So I'm guessing it's intentional that we can't get through the water in the Deep Soil area, at least not yet? I've pretty much scoured the entire map, and I can't find anything that looks like it'd let me swim or walk underwater.
Correct. There are a lot of areas in the game that will be expanded upon more once you get the appropriate powerups for exploring them further
So I've just tried out this game for the first time, not having played the versions before the 'great rework' Wanted to list my own thoughts and feedback for your consideration.
1. Small control annoyance: When playing with a gamepad, if you hit confirm on the map window and you enter the notes field for typing, you have to press enter on the keyboard to undo it. Being able to hit B/back on the pad to exit out of it would be nice for the times you accidentally open the note window and don't want to actually type anything.
2. I'm not a big fan of the way weapon switching controls works; especially on the sub-weapons. Accidentally trying to wire hook enemies or use force shots on platforms was a common occurrence for me when forgetting what was selected or tapping the swap button one too many times; which was made worse when getting the flamethrower and having three subweapons. Have you played Megaman Zero, by chance? I recommend you steal their option for multiple sub weapon control styles. So in the case of the two gun modes, Type A is a toggle, like you have now. Type B is that what is now the "Swap" button simply fires the secondary fire giving you two shoot buttons; and type C makes it so that holding down the "weapon switch" button while pressing the fire button makes it use secondary fire. Doing the same for sub-weapons is complicated by the fact that there are three of them instead of two, though my suggestion for that is to give the wire hook it's own dedicated button (Maybe the right stick on gamepad can shoot the hook in the direction you flick) But that only works if you don't add any more subweapons.
3. I suggest you consider making the wire shot an actual weapon that can grapple enemies. Rip the shields out of their hands, pull them off walls, maybe stun them while grabbed, etc. Maybe even an upgrade tree. Travel time upgrade, electrified wire upgrade, etc. Most of my frustration on point 2 was from accidentally wirehooking with enemies around and getting attacked because the hook did nothing. Well done grappling hooks can be a fun tool to work with so as it is there is a lot of wasted potential.
4. The ability to toggle purchased/acquired upgrades on/off or sell them back.
5. On that note: I personally don't like the flame orbit "upgrade" on the flamethrower (Distracting and it eats up my ammo) and the fact that it is a required first upgrade on the tree; when it makes no sense for any of the other upgrades to require it. I think the first/base upgrade should be the one that increases the ammo use/recharge, like with the force shot. Fire orbits should be LAST on the tree, or it's own side branch.
6. Little plot annoyance I wouldn't fully call a 'plot hole' but that's the best phrase I have for it: The protagonists now know for a fact that the air makes them 'go crazy' yet they don't take any protective measures. The base's ventilation system is an adequate explanation for while they're safe there, yet Birch and Alicia go running around outside without any kind of attempt at a ventilator or filter. I can understand not wanting to give them masks from a visual standpoint but you still might want to address that somehow. Also corrupted humans are supposedly 'not every talkative' but seem pretty chatty with their combat voice lines.
7. Speaking of which, you can do a little bit more with that idea as a mechanic; because the lust mechanic seems exclusive to Alarune spores at this point. Like having lust rise very slowly with time so it's something you need to manage. Would get pretty annoying unless it's very slow, tbh though. Maybe that can just be in a few special areas with denser air. Maybe there can even be some SP upgrades in a 'corruption/mutation' tree that let you weaponize the lust mechanic a bit. For instance, like a 'sexual frustration' passive skill that gives a damage boost when horny (but you're forced to masturbate when it's filled so there's a risk-reward to balancing it) Side thought, maybe have standing in the tar give a slow slight rise to libido.
8. Put a grappling hook bottom on the totem poles already!
9. Most of what I want to say about the breast expansion mechanic has already been said, but to reiterate: mechanics that take control from the player are rarely fun, but the waiting is what makes it obnoxious. One idea, is that while the effect is active, masturbation becomes 'self-milking' to manually force it to end faster (and it feels like you're actually doing something instead of standing around waiting). Another suggestion is to give status effects like this and the 'sticky shot' from the wall enemies a meter of some sort so you can actually see how much time is left to make the wait less frustrating. And just as some food for thought, have you ever played a doujin metroidvania called "Bunny Must Die: Chelsea and the Seven Devils" That game has a 'breast expansion' item as a semi-joke upgrade, the joke being that it makes Bunny comically heavy; but the gameplay effect on your mobility was interesting since you fall faster which makes it a lot harder to time/space your evasion and double jumps; but ultimately didn't make movement feel terribly restrictive.
10. Minor grievance: Pretty much all the early game bullet upgrades I found are "Weapon is weaker but does x" and it'd be nice to have just ONE of the early accessible/easily found weapons be something more power oriented to accommodate that playstyle option.
11. It'd be nice for the bosses to have voiced CG sceenes too. Kinda weird the standard enemies do but bosses don't since that's basically backwards from how most games have it.
12. Given the theme and context it would be cool if there was a database of Birch's research notes on all the creatures on the planet. (perhaps after capturing them or watching their sex scenes) Standard bestiary feature I guess, but given his obsession for studying them it makes extra sense to have it.
So, all the nitpicks aside, the game generally plays very well. The general movement and platforming feels solid which is the single most important part. (especially given how many H-act games out there have janky collisions, movement and physics) I didn't encounter any crashes or bugs personally so you did a pretty good job squashing them on this release. And this looks quite promising as a general metroidvania kinda game, with the potential to be another Axiom Verge (in terms of quality. Not so much the horror overtones since you're aiming for something less dark)
1. Noted, thanks for the feedback! I don't test with gamepad much so minor things like that often slip by me.
2. I'll definitely keep the idea of having different control options in mind. Player choice in controls is never a bad thing, though as you mentioned it does become more complex with the game having more than 2 subweapons, and possibly getting more in the future. Because of that I don't know if we'll be able to improve this or not, but I'll certainly keep thinking on it.
3. The wire shot IS a weapon and it can grapple certain enemies. Not a lot, I'll give you that, but you specifically mentioned ripping shields out of their hands, and that is literally a thing you can already do. That being said, it isn't intended to be used too often in combat, more as a traversal tool, so I don't plan on giving it interactions with every enemy, I'll just keep thinking on if we can improve the controls to make it less likely you'll accidentally use it while in combat.
4. Definitely want to add a toggle for purchased upgrades, just haven't had the time to yet.
5. The thing is that I wanted the orbital flares to not only help in combat, but to help light up dark areas, and I didn't want it to be a function that the player has to actively put effort into using, but something that just helps out automatically. Being able to toggle it on and off should alleviate this, and I'll keep thinking about ways to make it less distracting, but I don't plan on moving the ability as I want it to be easily obtained since it's a core part of the weapon's functionality.
6. I'll consider addressing it in some way through dialogue, though having a personal filter for the characters would negate the game's libido mechanic, so I'll just find some way to explain it away. As far as corrupted humans not being talkative, I have a few things I want to do to make that line more accurate.
7. I'm pretty sure I've talked about this recently, but we do plan on making the spores and libido mechanic much more common, something that's used all around the game, we just haven't had time to yet.
8. Already did that for a hotfix that came out just after v0.33's release, that hotfix just hasn't been pirated here yet.
9. This is another thing I believe I've mentioned here before - we've been planning on reworking the BE mechanic to remove the movement debuff for a loooong time. It's just going to take a lot of effort because of all the animations that need to be redone, but I can't really just remove it from the game for now, since that would effectively remove half of the H-scenes as well. BE will have other gameplay mechanics and implementation, but the movement debuff is going to be removed as soon as we have the time to do so.
10. The very first weapon you get, Split Shot, is strictly more powerful than the base bullet style. The main projectile deals the same damage but travels farther and has more screen coverage and damage with the addition of the extra 4 weaker bullets. That being said, a lot of the weapon upgrades are still in super temporary locations as we continue designing the game world, so the ones you have access to early on may change in the future, and I'll keep this feedback in mind if we do change 'em around.
11. Another thing I've been wanting to do for a long time. I just haven't decided how I want to handle this, since bosses only have one scene each (rather than sprite scenes AND a CG), as I don't want their fight to be interrupted by mid-battle H-scenes, and I'm not sure how I want to incorporate those two scene styles together in a way that improves them both rather than taking away from them. If you have any ideas I'm all for hearing them, because I've been thinking on it for ages and still haven't come up with a satisfactory idea.
12. Yet another thing I want to do, lol. Sadly, being in development means that a lot of features like this just haven't happened yet, but will be coming eventually.
Anyway, thanks for all the feedback! A decent chunk of it is stuff we do plan on changing, but such is the nature of an in-development game, so I appreciate you bringing them up nonetheless. I'm glad you did enjoy your time with the game overall though! The comparison to Axiom Verge is extremely generous, if we can get anywhere near that level of quality then I'll be extremely happy with what we've made.