Reviewed at ver 1.0.0:
A short intro for a first time game with decent art, unfortunately the gameplay isn't quite there, with some oddly broken mechanics that may just come down to maths.
Art 4/5: It may be AI but it's called well enough to suit the purpose. Nothing to complain about.
H-scenes: 4/5: Good variety with two cgs per defeat, but it's all stills with no variance, fine but not 5/5.
Gameplay 1/5: It's an autobattler so gameplay isn't exactly rocket science, however it's quite barebones and some mechanics are opaque enough to not be easily understood.
Levelling is the main issue as some stats are brokenly overpowered while others are worse than useless.
AGI at 29 shreds almost everything instantly with a 2 STR supplement and beats the game handily, but AGI itself runs into an error at 30 AGI and breaks completely (assumed because no cap is in place it goes negative but unsure).
INT is actively detrimental past a certain point in the scale as the workings of it are as follows:
- Magic regeneration is 0.01 per point so at level one you gain 1.01 mana per hit and at 25 you gain 1.25.
- Exp is a linear 1-1 conversion i.e. 1 point = 1 extra exp
- Magic damage also scales 1-1 starting at 5 damage.
While this doesn't sound terrible, it is crippled by the fact that
a) Exp requirements work on a different scaling system meaning after the first couple of levels it becomes harder to level despite the increased exp, and enemies get higher xp given per defeat at harder levels with no xp investment, so no real point.
b) the actual regeneration scaling means it is effectively pointless until 25 levels are sunk in as you can't cast until you reach 5/5 mana, except this is actually 5.00 mana, meaning each of the hits are 1.00 increasing to 1.01, 1.02 etc. with no way to increase or stockpile mana this means going for mana regen is just a losing strategy as by the time you get to 4 hits = 5 mana, you've already hit the exp detriment zone with one less hit to show for it, while an AGI main is buzzsawing their way to the end of the game.
Potentially to fix this it could be a modifier more akin to 0.1, with a cap at level 40, meaning you're getting the full magic meter per hit, and a 10 level investment would facilitate actual progress, or give the magic meter itself an increase in maximum mana. so you can stockpile instead.
c) Unless you invest in AGI in the first place you are hitting painfully slowly, meaning the regeneration isn't there to begin with, and at 29 AGI you're hitting fast enough that you may as well have 400 INT in terms of regen, and things are dying fast enough anyway at 1 or 2 STR investment you don't really need magic.
Basically tl:dr, cap shit and rebalance INT.
Lastly some events past stage 1 are pointless, not sure why they are there.
Overall it's got H, but it doesn't really feel like a fleshed out game. Cgs are good enough for a quick speed through but not beyond that.