3.80 star(s) 14 Votes
Dec 19, 2023
100
138
129
Great game with awesome renderings, huge possibilities to come and would like to see it.... Only if, as many other people here, the FUC***NG TIMER is removed (or the possibilty to it).... This FUC***ING TIMER is a BIG NOPE to me and only give the desire to put this game directly to the bin... Sorry but it's only, AND ONLY, Frustrating as it is.
The timer is the only thing that makes it engaging as a game, otherwise it would just be a scene gallery. Why are some of y'all people in this thread so averse to a little minor challenge? Its not even hard once you figure out the game mechanics.
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FleshForge Studio

Newbie
Game Developer
Jun 10, 2025
61
172
43
Why do the poses have to be unlocked again every time I restart the game? For example, once I unlock them all, they stay available until I close the game. But if I exit and log back in, I have to unlock them all over again. Is this a bug? The cards stay saved, but the poses don’t for some reason.
Yep, it is a bug, we are fixing it right now and will provide a fixed version with many improvements in it!
 
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FleshForge Studio

Newbie
Game Developer
Jun 10, 2025
61
172
43
Great game with awesome renderings, huge possibilities to come and would like to see it.... Only if, as many other people here, the FUC***NG TIMER is removed (or the possibilty to it).... This FUC***ING TIMER is a BIG NOPE to me and only give the desire to put this game directly to the bin... Sorry but it's only, AND ONLY, Frustrating as it is.
Thank you for your kinds words.

As for the timer, like RandomHomie333 mentioned, the game would hardly be a game without it. The goal is also to make the most point in a fixed amount of time (and to get the next level as a reward for performing well), not just to collect the cards and scenes. Of course the focus is to collect and watch, you can do that very well in the inventory after a few run.

What do you think it should be?

Pssss, there is also a secret mod you can unlock by performing well.
 
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HylTin

Member
Aug 29, 2018
209
241
233
The timer is the only thing that makes it engaging as a game, otherwise it would just be a scene gallery. Why are some of y'all people in this thread so averse to a little minor challenge? Its not even hard once you figure out the game mechanics.
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And?..... So I MUST like what YOU like?...

I gave my point of view as many others (and it seems that we are agreeing).

By the way, hinting that we are too noob to achieve "little challenge" isn't very clever in your argument and that's why I'm pretty upset here.

Thank you for your kinds words.

As for the timer, like RandomHomie333 mentioned, the game would hardly be a game without it. The goal is also to make the most point in a fixed amount of time (and to get the next level as a reward for performing well), not just to collect the cards and scenes. Of course the focus is to collect and watch, you can do that very well in the inventory after a few run.

What do you think it should be?

Pssss, there is also a secret mod you can unlock by performing well.
Okay so be it. Good luck with your game, you will have your public I'm sure but defenitely not for everyone.
 
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Don Tebjos

Member
Apr 17, 2022
229
196
167
@FleshForge Studio

So, gave it a few tries, unfortunately i couldn't pass lvl 2 because the zone for crits is way too small; i think it should be triple the size (so add one bar on both sides) for it to be satisfying and yet challenging (gave it a few tries but definitely too frustrating); and, why not do several layers of crits, with a wider zone and more rewarding multipliers as you get close to the center?

When i saw the animations in OP I had high hopes of animations being tied to the clicking activity, in a literal manner
But the animation speed and sound doesn't match the clicking activity at all, which makes the experience look like "match your clicking rythm to get on the black bar but HEY! DON'T WATCH THE PORN OR YOU WON'T SEE THE (tiny) BAR!! LOL"

I think it would be much more satisfying if:

_As I said, a more forgiving zone, keep the single tiny bar for hyper mega crits. An even wider zone for the slow speed, as the low clicking rate is already punishing about score

_It was possible to play the game just by watching the animation, the blue and pink bar just being here to help in the beginning (even add a no HUD challenge in the end?)
one click = 1 thrust. You click faster, you thrust harder and faster. You stop clicking, you stop thrusting. Too slow / too fast? unsatisfied sounds + face frome the lady. Correct speed? satisfying feedback from animations + sounds, perfect crit = aheao, etc..

_The right click could have a use? like squeezing her or slapping her ass at certain times? Or holding it to change the animation a bit? RMB is easily accessible and could offer double the fun ^^

_As for the timer.. Would be nice to see it displayed constantly, and gather more time if you perform well. Needs to be well balanced ofc, for it to remain a constraint, but also being rewarding

Really gave it a lot of tries, came back to it several times, but the overall feeling in the end is "ffs, the yellow bar was just almost on the black bar, even touching it, sometimes it hit the spot but i couldn't tell.. Oh and there was a nice porn animation behind."

Still, wish you the best for further development, clicker games have a lot of obvious potential in h games imho
 
Dec 19, 2023
100
138
129
And?..... So I MUST like what YOU like?...

I gave my point of view as many others (and it seems that we are agreeing).

By the way, hinting that we are too noob to achieve "little challenge" isn't very clever in your argument and that's why I'm pretty upset here.



Okay so be it. Good luck with your game, you will have your public I'm sure but defenitely not for everyone.
You're twisting my words. I didn't mention at all what I like so why did you bring it up? I only said that what you dislike it what makes this a game that you have to engage with in order to unlock the goods. Just giving my point of view, just as you are, right? You can also view everything you unlock without a timer in the inventory. I'm tryna help you, why do you act so defensive?
 
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ghostmaster

Newbie
Jul 7, 2020
24
222
172
I've beaten all levels and got most of cards.
I don't believe there is a way to get gold star on the first level. You have to be EXTREMELY lucky to get silver.
 
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FleshForge Studio

Newbie
Game Developer
Jun 10, 2025
61
172
43
And?..... So I MUST like what YOU like?...

I gave my point of view as many others (and it seems that we are agreeing).

By the way, hinting that we are too noob to achieve "little challenge" isn't very clever in your argument and that's why I'm pretty upset here.



Okay so be it. Good luck with your game, you will have your public I'm sure but defenitely not for everyone.
Thank you, feel free to tell us how else you'd like to game the work! If there is a way to satisfy the most people possible we likely will take it.
 

FleshForge Studio

Newbie
Game Developer
Jun 10, 2025
61
172
43
@FleshForge Studio

So, gave it a few tries, unfortunately i couldn't pass lvl 2 because the zone for crits is way too small; i think it should be triple the size (so add one bar on both sides) for it to be satisfying and yet challenging (gave it a few tries but definitely too frustrating); and, why not do several layers of crits, with a wider zone and more rewarding multipliers as you get close to the center?

When i saw the animations in OP I had high hopes of animations being tied to the clicking activity, in a literal manner
But the animation speed and sound doesn't match the clicking activity at all, which makes the experience look like "match your clicking rythm to get on the black bar but HEY! DON'T WATCH THE PORN OR YOU WON'T SEE THE (tiny) BAR!! LOL"

I think it would be much more satisfying if:

_As I said, a more forgiving zone, keep the single tiny bar for hyper mega crits. An even wider zone for the slow speed, as the low clicking rate is already punishing about score

_It was possible to play the game just by watching the animation, the blue and pink bar just being here to help in the beginning (even add a no HUD challenge in the end?)
one click = 1 thrust. You click faster, you thrust harder and faster. You stop clicking, you stop thrusting. Too slow / too fast? unsatisfied sounds + face frome the lady. Correct speed? satisfying feedback from animations + sounds, perfect crit = aheao, etc..

_The right click could have a use? like squeezing her or slapping her ass at certain times? Or holding it to change the animation a bit? RMB is easily accessible and could offer double the fun ^^

_As for the timer.. Would be nice to see it displayed constantly, and gather more time if you perform well. Needs to be well balanced ofc, for it to remain a constraint, but also being rewarding

Really gave it a lot of tries, came back to it several times, but the overall feeling in the end is "ffs, the yellow bar was just almost on the black bar, even touching it, sometimes it hit the spot but i couldn't tell.. Oh and there was a nice porn animation behind."

Still, wish you the best for further development, clicker games have a lot of obvious potential in h games imho
Thank you for playing our game and for taking the time to build a good review Don Tebjos!

The crits zone is not necessary at all to win the game, you can get gold stars without it. A tip I would give you is to open a few bronze pack at the beginning of the level 1 until you get a x3 or perhaps two x2 (a girl and an action), than you'll be good to at the very least to beat level 2 if you just try to stay in the pink zones (no need for crits). In level 2 you can even buy a gold pack to try and get a x4 or x5. Whenever you buy packs, just make sure that it does not get too high in price, you have to let it drop down some time. That being said, we will think about redesigning the crits zone, as we don't want people to have a bad experience because of it.

As for the animation, it does match the click, the fastest you click, the fastest the animation will go. The pink timing zone will have an influence on the moaning and visual effects, but your suggestions about making different faces and more effect is definitely something we will consider! Same thing for the right click thing.

Also, we will be adding an autoclicker button accessible for everybody so that the people who want to enjoy the animations without having to always focus on the bar and their clicking can have a good time in the game phase too! It will also allow people that have a hard time completing level doing it quite easier.

Thank you again and we hope to see you around here!
 
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Don Tebjos

Member
Apr 17, 2022
229
196
167
Thank you for playing our game and for taking the time to build a good review Don Tebjos!

The crits zone is not necessary at all to win the game, you can get gold stars without it. A tip I would give you is to open a few bronze pack at the beginning of the level 1 until you get a x3 or perhaps two x2 (a girl and an action), than you'll be good to at the very least to beat level 2 if you just try to stay in the pink zones (no need for crits). In level 2 you can even buy a gold pack to try and get a x4 or x5. Whenever you buy packs, just make sure that it does not get too high in price, you have to let it drop down some time. That being said, we will think about redesigning the crits zone, as we don't want people to have a bad experience because of it.

As for the animation, it does match the click, the fastest you click, the fastest the animation will go. The pink timing zone will have an influence on the moaning and visual effects, but your suggestions about making different faces and more effect is definitely something we will consider! Same thing for the right click thing.

Also, we will be adding an autoclicker button accessible for everybody so that the people who want to enjoy the animations without having to always focus on the bar and their clicking can have a good time in the game phase too! It will also allow people that have a hard time completing level doing it quite easier.

Thank you again and we hope to see you around here!
Yw, when I see game devs eager for feedback i provide it

I'll give an other shot by following your advice _ was too dumb to try it (and, world having a bunch of dumb people, maybe it could be worth adding a small tutorial window to hint at this)

Now, about the animation. Ofc I noticed the animation speed changes, what i meant is that the animation movement could exatly match your click activity; as I said, 1 click = 1 thrust, 3 clicks/sec = 3 thrusts per second..

I don't realize how much work it would require for it to be done correctly. But from my user point of view who has played quite a few h games, this game is just one or two steps away from having a unique interactive and yet simple gameplay.

I have not found yet a h game with the mechanic I'm talking about, which is very surprising, still this game was sooo close lol
 

FleshForge Studio

Newbie
Game Developer
Jun 10, 2025
61
172
43
I've beaten all levels and got most of cards.
I don't believe there is a way to get gold star on the first level. You have to be EXTREMELY lucky to get silver.
First of all ghostmaster , thank you for playing our game and giving it an honest and thorough review.

Thank you for your kind words on our models and animations.

I'll start by saying that we are currently working on making:
1- An in game autoclicker to make the experience easier and more straight forward for people who want to enjoy the animations and cards opening without having to put too much attention on the bar and clicks.
2- A pity system that will make it easier and less random to obtain certain rare cards.
3- A point leaderboard that will give more meaning to reaching a certain amount of points at the end of each run.

Since you make good points, I want to explain our ideas behind certain mechanics and I want to have a conversation with you on how we could improve the game and what we could change to make the grind more bearable:
1- The time thresholds: We have decided to start showing the time at 30 seconds (out of 2 mins total per level) so that 3/4 of the time you don't have a constant reminder of it and you can just cruise (And it take some load off the UI that is already moving enough). So your first run you discover it, so you need to adjust accordingly. But we are thinking about putting it for the whole 2 mins since you are not the online one that mentioned it.
2- For the pack opening time, we have decided to keep the time running while you open packs to create an urgency feeling in making the choice to smash or pass, which is closely link to one of your other point that sometime you may have to chose between a better multiplier and collecting a new card for your inventory. We find it interesting to give a choice on a time crunch that matters to people, which leads to a fast decision making aspect. It also create another strategy aspect that opening packs constantly might not be the best way to get more points in the said amount of time.
3- The can't spam buy packs organically creates a strategy that you must wisely chose when to buy packs to get the best score possible. But we have made the cooldown fast enough so that you can still farm the packs.
4- For the "cards are random" as I said we are making a Pity system to make it more bearable.
5- Your comment on cards odds, unlocked state and more informations is quite a good idea. We will think about it and keep an eye open on the community stance on this.

So yes, please provide us some feedback on this because you have good insights and your opinion is as good as ours.

Thank you again for your time and presence in our community!
 
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FleshForge Studio

Newbie
Game Developer
Jun 10, 2025
61
172
43
Yw, when I see game devs eager for feedback i provide it

I'll give an other shot by following your advice _ was too dumb to try it (and, world having a bunch of dumb people, maybe it could be worth adding a small tutorial window to hint at this)

Now, about the animation. Ofc I noticed the animation speed changes, what i meant is that the animation movement could exatly match your click activity; as I said, 1 click = 1 thrust, 3 clicks/sec = 3 thrusts per second..

I don't realize how much work it would require for it to be done correctly. But from my user point of view who has played quite a few h games, this game is just one or two steps away from having a unique interactive and yet simple gameplay.

I have not found yet a h game with the mechanic I'm talking about, which is very surprising, still this game was sooo close lol
Oh I see!

The way the game works is tied to the click activity but not directly 1c/s = 1 trust/s, it's more like 3-5 c/s = 1 trust/s. Because if you put 1 click for every trust they would go supersonic speed aha! the 3rd zone is at least 6 clicks/s, imagine 6 trusts in 1 second and people often go up to 10-12 clicks per seconds, this would be inhuman speed for the poor male protagonist and both characters would get badly burnt by such friction...

What do you think? :ROFLMAO:
 
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ghostmaster

Newbie
Jul 7, 2020
24
222
172
First of all ghostmaster , thank you for playing our game and giving it an honest and thorough review.

Thank you for your kind words on our models and animations.

I'll start by saying that we are currently working on making:
1- An in game autoclicker to make the experience easier and more straight forward for people who want to enjoy the animations and cards opening without having to put too much attention on the bar and clicks.
2- A pity system that will make it easier and less random to obtain certain rare cards.
3- A point leaderboard that will give more meaning to reaching a certain amount of points at the end of each run.

Since you make good points, I want to explain our ideas behind certain mechanics and I want to have a conversation with you on how we could improve the game and what we could change to make the grind more bearable:
1- The time thresholds: We have decided to start showing the time at 30 seconds (out of 2 mins total per level) so that 3/4 of the time you don't have a constant reminder of it and you can just cruise (And it take some load off the UI that is already moving enough). So your first run you discover it, so you need to adjust accordingly. But we are thinking about putting it for the whole 2 mins since you are not the online one that mentioned it.
2- For the pack opening time, we have decided to keep the time running while you open packs to create an urgency feeling in making the choice to smash or pass, which is closely link to one of your other point that sometime you may have to chose between a better multiplier and collecting a new card for your inventory. We find it interesting to give a choice on a time crunch that matters to people, which leads to a fast decision making aspect. It also create another strategy aspect that opening packs constantly might not be the best way to get more points in the said amount of time.
3- The can't spam buy packs organically creates a strategy that you must wisely chose when to buy packs to get the best score possible. But we have made the cooldown fast enough so that you can still farm the packs.
4- For the "cards are random" as I said we are making a Pity system to make it more bearable.
5- Your comment on cards odds, unlocked state and more informations is quite a good idea. We will think about it and keep an eye open on the community stance on this.

So yes, please provide us some feedback on this because you have good insights and your opinion is as good as ours.

Thank you again for your time and presence in our community!
You HAVE to somehow improve lvl5 ending. It feels atrocious to beat it and be rewarded with nothing but loss of unspent points. Perhaps some sort of "victory shop"? You get to spend whatever points you've earned on the packs, with pack price increasing after each purchase.
Not sure how you're going to implement autoclicker without breaking core mechanics of the game. IMO better option would be to add roguelite meta progression - reward player after each run with currency that could be spent on upgrades that persist between the runs - extra time/lower thresholds/easier or more powerful crits. You could tie your pity system into that as well, by simply slapping a price tag on each card. Alternatively you could give that currency whenever player passes on a card.
 

FleshForge Studio

Newbie
Game Developer
Jun 10, 2025
61
172
43
You HAVE to somehow improve lvl5 ending. It feels atrocious to beat it and be rewarded with nothing but loss of unspent points. Perhaps some sort of "victory shop"? You get to spend whatever points you've earned on the packs, with pack price increasing after each purchase.
Not sure how you're going to implement autoclicker without breaking core mechanics of the game. IMO better option would be to add roguelite meta progression - reward player after each run with currency that could be spent on upgrades that persist between the runs - extra time/lower thresholds/easier or more powerful crits. You could tie your pity system into that as well, by simply slapping a price tag on each card. Alternatively you could give that currency whenever player passes on a card.
I must say that's a pretty solid idea.

You definitely planted a seed into my head, I'll see what we can do to make that kind of progression system come to life.
 
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sstssj

New Member
Sep 26, 2020
5
1
70
I've beaten all levels and got most of cards.
I don't believe there is a way to get gold star on the first level. You have to be EXTREMELY lucky to get silver.
Yes there is, i got it multiply times, basically you need to get lucky and get a blue or two greens(position and girl) cards from bronze packs early on.
 

TacoInTheBell

New Member
Jan 9, 2025
13
8
3
keep getting javascript errors.
TypeError [ERR_UNKNOWN_FILE_EXTENSION]: Unknown file extension ".exe" for [clickher.exe]
at Object.getFileProtocolModuleFormat [as file:] (node:internal/modules/esm/get_format:220:9)
at defaultGetFormat (node:internal/modules/esm/get_format:246:36)
at defaultLoad (node:internal/modules/esm/load:95:16)
at ModuleLoader.load (node:internal/modules/esm/loader:801:12)
at ModuleLoader.loadAndTranslate (node:internal/modules/esm/loader:586:43)
at #createModuleJob (node:internal/modules/esm/loader:610:36)
at #getJobFromResolveResult (node:internal/modules/esm/loader:341:34)
at ModuleLoader.getModuleJobForImport (node:internal/modules/esm/loader:309:41)
at process.processTicksAndRejections (node:internal/process/task_queues:105:5)
at async onImport.tracePromise.__proto__ (node:internal/modules/esm/loader:650:25)
 
Last edited:
3.80 star(s) 14 Votes