should not be responsible for feeling thankful for time spent on a game, most of all if they were not completely satisfied.