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Sazzlebee

3
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A member registered Jan 13, 2024

Recent community posts

(3 edits)

My feedback might not be very helpful. I have to admit that I mostly skimmed through the long logs and journals and applied a bit of brute force in my approach. I also feel that the player should be guided more and that the game needs more explanations and visual cues.

For example, you receive a Starfield CD in an area full of terminals. Sometimes areas that you can interact with light up, but sometimes they don't. There are countless terminals, and it becomes quite frustrating to try using the CD everywhere. From the comments, I learned that the CD should be used at the Desert Terminal, but that wasn’t clear initially. I’ve even tried it before, but maybe I didn't stand in the right postion, so I gave up.

Another issue is that sometimes knowledge is withheld when you take a different path. On my first playthrough, I went left in the lab and got caught by the Bunny Monster. After that, I couldn’t go through the hatch on the right, where the plasma weapon and a lot of logs are. Also, you apparently need to have read those logs, because otherwise you can’t mix the serum in a specific room. The problem is that once you return to the Dreamworld, you still have the Bunny transformation. I was simply frustrated during my first quick run and didn’t know if or how to reverse the transformation. Sure, it’s possible, but how? The game doesn't explain its mechanics well enough and doesn’t tell me what it wants from me or how to play.

You really need to provide more hints to the player. For you as the developer and for the playtesters, everything is clear, but for new players, especially in the beginning, it feels like nothing is going right, and you're not getting anywhere.

Consider adding monologues for the protagonist that could point the player toward something important. Maybe a small journal that condenses the knowledge from logs into the essentials, like quest journals. Even somewhat helpful item descriptions and a Map with a few Icons wouldn’t hurt.

Seriously, even Dark Souls does a better job of explaining what it wants from the player.

I still plan to play the game more thoroughly, where I’ll put more thought into the puzzles. However, since I currently don’t have the time and the game lacks quest journals, which makes it difficult to pick up again after a break, any truly helpful feedback will likely have to wait, if it ever comes at all.

edit: Oh, just one thing. Consider pausing the world when the player interacts with something or someone. Nothing is more frustrating than navigating the clunky menu while an enemy is rushing toward you.

(2 edits)

Am I understanding this correctly? The combat system will be similar to EroDungeons, but players can no longer manually choose their targets?

I thought the combat system in EroDungeons was well designed, and I dislike adding too much randomness. A little randomness is fine, but when you take too much control away from the player, it can become frustrating and diminish both the gameplay and strategic depth.

In EroWitches, I found myself spamming moves and just hoping they hit the right target. I didn’t feel invested in the combat itself. In contrast, EroDungeons had engaging combat, especially when you figured out the importance of positioning, combos, and focusing on the right targets. You could even defeat stronger opponents by carefully planning your moves.

Taking away that level of control isn’t a direction I personally favor.

A good compromise could be adding extra values or status effects. For instance, a character might be clumsy, whether due to wearing high heels or as part of their personality and have a chance to hit an ally or a different target. Or blindness could not only reduce accuracy but also create a chance to hit someone unintended.

You already had a status effect that increased the chance of a character being targeted. That worked well and was an effective counter to focusing on specific enemies or allies.

Edit: I've now tested the demo and, as I thought, I don't like the fact that I can't choose the target at all. It's not really more difficult, but it takes the fun out of enjoying the fights.

I think this as well.


just connect the goals to a different mechanic. Like, if you kill a ratkin leader or a certain amount of them, you get the title „Ratkin slayer“ or something like that, which gives the character buffs/debuffs, if the enemy is a type of ratkin. Or it enables new attacks, new choices, new items and so on. There is quite a lot things you could do with that.