Our team needed a little time to rest after a long night of preparing for the publication of the project, so We have only just reached the comments.
About the game on android - because this is an action platformer, it is impossible to implement it on the phone.
As for patreon - at the moment, We do not aim to earn money, because the product is still quite raw and does not have a sufficient amount of content. We need some collective place where We can gather both English-speaking and Russian-speaking people, so that We can see all the opinions of people in one place. We look forward to expanding the language audience of Our game.
As for the genre of the game - the game in its final form will be an action platformer with dynamic battles (much more dynamic than it is now), different types of enemies and traps. We think it's a very interesting idea to combine action and NSWF in one game.
As for the plot - at this stage, the plot is in the process of writing, but there is already a clear plan for the promotion of the character. Specifically, in this and subsequent demos, the plot is likely to be absent and appear in the later stages of the game development.
As for the combat system - as I wrote above, it will be finalized and presented in a more dynamic form.
As for the balance - the game will not be easy! We don't want the player to get all the rewards, including the NSWF for nothing.
As for the artistic style - now this is the main question for Us. We want to implement a style that the player likes and that is simple enough to implement a large number of characters. As the curator of this project, I don't want to overload Our only artist. But based on your feedback - We will have to work hard and draw something more pleasant and beautiful than it is now.
As for the animation - after the drawing style is be approved, We can safely do high-quality animation.
As for character customization - We will have to decide whether to do advanced character customization and practically abandon the beautiful NSWF scenes, or vice versa-focus on beautiful scenes rather than on character customization (Write in the comments what you are more interested in-beautiful static scenes or character customization).
As for the control - it seemed to me that adding beats to J and K is a good solution
because the control on the arrows and Z X seems very outdated. In any case, in the future, you will be able to configure your management.
As for the rest - the levels will be bigger and wider, so the character jumps so high. Endurance will be directly involved in the mechanics of the game, the purpose of which will be to complicate the gameplay.
And that's it. Thank you for your comments. And there is nothing wrong with "harsh" comments, because they are an incentive for Us to develop further.