Alright, so far here's how I feel about things so far.
Firstly this game is incredible as a demo, it is better than 90% of the garbage that usually clogs the nsfw game market and already feels very ambitious with what it can do. The dialogue is pretty good, there's subtle jiggle physics, there's nsfw scenes in hiding places and other small pleasing things that porn games usually lack. I don't think poorly of this title at all but it's in its early stages and needs a lot of tinkering.
But I'll be honest... I had to put things down when the bondage missions actively begun disrupting gameplay because you can't outmaneuver guards or properly hide from them in some situations. Like I get the fetish concept I really do, but it's extremely frustrating since you can't opt out and can't outrun guards.
Fundamental issues:
- Guards in stealth games tend to patrol one floor level and go a set path unless something happens. The first guard going around in the square is a great example of this. The second guard who randomly roams between levels, goes up and down stairs, can go in some rooms but can't go in others and generally wanders his patrol nodes at random like a FNaF animatronic, does not follow this logic. Or if he does then it's an overly complex patrol path that is impossible to memorise. I do not like this inconsistency with guard behaviour especially because there's nothing visual to indicate guard 2 will patrol differently from 1.
- The camera fights you a lot, a zoom in/out feature would really be appreciated. in tight spaces like the table where the golden knife-things are, the camera just shoves right up against the PC and prevents you from seeing anything unless you hold the camera directly above yourself.
- The bondage missions should not have any guard interactions at all because the player loses so many tools to escape them. It fucking sucks being spotted and realising you're trapped behind railings you can't jump over or you're in one of the dead end rooms the guard can actually go. As a downside to no guards patrolling, the treasure items could be unobtainable and/or invisible since you can't grab things when bound.
- The puppy scent thing doesn't seem to work or only shows up in certain places. For the first part there was no indication of where Truffle was. The second part there's this squiggly white line on the floor right at the manor's entrance where you first go into the building, and it appears to be pointing straight into the floor. I know that probably meant head to the basement, but maybe it should have been pointing to the door outside and to the right. Also there is only one instance of what I assume is a scent particle and it didn't show up anywhere else. This could be fixed by having the scent particle point directly from the PC's location to the NPC like a general arrow of where Truffle is, and I think that would work better without making it a complex to program mechanic.
Smaller annoyances:
- Guard sight range is humongous, goes well beyond their light cone's range so that visual clarity is deceiving.
- If you run in the basement somehow the guard directly above that floor can hear the PC through solid stone.
- In general the climbing/ledge grabbing mechanics are not snappy enough, you can really see this in the hedge maze where you have to jump and press jump again to grab the ledge, which the PC only does when they are falling from a jump.
- Interacting with NPCs again should at least point you to the general area you're supposed to go, because if you're forgetful like me then you won't remember where to go. Also a little arrow or marker above their heads could help with finding them/the items too.