This game has great potential. If this turns up on Steam at some point, I'll definitely buy it.
SomeguyNamedKi
Recent community posts
Game has potential but it's in an unenjoyable state. The character's sight radius is 360 degrees and sees extremely far so you have very little places to hide without interact-hiding.
At the moment it's too hard to put objects between you, the being caught cutscene isn't skippable and for some reason while operating the cameras they can simultaneously see where the player is without difficulty. You can't even reliably leave the building because you can STILL be caught while the screen fades out.
Let's massively dial back on the seeing range so we have a playable game here because sitting in a box until the character checks the cameras isn't good gameplay.
Alright, that seems to have worked for me.
And yeah as other people say, do the console command in the room before the boss, but definitely not right on top of where the boss will spawn.
Next problem... Boss has too much HP to kill with bullets and I can't aim up with the broom to hit them in their next phase. Well more specifically I can aim up but I can't attack with the broom.
Alright, getting better but there's still too much difficulty often through the sheer bulk of things to constantly manage. This game is torn between things across the map management and character management which both have too firm a hand in the game's flow from early as level 4, meaning you can't manage either of them that well without a heap of luck.
- Past level 3 there's aways at least one girl at the door. Like permanently, you make them go they come back seconds later.
- Because there's always at least one girl at the door your sanity is draining fast, and because you need to squeeze the plushie just to keep sanity up, the shark midget who emerges from the left door requires you have to keep that one permanently closed. You will end up in a situation where both doors have to kept closed for the entire level and that means 80% of your time is spent plushie honking.
- Nile, Sammy, the minigames, repairing cameras, poppy's bomb plushie. All these things you have to focus on for several seconds wouldn't be a problem on their own but they just pile up without end. That's not good game design for something that requires you to make constant quick decisions and I do think it'd be better if just two of these were simple clicks to fix.
- Good fucking lord I hate that grey wolf's mechanics so much, seems like she will just kill you at complete and total random, and that's horrifying considering the sheer frequency she will just "drop in" whenever.
Alright, I know this is just an early demo but I'm gonna list the issues I've seen with it so far while avoiding stuff people have mentioned already.
-The enemy can push you into the box debris things and softlock you there after you break out of their scene. This is really easy to make happen.
-The collision for the box things isn't perfect and you can find places to walk through them by just pressing up against them.
-If you get up against corners of the map or in doorways you can see through the map's geometry.
By the way, I'm liking how this is coming along. I know making a game is hell and it won't look like much for several months, but I think with some perseverance you could actually make something interesting here.
Wow. As a VN hater I kind of enjoyed this a lot.
For what content is here it's pretty good, art looks nice, writing doesn't make me want to die, there's even some sweet moments here and there.
Don't forget: Extreme thickness is the smut of the gods and the bane of the weak. Every person of good taste knows this.
While there's not much content yet, the game's pretty damn good. The combat is a little clunky because of how enemies relentlessly advance even while you hit them, but you could just give the non-sledgehammer weapons some more knockback to fix that. Aside from that I just think enemies shouldn't be able to grab/attack the player while they're getting up. Those are all the negatives I got, not many at all.
Now for the positives. High knockback weapons are good to use and fit the game much better, the art is pretty nice to look at and just needs some fine tuning, the animations are very smooth and full of character and the enemies feel balanced and not frustrating aside from the one issue I mentioned earlier. I can totally see the great game framework you've got to work with and I see its potential to be even better, so adding more to that can only make everything much better.
This game is amazing visually and in terms of mechanics and tech, all the fun little details you whopped in there is incredible. Just don't let the bad translation drag it down. Get yourself a writer/translator to fix the bad wording and make a few little things more understandable, and I will be more than happy to chuck money at you the second this gets on Steam or... here I guess.
Thinking about a 3D sequel already? I think much like the security guard sprites, you guys are trying to run before you can walk.
So... I dunno if itch.io put away their bible and crucifix towards porno games or what, but hey it's nice I can finally buy this. So far I've noticed a few bugs of note though, otherwise the rather simple game loop all seems to work fine. I like their set patrol paths so it means bots aren't in a room for ages.
Bugs:
-For some reason you can only pick up so many tapes per run, then you just can't pick up the rest for whatever reason. Seems to cap at 9?
-Story mode doesn't open? I'm under the impression it's supposed to if you have separate controls for it anyway.
-There doesn't seem to be any sort of countdown for the wind-up box, and when you do go to wind it up the progress bar always starts from 0.
Gripes:
-Girls are still sliding around in their idle pose. But hey the security guard can run now.
-No clarity to how many tasks you have left. You basically just find out by ending the level and seeing how much money you get.
-Mixi will instantly pop out of vents and immediately chase you. It's not a great idea when you're supposed to go up to the vents to close them because it can lead to some cheap losses, maybe an animation of her about to come out of them before attacking is needed.
-I think some extra clarity on the items you can interact with is needed, maybe an outline around stuff when the flashlight is on?
-Sex scenes... need work, also some seem to just be missing? Anyhow, you can visibly see layers clip over each other in ways they really shouldn't in the new fremy one.
Anyhow, good luck on improving this one. You have the framework for something that could be great, just keep adding stuff and polishing it.