I've played this game multiple times, and had a lot of fun with it, but less fun than the previous game from circle-tekua, Lilith in Nightmare. All of the usual positives are here in Captive Alstroemeria. Animated H-scenes, lots of succubi trying to drain your cum, and a story that isn't overtly overbearing and gets you to the action quick enough.
The game presents the first half of itself as a puzzle game. Avoiding the succubi and finding items in the mansion is fun and interesting, mainly because of how much flavor text and how many free items are hidden in almost every object. That being said, the second half of the game is your typical succubus H-battler, which has a heavy reliance not just on player knowledge of how to fight them with the right skills and equipment, but also on having enough levels in order to reasonably beat them.
This is where Captive Alstroemeria loses a star for me. There are multiple endings to the game, and the majority of them are after or in the middle of this second half of the game, where levels suddenly become important. Whenever you get an ending, the game restarts you back to level 1 and removes your key items, which creates a sense of frustration because grinding levels in Captive Alstroemeria is not as fun nor as rewarding as it was in Lilith in Nightmare. Similarly, the mansion's key-finding puzzles and minigames become a chore by the second, third, maybe even fourth time you do them. There's a large lack of weapon diversity in this game for puzzle-solving reasons, and it wouldn't be much of a problem if the game either didn't have this swap in gameplay style midway through, OR, if the game just didn't rob you of all your levels every time you wanted to run through it again.
You really don't have to get all the endings, I personally am just a psychopath who wants to do so for many of the games that I play. The ideal way to play is to collect every single hidden diary entry before fighting the "final boss", and then finishing with the rest of the content that the game unlocks for you as a reward for getting the diary entries. I think that most players probably aren't focused on the diary entries much at all until they hit an ending though, and then they realize "Oh fuck, I missed one and now I need to replay the game from level one!" This singular problem is what makes Captive Alstroemeria, to me, less enjoyable than the previous circle-tekua game.
Despite my bitching, I still think the game is significantly more enjoyable than the majority of the rpgmaker slop scene collectors on this site. I would recommend everyone give this game a go (on the male character for the most content). I would also not fault anybody for dropping the game midway through, out of either boredom or frustration.
The game presents the first half of itself as a puzzle game. Avoiding the succubi and finding items in the mansion is fun and interesting, mainly because of how much flavor text and how many free items are hidden in almost every object. That being said, the second half of the game is your typical succubus H-battler, which has a heavy reliance not just on player knowledge of how to fight them with the right skills and equipment, but also on having enough levels in order to reasonably beat them.
This is where Captive Alstroemeria loses a star for me. There are multiple endings to the game, and the majority of them are after or in the middle of this second half of the game, where levels suddenly become important. Whenever you get an ending, the game restarts you back to level 1 and removes your key items, which creates a sense of frustration because grinding levels in Captive Alstroemeria is not as fun nor as rewarding as it was in Lilith in Nightmare. Similarly, the mansion's key-finding puzzles and minigames become a chore by the second, third, maybe even fourth time you do them. There's a large lack of weapon diversity in this game for puzzle-solving reasons, and it wouldn't be much of a problem if the game either didn't have this swap in gameplay style midway through, OR, if the game just didn't rob you of all your levels every time you wanted to run through it again.
You really don't have to get all the endings, I personally am just a psychopath who wants to do so for many of the games that I play. The ideal way to play is to collect every single hidden diary entry before fighting the "final boss", and then finishing with the rest of the content that the game unlocks for you as a reward for getting the diary entries. I think that most players probably aren't focused on the diary entries much at all until they hit an ending though, and then they realize "Oh fuck, I missed one and now I need to replay the game from level one!" This singular problem is what makes Captive Alstroemeria, to me, less enjoyable than the previous circle-tekua game.
Despite my bitching, I still think the game is significantly more enjoyable than the majority of the rpgmaker slop scene collectors on this site. I would recommend everyone give this game a go (on the male character for the most content). I would also not fault anybody for dropping the game midway through, out of either boredom or frustration.