This is actually pretty good. The gameplay is simple, but not too grindy, and it's fun to see all the different characters.
However, I can't watch any of the "climaxes" on the unlocked scenes. As soon as you reach it, the scene quits.
I've only played this for an hour, but that's for good reason. I really wanted to like this game due to NSFW games rarely having any gameplay elements, but man, do some of the decisions here suck.
The most noticeable thing is the absolute incoherent gameplay loop. While there is a tutorial at the beginning of each gameplay element, knowing what to do and when to do it is very hard. The player is supposed to memorise what each icon on the phone does, memorise what do from slight dialogue expressions since there's no way to find out after the fact, and also needs to figure out what each stat does.
The second turn-off is the part I was excited about, the gameplay. The card game thing. And while I do like it to a certain extent, it feels way too random to enjoy, especially considering how often you need to play it. By defintion, there is a 33% chance to deal damage, or 100% if you use the bird. Same applies to each round, and there's no logic that could help it, which means the game is complete RNG that prioritises bird cheese over actual strategy. It's similar to roulette, where you're taking a gamble on each turn. The difference is, in those games you can at least discern what has been played and what there is yet to be plaid. For instance, if there was a restriction of say, two cards of each type, it would be possible to predict the next move at least to a certain extent. Because then if the opponent has played two rocks, the rest of the cards can't be rocks, therefore paper cards are useless. The fact that the only way to disambiguate that is either through sheer luck or taking damage twice, is a major oversight. Fun concept, but horrible, horrible execution.
And listen, nobody likes hand-holdy games. I'm not asking for that. But at the same time, playing games blindfolded without a guiding voice is even worse. Just... Try to make this game a little more playable for new players. You're doing good, but for these two reasons, I just can't play it. Sorry.
I'm genuinely impressed by this game, and I'll let you know why I think so. It's a big improvement from your other games but my opinions will be subjective, so keep that in mind if I say that I dislike something that some others have not. Without further ado, I'll get right into it.
To start of with, I see that this game has focused more on gameplay elements and story, which were things other games of yours were lacking. And while others could see this as a decrease in variety and thus enjoyability, I see it as a much needed quality improvement that sacrifices easily advertisable elements like picture count for peak quality throughout the entire game. Let me explain:
This time around, thanks to the clearly improved storytelling and more unique scenarios, all of these characters are likeable even if you've never seen them before, or don't care for if you have. This was a problem in past games. There were many characters, and because the dialogue was often recycled, there was nothing that made them different. In this game though, clear thought was put behind the individual dialogue, as well as how the characters get introduced. It was not just the dialogue that was an issue in past games, it was also the fact that you had so many to choose from from the get-go, possibly inducing decision paralysis. This game solves this issue by giving more characters naturally, from the three at the beginning to eventually the twelve that are advertised. Just amazing work.
And because the dialogue is well-written, it doesn't matter if this game has less characters, because they truly feel like characters this time around. Also unlike in many of the other games, you can have many events per day, as many as are available. In addition, you can always see how much XP you have at any given time, which was something I pointed out in Chara Mansion. All this results in the interesting effect that while there's technically less to do, due to the fact that you can have sex with multiple girls in one day, it feels like there's actually way more to do, since there's really no restrictions.
The story as well, is something I quite like. Chara Mansion had the issue with its story that it had an interesting premise, but it didn't really make any sense because it tried to be so grounded in reality to the point that it became, and sorry for saying this.. cringe. Here it makes way more sense. There's magic involved, which honestly, makes more sense than a real-world scenario with these characters, and the justification for "seXP" is also explained in a comprehensible manner. I just really love the direction this took. I also really appreciate how you managed to make the dungeon work in a setting like this, and made it more than just a fun gameplay element.
Speaking of the dungeon, for your first attempt at something like this, I think it really works. The only downside is the obvious lag during the different options, and that's really about it. The RNG element can make it a little too random at times, but it always makes it different, breaking the clicking cycles of the previous games, where as I mentioned before, you couldn't even do multiple events a day. There's also a lot of upgrades for the dungeon mini-game, and none of the upgrades seem overpriced in terms of XP cost. Meaning that some other player's gameplay can look different, because they could prioritise the endurance of the MC over say, attack power or route disambiguation. As for the attacks, they're always the same undertale-esque mini-game, but because it's never impossible, it's just a simple way to make the game more fun. Just really well done, over all.
Before I go into the critique, I want to reiterate again that the whole "quality over quantity" -approach also shows in the quality of the art. Only in a few pictures did I see something clearly off, and they were mostly just in the eyes, which I know are hard to do using AI. What's surprising about that is the labia, which you somehow nailed this time around. Seriously, well done. If I could download some of the pictures in this game, I would. I didn't think the art could get any better after the previous games, but you've managed to prove me wrong. Don't pressure yourself into always topping yourself with each game, but I do just want to say that this is your finest work yet. What's more is that all of the "fetish" content is accessible through free pills, when in other games they always cost something. You've not only put thought behind the art, but how accessible you want to make it as well. For that, you have my appreciation.
That said, I do have some critique, but just clearly way less than in the other games. To start off with, the player name selection screen is lacking, to say the least. There's no backspace, no capitalisation aside from the first letter, no special characters like hyphens, nor do I think that you can edit the name later on. The second immediate thing is the ever-present lack of volume control, which again is not much of an issue because that can be changed in windows' volume mixer, but because the game features two distinctly different music genres between the dungeon and everything else, I would've liked to have seen at least a toggle for each. The last thing I'm going to mention here is the lackluster end-game: After you've unlocked all the scenes for the characters that need crystaline to unlock, crystaline suddenly becomes useless, despite its importance in story. Which in turn means that subsequent dungeon runs avoid getting crystaline altogether in order to have a better chance at finding a chest for those last grimoires. Also in the end-game, it's more difficult to get hospitalized, which is something you need to do in order to get the last scenes. It's still doable, but slower and depending on luck, maybe not possible. As for the crystaline, something like converting them to seXP could be a good incentive to keep getting them, as there are people who want to get all of the skills, for completion's sake.
As for hospitalization, like I said before, it's a mechanic that's needed for some of the scenes. But because those scenes are randomised as well, you need to keep failing dungeons in order to unlock the last ones. Namely, getting Yor to level 19 took me longer than it should've. What I think would've helped with this, would have been the option to stay in the hospital once you were "free to go" until you were fully healed. Especially during the end of the game, where there was nothing else to do but sleep and pass the time anyway. There are also some grammatical inconsistencies, so I'll point them out as I truly don't have much to complain about, which really is great. First off, there's a scene with Asuka where the narrator says "You take Asuka from behind", which obviously doesn't mean that you're railing her from behind. It means something quite opposite. There's also a slight error in the naming of the crystaline deposit, where in the crossroads if unlocked, it says "Crystaline Mine" but when you get there, it's called "Crystaline vein". But that's all I have for that, so do you see how much I need to grasp at straws to find something to complain about this game? This means that you've done an exceptional job.
I have one more suggestion before I wrap this up, and that's to do with the "natives". When you see one, you get 2xp, which is a great source of it early in the game, but later on, it's not much at all. What I think could've made them better for that stage, is if you could have had sex with them for more XP at the cost of more stamina, because after all, you want to avoid having sex in the dungeon. Something like 7-10xp for 25-33% of stamina maybe? I don't know, just spit-balling. It also would've been a little more fun to be able to get more "involved" with them, as opposed to being able to only see them from afar. In a similar vein, what if some of those "girls in need" weren't all mimics? It would be a great way to add a new character into your roster, by rescuing it. But again, these are all just ideas, and nothing to seriously consider.
All in all, this is a seriously impressive game, and it has improved from your other games on all fronts. From the dialogue and text, to the gameplay, to the visuals, just everything in my mind, is objectively better, even if there aren't 50 different characters, or thousands of different photos. You've just really made a good game here that's just not a harem simulator. And what I said about wanting to download those pictures is all true, if you've got a drive link or something, I'd be more than happy to get it. You've outdone yourself with this one and I look forward to seeing what you've got coming up. Thanks for reading this far, and take care.
Yeah no worries man. I'm just glad you could read all that. I hadn't realised that this game was made before CC, so some of those things didn't make a whole lot of sense, as like I said, CC was better when it came to some of the things I complained about here. There's still some things that link the two games in terms of my complaints though. Mind you, these are the only two games of yours that I've played, so I could be arrogant and you can disregard what I'm about to say:
The purpose is lacking, or often doesn't make sense. Sometimes something cheesy as "the girls being infected with a horny virus" or "you're the last man alive" is a whole lot better than trying to conjure up something that makes less sense. This is because something cliched is easier to overlook in a game where the plot only serves as an excuse to have sex with fictional characters. There's no need to figure out a grand plan, just a beginning and an end suffices. For my examples, the virus could end when all of the girls have been fucked senseless, and the gameplay serves as a way of convincing them, just like in CC. Just this time, there's a better reason for them to do it as it's believable. For the apocalypse scenario, the game would end when enough of the girls would be impregnated as to revive humanity. The point is, it's extremely easy to figure out a plot that makes sense, and the bare minimum is required for a game that doesn't need it.
As for gameplay, I'm all for casual, especially when there's visuals as good as these. I'm just not a big fan of repetitive grind that doesn't show much reward. In CC it was manageable thanks to the way some of the awareness stat was doled out to the Charas, but there doesn't seem to be any way to make it less grindy beyond that. I don't know what kind of engine you're using, as that poses its own restrictions as well, but something like minigames aren't a bad idea. Not that I need minigames for a game to be good, but it's something to consider when spicing up the gameplay.
Anyway, thanks for taking the time to read what I had to say, and thanks for clarifying some things in your reply as well.
Okay so coming off from Chara CC, I have some thoughts about this game. That said, what I'm about to say will be related to that game as well for comparison's sake. Many people said that this game would be better than it, but I have to disagree, so without further ado, I'll tell you why I think so.
First the visuals, the scenes. Just like CC, this game has a lot of well made pictures in it, but I'm not sure if it's due to the quantity of them or something else, there's more issues with them overall. Especially with labia, which I know is extremely hard to figure out with AI, but since this is a game almost solely focusing on that subject, I would've like to have had more effort put into them. As because for the sake of those visuals, it stands out. Everything else though, is most commendable. CC got around this by covering up the genitalia using the labia majora when applicable. I'm not saying that's what should've been done here too, I'm just saying that it's something that should've been looked into more.
The plot this time around is realistic, to a degree, as well. As opposed to CC, the scenarios seemed believable, but due to the lack of coherent structure, there was no real start or end. To some players that's for the better, but for me it gave a lack of reason and accomplishment. After I'd maxed out all the characters I liked, what reason was for me there to keep going? None, really. Had there been some other reason other than unlocking the gallery items, then maybe and only then, would there be an incentive to go through the grind with them as well. Especially because I didn't recognise half the characters. But since that wasn't the case, I just ended up using the cheats to unlock the rest. Could be that that's why the cheats exists in the first place, but if that's the case, then it's something of a lazy move. That's why I want to think that the cheats existed for some other reason.
The existence of upgrades is interesting, and I commend it. It's a great incentive for gameplay and it functions as a tangible thing you purchase, and it prolongs as well as diversifies the gameplay. But, because it exists, and you are proud of the quantity of the scenes, it runs out of items to buy before even getting the eighth new room. A hard limit is great of course to prevent exponential gain and to tell the player they've "maxed out", but it's not great to keep the game interesting. I don't mean to lambast this decision too harshly of course, because the rest of the gameplay is after all, just clicking the right things on the screen. Anything in addition, is welcomed. I'm just saying that the current upgrade system is not handled to be useful throughout the entirety of the game.
There's something else you could fix as well, and that's to do with the money counter. Because you only get to see how much money you have before picking a girl or in the shop, you don't know how much money you have when you actually can make the decision to go to the shop or not. I see this as extremely inconvenient. To fix this, show how much money the player has at either all times, or at the very least, in the mansion's area selection screen.
Now what I do like about this game in addition to the overall quality in the visuals, is the dialogue. Every character seems different, even if by slightly. Bocchi isn't the same brave girl like Nami is, rather she is very reserved both in actions you can perform with her, and with her dialogue. This is a great thing. That was one my main criticisms of CC, so I really like that something was done with it here. The changes aren't drastic mind you, there's still plenty of recycled dialogue, but the fact that even with smaller dialogue changes the entire character changes to what they are actually like, still stands.
Though the game also suffers from the same repetitive gameplay loops like CC did, the aforementioned upgrades help it seem more varied. And unlike CC, it's easy to "go to the next level" with the characters. All you need to do is frustrate them out into doing more things. This mechanic is very intuitive, and made easier with the upgrades. However, it seems rather odd and manipulative. Not that I'm complaining, but you're basically forcing the girls to do more things in order to get more money. CC had that one thing going for it; The girls were doing the things they did one out of personal interest, and secondly for "the greater good". Here they're doing it just for the money, which all of them are seemingly obsessed with. I realise that there's not many other ways of having the girls do more things other than by force or insatiable lust, but this insinuation that all of the girls absolutely need to get more followers no matter what seems farfetched, especially considering character traits like that of bocchi.
One last minor thing I want to complain about is the aspect ratio. As I quickly found out, this game was made with mobile heavily in mind, PC being something of a side consideration, it seems. I say this, because there's no option to change the aspect ratio to the standard 16:9. In fact, there's only two toggleable options in the entire game; One to toggle the music on/off completely, and the other to make the text go by quicker. And yes, you get used to this resolution somewhat well, but to not have such a pivotal option in a game about enjoying pictures seems silly to me. It's probably too late to do anything about it now, but it's still possible. It would just require more work, as would improving the things I've already mentioned.
So summarise, from a gameplay standpoint this game has a little more thanks to the upgrade system, but it isn't enough to carry the entire game. Also some visuals while good, could've been done better when it comes to labia, since everything else is fine. Also there no reason to keep playing the game after you've unlocked the scenes you have with the characters you liked/knew. This was possible in CC because you could raise the awareness of many characters at once, but in this game there's just too much micromanagement to make such unnecessary options possible. What the game does great though, is the dialogue and character variety. if you truly like one of the characters available in this game, then this could be a very likeable experience even disregarding everything that I've said. But because I'm just a criticising, verbose bastard, I wanted to look at it more objectively.
That's about all I wanted to say. I may have more but that just about covers it. And because no one sane is going to read all that, these words are for you, developer: You have some amazing games, and you keep showing that AI is an applicable source to produce character parodies. It's just that the games aren't often thought out from a gamer's perspective that much, that drags them down. But I do see your skills, and I acknowledge you as a developer. I wouldn't have written that massive essay if I didn't care about your work, because that I do. I have faith, that sometime you're able to produce something that even I won't be able to complain about. Because you, you are doing something that not many others have dared; Use effort in tangent with AI.
Now this is the end of the review. Thank you, and sorry for taking your time.
I got something I wanted to mention, also out of the quality of the scenes. And I know it's unnecessary and perhaps not something you're looking to do, but the art was so good in fact in some parts, that I wanted to export it out of the game. Is there a proper way to do that, a file in the game files to decode, a link to a folder with all the scenes or just otherwise a better method than a screenshot? Again, this is just a long shot and if you don't want to divulge, then it's fine. Either way, what you've created doesn't necessarily need to be left in the confines of a game.
This game is surprisingly good. From the moment I saw AI art first get introduced, I swore to myself that I would never spend money on it. But after seeing the quality in this, I couldn't resist myself. I've dabbled in creating art using that way as well, so I know how difficult it can be. It's very amazing how good these visuals are, those things considered. Of course, there's minor inconsistencies, but that's really only to be expected.
The gameplay and dialogue could've used with some more work, though. I use the past-tense, because I know this isn't going to get updated. The gameplay is just a little too repetitive, but because you unlock new scenes so often, that point can almost be overlooked. But the fact remains that from the buttons you need to press, to the dialogue, to the very positions the girls are in, everything is always the same. I understand that changing such a fact would only increase the workload on top of such an arduous task of producing such consistent art, but from a gameplay standpoint this game is very lacking.
That said though, I do like this game. It just proves that AI can be used well if it isn't too half-assed, and used knowing its limits. But even if the art is so good, it doesn't necessarily excuse leaving such a gap in the gameplay loop itself. Mostly because gameplay, and by extension, dialogue, in such a game would provide special characteristics and a way for the player to relate to the different characters, so because the dialogue is repeated between all of them, it's only an obstacle in the way of the scenes, as opposed to an enhancing addition. Sure, it adds a way to make the player "work" for the content, but what really is the point if it's just that, work? And again, I can't blame you for not creating more dialogue, it's more stuff to do, I get that. What I'm just saying is that it's far better to reduce the amount of subtanceless gameplay, than it is to use it as padding between scenes, regardless of quality.
So all in all, great scenes, lacking gameplay. Nothing much I can say. Overall, well done.
This is just extremely difficult, which takes too much out of the game. The weapons don't do anything useful and the fact that they have limited ammo limits their use. And the controls are quite abhorrent, too, not aided by the fact that it's way too easy to just click out of the game. Jumping is very inconsistent as well, because it's not clear which press of the space button results in an evasive roll and which for a jump. The gameplay itself is solid if those issues were to be fixed. And also, once you get caught once it's impossible to not give up, because you get stuck in a gangbang. If there were any permanent upgrades in the game, it would make consequent tries easier and thus, doable, but that's not something I found so I cannot find this game entertaining whatsoever. And no, I don't mean the permanent upgrades you can buy within a run, I mean some upgrades you could get outside of the runs as to make waves easier from the beginning.
This game is definitely good, but the art style is definitely not for me and there's not a way to speed through the game fast enough for it to be worth it. Every game takes too long and like I said, there should be way for those confident in their skills to get through them faster.
As for art style, I can't fault the developers for picking that direction as in the end, that's just that, a decision.
Yes okay, I was immediately able to beat the game. My only problem was that I didn't know that you could upgrade the bed.
EDIT : And actually because of that, the comment you replied to makes no sense now, because winning is too easy. But the main gist still stands, there's some rebalancing to be done.
The game is interesting for sure, but the way I see it now, it's entirely RNG reliant. There's simply no way to kill the monster, until you get lucky enough that it doesn't get to your door and gets distracted by other rooms so your cannons can shoot at it freely.
I also like the upgrading mechanic but because of the aforementioned thing, it's entirely reliant on the monster's RNG whether it wants to bust in your door or not. And because it busting the door down means instant defeat, it's also entirely up to chance if you have well, a chance.
I realise this is only the first patch, so when updating the game do take this in mind. Decrease the RNG somehow, and also balance the game overall. There doesn't seem to be a reason to upgrade defence as like I said, once the door is down it's all over. The money is better spent on upgrading guns (if the monster allows), and winning is entirely up on whether the cannons kill it in time.
Basically the entire gameplay loop now is just to upgrade a bunch of guns, and hope for the best. So please, fix that. You've got something good going on here, and I don't want to see it go like this.
I played the demo of this, and I did enjoy it. However, I don't want to get the full game as this game is just a worse version of tentacle locker. The movement is clunky and slow, the camera pans to reveal not enough the screen at a time, and the detection is very inconsistent, people sitting in stools completely ignore a girl getting grabbed within an inch of them, whereas girls walking can spot an abductee from the edge of the screen. I just can't recommend this game, as like I said, there's the better alternative.
Oh wow, thanks for the fast reply. No, the answer is just that it's simply impossible to do it fast enough. I consider myself a fast clicker, but I can't do that one for the life of me. Everything else was easy enough, but I just couldn't do that level. Sorry for not remembering what the level in question was, but the general gist was that it was inhumanely fast, unless you get extremely good RNG three times in a row where all the lights you need to click are huddled together.
Amazing game. The tile puzzles got some time to get used to, but I was able to get to level 15 fairly fast after figuring it out. There seems to be some issues with the puzzle where you need to follow the pattern, as one level can't be golded because of it. But still, amazing game and I hope to see this get further.
This is a pretty good game, to be honest. I wish there would be more unapologetically sarcastic takes on other games that have simple mechanics like this parody of the original Suika game. There's not a whole not of "hentai value" in this game as it gets out of hand very quickly, but it's very entertaining nonetheless. I really do love it for that.
Are there any plans to add more layers to the clothing? I would like to use the black tape with the vibro suit with the top open, but the suit overrides everything so it's not possible. Also you'd think you could stop using the badge after getting 900 lust but the game still forces you to wear it, what's up with that?
I really like the concept of this game, but it's too repetitive and becomes boring after you get to know everything you need to do. The only motivation to keep playing is to either beat your high score, which to say is useless, or to unlock more outfits and characters. And because those things are very expensive, it becomes a grindfest without any reward that's worth it.
What would make it worth the while, is if there was an actual ending to the game. Like for say, getting to bounce city like advertised. There's an ample amount of effort been put into the visuals and the general story, and I like how distinctive each of the characters are, but I think it's time to focus on gameplay elements instead to keep players playing.
I don't review games unless I find them infuriating or very bad, but this game makes a very good exception.
I usually hate, I mean, absolutely loathe visual novels. I just think they're lazy and uninspired, but this one got through my soft spots. I played Overwatch back in their golden days, so I have something of an attachment to these characters, so I'm extremely biased. I don't think someone else who hasn't played the game would get the same level of enjoyement, which I think is fine because that's not who the game is for.
I really like how you've taken the characters and given them their own personalities that fit into this universe you've created. They're still recognisable as their respective counterparts, but still very distinctive from them. Granted, some of them have cliches, but it's mostly well done.
I don't like how some of the story went along, but the majority is pure perfection. Everything from D.va's disposition and Genji's embracement to weebhood. I just think it's very fun to follow. I said majority, because I didn't like Widow's story or at least how it's going. We've never seen her husband in the game apart from maybe comics so he's only an asshole of a stranger who doesn't serve any purpose other than for us to hate him.
The original characters are good too. They seem like something Blizzard may have had in their scrap pile, but I realise they wouldn't fit in any of the games because they're made for this game and that only. The main part is that they fit the game and what it is. I also realise most of these direct parodies will also be turned into OG's if Blizzard ups the ante against it, but I'm hopeful because I don't want to give you guys any more work than you need to, and I also don't think they do that. They've given up on restricting r34 content long ago.
There's mainly three things I dislike about the game, but again, I don't usually like this genre. The first, most glaring one, is the repetitiveness. You need to do all the same things every day, which after 10 hours of playtime got well, repetitive. You wake up, go to class, advance the story, sleep and repeat.
The second part is that while I like the extra gallery content, I don't like what it implies. You can buy complete reskins, and in some cases complete overhauls of some the H-scenes in the game. Why was time and effort put into such massive projects if there's still so much to finish in the game, I wonder? And even with those 10 hours put in, I couldn't buy all of the items in there. Which brings me to complaint number three;
Not enough ways to make money. You can do homework in exchange for money, but you can only do it twice a day with one job being worth $25, for $50 a day. Granted you don't have any other plans for the day. I get it's not necessary as the money's only used for secondary content, but still I would've liked at least some ways to alleviate the grindfest.
But I mean overall, the game was really quite good. I liked how the dialogue was made and how you were able convey different emotions through them, and it's just very enjoyable overall. But you can see that the game needs a lot, and I mean, a lot of polish. I hope that I can see this project completed some day and what the updates have brought with them. There's a lot of perverted potential here.
If you're just able to build on what there already is, this could be even more amazing. Small additions like more donation options for the D.va cam up to $1000 for a very well-awarded prize or more personality to Tracer. That's not to say those things aren't good enough now, I just recognise that they could be better. Really though. Well done.