This is a great-grand-daddy of a game. It's debut on TFGames and F95z was in 2016, but there are posts on other bb's about it from all the way back to 2001. The current major version, 14, was originally posted in 2015. As of 2024, we are up to 14.15.
It's a proto-javascript game. v1 predates Twine (2007) by 6 years, the earliest front-end toolkits like Bootstrap (2011) by 10 years, and the current gen html/Twine template language Sugarcube2 (2015) by 14 years. (Sugarcube2 was released the same year as our current v14 ASFA).
This is all to say, that this game was an engineering _marvel_ 10 years ago. It had complex mechanics, characters with dynamic persistent behaviors, a large game world with semi-coherant lore, mini-games, r-rated shots of _au courant_ starlets like peak Ashlynn Brooks (Sarah) and Justine Joli (Jessica the witch), and plenty of spicy content. AFAIK, it's the _original_ "Student mind-controls his hot mother and sister" trope.
But since there was no game framework to build from, each mechanic had to be separately crafted and linked into the content, as the content was developed. Each UI element painstakingly designed and placed for each action or inventory item as they were scripted. Each character portrait copied with glow added to their eyes to indicate their mind-control state with Windows Paint.
And unfortunately, there has been no real evolution in the platform in the intervening 10 years, at least. Between the clunky legacy code and the punishing sandbox environment, there is a _lot_ of room for errors, sprawl, pointless grinding, missed ideas, and way too many clicks just to find out that you can't do something. Indeed, you probably realize that you actually have no idea what you are even supposed to be doing to progress the story.
There are a few narrative lines that are sort-of-achievable, but there is no real overarching 'end' for the game. Most of the game is the challenge of charming and/or enslaving all of the exclusively* female denizens of the town. (*Ok, actually there are 3 bio-males, but you can xform them.) Some of the people are harder to 'catch' than others, some are hard to get alone, some require spell upgrades, some require introductions from other charmed characters or map region unlocks. But most of those dependencies don't really make sense, and the only way to figure them out is to consult the detailed walk-through that is included. And charming them doesn't actually provide anything other than another bed to sleep in at night and a couple more r-rated shots of 2015 hotties.
Ironically, it's probably more fun to just read the walk-through and browse the media than to play the game by that point.
I've played through this game in whole or in part more than a couple of times over the last few years. I always return to it hopeful that there has been meaningful improvement in catching up with modernity. But honestly, there really hasn't been any progress to speak of, and, at this point, it's not much more than a technical curiosity.
This was 4-stars 10 years ago, but unfortunately it's only 2-stars today.
It's a proto-javascript game. v1 predates Twine (2007) by 6 years, the earliest front-end toolkits like Bootstrap (2011) by 10 years, and the current gen html/Twine template language Sugarcube2 (2015) by 14 years. (Sugarcube2 was released the same year as our current v14 ASFA).
This is all to say, that this game was an engineering _marvel_ 10 years ago. It had complex mechanics, characters with dynamic persistent behaviors, a large game world with semi-coherant lore, mini-games, r-rated shots of _au courant_ starlets like peak Ashlynn Brooks (Sarah) and Justine Joli (Jessica the witch), and plenty of spicy content. AFAIK, it's the _original_ "Student mind-controls his hot mother and sister" trope.
But since there was no game framework to build from, each mechanic had to be separately crafted and linked into the content, as the content was developed. Each UI element painstakingly designed and placed for each action or inventory item as they were scripted. Each character portrait copied with glow added to their eyes to indicate their mind-control state with Windows Paint.
And unfortunately, there has been no real evolution in the platform in the intervening 10 years, at least. Between the clunky legacy code and the punishing sandbox environment, there is a _lot_ of room for errors, sprawl, pointless grinding, missed ideas, and way too many clicks just to find out that you can't do something. Indeed, you probably realize that you actually have no idea what you are even supposed to be doing to progress the story.
There are a few narrative lines that are sort-of-achievable, but there is no real overarching 'end' for the game. Most of the game is the challenge of charming and/or enslaving all of the exclusively* female denizens of the town. (*Ok, actually there are 3 bio-males, but you can xform them.) Some of the people are harder to 'catch' than others, some are hard to get alone, some require spell upgrades, some require introductions from other charmed characters or map region unlocks. But most of those dependencies don't really make sense, and the only way to figure them out is to consult the detailed walk-through that is included. And charming them doesn't actually provide anything other than another bed to sleep in at night and a couple more r-rated shots of 2015 hotties.
Ironically, it's probably more fun to just read the walk-through and browse the media than to play the game by that point.
I've played through this game in whole or in part more than a couple of times over the last few years. I always return to it hopeful that there has been meaningful improvement in catching up with modernity. But honestly, there really hasn't been any progress to speak of, and, at this point, it's not much more than a technical curiosity.
This was 4-stars 10 years ago, but unfortunately it's only 2-stars today.