Ok so was progressing in the game an afterthought? This is a serious question too.
I see no reasonable way to get the materials needed to make better equipment to actually even beat an encounter.
There are 4 things you can craft but god forbid it makes any real difference. Whip, bow, boomerang and if you can get the pickaxe a dagger.
Even with those fighting 3 beasts which I assume is where you get beast hide which you need for EVERY FUCKING THING ELSE!
I can take one down but no way I can take another down.
The grind is BS. Everything requires way too much of one type of material and its all fucking RNG in hopes of getting what you need.
Why even offer bandages? Another serious question. They are so useless at least skip turn is better as it brings the end about faster. Seriously they heal so little it's not worth using it on a turn.
God forbid there is any kind of explanation to combat. I'm guessing there is suppose to be some mechanic to it but due to how many fucking enemies you face in EVERY FUCKING ENCOUNTER god forbid you actually can figure out the difference in actions.
Is balance an actual concept even considered for this game or is it too much to consider?
I can seriously keep going as this is such a mess atm.
I hate only being negative but game mechanic wise I really have nothing good to say, the best of things are just acceptable.
Art style and H scenes are a different thing. They are very well drawn and interesting. But it's not enough to overlook how bad all the rest is.
I had a literal epiphany thinking about the game. Not one aspect is not designed without grind... I did not even realise that was possible to do but somehow you did it... Congrats?
Things to seriously look at changing
-Add explanation to game mechanics, don't make the player figure out everything themselves.
--Combat: what the difference between fast and heavy attacks, how does parry work.
--Lewdness / Lust: As far as I can figure you have to get screwed 6 times just to make 1 stone which you still have to fucking pay for at a high rate. The shop girl talks about lust which does fuck all for the stones. Make it clear and don't have multiple grinds for one thing.
-Costs of things, you need to figure out if you want RNG drops and lower cost or dedicated ways (as in if I do said task I get X item not chance of) of obtaining items and keeping the higher cost.
--Lewd shop items are far too high priced for the multiple kinds of grind needed (3 different grinds is pure BS) the fact there is only so many types of encounters makes this much worse to sit through.
-Better communication, if I search an area and I get "There's Nothing Here" should not be the a catchall. If the search failed it should say "Did not find anything", if you can find a hidden path but can't find any materials give a hint to that "Nothing here, maybe if I find a new area", if you need an item to find the new area "seems there is something more but don't have what I need", if there really is nothing there remove the ability to explore. I've used 3 in game days exploring cliffside with nothing to come of it. Respect your players time.
-Get rid of the weather system. Why introduce ways to make a grind even worse.
-Combat is a mess. It needs a rework so that people actually have a way to progress besides luck or complete grind to get the premium shop stuff.
--Random number of enemies in a fight so that new players have encounters they have an actual chance to wind and get drops is one way.
-- Make different areas where you have designated difficulty so players can go to one area and have easier fights while another will be harder. Ex: Forest will have beasts with 1 while if you go to let's say Deep Forest you will have fights with 3 beasts.
-- Make clear distinction between different enemies. Wharf Roach and Wharf Roach G should not look the fucking same! Adding a single letter but the same image will have players thinking it's an easy fight. Change the colour so it is distinct, don't just change it a little where you can tell the difference side by side by so you can tell when they are not side by side. Such as the normal ones are tan/brown in colour while the G one can stay the same reddish/purple.
The text at the start is not sufficient when it looks like the same enemy.
This can be a great game, but it needs serious refinement to the game play. I'm not a person who is against grind, the problem is most people don't understand how to utilise it properly. If there is going to be grind the payout MUST be worth it.
All early weapons are a grind, then you get them, nothing changes... Is the grind worth that? The player needs to feel that progress is being made or has been rewarded with something they are after (H scene).
Oh and to be clear, having explanations outside of the game is not acceptable, it does not mean it needs to be shoved in the players face in game but they should be able find the information for the game inside the game itself.
I see no reasonable way to get the materials needed to make better equipment to actually even beat an encounter.
There are 4 things you can craft but god forbid it makes any real difference. Whip, bow, boomerang and if you can get the pickaxe a dagger.
Even with those fighting 3 beasts which I assume is where you get beast hide which you need for EVERY FUCKING THING ELSE!
I can take one down but no way I can take another down.
The grind is BS. Everything requires way too much of one type of material and its all fucking RNG in hopes of getting what you need.
Why even offer bandages? Another serious question. They are so useless at least skip turn is better as it brings the end about faster. Seriously they heal so little it's not worth using it on a turn.
God forbid there is any kind of explanation to combat. I'm guessing there is suppose to be some mechanic to it but due to how many fucking enemies you face in EVERY FUCKING ENCOUNTER god forbid you actually can figure out the difference in actions.
Is balance an actual concept even considered for this game or is it too much to consider?
I can seriously keep going as this is such a mess atm.
I hate only being negative but game mechanic wise I really have nothing good to say, the best of things are just acceptable.
Art style and H scenes are a different thing. They are very well drawn and interesting. But it's not enough to overlook how bad all the rest is.
I had a literal epiphany thinking about the game. Not one aspect is not designed without grind... I did not even realise that was possible to do but somehow you did it... Congrats?
Things to seriously look at changing
-Add explanation to game mechanics, don't make the player figure out everything themselves.
--Combat: what the difference between fast and heavy attacks, how does parry work.
--Lewdness / Lust: As far as I can figure you have to get screwed 6 times just to make 1 stone which you still have to fucking pay for at a high rate. The shop girl talks about lust which does fuck all for the stones. Make it clear and don't have multiple grinds for one thing.
-Costs of things, you need to figure out if you want RNG drops and lower cost or dedicated ways (as in if I do said task I get X item not chance of) of obtaining items and keeping the higher cost.
--Lewd shop items are far too high priced for the multiple kinds of grind needed (3 different grinds is pure BS) the fact there is only so many types of encounters makes this much worse to sit through.
-Better communication, if I search an area and I get "There's Nothing Here" should not be the a catchall. If the search failed it should say "Did not find anything", if you can find a hidden path but can't find any materials give a hint to that "Nothing here, maybe if I find a new area", if you need an item to find the new area "seems there is something more but don't have what I need", if there really is nothing there remove the ability to explore. I've used 3 in game days exploring cliffside with nothing to come of it. Respect your players time.
-Get rid of the weather system. Why introduce ways to make a grind even worse.
-Combat is a mess. It needs a rework so that people actually have a way to progress besides luck or complete grind to get the premium shop stuff.
--Random number of enemies in a fight so that new players have encounters they have an actual chance to wind and get drops is one way.
-- Make different areas where you have designated difficulty so players can go to one area and have easier fights while another will be harder. Ex: Forest will have beasts with 1 while if you go to let's say Deep Forest you will have fights with 3 beasts.
-- Make clear distinction between different enemies. Wharf Roach and Wharf Roach G should not look the fucking same! Adding a single letter but the same image will have players thinking it's an easy fight. Change the colour so it is distinct, don't just change it a little where you can tell the difference side by side by so you can tell when they are not side by side. Such as the normal ones are tan/brown in colour while the G one can stay the same reddish/purple.
The text at the start is not sufficient when it looks like the same enemy.
This can be a great game, but it needs serious refinement to the game play. I'm not a person who is against grind, the problem is most people don't understand how to utilise it properly. If there is going to be grind the payout MUST be worth it.
All early weapons are a grind, then you get them, nothing changes... Is the grind worth that? The player needs to feel that progress is being made or has been rewarded with something they are after (H scene).
Oh and to be clear, having explanations outside of the game is not acceptable, it does not mean it needs to be shoved in the players face in game but they should be able find the information for the game inside the game itself.