Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

StealthAllie

5
Posts
A member registered Mar 11, 2023

Recent community posts

(1 edit)

I'd recommend increasing the EXP rewards for monsters in later areas. As it currently stands, it's more efficient to farm earlier monsters than it is to actually advance through the game.

I do really appreciate the lockpick sales, though; lockpicks were a consistent issue unless you went into captivity just to get a pile all at once, which was. Uh. A Choice.

EDIT: Oh, I'd also like to contrast with an angry comment I saw once by saying that the (human, at least) captivity section was some of the most fun I had with this game. I'll acknowledge that it's not for everyone, though.

Hello! I just wanted to note that the demo is several versions behind, and is presumably missing what you've been doing for the last several months. If this disparity was deliberate, carry on! 

I enjoyed Mira Rescue Co. on account of how it actually has/had a major bondage and kink focus, rather than many other adult games that try to appeal to so many fetishes that they end up providing only half-inch-deep content for practically all of them.

Although I adore Magical Girls, I'm personally not a fan of "MILFs." I do see below that it was intended as an example rather than a New Thing, though. Overall, I'd honestly say you've gotten enough credit for this game that I'd at least try whatever you put out next, whether that's a continuation of this, MRC 2, or something new.

(This did remind me that I had yet to actually pay for this game, however, so fixed that.)

On a related note, I didn't answer the poll as the number of "playable characters" is highly dependent on what you're trying to do. I will note that you can, say, have a main character with a party of a few supporting characters - and doing so does give much more leeway with game balance in a turn-based strategy due to more events in a given turn, so if someone is sub-optimal in one way, it can be compensated for by the acts of other party members.

Whatever you decide on, though, I'll definitely request that you continue the trend of "defeat scenes available even on a victory." Not needing to lose on purpose lest I miss content is always nice.

(2 edits)

Really, really needs across the board upgrade cost reduction. When it takes multiple repetitive runs to upgrade one building one early stage, that's a problem. I would recommend outright halving the cost of upgrades or more. This game really doesn't have the intricate combat of Darkest Dungeon, and to then take far longer for less significant upgrades? Not great. 

This grinding issue is further exacerbated by the style of the map and inability to rerun areas; while I do like how it incentivizes reckless behavior (via prioritizing clearing higher difficulty stuff if it would eat the same squares as lower difficulty), it does also mean that losing/crippling a squad could have permanent consequences. Contrast with Darkest Dungeon, where losing a squad hurt but you could always redo low-level dungeons until they were back up to a reasonable level. As a stopgap, perhaps an option to reset the map so that people could keep their town upgrades without needing to restart the game altogether if they end up stuck?

The grinding is my primary complaint, though. It really is egregious.