I cleared the content in this game and I'm both very excited because this has immense potential, and I'm somewhat worried.
I loved the experience and the sexy stuff, but the game got in the way.
I think what this game needs most at the moment is a clear structure. It already has awesome content to fill it out, but so far nothing that really binds them together into a cohesive loop.
You walk around trigerring great scenes, but nothing really justifies the amount of time it takes to trigger each new one.
I know this game is still in early development and that this can be fixed as time goes. However, I believe that having a clear structure for your player progression is more important than adding fringe-content like events or new characters and interactions.
The gardening is here to get you money for the powder, but its nothing changes as you progress, it's just an arbitrary time-gate at this point and the game isn't balanced around it either.
A game like Stardew Valley gets away with arbitrary time gates on farming because the rest of the content feeds into the same loop of: Activity > Resources > Income/Craft > Better At Activity, and that's why Stardew Valley is a very bingeable game, you can do anything in it and you are still making progress.
(Cloud Meadow falls into the same trap as Daily Lives with its farming feature, but the structure is here, it just needs balancing and a rework of cooking to function)
To take another close example: Summer Memories has you doing activities that all feed into one of your 3 ressources, which in turn feed into one-another (Stamina turns to Lust that turns to Memories). And that's the clear structure from the start: You need stamina to do actions, you need actions to build Lust, you need events to release lust and get the sexy stuff, and the sexy stuff turns to memories which you can use to unlock skills and passives
As you progress, you get more of the three ressources, but the cost of activities gets higher because you can do more activities per time period. So it's a game of balancing your ressources, but easily achievable for the people that are here mainly for the sexy stuff.
However, in this game, income has a very specific use, and also a very specific way to be aquired, which leads to that whole feature feeling more frustrating than rewarding when you want to get to the scenes behind them.
The rest other ressource isn't used often (affection), it's just in the background as you repeat stuff but I was never under the impression that I had to think about what I wanted to raise next, or manage.
But ! In the context of a porn game, it may be the best choice to guarantee a following because people are here for the sexy stuff first and foremost. However, I think that in the end, the game will be worse for it.
Once again: I know this is a work in progress with tons of stuff to add.
But I believe coming down with a clear structure that's pleasing to play through is more important than adding content and thinking about the structure as you go.
If I am this critical of the current build it's because there is immense potential in this idea !
I just miss the structure to be able to project myself into the future and say "Aaah, okay, so when the game is done, this will fit here, neat"
I loved the experience and the sexy stuff, but the game got in the way.
I think what this game needs most at the moment is a clear structure. It already has awesome content to fill it out, but so far nothing that really binds them together into a cohesive loop.
You walk around trigerring great scenes, but nothing really justifies the amount of time it takes to trigger each new one.
I know this game is still in early development and that this can be fixed as time goes. However, I believe that having a clear structure for your player progression is more important than adding fringe-content like events or new characters and interactions.
The gardening is here to get you money for the powder, but its nothing changes as you progress, it's just an arbitrary time-gate at this point and the game isn't balanced around it either.
A game like Stardew Valley gets away with arbitrary time gates on farming because the rest of the content feeds into the same loop of: Activity > Resources > Income/Craft > Better At Activity, and that's why Stardew Valley is a very bingeable game, you can do anything in it and you are still making progress.
(Cloud Meadow falls into the same trap as Daily Lives with its farming feature, but the structure is here, it just needs balancing and a rework of cooking to function)
To take another close example: Summer Memories has you doing activities that all feed into one of your 3 ressources, which in turn feed into one-another (Stamina turns to Lust that turns to Memories). And that's the clear structure from the start: You need stamina to do actions, you need actions to build Lust, you need events to release lust and get the sexy stuff, and the sexy stuff turns to memories which you can use to unlock skills and passives
As you progress, you get more of the three ressources, but the cost of activities gets higher because you can do more activities per time period. So it's a game of balancing your ressources, but easily achievable for the people that are here mainly for the sexy stuff.
However, in this game, income has a very specific use, and also a very specific way to be aquired, which leads to that whole feature feeling more frustrating than rewarding when you want to get to the scenes behind them.
The rest other ressource isn't used often (affection), it's just in the background as you repeat stuff but I was never under the impression that I had to think about what I wanted to raise next, or manage.
But ! In the context of a porn game, it may be the best choice to guarantee a following because people are here for the sexy stuff first and foremost. However, I think that in the end, the game will be worse for it.
Once again: I know this is a work in progress with tons of stuff to add.
But I believe coming down with a clear structure that's pleasing to play through is more important than adding content and thinking about the structure as you go.
If I am this critical of the current build it's because there is immense potential in this idea !
I just miss the structure to be able to project myself into the future and say "Aaah, okay, so when the game is done, this will fit here, neat"
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