Okay, so... I've been playing this game now. For a few hours, actually. It's not a bad game, but it's not something I would play again, not for a while, but it has a lot of potential tho and because of that, I've good feedback here. Let me start with a question, have you ever played Resident Evil 2 and then 3, the remakes? RE3 Remake is an improvement on 2, so I'll start with 2. First, swap Claire's animation with Ada's and add a POV camera mod.
So what do we have here and why is this important? When playing this game, the lack of consistency is a little frustrating. You need to press V key to redress and H key to pick up your weapon every time. It's cool and all but in RE2 Remake because you have your body visible all the time, it adds a layer of immersion that is not just awesome to feel the character but also adds a lot of cool features to it too. Let me start with the hair. What if you have a ponytail and you lose your tie for some reason? The hair bangs will fall in front of the camera, see? Or perhaps opening and getting into tight spaces or being thrown out by a large monster and being stunned watching it approach your exposed body.
What if you improve the escape QTE using the same features you have? IMO, this game's QTE is better than other games because you take into account her clothes as a defense parameter and also have the H-attack at the same time. So, start playing the grab animation by transitioning to the escape grope. This can be used to make the QTE seamless by using the same feature the RE POV camera has for cutscenes, which is not using player input but head angles instead. Then start the QTE, start the escape playback at 50% and play it taking into account the lack of defense. Then, instead of...
Now, let's talk about this just a little bit. See, the human eye, despite having two, can only focus on one thing at a time, right? Having the progress bar in another corner of the screen just hides them from view. So, move them into the two dots on the screen to allow us to better see what to focus on next. Turn the QTE into a tug of war minigame where going right starts the next scene and going left she is escaping. If you play the animation normally it would start with her escaping backwards to transition to the next animation. In the RE2 Remake, there are a few grabbing scenes and RE3 Remake adds even more. For this game, this can be anything from a monster in a tree flipping you upside down to multiple enemies grabbing your arms or legs causing you to fall down having to crawl and get up. There's a lot of potential right there alone.
The malignant states she gets is amazing, but it can be improved, like adding some arousal factor into account. In RE2 Remake, when you take a little damage, she starts breathing heavily and her walk/run animation changes. If you take more damage, she will then gasp and moan, but see, there's this feeling that you're also walking slower, but actually you're not. Using a cheat app, I was able to see her speed value. All of these can be used to enhance immersion, ranging from H-scenes with the resistance going to pleasure sound of your breathing based on your sensitivity (how quickly arousal increases) or feeling pain going to pleasure from having a live tentacle, worms or toys inside her acting like electric toys. Or since some monsters already ignore you, even some bondage features of some Skyrim mods where you need to kill the enemy that put a toy belt on you to get the keys to free yourself. And don't forget the sfx for when the tentacles, worms and toys sporadically come to life dropping her hands in surprise for a second to remind you they're there.
For H scenes, what could be improved imo is the interactions that the NPC around the map has. Currently they see you and that's a distraction. Making them ignore you and disappear would be a start or perhaps instead it could become a threesome with some cheers in line. Speaking of which, in RE3 Remake, there is a monster that uses Jill as a breeder, she vomits and all. It uses fewer NPCs or spread them into groups intended just for that. H scenes should have their own timing to make it more enjoyable and pleasurable. Add some QTE elements to resist sensitive attacks (like when they're about to use spanks or aphrodisiacs) and critical attacks (aggressive short burst moves). A 3rd person mini camera in the lower left corner of the screen for when you're in first person would be a great immersion. The mini camera only sees the actors present in the scene and perhaps the terrain as well, and uses cinematic behavior to display acts that are happening, such as inserts, gropes, climaxes, etc. It can also be used to display internal cuts like what is happening inside you atm.
These things seem to be already in the game ready to be further refined. Like this game could be an escape game where you cross from point A to point B using some safe forts (abandoned houses) along the way that need to be captured first. Mini puzzles like finding fuel for a power generator to open a gate. You know, this could even be a sci-fi Magical Girl game. Instead of a weapon, a fireball, instead of ammo, mana, lots of clothes and outfits, etc. Think about that, enemy monsters and machines would fit in much better. Anyway, these little details, imo, would improve the game a lot and add some replayability to it because the graphics and details in the game are already top notch. But yes... Playing without a key is... Has a very aggressive way to warn the player, enemies still try to grab you but you are abruptly interrupted. I wouldn't have gotten to this feedback if it wasn't for the key. I wouldn't have played the game at all.
So what do we have here and why is this important? When playing this game, the lack of consistency is a little frustrating. You need to press V key to redress and H key to pick up your weapon every time. It's cool and all but in RE2 Remake because you have your body visible all the time, it adds a layer of immersion that is not just awesome to feel the character but also adds a lot of cool features to it too. Let me start with the hair. What if you have a ponytail and you lose your tie for some reason? The hair bangs will fall in front of the camera, see? Or perhaps opening and getting into tight spaces or being thrown out by a large monster and being stunned watching it approach your exposed body.
What if you improve the escape QTE using the same features you have? IMO, this game's QTE is better than other games because you take into account her clothes as a defense parameter and also have the H-attack at the same time. So, start playing the grab animation by transitioning to the escape grope. This can be used to make the QTE seamless by using the same feature the RE POV camera has for cutscenes, which is not using player input but head angles instead. Then start the QTE, start the escape playback at 50% and play it taking into account the lack of defense. Then, instead of...
Now, let's talk about this just a little bit. See, the human eye, despite having two, can only focus on one thing at a time, right? Having the progress bar in another corner of the screen just hides them from view. So, move them into the two dots on the screen to allow us to better see what to focus on next. Turn the QTE into a tug of war minigame where going right starts the next scene and going left she is escaping. If you play the animation normally it would start with her escaping backwards to transition to the next animation. In the RE2 Remake, there are a few grabbing scenes and RE3 Remake adds even more. For this game, this can be anything from a monster in a tree flipping you upside down to multiple enemies grabbing your arms or legs causing you to fall down having to crawl and get up. There's a lot of potential right there alone.
The malignant states she gets is amazing, but it can be improved, like adding some arousal factor into account. In RE2 Remake, when you take a little damage, she starts breathing heavily and her walk/run animation changes. If you take more damage, she will then gasp and moan, but see, there's this feeling that you're also walking slower, but actually you're not. Using a cheat app, I was able to see her speed value. All of these can be used to enhance immersion, ranging from H-scenes with the resistance going to pleasure sound of your breathing based on your sensitivity (how quickly arousal increases) or feeling pain going to pleasure from having a live tentacle, worms or toys inside her acting like electric toys. Or since some monsters already ignore you, even some bondage features of some Skyrim mods where you need to kill the enemy that put a toy belt on you to get the keys to free yourself. And don't forget the sfx for when the tentacles, worms and toys sporadically come to life dropping her hands in surprise for a second to remind you they're there.
For H scenes, what could be improved imo is the interactions that the NPC around the map has. Currently they see you and that's a distraction. Making them ignore you and disappear would be a start or perhaps instead it could become a threesome with some cheers in line. Speaking of which, in RE3 Remake, there is a monster that uses Jill as a breeder, she vomits and all. It uses fewer NPCs or spread them into groups intended just for that. H scenes should have their own timing to make it more enjoyable and pleasurable. Add some QTE elements to resist sensitive attacks (like when they're about to use spanks or aphrodisiacs) and critical attacks (aggressive short burst moves). A 3rd person mini camera in the lower left corner of the screen for when you're in first person would be a great immersion. The mini camera only sees the actors present in the scene and perhaps the terrain as well, and uses cinematic behavior to display acts that are happening, such as inserts, gropes, climaxes, etc. It can also be used to display internal cuts like what is happening inside you atm.
These things seem to be already in the game ready to be further refined. Like this game could be an escape game where you cross from point A to point B using some safe forts (abandoned houses) along the way that need to be captured first. Mini puzzles like finding fuel for a power generator to open a gate. You know, this could even be a sci-fi Magical Girl game. Instead of a weapon, a fireball, instead of ammo, mana, lots of clothes and outfits, etc. Think about that, enemy monsters and machines would fit in much better. Anyway, these little details, imo, would improve the game a lot and add some replayability to it because the graphics and details in the game are already top notch. But yes... Playing without a key is... Has a very aggressive way to warn the player, enemies still try to grab you but you are abruptly interrupted. I wouldn't have gotten to this feedback if it wasn't for the key. I wouldn't have played the game at all.