The tl;dr version: I’d recommend checking out the game’s scenes in the reminiscence room and only go for an actual playthrough if you’re interested in the story. Passable non-h content (story, combat) but a lesson in questionable game design for h-content.
Full version:
I have no doubt that it took the developer a lot of effort and passion to create the game. It has a good amount of polish, pretty art and above-average production value for an h-game. However, Fallen Priestess suffers from its game design for h-content. This review contains mild spoilers.
For context: The FMC, Trina, requires life energy (mana) from men as nourishment. Her non-blood-related brother Lloyd, the MC, helps her out while pursuing leads on the Demon King together with Trina.
The game is mostly aimed at lovers of NTR, yet problems arise on all fronts, both for NTR and pure love content. Here’s a list of the most frustrating design flaws as of version 1.0.9:
- Pure Love vs Mana Thirst:
Trina’s thirst is too easy to quench, resulting in problems. It’s entirely possible to get stuck at the initial pure love action (kissing), as it suffices to cover Trina’s daily needs. To actually progress the pure love route, Trina has to be mana-starved but not too starved - and if she's in just the right thirsty mood then there’s a chance it will advance.
The issue here is that getting Trina mana-starved has the risk of her pursuing other men in town (-> NTR events), so that's not what any pure love player would ever do. As a result, players can get stuck at kissing Trina for the entire game without knowing why their relationship doesn’t advance.
While it makes sense that Trina needs to be “thirsty” to want to do pervy things with the MC and it might happen during normal gameplay, it's a flawed design decision because of the lack of any explanation ingame, as well as the fact that starving Trina is an NTR strategy that’s unlikely to be tried by pure love players, who’d play the most careful and kiss her goodnight every day.
Even reaching critical moments in the story does not progress the pure love scenes if the player failed to meet these requirements earlier, i.e. it’s possible to get to the Demon King’s castle and still be limited to kissing-only despite the reminiscence room listing that reaching the castle leads to a new pure love event back at home.
A better approach here would have been to advance the pure love events based on how many times the MC was intimate with Trina and then have a different variation for high thirst versus low thirst.
The issue is made worse as it also impacts the NTR segments of the game. The player has to purposefully neglect Trina, many many times, in order to get her thirsty enough to leave the house at night. As another reviewer put it perfectly: "If the cucking doesn't come naturally, what's the point of manually facilitating it?"
A common complaint about the dev’s last NTR-focused game was their use of RNG mechanics to gate events. Sadly, Fallen Priestess repeats the mistake by gating some of the major events behind RNG. Aside from random nightly events the player has no control over, the game’s longest / main NTR route with Mathias is wholly dependent on RNG to even get it started. Even after encountering Mathias, to then progress into his route can be majorly frustrating as it requires Trina to go out at night and trigger a specific event. It’s entirely possible for her to trigger another event or even a different route (Edgar’s route).
A simple solution here would have been to forego the use of RNG and for Mathias to return to town after a set number of days. The mayor even comments on Mathias potentially returning to town, it would’ve worked fine as a setup.
Mathias’ route itself suffers a bit from RNG events as well. Even though the devs have learned from their previous game and introduced stages to the corruption in his route, some events can still just be missed entirely, which leads to the next point:
- Flashback Room vs “Event Items” & Memory Crafting:
Most events don’t unlock in the flashback room until the player picked up the corresponding event item on the map and crafted it into a memory to use / watch.
Example: Trina works at the bar and gets molested behind the player’s back. The full event can only be seen in the flashback room but requires the player to pick up something that Trina left behind on the map, which is what I’m calling an event item (basically a “clue” as to what happened). The player then needs to return home to their cauldron using the event item to craft the actual memory. And then the player needs to use the crafted memory item to watch the scene and unlock it in the flashback room.
It’s convoluted for no good reason. The fast travel system doesn’t make it enjoyable either. It’s a six-steps process: Triggering the event on the map, picking up the event item, returning home, crafting the memory, opening the inventory and then using/watching the memory. Seven steps even for events that require the player to wait / do something else until the event is over (for example during the time Trina’s working at the bar).
It’s okay at first, finding evidence of Trina’s actions can be fun and exciting, but having to do this over and over and over again just turns into a chore.
A more enjoyable design approach would have been to ask the player whether or not they want to watch the event from Trina’s POV upon picking up the clue/evidence, and else just immediately unlock the memory in the flashback room after it happened ingame, without all these additional steps.
- Hidden Items for H-Menu Unlocks:
Another repeated mistake from their last NTR game: Trina’s various h-menus only unlock upon acquiring specific items, this time it’s a set of bracelets. It’s actually worse in Fallen Priestess, as there’s no option to at least unlock some of these menus without the need of the hidden items.
The problem with that: Players who prioritize h-content over story progression don’t get to see the h-menus despite advancing Trina’s sexual experience, while players who focus on story progression get h-menus for stuff they don’t pursue.
Since the game doesn’t mention the relation between the bracelets and the h-menus (not even a popup upon picking up a bracelet), it’s entirely possible to miss out on most of the sex stats for the full game.
Apparently one of these items can even be missed entirely, only showing up during a one-chance-only quest that can’t be repeated except by reloading a save.
Design-wise, pairing the h-menus with Trina’s sexual experience or having a special vendor selling these bracelets (with an explanation) could’ve been a more elegant solution.
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The list goes on (I haven’t even touched the problematic map design, or the currently missing content, or the numerous bugs still plaguing the game), but I’m stopping here. Point is, Fallen Priestess suffers so much from its design decisions that I’d only recommend a full playthrough to people who’re in it for the story / the “game” experience. Those wanting to immerse themselves in the world of Lloyd and Trina will potentially have a good time, ignoring the hassle of chasing h-content.
For NTR fans it’s maybe worth playing if one truly loves the art and the character design and can tolerate the grind.