Fake Count
Member
- Jun 4, 2017
- 111
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Some feedback
- Stable area in the training grounds is all untranslated.
- Transformation interact-able on the first floor of the science club is not translated.
- There were a few character names of unimportant NPCs that were also untranslated.
- File size is rather large for the amount of content in the game. I suspect having full scale repeats of every image for characters adds up. You could instead have a base body then have facial expressions put on top of those for the story dialog and I imagine this change's savings would add up quickly with how many images there are already in the game.
- That and also the videos probably don't help much in this regard.
- This point is here because the game is already 5GBs this early into development.
- Harassment or stripping attacks would add a lot to this game. This could be done with cut ins as a way to reduce development costs. Something like the groping cut ins would be just fine.
- Interacting with the "cucumber" event in the gallery shows no CGs and softlocks the game as movement gets locked to somewhere off screen. This forces a reload.
- Gallery would benefit from showing requirements to unlock event replays.
- Prologue / Backstory is very dark and throws the mood of the game way out of wack whenever it is referenced.
- Almost all the combatants are male. I only recall one equestrian combatant that was female.
- This is weird as most of the faction leaders are female.
- Combat animations are nice, but I don't know what most of the status effects do as there is no description to them.
- Item search RNG is . . . pretty low.
- Consider making the first search guaranteed to give an item so that players don't think that its just a waste of time.
- Thresholds for quick time events are quite high.
- Punching the bag in front of home almost requires an auto-clicker to reach the threshold of.
- Keep in mind that the game isn't capable of accepting more than 64 clicks in the allotted time. Anything close to that is unlikely to be achievable for human input.
- Margins for blocking a punch are very thin.
- Rapid inputs for the dude outside the wrestling area are probably two to four inputs too long for people who do not play games like that regularly.
- Benching input gets quite close to macro level at even the second highest difficulty.
- Game isn't capable of accepting inputs fast enough to beat the 500 lift, but I suspect that is intentional.
- Punching the bag in front of home almost requires an auto-clicker to reach the threshold of.
- Time seems to progress while in dialogue.
- Starting a dialogue after end of day, but before announced by PC, will hardlock the game and force a reload.