CREATE YOUR AI CUM SLUT ON CANDY.AI TRY FOR FREE
x

Others - Completed - Future Fragments [v1.0.1] [HentaiWriter]

  1. 4.00 star(s)

    Ziggy_Diggy

    Game is currently unfinished.


    The gameplay was fun, it ran well and the sex stuff is pretty top notch. Only grievances I have are the setting and overall story being kind of meh, despite the work they noticeably put into it. Looking forward to this game being finished and polished up. Will definitely buy it the second they sell it on Itch.
  2. 1.00 star(s)

    VhyFaker

    terrible balance, barely there design, bland levels.
    needs an entire overhaul before it's playable.
    certain npcs will trigger or not trigger without any way of knowing what activates them unless you brute force it through multiple runs and hope to trip into the right combination to make them function.
    and the first boss is an impassable roadblock for anyone who doesn't have the ability to buttonmash hard enough to overcome the godawful design somehow.

    I was criticized further for the first boss being suuuuper easy if you just equip upgrades to make your damage much higher!- Except which upgrades you get are random, and the upgrade set I got had only a single damage buff by combo and reset if you "missed", and shooting the wall to try to keep running counted as a miss. Meaning the only way I could've continued was to start over and replay the level to hope for one of those upgrades to be the right one this time.

    I did eventually beat that boss and start into the next zone and... realized instantly just how bland it all was. It just isn't a good game in its current state. And certain NPCs are disturbingly long winded if you try to talk to them, with no proper skip dialogue option so it takes 50+ button mashing just to get to their convo end, and by then you may accidentally start shooting them because you've been mashing to get by. Bad design across the board.
  3. 2.00 star(s)

    htc89234

    Future Fragments is a game that gets genuinely worse the further you play it.

    The game starts out decently, even despite some iffy movement issues with the platforming and particularly in momentum based mechanics (which feel undeniably bad most of the time), but the game feels at the start enjoyable to walk through and to explore. Unfortunately, at the maps ever expanding, the platforming never really becoming more interesting, the gameplay slowly devolves into a bit of a boring slog.

    This is made worse by the branching dialogue and everything that the game has to offer. At the start, yes, I am a bit curious to see - if I didn't go through a certain path and instead did things in a different order or perhaps had different personality values, how different would each dialogue be? Well, there are far too many options to pursue to see them all, and the game does not at all make it easy for you to go and check these, because there's only 1 savepad per level (at the hub, center of the map) and then you have to go through the entire path to see it again. Therefore, one of the things that the game would tout as a strength - the variance and dialogue changes - makes even someone like me, who is a completionist who loves to see small dialogue differences, thoroughly unamused, bored, and sometimes even a bit pissed off at having to do all of that shit AGAIN just to read slightly different dialogue.

    The H part is also badly implemented. If you attempt to play this as a hentai game - which, hey, it fucking is, by the way - your sexuality value is going to fucking skyrocket. This means that there is no real way to both watch the main appeal of this game (the nsfw scenes) while also being able to view different dialogue and such. It is thoroughly unbalanced in the personality values department. Worse, this means that for other dialogue combos you need to play the game 5 times over just focusing on the personality values you like while ALSO not doing any of the H AND going through the platforming that has already become NUMB to your brain by the time you've done it.

    To top it all off, most of the voice acting is bad in my opinion, and it is compounded to be worse by the fact that the databanks kinda fucking suck, honestly. They're fun to collect, but trying to piece them together - or worse, READ them through the actual fucking game as you collect them - is terrible. They're disjointed, random at best, barely relevant at worst. You read dozens and dozens of these back to back to back and then Talia will eventually meet an NPC and she'll be like "Oh, I read about you in a databank!" And I'll think to myself really, which one of the dozens? Because I sure as fuck can't remember. The game bombards you with lore that you never asked for, characters you'll never meet or see, tidbits of the world about people that are wholly fucking irrelevant and you will NOT be able to keep track of all of them because they are simply not that important and they blend together. Even if one appears as an NPC, do you remember that databank more than the other one that you read when both of them seemed so uninteresting to the story and unrelated to anything going on? I doubt it. I sure didn't.

    Compound on this the fact some scenes aren't properly put in and some dialogue borders on cringy at best and my enjoyment of this game went down the longer I stuck with it. The first phase felt great! I genuinely thought I'd give this game 4 stars, at least. By the last stage, I was torn between a 1 and a 2. Resetting for seeing different dialogue and the neverchanging gameplay paired with some incomplete parts of the game thoroughly destroyed my enjoyment of it.
  4. 1.00 star(s)

    suspiciousriceeater

    Disappointment.

    Yandere simulator 2.0, 8 years of development for this?
    Extremely anticlimactic. You need to do the same "complete route then activate (insert name for generator/vent/blah blah blah) until you pass to the next stage".

    Level design is shit, enemies are often unfair, lots of voice lines are missing.
    Not what I expected, so glad I didn't pay for this shit on steam. I want my time back.
  5. 3.00 star(s)

    ohwhatnow

    I'm not mad, just disappointed.

    I'm probably dropping it after finishing just two zones, because I'm stuck waiting on content patches for a released game having experienced incomplete content. Despite these massive problems the game has some charms. Cringy dialogue with voice acting is actually something of a rarity, adding any kind of dynamic conversation trees on top of that is a nice touch. Fullscreen makes the game a blurry nightmare that doesn't offer any kind of nice scaling on pixel art with a frame lock, but there's actually a nice little custom UI that is leaps and bounds above the standard RPG maker UI or worse, default Unity UI I see all too often. The puzzle design isn't winning any awards, but compared to how outright condescending the average porn game puzzle is... I'll take it. While there are obviously broken cutscenes and events, the experience was surprisingly bug free for the few hours I played it.

    Overall, my biggest critique of the game is that it really doesn't seem to know what it wants to be and the result is a half baked mess that will appeal to very few. The actual porn is few and far between, the story is fragmented into a confusing mess of optional logs and random npcs, and the gameplay has its pacing entirely neutered by the constant interruptions. For the all of the time spent on attempts at worldbuilding there's no actual world to explore, just a shallow series of mostly linear paths branching off of a save point. There's just too much bloat all around and no real focus to make it clear what this game should be.

    You'd think dropping $20 on a misleading "release" notification for a game would result in a more damning rage review, but Future Fragments is a shockingly average experience amid a sea of mediocre porn games.
  6. 2.00 star(s)

    LS47

    Future Fragments is a really strange game. It presents itself as a metroidvania with multiple branching storylines and levels interconnecting with each other, but doesn't operate like one. For the most part, FF functions more like the old collectathons one could find in the PS1-PS2 eras, with levels composed of several paths isolated from their neighbours, with key collectables at the end of each that unlock the final boss area. The game also has a stronger emphasis on platforming, rather than combat; the content is a good mix of both, but clearly more thought has been but in the level design rather than the combat mechanics. (Not that I find the level design here particularily good, but we'll get to that.)

    In general, the main character, Talia, feels pretty alright to control, even on a keyboard, which is what I used. She's easy to control and responsive, only bogged down by the shoddy hitboxes on some enemies and tiles that crop up from time to time. Unfortunately, she's doesn't have a very involved moveset; she can only move, jump, shoot in a straight line, and use some powerups you unlock after beating the final boss of each level. She can also gain passive attributes from collectables you get from the game; and while some have nice benefits to them, most of them don't vary up the gameplay that much. Some of them either have mediocre effects, or are just objectively better or worse versions of other passives.

    For example, there are some passives that heal you, or deal more damage, or increase your movement speed, and those are just different variants of the same passive. You will equip only three of them very early on, maybe switch to a more defensive set if some enemies get tougher, then go back to the previous set and never look back again. The combat system is just too primitive to encourage a more dynamic swapping of buffs and resistances; granted, I played this game on easy mode, but the normal mode just boils down to more enemies with bigger healthbars that deal slightly more damage. The combat never really gets more challenging or involved, as Talia never really gets a complex moveset at any point.

    And the actual moveset extensions Talia gets after beating the bosses don't change the gameplay much for the majority of the game. Unlike in metroidvanias where unlocking a new move would allow you to unlock new areas you couldn't get to before, here, the powerups are very sparsely used in very underwhelming ways; the game will ask you to use them at the start of each next level, then maybe twice of thrice to solve optional puzzles to get more collectables, some of those puzzles ranging from the insultingly simple, to the downright obnoxious (those who have played the lazer puzzle in the ice level know what I'm talking about).

    As the levels become bigger and more complex as you play, the game will progressively ask you to use them more and more in more difficult ways, like freezing enemies to create temporary platforms, then immediately switch to the dash ability to close a wide gap.

    The problem with this is, as the game never really encourages you to use them at first, you will very rarely encounter situations where you actually need them, meaning you will use them once or twice, and then forget they even exist, so when you reach a point in the level where you do actually need them, they will be the last solution to come to your mind to solve the issue at hand.

    It doesn't help the fact that the game never goes out of its way to teach you how or when to use them; in itself, that's not necesarily a bad thing, as it lets the player more room to think for himself and find ways to be creative with his powers, but some situations are so opaque that it's difficult to understand what the game expects you to do.

    I've lost quite a few minutes pacing back and forth throughout the entire factory and forest levels, trying to figure out how to get a specific item on a platform out of reach with just my powers alone. The answers to those puzzles were so obtuse they actually lowered my appreciation of the game by quite a bit. It also doesn't help that the controls, while fine for the most part, are really not adequate for some of the later platforming challenges involving using enemies as temporary platforms. Reaching the ceiling of that one room with the spiderbots you have to use as platforms was a pain in the ass and a half. Some enemies have obnoxious hitboxes and patterns; getting the helmet in the final level was an absolute nightmare. Thankfully, these moments are rare, but not being able to figure them out can lead to a very frustrating experience.

    To go back to my analogy with the PS1 era games, it seems to me many of the issues I found within the game simply come from its age. This game was in development for a long time, and it seems to me most design decisions found in it made it age not as well as the devs thought. There are many game design decisions that were popular back in the mid 2010s that have become obsolete or are just downright considered bad nowadays. The level design, being one way-corridors, induce a lot of backtracking if you happen to miss some of the collectables on your way, that isn't simplified in any way by the powerups. Some traps in the levels are the same color as the environment, turning them into unavoidable cheap shots, and the forest level even has pitch-black rooms with fast and hard-hitting enemies in it that ask you to throw away any kind of precise platforming to just rush to the end or blindly blast at the enemy as soon as it enters your range.

    Some rooms even have points of no return that ask you to keep moving forward or just die and respawn at the hub to restart the path all over again. The adult content is unlocked only on defeat or in specific cutscenes, discouraging actively looking for them as a single death sends you back to the hub, as each level only has a single save point at the start of the level, where it then branches out into many paths that get longer and longer as you progress through the game. The last levels are a absolute slog to go through, as they are hard enough to constantly ask for your attention and energy, yet never get challenging enough to be entertaining.

    But the worst level, by far, is the end level, and this level tells me the developers stopped giving a fuck halfway through development. Every single negative aspect the previous levels had, this level increases tenfold. Where the previous levels got longer and longer, some of their path seven having mini-mazes in them, the entire final level is a giant maze. Not only has it twice as much rooms and branching paths as the other, but its gimmick is an alternate dimension you have to jump through to lock and unlock different pathways to retrive the Fragments that were stolen to you in the previous level.

    Even worse, some of those rooms and alternate rooms have switches in it that activate or deactivate many platforms in the area, or even in a neighbouring node, so not only do you have to remember the path to each collectable and the hub, but you also have to remember which switch enables what, and if you screw up, you have to start that session all over again. Completing the first 4 levels took me roughtly 4 hours I would say, but this last level on his own surely took me more than four hours, not counting the shitty semi-final boss.

    The worst thing is, this level has no reason to exist; for storytelling purposes, the devs wanted to shoehorn a last area when you hunt down the fragments you lost after spending four hours getting them all... And not only do I not understand that from a gameplay perspective, from a narrative perspective, this is dumb and brings nothing of value to the story apart from padding. You spent four fucking hours gathering those stupid McGuffins, only to get them stolen at the end of the game like it's a fucking Warner Bros cartoon. Genius writing. That is one case of amateurish writing we run into multiple more times throughout the game.

    When I was playing the first two levels, I considered giving this game 4 stars, as it was a pretty alright experience with no major hiccups. By the time I reached the factory levels and cleared the forest level, I realized the entire game would be "gather X McGuffins to unlock a boss fight" with a different coat of paint on it, and I lowered it to 3 stars. After playing the final level, I lowered it to 2. It pained me to do this, but it's inexcusable to make your players go through the same shit four times in a row in progressively longer and longer levels with tedious puzzles and boring combats, only to give them a final level that boils down to a slap in the face. Ironically, this is the level that uses the character's abilities the most effectively, and it is the worst level by far.

    There's also quite a few bugs that crop up here and there. The sound settings do not work half the time, and the game seems to play its audio on a different channel than my earplugs, playing it on the PC instead. The save points can also mute the sound for no reason, forcing you to restart the game to get it back. Getting at the end of a path after already completing it can sometimes softlock you by sending you back to the previous screen rather than the hub. I think that kind of bugs was the main reason the devs added a suicide option to get back to the hub faster.

    But apart from those, Future Fragments feels, overall, quite polished. There a suprising good use of sound design thoughout the game, and the music is actually pretty good. The tracks are more atmospheric than memorable, but I did go out of my way to stop in some levels for a minute just to enjoy the soundtrack. It was pretty good.

    This game, for some reason, was the only game I recently played where I didn't mute anything while playing, even the dialogues, even though I'm not a native English speaker and don't give the slightest fuck about dubbing in porn games. Overall, all the systems and gameplay mechanics were functional and worked together relatively well without detracting from each other, which I was pleasantly surprised by, given this game's turbulent history.

    The artstyle too is very polished, with a good use of distinct color palettes for each level and gorgeous character designs and sex scenes. It never gets distracting to the point of making the levels confusing, but they did feel monotonous and overly repetitive, notably due in part to the blocky level design, but also the agressive reuse of background assets. Almost any given path of a level shares the same background assets as any other path, and the forest level, described as a dangerous zone by other characters, just looks like any average forest in any other videogame.

    If I had to complain about the pixel art, it would be because, while good-looking and detailed, it also is a bit bland-looking, with uninspired designs for the environments and the enemies. I was disappointed to see the devs never used the environment of their levels as a way to introduce background storytelling into their game, given their focus on making a story-driven game first and foremost.

    Which brings us to the actual story of the game, and the way it's conveyed. And of course, I have to talk about the databanks. And again, this is another example of what I said about this game using obsolete mechanics from an older time, as that kind of storytelling was very popular in the early 2010s, where the games just dumped optional walls of text though notes, books and whatnot (or in this case, databanks), dumping lore and story elements in a condensed way to the player to avoid taking him out of the game too much with unskippable cutscenes. I understand why the devs went this way. Unfortunately, they did it in the worst way possible.

    The first issue with the databanks, is that their purpose for existing is pointless. The game already heavily relies in unskippable cutscenes for every single tiny step of the game, especially early on in the first level of the game, where Talia will constantly stop every two seconds to start a lengthy, poorly dubbed cutscene about every tutorial mechanic, every plot point justifying mving forward, and every goal the player has to reach in the current level he's in.

    The worst part is, not only do they make databanks moot, those cutscenes are also used in contexts where nothing of value is presented to the layer in terms of story progression, character development, or even teaching new mechanics. Some cutscenes are just banter between characters, asking for annoying sidequests, or just here to tell lame jokes. Some of those cutscenes could be easily cut out of the game without any important plot point being impacted.

    For instance, in the factory level, you can run into a robot that is pissed you apparently caused his entire linup to be decommissioned, and so as revenge, threatens to blow up and kill you, destroying your fragments in the process. What could potentially lead to an interesting chase sequence afterwards, is compeletely cancelled by Vie teleporting the robot out of the facility, letting him implode without any harm and Talia resuming her quest.

    And my question is: What did this scene bring to the game? It didn't increase any of my character's stats, the play didn't learn about any specific plot point, there was no interesting lore added, it didn't affect the rest of the level, it didn't change anything about how the characters interacted with one another, and the jokes it delivered were absolutely not funny (if there were any joke to begin with, in which case the devs are terrible comedians). This cutscene was useless, plain and simple. And cutscenes like that appear all the time FF, whether it is from NPCs offering side quests or just chatting with Talia, or even between the main characters themselves. So much fat they could have trimmed down from the game, and they just didn't.

    The second issue regarding the databanks, is how many of them there are, and how little of them actually bring something relevant to the plot or the worldbuilding. In some rooms, you could find up to four or five of these databanks, where they all could have been condensed into a single one or outright removed. And most of the time, given how this game lets you explore different paths at any given moment, you can very easily get databanks that talk about the same event, but not in the correct order, meaning you get a poorly stitched storyline that makes absolutely no sense and is easily diluted by the next databank which tells a completely different story that has no link whatsoever to the previous one, or even the relevant plot point that's happening right now in the story.

    I tried, I genuinely, really tried to memorize as many names, locations and events as possible, but the game just dumps so many of them, so frequently, that is it just physically impossible to remember everything, even on multipe playthroughs. What the fuck is the Revenge? The Decline? Who the fuck is that Seeber I keep seeing in the golden databanks? He's the leader of the rebels, but what do they fight for or against? Some details are made clear enough as they are repeated often enough to stick to you, but most of the time, you just don't give a shit about what happened or what's happening, because it is simply impossible to care about so many characters. The only NPC that left a mark on me was an enemy soldier that sacrificed his life to save his squad, and respawned on a save pod with ten years of his life missing. That almost got something out of me, but it was too little, too late.

    The way this game conveys its story is the least organic way the devs could have gone with it. The cutscenes marginally help, but you will mostly just skip them or read them fast enough that the voice acting can't keep up, meaning that the main focus of the devs' efforts, the voice acting, will be completely ignored by the vast majority of players. Just writing this makes me wonder if the devs actually ran playtesting sessions themselves or with other players, because in my eyes, it's clear as fuck they didn't.

    And what's funny is, due to the game being unfinished, the final areas of the forest and end levels have their cutscenes with the characters pacing around and doing their motions as if they were talking, but with no voice acting whatsoever. Sometimes, not even the text is displayed on screen, when the very next scene could be fully voiced and subbed. It's so strange to me, like, there could be at times important cutscenes that don't deliver some crucial info because of the lack of text and/or voice acting (like Talia apparently turning against her king for no reason, or Vie turning against Talia and becoming one of the most infuriating boss fights in this game, again for no reason), but in the very next scene, you could have either a fully-animated sex scene, or a series of short cutscenes one after another boiling down to Talia making lame jokes. Seriously, what were the devs' priorities when making this game?

    Even if you do your part as a player and try to stay as involved in the story as possible, there are way to many issues that take you out of the experience almost immediately. After the ice level you will stop being immersed in the game and quickly find more entertaining to try to point out as many plot holes, inconsistences and irrelevant story details as possible, when you're not busy doing the same with the level design. The storytelling of this game is a disaster, never exploiting the strengths of this medium and doubling down on its worst aspects.

    And even if the game just told its story upfront without any databank or bad cutscene, the story itself isn't even good to begin with. You're sent to the future to retrieve a weapon to protect your kingdom. You meet Vie who guides you through the game, and rarely encounter Faye who's just here to taunt you in one screen only to be sexually humiliated in the next one. That's it.

    At no point do you have any meaningful character interaction between them, or with any NPC you meet; the best Talia will do is say "hey, I've read about you in a databank" and that gives you the opportunity to start their very short side-quest if you want to, or to anwser to a branching dialogue that only marginally changes your stats; stats that are barely used in the game, apart from powering some of your passives and determining what ending you will get.

    Because yes, for some reason this game has multiple endings, and I didn't bother to get them all. From what I understood you need to reach a certain reputation with Faye and get a certain set of stats to get the best ending, which would require to replay the game many, many times to find the correct choices and get the best endings.

    And, sorry but no. The game isn't enjoyable enough for me to do that. At its best, the game never gets very good, just some okay-ish platforming with forgettable combat and mediocre sex scenes; at its worst, it's a slow, tedious, slog with a nonsensical story, obnoxious puzzles and final level, and a final bos fight that plays nothing like the rest of the game and boils down to QTEs. So after all that, the game ends with what is essentially the worst way they could have gone with for the final boss.

    The only thing left for me to talk about is the adult content, what everyone came to this game for in the first place. And I'm gonna be honest, even though it's the most subjective part of this review, I found the sex scenes in this game to range from mediocre and forgettable, to downright repulsive at times. This has nothing to do with the artstyle, it's just that the devs have decided to go for the "ugly bastard", "rape" and "male monster/tentacles" fetishes that were popular back at the time of the game's inception (and are still popular today), but personnaly for me, very few of them are of the caliber I'd expect a game like this to have.

    Only one or two of them are genuinely alluring I would say, and the rest is just ugly bastard after ugly bastard. And being rewarded with that kind of content after suffering through this game's issues for so long sure doesn't evoke an erection of arousal from me.

    It doesn't help that very few of them are fully drawn, the rest being globs of pixels smashing into each other in the main level, and it doesn't help to see how little adult content there actually is in the game. The developers, of their own admission, wanted to make "more than a porn game", with gameplay and story being the focus of their efforts, while delegating the porn aspect to a side task.

    The result was the porn rarely intermingling with the rest of the game, feeling very contrived and shoehorned when they do work together. The main plot never even once uses porn as a motivator or as a tool to move the story forward; the only time porn is somewhat used correctly is in the factory level when milk is used to powerup their machines... For some reason, because again, storytelling is this game is wack.

    So in the end, it's a mess. The gameplay ranges from okay-ish to tedious, the level design from repetitive to abysmal, the puzzles from stupid to obnoxious, and the storytelling from bad to worse. The adult content, which should be the focus of that kind of game, is never in harmony with the story or the gameplay mechanics and is at times discouraged by them. The game looks nice, but is unfinished. It proposes neat ideas, but none are properly explored. Only one boss fight is remotely decent, with the rest being unecessarily annoying.

    It is strange to see a game with this much effort put into it, so many years of development and so much advertisement by the lead developer end like this. In the end, we'll never know what really happened behind the scenes.

    But what I will say is, I'm glad this game exists, even if it's a failure. You can very much feel the ambition with this one. This industry needs more dev teams experimenting and pushing the limits of what can be done with adult games, even if it results in failure. From what I recall, the devs were an inexperienced team and FF was their very first game, and even if some are dissapointed with the way the final product ended up to be, I'm really impressed with what they have done with their very first game, being their own engine, or the marketing, or everything else.

    I'm really sick of porn games doing the bare minimum and playing the same cliches and fetishes to reach a broader audience. I don't want more games playing safe, I want more ambitious games like FF which, even if they are failures, show we can do more if we put our mind to it. That's why I don't really hate FF or even the dev team themselves, quite the contrary. I've found a newfound respect for them, as a creator and gamedev myself. Sure, I don't agree with most of their decisions, but the fact that they finally went through it all despite all the hardships in their way show they really believed in their project. Also, they finished a game. That's more than what I can say for the majority of adult devs out there.
  7. 1.00 star(s)

    Gumbo20

    Completed game is completely unfinished. So much voice acting for lore no one cares about and not enough gameplay or scenes. Gallery should include all event scenes but instead is very bare bones. Huge potential for a great entry just none of the work feels complete. Would not fund again.
  8. 5.00 star(s)

    Stanko206

    And this is the product I'll be happy to buy on steam. Congratulations to devs , better than many AA and AAA (like POP)
    Voicing
    Acting
    Animations
    Gameplay
    Replayability
    What you need more? Love it!
    Hoping you will be improving it adding some new content and waiting for new projects.
  9. 1.00 star(s)

    wardeityjesus

    If the final two levels of this game weren't unfinished and completely incomprehensible from a level design standpoint, i'd give this a solid 4/10, the game is well designed to a point, and the animations are incredibly high quality, Apparently the dev of the game has history of drama on the forums, which isn't really that big a deal, but he probably shouldn't release a game that is straight unfinished with a level designed by a schizophrenic if he wants good scores.
  10. 1.00 star(s)

    Pidge

    I don't understand what's wrong with this game.
    Everything I say next is just my opinion. You probably have yours.
    I've played a lot of 18+ platformers, with pixel art style being my favorite. If you do too, then this game will probably disappoint you greatly.
    In 2 hours of playing, I met 4 repeating opponents, the same type of locations, a HUGE amount of dialogue, and meaningless VOICEOVER. At first, I thought that it was large for a platformer - 1.3GB, and probably quite a lot of content would fit there! But unfortunately no, apparently all the content and its weight is voice acting. Why is it needed in an 18+ platformer? I don't know. Why do I need a ton of text and an emphasis on plot in an 18+ game? I don't know. There are novellas for this, more than enough of them. Why do I need a ton of voice over text? I don't know.
    Maybe level design? For me it is not here.
    High-quality impressive animations? No.
    Maybe a good soundtrack? No.
    Or maybe enjoyable gameplay? No.

    Why can't focus on animations and their quality and quantity? By the way, about the animations, they are absolutely dry, simple, and do not evoke absolutely any emotions in me.
    This game, as far as I know, has been in development for quite a long time. And this is the result. This is a disappoint.
  11. 5.00 star(s)

    HardcoreCuddler

    The combat is weird for now, but I played on easy.
    The platforming is good, I like it. It's not over the top or hard as hell but not quite trivial either.
    I was ready to report every bug I find...but I found exactly 0, so hella great job on that.
    The choices feel like they follow me everywhere I go. Their impact wasn't large so far by any means, but I felt it, and it was nice.
    The dialogues are nice. The VA's really bring them together.
    I love that there are tons of sexual choices you can make, even this early into the game.
    The databanks voice overs feel unnecessary, I have to say. I sat around to read the first ~5 but they weren't that interesting (probably because I had mostly no idea wtf I was reading / hearing). They are optional though.
    I liked the gold databanks though, they're cool.
    The sex scenes are alright, though they do make me feel cucked most of the time. The best one is the slime imo.

    Overall I had fun playing it. I'm eager to see the scenes with all the robot dudes and all the weirder guys because those are the really interesting ones to me.
    Good job my dudes.

    Also don't judge the game based on the comments on this thread because the mods hate hw and delete any comment that isn't saying that he sucks, that the game sucks or that it's overpriced.
  12. 4.00 star(s)

    trigillass

    I've been following the game since the first Fire demo and it has come a long way. The team has fulfilled what they set out to do and completion will come eventually.

    But although the core game is polished to a decent level and the gameplay is pretty straightforward, the dialogue is still long and tedious, even with voice acting. I get that we're trying to world build but the lesson of "show, don't tell" was not followed very well.

    Unfortunately, I am judging harsher because the project has been underway for more than 8 years and although the game is good for what it is, the quality does not match an 8-year development cycle.
  13. 1.00 star(s)

    Dickard

    The gameplay is okay.
    But as far as I can tell, the sex only happens as a losing condition.
    I play porn games to jerk off, not to play a game with no sex in it. I don't really understand why so many games use this formula.
  14. 2.00 star(s)

    CocoMelo

    The game is very polished and challenging(not that hard but good gameplay). But I was here for the sex and fap. There are some good scenes, yes, but I didn't like them much. From gameplay perspective this game is not 2/5. The part that made me rate it lower was the lewd part. I did change the keys to play with one had only but couldn't fap once.
  15. 5.00 star(s)

    Rose emp

    Played the demo, and already this game is extremely the best!

    The plot?
    Kind of decent, not generic but not the best either. Not saying that it is boring, but there's a reason why this game started right?

    The gameplay?
    Oh man, very amazing. You shoot enemies while using various combinations of skills to kill them! And when you get grappled by the enemies, they will perform erotic actions on you! Same goes for the game over screen! The amount of hentai scenes are just enough that covers up everything, there is nothing missing at all!

    How hard is this game?
    Normal difficulty. I mean, wether you are pro or not at these kind of games, this game is suitable for pros and beginners! The puzzles aren't that difficult too!

    The graphics are absolutely fantastic, really immersive with the voice acting and audio! It keeps you engaged and you'll never get tired of this game!
  16. 5.00 star(s)

    Vialyn

    Future Fragments is perhaps the highest quality H-game I've ever personally played, and an exceptional action-platformer besides. Enough so for me to review an H-game that's ostensibly made for straight audiences, despite my being a lesbian. If that isn't a ringing endorsement of the game's unreasonably high standards of quality, then I'm not quite sure what will be. There's a pervasive feeling of atmosphere and polish about the whole of Future Fragments, to which very few games can attempt to compare... let alone H-games.

    There is a lot for me to say, so I'll start by breaking things down into overall scores for presentation, story, and gameplay. Beneath each will be a more detailed list of the factors that comprise the total score for each of those categories. I plan to give my full opinion on Future Fragments as both an H-game and a conventional action platformer. So, for those of you only interested in the H-related content (we've all been there), discussion of the H-content will be highlighted pink, for your convenience. It occurs to me in retrospect that this just makes my commentary on the H-content all look like intrusive thought, but, well... that's close enough to the truth. ^^;


    ===Presentation (★★★★★)===
    Above all else, Future Fragments feels distinctive. It oozes style and radiates atmosphere, in a way few games can replicate-- H or otherwise. As such, it more than earns a perfect score on presentation.

    Music (★★★★★): As the first thing you'll encounter when playing Future Fragments, the title theme quickly steals the show and sets a clear mood with a delicate, bassy beat that swells into a soaring melody. Unironically a song I've left the game open just to hear more of. Rather than stock music or utter silence, Future Fragments brings some genuinely iconic music to a genre that is almost defined by a complete lack thereof. And that's before you're even past the title screen. From there, the electric level's stage music in particular has some really nice energy with the drum beats and guitar-evocative synth, both of which have a nice fade effect to keep dialogue sounding crisp.

    Voice (★★★★★): Literally everything in Future Fragments is fully voiced, and here is where we really start to see the difference in quality shine. SilkyMilk provides a cute, cool, smooth, spunky sound to our heroine, Talia, along with a unique accent to the flirtatious Vie, while MochaBlob gives rival/deuteragonist Faye a tricky sort of softer sound that belies her competitive hostility. The girls of our main trio have solid delivery across the whole of their dialogue, with an expressive variety on offer and a bit of a sense of humor throughout, while still clearly taking their roles quite seriously. A delicate balance that sets a standard for voice work, in a genre that rarely has more than a few token efforts. As for the games' more explicit voice work, they, um... definitely set a very, very high standard for voice work in H-games. Enough so to genuinely derail this review for several minutes. I mean jeeeeeeez... It seriously hits different when you get both the normal dialogue and the, um, "efforts," all from the same sources, sounding so... OKAY. NEXT! >/~/<

    Sound (★★★★★): Another key area in which Future Fragments' unusual measure of polish really starts to shine through, as the game's sound design has far more careful consideration that one would ever think to expect. You land from a jump, and hear light little clacks on solid ground, or metallic clangs from a steel platform. You rapid fire basic attacks, and know from the rhythm and pitch how much you can fire. You get that responsive sound of "effect" from using charged attacks and utilities. All of which subtly adds to the game feel in a way that's easy to miss. Even the menu noises provide some nice feedback, and there's never a noise out of place. Here is where that distinctive feeling starts to really take shape, as the rapid attack noise and the landing from a jump and the respawn noise all start to stick with you: a sign of excellent sound work. And, of course, the more involved sounds that accompany H-content really add that little bit of flavor to things without overtaking the voice work, which is, um, very nice.

    Graphics (★★★★★): Arguably the most important factor in any H-game is the quality of its artwork. Barely functional games get a pass "because the art is decent," while those few games of any substance will rarely have much more than a few static game over CGs. It's quite conventional for us to make some allowances for the genre, that is to say. A convention that Future Fragments subverts quite handily. Absolutely stunning character designs that evoke a desire to see cosplayed, unique creature and environment designs, nice little flair for effects without overdoing it, et cetera. Expressively illustrated in-game models are really all an H-game would need to be top class, but they really go above and beyond with setting the stage, so to speak. And, well... the CGs have some serious variety, given how they're fully voiced, with descriptive narration that helps to bridge the gap from one image to the next. As someone who rarely lingers long on CGs, as I prefer animated content, I was surprised to find myself revisiting several of the electric level's robotic CGs. For no particular reason.

    Animation (★★★★★): For me, personally, the most make-or-break category for any H-game. While you can create an exceptional H-game with little to no animation, as is often seen in RPGs, I personally end up liking a game less for it, as animation really helps to "sell" the characters. A point that Future Fragments seems to have practically designed its every animation around. You have the slight swaying of Talia's idle stance, with her bust swaying to follow her shifting stance, the expressive faces that help to convey each cutscene, and, of course, the extreeeeeeeeeeeemely compelling H-animations, which have clothed and unclothed varieties for each enemy, depending on whether or not Talia was stunned or defeated, respectively. Normally, you end up with a lack of sound or low resolution sprites or just a small number of animations to hold back how much animation there is to appreciate, but... damn. My only criticism for Future Fragments' animation is that I want more, but that'd be the cast no matter how much it had, and it already has more than most! There are even some that combine multiple enemies! And boss animations! Aaaggghhh... this is what I want from every game like this!


    ===Story (★★★★★)===
    Normally of nonexistent importance to an H-game, yet Future Fragments goes above and beyond with writing that genuinely puts to shame all the garbage that passes for writing in most other games in the genre.

    Writing (★★★★★): The entire reason for my including a category for story is to highlight Future Fragments' writing. While the average H-game will have half-assed, "comedy" writing that's needlessly vulgar and misogynistic, making it unbearable to wade through the text no matter how good the "content" might be... Future Fragments is, instead, a very thoughtfully-written game with some serious storytelling chops. Dialogue is still self-aware enough to not take itself too seriously, without ever dismissively using self-awareness as an excuse to quite literally say "fuck this" every goddamned line rather than putting in even the slightest effort with--. Okay, got a bit heated there. Basically, though? H-game dialogue is almost always ABSOLUTELY AWFUL; it's just maximum cringe. And yet, Future Fragments completely reverses that, creating characters and a world that I'm genuinely invested in, and curious to find out more about. In a genre defined by the literal worst writing that exists on the planet, Future Fragments defies all standards by too many miles to count. Genuinely something special, and that's just from the demos! The CG writing is particularly worthy of mention, as the descriptive narration never feels to be lacking, and the dialogue has juuuust enough self-awareness to still feel a bit silly without totally killing the mood. It's incredibly rare, and having writing that doesn't just constantly scream sexist obscenities makes way more comfortable to read.

    Setting (★★★★★): Time-travel setup brings characters from a magic-is-real fantasy setting into a dystopian future. The environs go from a fire stage to an ice, electric, and forest stage, before reaching a mysterious "end," as the main character learns more about this twisted future on a quest to find the titular future fragments needed to return to the past. Disparate themes are very difficult to do correctly, as is time travel, but both are blended impressively well to create an exceptionally alien style of fish-out-of-water narrative, which marries those wildly different ideas into a cohesive whole. And, because of that, you end up with a very distinctive backdrop for events of the game. There's a sense of foreboding about every location, brightened up by just the right amount of character humor. Very distinctive, as mentioned about the presentation. And they even make mention of how some non-straight characters cope with the oppressive environs in a few databanks, rather than completely ignoring that people like myself exist, which is a nice touch that they totally didn't need to do, and yet did anyway, just for the sake of fully fleshing out an interesting setting. Plus, the sex-deprived dystopia also sets an excellent stage for justifying the "why" of enemies being sexually aggressive, which makes a persuasive case for the inclusion of so much H-content. It feels like a natural part of the setting, rather than something carelessly slapped onto an otherwise "normal" story, and that attention to detail does wonders for suspension of disbelief!

    Plot (★★★★★): There isn't much for me to say that wouldn't be a spoiler for someone who hasn't played all of the Patreon demos, unfortunately, and I certainly don't know the full depth and breadth of the plot myself from just a couple of demos. We have a very simple motivation for our main character: collect the fragments to return home. And that's where the plot would start and end for any other H-game. Instead, we have a mysterious story of intrigue as we learn about the WORM, how and why they came into power, what happened with the rebellion, what the rebels who remain are hoping to accomplish, how people cope with the dystopian environs, and the myriad details of how NPCs handle each respective levels' environs, all as it turns out that things weren't always as they seemed, and the big mystery of the fragments starts to unravel alongside the rebellion's whole storyline, which serves as a backdrop and a source of motivation for other characters-- it's all quite nuanced, in a way it never needed to be, and that's just from a demo. On top of all that, we've got a game that'll have dozens of true endings based on a wide variety of stats that change based on how you play the game, both in and out of cutscenes? Plus, all of the alternate endings give a very real reason to actually try and avoid "encounters," or to maximize them, or to play the game outside of its gallery mode, just to see what all there is to see! A clever bit of design to create interesting depth of play, so that it isn't just a one-and-done experience that feels completely pointless after seeing the words "gallery unlocked."

    Characters (★★★★★): Okay. Full disclosure. I absolutely adore main character Talia to bits. Her design, her chill-yet-determined personality, and just... hella cute. Super cool. 10/10 intrusive thoughts. Seriously. She feels very internally consistent in how she's written, on top of that, which combines with the voice work and animation to just be... the best. And yet she still has competition! Faye and Vie have similarly compelling designs and personalities, to the point that Talia's edge really comes from the fact that we simply see that much more of her in the demos and such, compared to the others. And yet, the NPC cast is also no slouch, as I've gotten a genuine giggle from some of the sillier characters, and felt genuine sympathy for some of the others... but I wouldn't want to spoil too much of the details, even if I knew them all myself! That all being said... the sheer variety at play when it comes to character designs is especially wonderful for H-content. Even bog-standard grunts have some interesting mechanical designs, while a variety of robots, alien creatures, and tentacles break up the H-content enough to aaaaalmost make up for the complete lack of yuri, in my book. Almost. But that's definitely lesbian bias, on my part, which isn't enough for me to lower the score! No matter how much I'm preoccupied with fantasies about involving more girls with Talia! I mean, what?


    ===Gameplay (★★★★★)===
    By far the most strict metric against which an H-game is measured, as it has to compete with more conventional games directly. An action platformer, in particular, is going up against the likes of Castlevania, Metroid, and Mega Man, albeit indirectly, which makes any failings in gameplay stand out against the context of someone's history with such games. Luckily, for Future Fragments, it takes a deliberate approach to movement and combat that keep it from evoking the all-too-common feelings of "it's like <x>, but worse," they you often see within the genre.

    Controls (★★★★☆): Extremely few games can claim to have a perfect control scheme, and fewer still can claim to have multiple. Future Fragments, however, manages to play extremely well on both keyboard and controller-- a fact that I found genuinely alarming, when playing the demos, because, like... HOW!? I've studied game development! That doesn't just happen! But anyways, you do a lot of the ol' jump and shoot, with a charge shot that's lost if you take damage, along with a new utility and variant charge shot after each level which help to mix up your tactics and platforming a bit. And the controls do exactly what they're supposed to, without any strange interactions like eating inputs. However... I can't quite call the controls perfect, as the utility abilities feel like they could really benefit from having individual buttons (on keyboard, at least, and perhaps unbound, on controller, for someone to at least assign a specific binding for flame dash). Honestly, it's an incredibly tiny nitpick, but this is also an incredibly narrow topic to rate in the first place.

    Game Feel (★★★★★): The most important feature of gameplay, and an area that Future Fragments does in somewhat of an unusual fashion. Certain actions, like jumping and shooting, are responsive and instantaneous, which makes them highly pleasant to use for hopping around and spamming shots even when you don't necessarily need to. In other ways, however, Future Fragments limits that quick responsive feeling: you have a bit of momentum to deal with, your horizontal acceleration isn't instant, the charge shot has ending lag when fired (unless you're airborne, as I recently learned!), and your utility abilities are by no means something you can mash. You're forced to play a bit more methodically than one might usually expect, and the gameplay is a bit slower to compensate. There's a bit of a weight behind bigger actions, and a feeling of consequence to how you move, but the game's pacing meshes perfectly with that little bit of "floatiness," rather than feeling like it's held back by it. Which is important when considering the difficulty.

    Difficulty (★★★★★): Extremely easy to overlook, no matter the genre, but few suffer more from wildly disparate difficulty than H-games. You either get a game with great content that could be completed with one hand, or a game that points at kaizo hacks to laugh. Future Fragments trends toward the easier end of that spectrum, in theory, but that slightly floaty game feel keeps it from ever feeling too easy. Thanks to the slower pace of gameplay compared to, say, Kurovadis, you never feel "surprised" by mistakes, and mechanical mastery is never a huge obstacle. It's a game that almost anyone can clear, and yet it still feels difficult to get through an unfamiliar area without dying a few times. If the controls felt "more responsive," then the game would be too easy unless levels were absolute chaos, which can work, to be sure (again, we can look to Kurovadis), but Future Fragments has found its own unique method for balancing difficulty that works quite well with their approach to level design.

    Level Design (★★★★★): As a quasi-metroidvania that has distinct levels, yet also gives you plenty to explore within those levels, Future Fragments has an interesting approach to the way it presents platforming. Each level has a specific gimmick that is explored throughout, like the electric demo's gravity switches or the fire level's fans. As you become more comfortable with the gimmick, you progress through rooms more quickly, and often notice interesting new routes that can lead to finding new cutscenes, power-ups, and fragments. Segmented design, in the electric demo specifically, also makes for an interesting choose-your-route situation that really ups the replayability, as well-- particularly when you consider that cutscenes will change depending on the order in which you view them, and the stats with which you encounter them, as well as the context of what you've done in the level! Making exploration feel fun and rewarding is already a high hurdle for any action platformer, so it's beyond impressive to see it accomplished with such a wide variety of rewards.

    Replayability (★★★★★): Between the level design and the upcoming cutscene modifiers, alongside game feel that never quite gets old? It's honestly pretty easy to just hop in and accidentally replay the entire game again three times when all you wanted to do was double-check how something looked before writing a review... ._. *Ahem*. Point is, it's fun to play, even the twentieth time around, as I never get tired of the little clickity clacks of the jump-landing sound, or the silky smooth voice work, or the genuinely way-too-cute character designs, or the... wait, I'm about to new game+ my entire review, at this rate. And the H-content is beyond compare, in terms of replayability, as CGs can have entirely different dialogue depending on how often you've seen them, and there are little things like multiple-enemy animations or whatever trouble Faye has gotten herself into within each level to discover, or the animated scenes that accompany each found fragment... all of which have good enough animations to want to see more than once, which then just makes it a massive time sink in the best of ways. Even as someone who is completely not even the target audience. Crazy stuff.


    ===Final Thoughts===
    It's a straight-oriented H-game so good that a hardcore lesbian is writing multi-page reviews. Seriously, just try it for yourself. It's friggin' bizarre how good this game is, even to someone like me who shouldn't have any reason to like it so much... shameless crush on Talia notwithstanding. >//~//<

    So yeah. Tl;dr? Stupidly good game, with a demo that's better than most finished H-games. Stands on its own as a solid game even without the H-content, while also having some truly superb H-content via fully-voiced CGs and animation. Something for everyone. Et cetera. GAME GOOD.
  17. 1.00 star(s)

    Magister Masquerade

    While it is not without its charms, and setting aside the utterly important context of its development team and cycle which is apparently not considered important here like it is literally everywhere else, Future Fragments feels like a slightly prettier version of the many low quality games that use prerendered engines like RPG maker to do most works and seems utterly ignorant of what it wants to be nor the genres it tries to be. Even worse, it feels like it wants to be a true game and regrets being a porn game, or vice versa--hard to tell.

    Graphics and Voice Acting: Easily the best parts of the game, though it's a bit hit and miss when it comes to animations. Some of them are a bit stiff (i.e. jumping and attack animation), but overall it's pretty good. The sex animations are, unfortunately, pretty lacklaster. I won't call them bad, but a lot of them aren't interesting and while there are a lot of variations, most of those tend to be pretty minor adjustments to the animations. Despite being western developers, so no censorship, the quality of the sprites doesn't translate well when zoomed in so everything is blurry (and there is no scaling; I was able to fix this was my own scaler). Parts like schlongs are weirdly designed too.

    As for the voice acting, it's all fantastic more or less and it's kind of bonkers to see a pron game voiced so much. Unfortunately, I actually see this as a negative. It was unneeded for about 99% of the characters, which I'll get to later. What's even worse is that all the text logs--and oh my god are there many and they are ALL long--are voiced too. That just screams wasted effort to me especially since most of them are useless.

    Gameplay: Ooooh boy. It tries to take a lot of inspiration from metrovanias and some other games but like many other first takes from inexperienced game developers, it fails to understand why these mechanics are used, why they work, or why people like them.

    The gameplay is mind-numbingly simplistic, thus becoming boring in esconds, and all the equipment seems like a mashup of stuff the devs might have seen in other games with zero themes or thought put into them. A build you will not make. The mega-man shooting itself also feels terrible, but this could have been alleviated by smarter enemy design that would force you to 'play' around them, again much like megaman and its knock-offs. 99% of the time here you can just sit back and toss shots over the barricades corralling every single enemy, though to be honest most enemy designs and their attack patterns are incredibly unimaginative.

    This is unhelped by the clunky movement, airy jumps with no weight, and locked 30 FPS.

    To be clear, I'm not actually expecting mega-man or metroid level quality, but within the context of the game's considerable development time and degree of supportive funding, any rational consumer would expect far more. What's even more hilarious is that the game still isn't complete, by admission of the devs themselves, so some animations are incomplete or missing voice work.

    Considering this is lauded as a "real, fully functional game with ero themes," all this boils down to a big problem, and that's the gameplays sucks overall (and I think I'm near the end, so I feel comfortable in saying it doesn't get much better). Normally I wouldn't waste my time on commenting on this, as ero games are notorious for being garbage games that lean heavily on ero, so when it's actually a fun game too, people take note. This game tries to market itself as a "real" game from the get-go, yet fails miserably compared to even more rudiementary pron games that also came from far humbler origins.

    Story:

    Aside from the ero content, this is the one thing I was hopeful about and ironically it's probably the best part of the game... sort of. The actual premise is terrible and the way the story is playing out is also terrible. The characterization of the lady protagonists is also pretty bad, but at least in the players' case a good amount of effort has gone into letting you decide how she turns out, so the blank slate-ish approach there isn't too bad.

    What IS great is the setting. While some of it is a bit cringey and poorly thought out, quite a bit of the worldbuilding isn't, and the data logs you find do a pretty great job at sketching a world you are genuinely curious about. Sadly, that world never actually exists in-game, and even to reach this wonderful world-building, you have to trudge through a ridiculous number of those logs. We're talking like 3 per screen, each of them very long, and most of them are completely pointless fluff. I do like how reading the logs actually influences interactions with other characters, but I mean, those characters are also barebones and so far haven't done much to justify their existence.

    This might have been a much better game wholesale like megaman or metroid/castlevania, just enemies, maybe a cutscene or two, and a few datalogs portraying the world.

    So to sum up, I guess the game is more fat than meat and the fat is also rancid.

    Ero Content:

    You would think this is the one saving grace of the game, but you'd be wrong in my opinion. I do admit this is mostly subjective, but so far the ero scenes have been nothing to call home about. Most of them are short and simple, and the way the game deals with resolution and framerates makes them pretty blurry on top of that. Not a problem if you're expecting some janky throwaway little one-man game, but I was expecting more from this, especially sicne the sprites themselves seem to be pretty decent.

    I do like that the girls don't think much of sex and and the game only sometimes 'punishes' you for what is really its only reason for existing, something many other games fail at. However, your variety isn't the greatest all things considered and the animations themselves are also pretty subpar to me. Again, as I said earlier, they are passable, but are also pretty short and simplistic, with the variations being a neat idea that is ultimately poorly implemented.

    The defeat scenes easily trump the pixel ero by leagues and the art there is pretty great even if you have to deal with some of the goofy enemy design that's hard to take seriously and are real boner-killers.

    Summary:

    Overall, Future Fragments was once one of my most anticipated ero games, and now it's in my top 10 list of dissapointments. While not the worst ero game out there, the bar isn't as low as you think when you rule out all of the lazy junk and only consider genuine attempts at a artistically complete game. Many other titles many flounder in some aspects compared to Future Fragments, they tend to excel in more more, and especially in the presentation of the ero content.

    Future Fragments is also held down rather than helped by its delusions of grandeur; make no mistake, without the ero content, this would be a very rough recommendation in any light. But under the lens of an ero game, it's not the worst, though giving how unpalatable the characters and story are, and how boring the gameplay loop is, I fear it'll mostly be regulated to animation rips...

    You know, as soon as they get around to actually finishing the gallery of this supposedly complete game...
  18. 1.00 star(s)

    TheNextOne

    (review has been edited by a moderator in order to be appropriate for me to post it)
    At some point there were a number of questionable features introduced into still to this day unfinished game such as voice acting for every single piece of dialogue or collectable lengthy texts (databanks) that go about describing minute details of the game world or characters to name a few.

    Such features are aspects of the game that are bad in my opinion since they don't add any new elements to core gameplay. They don't provide any value to a "sidescroller with lewd animations", but are quite costly and lengthy to implement as was pointed out in the progress reports. In my opinion it would have been better to focus on the core gameplay with new mechanics and actual gameplay elements.

    By modern day standards the core gameplay is quite outdated: the actual game part of FF hasn't evolved past a "sidescroller with lewd animations" and CGs.
    Many of the more modern side scrollers try to incorporate lewd elements into actual active gameplay. For example lewds having some form of impact on gameplay: impacting the player or the way the game is played through stats, new/different abilities, buffs or nerfs granted by lewds. In FF the lewd parts of the game have no impact on the character / world past deciding which CGs are shown. Those can be all seen in a gallery / gallery-video-by-third-parties when the game is finally released.

    Furthermore, many current games have some kind of RPG mechanic / character development / progression which makes the player feel like they get progressively stronger, evolve to meet greater challenges of the game, fight new enemies with new abilities, etc. FF was conceived before this was the norm and never really adapted to the change. The game has a number of items hidden in levels that the player can find that slightly alter the way the game is played but the number of said items that can be active at the same time is very limited and the effects they provide are barely noticeable. As soon as you find the most powerful ones the rest will be collecting dust in your inventory. It would be great if they could be all equipped at the same time and their effect would stack which would give that feeling of progress to the player. Or, maybe, the game could have been turned into a roguelike over the many years it is being worked on. The many items would have helped this transition. But it is not so.

    FF does provide the player with one new ability per chapter of the game, but the player is so limited in their moveset at the start of the game that these new ones feel like they should be part of the base kit and there are only 4 of them.

    This concept of "a few modifier items" and a "new ability per chapter" has been announced way back at the start of the game's lifetime. Unfortunately, FF hasn't evolved past its basic moveset and mechanics over the game's multiple years of life. There were no new systems or gameplay elements introduced past what was announced in the beginning, multiple years ago.

    There is a level editor that is being worked on that should provide some replay value to the game. However, it is used in the game's own development. So it is basically a development tool given to players. Hopefully during the remaining course of development the game also ends up having mod support since that might allow other people to introduce more gameplay elements. As far as I know there are no talks of such features, unfortunately.

    If the game keeps it's current direction - in its finished state it will not be worth playing since the gameplay will be stale by comparison to other more modern titles. The people who are there for the gameplay will play other more complex games out there. And the ones who are there for the lewds will be able to just find and watch a gallery-video-made-by-third-parties to avoid the gameplay and get straight to lewds.
  19. 5.00 star(s)

    shamedump

    Possibly the most promising side-scroller H-game. A huge amount of effort was put into this and it shows. It controls well and the mechanics all work together. Unlike most games of this genre, there is more than a passing effort paid to game design.

    I hope that the full game builds off this framework well, I have seen talk about choices actually mattering, which is promising!

    The explicit scenes are varied and interesting, a lot of these titles have very similar, predictable scenes which can absolutely kill the vibe, but here both the scenarios and the animations are imaginative and executed well.

    The voice acting is a nice touch as well.
  20. 3.00 star(s)

    NoxUberholen

    (Updated review for the latest demo) - really unfortunate how this game turned out. Almost 2 years after my last review and the game shows no real signs of being "complete"

    Pros:
    + Great platformer gameplay with decent combat mechanics
    + Good visuals and CG art
    + Level designs are exceptional, a few rooms make you think
    + Player choice and personality development system
    + Achievements and completionist collectibles
    + Voice acting

    Cons:
    - Leans more on gameplay than on hentai CG; lacks "content" if you're expecting a good balance between both
    -(updated) Leans even more on dialogue and plot for the new demo. Unskippable and absurdly long. The writing in the old demos were fine but the story dev apparently insists too much on the plot
    -(updated) Dev drama

    (old review) Overall, this game shows really great potential assuming that the devs don't rush things and the expected quality is met. (updated review) Sucks to see what happened to this game that had so much damn potential. Wait until the "full release" if that will even come before you touch the demos imo