Unity Completed BeadsPopper [v1.2] [T.F.A.N.C.S]

1.80 star(s) 4 Votes

ital

Member
Jan 26, 2019
411
344
If this game is in the incentive, then there is no point in playing it, it is absolutely pointless to waste time on this game
 

Supershadow30

Newbie
Jan 5, 2020
28
32
This game is a major pain in the ass to play with arrow keys + space, the dev should've gone for mouse controls 100%
Also, no secks, only strip. Good thing the artstyle is activating neurons, because otherwise this would've been dead in the water
 

FratDaedalus

Newbie
Nov 11, 2021
39
82
Seriously wtf?! Whoever designed the math in this game's mechanics clearly has no idea what they are doing. The heal you get from matching the green orbs is absolutely pitiful. The armor that you get from the blue, gets obliterated immediately. And the damage you deal with red is nowhere near enough close to reasonable (or the girls have way too much health). If this was supposed to be a game where you frantically match the bubbles like crazy, guerss what - the orbs are not generated fast enough.

A real shame, because the artwork looks nice.
You can hold down Shift to generate more orbs, and if you want to get past Alarune, learn to set up combos. The low base rate is to encourage you to focus on setting up combos instead of just matching.
 

Haoss

Member
Jul 28, 2020
129
114
I like this artist, but this game is baaaad. Not as in low quality, but in poor design.

The numbers are way too stacked against you (girl atk, girl hp, your own gain from popping orbs). The cursor moves slowly and no animation can be cancelled or buffered into the next action if you press it while it's still playing (game design 101 as far as I know). There's little to no strategy involved, you just scramble to match the quickest 3 you can since the game is so hard and the reward for short chains are very low. The "speed up" button pretty much needs to be held at all times. Controls can't be rebound and there's no mouse support.

I would say that the saving grace is that there is a gallery mode and the artwork is good, but it's nowhere near good enough to suffer through everying else. There's no charitable way to say this, and I really hate to do so, but it feels like the artist wants to get into game design and added the girls just as carrot dangling for playtesters.

For any kind of game project, you need to center it around the medium's strenght: interactivity. If there's no branching paths, no animations, no interaction outside a completely unrelated minigame, then it doesn't need to be a game. It's either a gallery, a comic, or an animation. This could've been an "undressing gallery" as far as I'm concerned.

Now, just so that I'm not just negative about it, the game does look good. Menus, assets, presentation, most of this looks amateur as hell in porn games. But this one already does some things to slightly stand it apart. I do think it was the wrong thing to prioritize as the first project though...
 

Rexizor

Member
Mar 4, 2021
168
79
Got onto easy mode and beat the whole thing with matching orbs without combos as fast as possible. Didn't even take a second try to beat the Fallen Angel (although IDK how that's a fallen angel. Looks pretty holy to me still. Maybe it's the tits?)
If you're complaining about the difficulty, you should probably try and make combos more, or make bigger combos, or turn on easy mode.

Although, this game is not very good at slowly easing the player into the difficulty in terms of combos. Compared to Zuma, with the ball-inserting method, this game's ball-swapping method is much harder to set up combos in, especially large ones, and especially when on a time pressure from attacking enemies. I tried beating the first level with my current level of understanding before I turned on Easy Mode, made a bunch of 2-combos and even some 3-combos, but I still lost. the way the game is made, it feels like it's always worth making fast, easy matches rather than big complex combos, since combos take way longer to set up unless you know what you're doing (eg. every new player to the game), and don't reward nearly enough multiplier. If a new player can't even beat the game's first and easiest level, then unless you're aiming for the game to be insanely difficult as it's main draw (not something you want in a porn game usually. Most people play these games hoping for something else to get hard.) then having your first level be unbeatable is a sign of bad difficulty.

If I had to fix the difficulty, I'd add more levels, maybe splitting each character into 6 levels, and upon beating each one you'd damage a single piece of clothing, or something like that. A-la Monster Girl Incursion. The first level would start out much
easier, with it being clearly beatable with no combos, although maybe I'd even have the map generate with obvious combos to reward players who think to make combos. Then, I'd also make it so that any balls popped in a combo whatsoever give like way more points, with a multiplier for further combos in the chain that decreases in power as you go on. Something like combo-ed balls give like 3x points, and balls in a 3 combo give 6x points, and those in a 4 combo give 8x points, and so on. That way even small combos would be good, and would make mega-combos less of a necessity. I might also add a feature that allows you to pick up a single or maybe pair of ball(s) and store it in a "hold" like Tetris, to be placed back into the track later. This would be similar to the Zuma ball-insertion system, and would also make big combos less time-consuming and thus more viable.

Let me know if you think this would fix at least some of the issues.
 
1.80 star(s) 4 Votes