Honestly same. I realized that ending 1 for both was probably ruining it for them and i wasl ike I can't do this.
warriorking9001
Recent community posts
I probably shouldn't post about this, but... I will. Consider this a review.
The Good.
- The card game itself is shockingly well thought out. I don't know exactly how often I'd play it but it feels a bit like how Monster Mind took Mastermind and made it the perfect gameplay loop.
- The artystyle is pretty neat. I rarely am the "target audience" for Null's games (Namely that the kinks like Infestation & in this case Bug Transformation ain't really my jam), but something about their artstyle fascinates me and I end up playing everything they play.
The Bad.
- I kinda hate the ending. I know that's silly, especially with how many others love it, but I ALWAYS get squeamish around the particular narrative trope of protagonist leaving their whole life behind for some hypothetical better future in another world that basically turns Isekai into Suicide, and the line about "leaving the world that tormented you so" feels like a Textbook example of that which I hate.
Having played through basically everything the public demo has to offer (only like.. 2 scenes were missing and I got through all the actual content)
Writing was amazing anywhere from wholesome to hilarious to hot
Artstyle is absolutely gorgeous.
But... Optimization was a mess. I don't have a beefy PC, but a 2d pixel art porn game should not be lagging like it did on my system. Granted I don't know if this was the game or my hardware but it's decent enough that this game should be able to run and not completely chug on it. Luckily this issue never really came up as an actual issue (aside from the nut dodging game) but it bogged the experience down both in terms of the gameplay and even the animated lewds feeling stuttery.
I'll accept that, Though...
1: I assumed that dominating monsters was so easy because this was just level 1 and 2 of what I assumed would eventually expand into a longer more complex game where the risk would ramp up over time, and that essentially this idea of toppling enemies would become a central part of the gameplay like Witch Time in Bayonetta, rewarding players for mastering the system and timing on enemy attacks.
2: Also I'll give it to you that you're right that you're disincentivized from seeing the submissive trap room scenes... I guess that maybe that I'm just stuck in proper game space where I think of the fact that under this system if they have full health then it's likely players won't even try to succeed at the QTEs.
I wanted to say that I can't wait for a full version. though I will give a bit of a recommendation in regards to the game..
1: I hope there's somewhat of a progression system. Binding of Isaac comes to mind
2: just something I'm interpreting from your plans. Let the player regain energy from dominating monsters.
3: make it that failing an ambush costs you energy.
