"Too many people downloading at this time" When trying to download from your link
TheHGuy
Recent community posts
Nice Game but Having Some Issues
The game has a very nice aesthetic and well designed visuals, I also love hack-n-slash or metroidvania type platformer games.
However there are a few things that I have ran into issues/frustrations with when playing the game:
- The jumping feels weird: The fall speed is really fast which seems very strange for a platformer. I think it would make sense for it to be slower to give the player time to choose their landing more easily, unless this was your intention.
- The combat: I really don't understand the blocking mechanic, and this might be a "me" thing but toggling a block and not being able to cancel out of it with an attack feels very clunky and rigid. I also just couldn't figure out how to time the block properly. I ended up just strafing to dodge attacks instead of blocking. Perhaps some more tooltips or in the tutorial phase have the player practice it without punishment.
- Button Tooltips: The tips to show you which button to press is inconsistent and makes for a confusing experience. There had been multiple times where I was pressing every key on my keyboard to try to advance something. Maybe include both buttons for keyboard and controller whenever showing the tooltip and ensure that it uses the current bind.
- Button consistency: There are too many buttons that do too many different things. There are times when the interact button is for one thing but not another when you would expect it, there are multiple interact buttons, the inventory is difficult to use. I am trying not to complain too much and be helpful but I don't quite remember specific examples. If you want to fix this one let me know and I will go back in and find specific examples that left me frustrated. But I do think the button interaction needs to be a bit more intuitive.
Overall the game has lots of promise, I think without these few frustrating elements that it will blossom into a masterpiece.
Interesting, I did not know about the color blindness thing, that is good to know.
As for the new colors, it looks a bit darker, not sure if that is just from a different background but overall it looks the same. I'm not proficient in color theory unfortunately so I cannot give much advice on that, but changing the icon should help make it look more unique. I think the idea of doing a cock icon is a pretty good idea and that might distinguish them from the hearts. Or you could maybe to lips, that might work too if you don't want to go the explicit route.
Haha, that is a little rude, but I am going to assume you mean well.
While these two are technically different colors, it was easy enough to fool me (and likely others) for the first time as every single other bubble has a different icon and significantly different color, including the shield bubbles.
I think my main comment also might have come off the wrong way, I do like the game quite a bit. This is just a small suggestion that I disliked in my playthrough.
Damn good game and an excellent way to sell your future content. Visuals are phenomenal, I don't think I have ever seen anyone take that much care to animation. The gameplay feels good and rewarding and has an excellent learning curve. I have been reviewing a lot of h games and honestly this one is 10/10.
Bug report, I ran into a bug where after finishing the game I still had the sniper overlay for some reason (This was after 3rd playthrough, not sure what else could be a determining factor).
I like the light-hearted visuals and recognizable gameplay. Visuals are good and fit well with the art style. The "Match-3" type games are always a nice relaxing genre to come back to, and is simple which is perfect for h-games.
One thing, I noticed the heart bubbles were slightly different colors and could not combine. This was a bit frustrating and would recommend making the bubbles more obviously different if they are a different group.
Finally, I ran into the following error on my first playthrough when trying to match three time bubbles:
___________________________________________
############################################################################################
ERROR in
action number 1
of Mouse Event for Mouse Enter
for object o_bubble:
Pop :: Execution Error - Variable set failed tx - read only variable?
at gml_Object_o_bubble_Mouse_10
############################################################################################
gml_Object_o_bubble_Mouse_10 (line -1)
The gameplay is fun and the visuals are quite appealing!
The art seems AI generated which I know a lot of people might dislike, but the work that was put in to animate and ensure good visuals were brought to the table created something very satisfying.
The gameplay is quite fun, I like being able to choose my dice and upgrade certain ones as well as being able to "lock" in good rolls, sort of yahtzee-like adaptation.
My only critique is that there is too much dialogue. The story is sort of interesting but for a porn game most players are pressing for something else more than story. I would recommend reducing the amount of exposition/dialogue and/or maybe making the story more intriguing.
I also ran into an issue during my playthrough, on the second fight of the second zone the game started moving incredibly slow, I thought it might have been performance at first but after checking memory usage it seems like that was not the case. Not sure what caused this to happen.
Anyways, overall pretty great game.
Visually satisfying but leaves a lot to wish for...
The art style is great, however this is the only quality that I think is good in this game. The tutorial bored me a bit to quickly as there was way too much reading and not enough doing. I skipped part of the tutorial only to get into a rather stale gameplay loop that felt like nothing I did actually mattered.
That being said, I honestly thing this game has a lot of promise. I think there are a few things you could do to improve the game and make it enjoyable:
- After going back and rereading the tutorial, I still couldn't understand what to do. Maybe step the player through each part of the game loop, and also outline/explicitly show the zone to drop the thoughts in.
- Each thought increases the time remaining by an amount that makes the timer almost pointless. Maybe try reducing the amount of time that's added for absorbed thoughts to make the player feel pressured.
- There were several times where the woman woke up and I had no idea why. Either the gameplay needs to be better explained in the tutorial or there should be a gauge to show that.
- For "resource management" type games there should be a handful of things to manage (typically at least 3) that happen on different timers. Maybe to make the game more interesting and challenging is to have the timer be ticking down and consuming horny thoughts changes nothing, but non-horny ones increases your time. Then maybe you wake up if you absorb too many non-horny thoughts. Then I would also get rid of the horny button, it makes the game predictable to a point where it doesn't feel good. Maybe randomize thoughts that show up altogether and at random times (within a range like a 1-3 seconds or so) and then maybe you can trash thoughts if you want to. This also will give you ways to improve content by making these rules more strict in later "levels" or whatever your plan is.
- Finally, the $9 to uncensor the game is pretty egregious for an unfinished game. I would recommend doing a patreon thing and holding off on adding a price tag for full release until you actually have a release build.
Lots of potential, but needs a lot of work right now. I can see this game evolving into something great!
I think this game has a lot of potential! The artwork is really good and the story is very interesting. There are a few things that are really annoying however. I read very quickly so I typically like to click on a textbox to have all of the text populate immediately, however some textboxes show all the text and others just skip the textbox entirely and I end up never being able to read what was written. Secondly, my first experience of the game was already negative right when you start the interaction with Vera. I had failed the interaction with her 3 times causing me to wait 8 minutes before progressing the game. This is not a good mechanic, I might suggest increasing the odds each time a player fails or just making a new story route for a failure. I have learned through my experience in game design that making the player do nothing is going to give them a bad experience if there is no reason for it.
Hey, just wanted to say great game! Also I found a bug and I have a suggestion.
When you "sneak a peek" in the dorm locker room, the dialogue uses the default player name "chad" instead of the actual player name.
Also I have found a lack of satisfaction that a full day of sleep only refills 50 stamina. I think the ratio of stamina consumption to stamina regain is really good, but it just feels dissatisfying to only refill half my energy after sleeping through a whole day. I am probably just being a bit picky though.
Keep up the great work!