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ruff1298

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A member registered Apr 28, 2021

Recent community posts

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Hmm, nope. Lost my save anyway because I started on the new version and it overwrote the original.

Anyway, I won't mind having to ask for a save, I'll just wait for updates and see if you can improve the gameplay side on this more.

I mentioned it in the rating I gave you for the latest version, but I really could use a simplified upgrade system where all of the elements of any monster are upgraded at once, and their baseline abilities are increased so they're not going from "totally useless" to "barely competent."

Edit: I feel that batch upgrades would both remove a lot of the frustration of trying to figure out which stats are worth building, give the player more simplified goals to grind toward, and overall improve the feel of the difficulty as now you know your units should be getting stronger, instead of 'Crap, I built the wrong thing." or having to grind several runs for the one stat that went unattended to.

Adding to this, I hate how the "buffed units" still renders them completely useless at the start. It makes the progression feel REALLY bad when you're upgrading from "useless cannon fodder" to "hey, we made a dent!" I feel more relieved that the grind is over than satisfied that I'm beating the heroines and turning the tables.

It's less a hard won battle, more W40K "Emperor's Hammer" where you just wear me and the enemy down by never stopping.

Is it possible to have a "save" function or "unlock all" between updates? I just ground through all of the heroines and then suddenly lost all my progress just after the update.

The art is lovely, it's a great incentive as I ground for a few hours just to get them all, but I'd really enjoy some sort of cheat or easy mode that makes things much easier and the stats so much better.

I'd also like some sort of meta progression at some point. An overall buff to the EXP and the costs and the baseline power of your monsters, as a form of variable difficulty that can make the game easier or harder.

It's painful to start from zero with entirely different sets of monsters that begin incredibly weak.

I can't really get into it at the start. The art is enticing, but with how OP even the first boss is and how incremental the damage is and the progress is, it feels like far too much of a grind without any windfall achievements or mercies like giving you money or a free boost for actually damaging the heroine.

Very nice art! Good dialog, tongue in cheek, and I appreciate the differences when you do this the second time around and the ladies are just resentful because they know it's inevitable. Also a great mix of scenes, fetishes, and peril for the ladies using the Raremon's various abilities, which is always nice.

I have to complain about the lack of a Skip function and no shorter version for flavor text that don't have useful hints. Little too much clicking, and how there really isn't any obvious hints about how to level your Raremon, aside from going back to previous locations, and realizing that the random NPCs might offer you useful advice or just get horny while offering nothing in particular.

The Secret hint is also pretty bad. I understand it's a grid or something, but you could at least have the option to make it easier for people that don't want to do math or have one special off patch of pixels. I didn't bother to see it.

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Possible soft lock: if one of the kids flies off into the mountains at the top of the level, it may be impossible to lure him back. You may want to make them orbit tighter, to prevent them from flying off like that.

Edit: Had no clue where the little guy went afterward, tried quitting, but learned my progress did not save. Everything was fun till then, a nice little time waster with fantastic breast expansion animations and an element of skill and power increases with the enemies, but this just ruined a good chunk of the experience.

The little beasts shouldn't fly around so much, especially since enemies force you into evasive maneuvers, too.

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Just started playing:

Catchy music, great for exploring the world.

Great expansion animations, lots of love for the inconvenience and how they get bigger.

Incredible animation for gliding and moving around, it feels fun.

The world is too large and empty. It's nice to glide around but there's not much to see, you know?

Too minimalistic and exploratory for my tastes. I didn't realize what the Breast Goddess shrines were for or that there was a map until I started exploring.

P.S. Hitting seagulls with your magic turns them into "tits." Very clever.

You could make it so the merchant only takes Diamonds instead of Cash, making Diamonds relevant throughout the game once you have all the girls.

"Cash? Get out of here, buddy. I'm all about those rare earth minerals! We're living in the future now, and all the future-proofing analysts say that the value of shiny metals everyone wants will never die!"

They could also sell temporary boosts and upgrades, like increasing the amount of XP a girl can get in a night so they can more easily catch-up with your higher earners.

Also, I don't like the "1 room, 1 girl forever" system, and you could make it so that you can assign girls into the rooms, or pairs to team up, or even multiples in one room to unlock special "mentoring" and "group" bonuses, where a more experienced girl can sacrifice some of her potential earnings to boost the experience gain of another, or you can put them into "VIP" clients that may force you to pay attention because they pay very well.

An achievement or milestone system that pushes players to the features would be great for the tutorials, pointing them to necessary systems.

"Checking Out The Girls" - Open the stats menu for one of your girls.

"Better Than Bare" - Upgrade a room once.

"Fancy As It Gets" - Fully upgrade a room.

"Striptease And Service" - Earn enough XP for a girl to upgrade her services on offer.

"Beautiful And More Beautiful Still" - Upgrade a girl's Beauty stat to X.

"Variety Is The Spice Of Sex Life" - Buy a new outfit for a girl.

"Every Hole Is A Goal" - Upgrade all of a girl's sexual skills.

"House Of Carnal Pleasures" - Upgrade both the bar and the strip club.

It could be that there are clickable items during the night. Dropped wallets and spare change that you can pick up. Gifts for the girls that can be clicked to sell.

Could also make it so we can buy items that help our girls earn more money. The most frustrating point is "Sold out!" so something like, "Coffee" or "All-In-One Sexual Recharging Kit" consumable to revive our highest earners would be great.

Alright, you got me to play the entire extent of the content so here's what I like:

It's addicting, the gameplay loop is solid with management and trying to reach that next milestone.

There's a wide variety of the girls and styles with the costumes and I enjoy how many different audiences they cater for. I just wish they had animations like the stripper.

It's nice to see the upgrades and go from "rathole" to "respectable adult entertainment establishment."

It's just a simple concept executed well with the colorfulness and the personality. Just wish there were more ways to make money, like stocking the bar, advertising, or cam shows to supplement things.

Lack of visual feedback with the bottom room renovations. Did I make a bar or is it just a giant empty space people throw money in...? I'd enjoy a prompt that tells you exactly what these expensive and necessary upgrades do, exactly.

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I've been playing for about an hour now, the gameplay loop seems to be fast enough to keep someone hooked, but the upgrades and the blocks to progression make me want to stop playing.

Please, reconsider the economy, having such gigantic jumps up in price with no way to sub in girls and having to wait for the timer to run out makes me want to stop playing.

It lacks ways to keep the player engaged and involved while turning into too much of a grind and a wait fest.

Edit: This happens by the complete second floor, rebuild the bottom floor point. The costs of renovation and keeping me from making any more income is frustrating.

Edit: The girls tire out too quickly, especially in the early game. If it's an incentive to buy more girls, I hate it as it forces me with nothing to do and I have no clear indication of how to make someone work for longer.

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Bug: Bree does not properly show up in a room when hired as a girl.

Edit: Bree is just broken. Picked her as the last girl and she never shows up.

Bug: building two rooms and hiring two girls at once causes them to stack in the same room, not in two separate rooms.

You can accidentally soft lock progress by upgrading the living room and not building a room. Player should be warned they might want to hire girls and rooms first to avoid this.

Bug: fully upgraded 2 rooms, bought a third room and upgraded it once.

Bought a third girl, she ended up stacking in the same place as my 2nd girl in the middle, could give them Johns by dragging them to their icons, but the third room remained empty.

If it was "occupied", I can't interact with a client until the other girl's sprite shows up.

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You should prompt the player to check the girls by clicking on them. I had to experiment to know how to upgrade them and make the game less tedious because of the lack of fast forward or "close early" function, making me feel like I've wasted my time.

Edit: It seems that the speed controls don't react properly to mouse clicks. Might want to make a bigger button with a larger hitbox, an all-inclusive "speed" button that tells you how fast it's going.

Edit: This was explained in the beginning tutorial, but I think it shouldn't be so massed and instead an "as it's needed" optional tutorial. You might want to give "massed learning" or "do you want prompts as they become relevant?" option.

I don't know what gems are. The girls costs are ambiguous without any labels or icons about what currency they take.

(3 edits)

Quick feedback: needs a tutorial about building upper floor rooms to actually have a "working girl" room, I was clicking renovate and was confused about how there was a big blank orange screen.

Needs to tell players that the clients and girl interactions are not automatic, you need to drag and drop.

Edit: It's explained in the tutorial but because they're so massed, I missed it and didn't see how it was relevant. Teaching the game needs to be broken up more, I think.

Needs more explanation as to what "striptease" or stats mean relative to customers, I see no particular parameters or info that tells me how effective a lady would be with certain customers.

Close early function would be appreciated, especially at the start. I don't want to wait for the inevitable Johns coming in with no Janes ready to serve them.

I have no idea what upgrades do. I can only guess at the stats. There is no confirm button or payment warning about buying girls clothes, you really need a 2 step option and a "skip confirmation next?" option since the early game is so money-poor.

Version 2.0 feels like a tremendous improvement. There's much more interactivity, the chat messages feel like they have a significant effect on your productivity in positive and negative senses, and I like how you can use context clues to strip or give your colleagues exactly what they want.

I'm glad you implemented the bar system for the Productivity meter. It's much easier to see how it drains at a glance and when to try to switch to full fucking mode because Candace is already working slow enough.

I feel like graphical improvements are where you should go from here. Add some more details to Candace like all the cum that she gets covered and filled with, beautify the UI (so far, it seems rich for something like a Microsoft office sort of theme, with the chatboxes having a separate UI and a joke like "Snype - Facilitating Conference Calls and Sexting Since 20XX"), and just generally beautifying how everything is before moving on to adding more levels and features.

You could make it so that instead of being rougher, they automatically start to use Candace and destroy her productivity, without the player being able to control the drain or try to get some more work done during the foreplay.

You could have something like that to try to balance Candace's just stripping constantly to service everyone at maximum efficiency, to get back to work faster.

It could be you have to balance her keeping at work, VS other tools that may reduce noise or increase her productivity like that coffee break mentioned somewhere else.

I'd also enjoy a fast forward button because 10 minutes of real time gets old with how static the gameplay is, so far.

Gangbangs could be an alternative part, like Candace is part of a reporting team giving a presentation and she's being used by the participants. You have to balance between finishing the presentation and both sides getting too distracted by fucking Candace.

She could be trying to give the presentation, and instead of productivity to finish something, there's balancing her intelligibility or confidence as she's being used by both her audience and random passersby.

I'm thinking that Water or Coffee Break could be useful to try to boost Candace's productivity overall, for longer, future scenarios than this prototype.

Fucking is an intense aerobic workout, so keeping Candace somewhat healthy will help improve or maintain her productivity levels.

You can't exactly deal with when work comes or when her coworkers want a fuck.

The position choice could also affect Candace's ability to work, or how the certain character responds to being serviced by her. I expected someone who wanted Candace's breasts to be better served when her shirt is off.

There is no explicit tutorial or feedback as to whether or not removing clothes or being in a certain state would affect her productivity or ability to satisfy someone.

I also feel that the gradual bar of the "Productivity" meter was too poor of a visual representation. There's not much going on in the game, but I'd like a more abstracted version in bars of 10's, so you can more easily notice when Candace isn't working at her best. The game doesn't really need you to know the difference between 73 and 77, I think.

I like the fetish, the idea is interesting, but the chats and the mechanics to interact with them are pretty limited. There's only so much to do, much of it is automatic, and I don't really know what taking specific clothes off will do to her productivity, just to her ability to please.

It doesn't seem like I can do much from the moment to moment other than watch and wait for the progress bar to fill up. It feels more like interactive fiction than a game due to how little you can do to contribute to Candace being productive or distracted, outside of the pre-timed coworker visits.

I found this too stressful and poorly designed.

Why are three random drinks available at any given time? Why do the Princesses request drinks that aren't even available on the counter and I have to pray they spawn fast enough? There seems to be too many variables for too little a space, I got too frustrated and quit because it didn't even seem to be a proper management challenge, just RNG.

Interesting start, but that's about it. You got the atmosphere, the mystery, and the starting sex quite good for that entire sequence of our protagonist discovering he's a sex machine...

... But that's all of it, really.

The UI is clumsy. I don't have any indicators about where people are. There is no content to guide me to what I can do in game, like if I'm supposed to take classes (which I'm surprised there seem to be none of), no introductions to the other characters with just really poor generic dialog instead, and not even any investigating the plot.

I'd appreciate a 0.01 or so because these updates need to come, and fast, because you've got nothing that interests me and no direction on what can be done.

Some sort of "Quest" system or a schedule and makrers that can guide players on what CAN be done in any given moment would be nice. As is, I was just running through the areas just hoping something is there, but there's nothing.

I'll hold off on rating this game because clearly, there's far too much missing here .It's a skeleton with a nice face to lure you in but nothing but bones after taht.

If it's going to be this empty, might as well just skip to the interactions with the ladies. The world is too empty and gives a bad impression, in my opinion.

You could stand to have the Goddess mention that to the player or add a key item, "Directions to town, in case you forgot! - Goddess". It seems like a LOT of walking to go into town, and a strange place to start us off considering that there aren't any plainly obvious characters or things to interact with.

The world feels empty enough already without NPCs or any interesting sights.

I'm sorry to say I didn't even get to one image.

The start is very slow. The dialog is very basic and not at all interesting, though I do appreciate the Goddess and her sympathy to her character.

However, after that: too much walking. I had to go through several screens without knowing what to do. The sign posts seem to be non-interactive so I couldn't use them to find my way. I don't think there was even a map I could use.

I never made it to town. There's too little promise of content (which I appreciate, because it sets expectations), but even trying to get to that part seems like so much tedium and poorly planned execution.

If you can change one thing, especially since there's so little reason to be going around such a vast world, make it so that you automatically head into town and meet someone.

The world feels empty for a basic demo. Close off the paths and mention that you're going to fill them in later, or shrink the world. There's just too much walking even with dash.

This feels like excellent bits of superhero parody and comedy, but ruined by so much filler and slowness.

The black comedy of what happens when a random nobody decides to be a superhero with a sexier costume than actual combat skills is pretty fun. I really liked the jokes with the Professor and trying to climb down from the rooftop after her big monologue overlooking the city.

The getting there, however, is absolutely atrocious. The webcam has the same guitar over and over again, there are no visual indicators about whether or not a job is available or big, glowing signs that the gym or certain areas are open, and there's so much waiting for animations to finish at work.

It's even worse with the lack of a fast forward option and the limited or no stat raising you can do here. I get that you're trying to put in a reasonable amount of challenge for what content is available, but it just hurts the game when there's so many hurdles you have to jump, especially with incredibly useful consumables.

That tutorial also needs work. Pull up the To Do List automatically, keep us from accessing things like webcam BEFORE our heroine actually knows about them. I was going through several sessions before she started her "first" show. There was also a lot of going through the motions before I ever got into combat proper, because you had so many other skills available for purchase and made gaining them so obtuse.

This is a great concept and story bogged down by too much filler and poor design. I felt like I wasted so much of my time for a handful of surprisingly good bits sprinkled between.