Fake_Robot_User
Newbie
- Jan 12, 2025
- 21
- 25
- 13
I guess this is just a matter of taste. I don't want to see all that stuff. I like that the game keeps it behind the scenes."Probably" that's the key word here. Why does this game require multiple playthroughs to beat, especially when you're not even playing on the hardest difficulty? And more importantly, why is that the case in an adult game, where the main appeal for most players is the adult content? It's not even a roguelike or roguelite, which would normally justify repeat playthroughs.
I've already answered this, it was a rhetorical question, but I'll spell it out again: because the developer wants players to replay it. The intent is to artificially extend the game's length.
There are hidden and unexplained mechanics(like sex skills scaling with Dexterity), passives that stay hidden until unlocked with no in-game way to track or plan around them, vague edict descriptions(with unhelpful up/down arrows), trap edicts that increase control even though lower control gives you more income(with low order), and misleading tutorials(the rock-paper-scissors system is introduced in a way that actively sabotages new players' builds and only gets clarified after you lose).
On top of that, there are missing core elements you'd expect in any turn-based strategy game, like turn order display or visible numeric values for damage, health, or skills.
All of this is clearly designed to push the player into making mistakes and losing, just to force another restart. It's not about challenge, it's about padding.
This isn't what I'd call "well-balanced". The only way I could see it that way is if I judged it not as an adult game, but as a roguelite with a deliberately steep learning curve, say, like a pure Karryn run focused on mechanics rather than adult content. But even by that standard, it still falls short of actual roguelite benchmarks like Dead Cells or Hades, both of which offer better designed systems and a more rewarding experience.
It's like Dark Souls or Elden Ring: the details of the stats and mechanical interactions aren't explained, and you can either roll with it and get immersed in the game, or open the wiki on another screen and use a spreadsheet to optimize your build.
I do the former, not the latter. I play on easy, where the mechanics don't really matter, or maybe I play on medium and accept that sometimes my playthrough will get tanked. I see a playthrough getting tanked occasionally as part of the setting, part of the emergent storytelling of the game. You see a side of the story - not to mention some h-scenes I'm sure the devs worked hard on - that you wouldn't see if you had the perfect toolset to win every time right from opening the game. With that in mind even the rock-paper-scissors misdirect seems justifiable, even though it was super annoying.
Having the detailed mechanics exposed wouldn't make the game better for me, it would be annoying. More numbers to read, more decisions to make based on game logic instead of porn logic.