Animation and 2D art are ok, but generic rpgm assets are used heavily and by the fourth zone you stop even looking at the original art. The grind and monotony got to the point that none of the eroticism even registers. You're just trying to catch them all and collect enough resources to improve your ship.
It's nice that the dev tried to vary the music, but it's still very recognizable, generic, and wears out its welcome by the 2nd or 3rd zone.
The story isn't terrible but it's pretty thin. It's essentially Pokemon with monster girls except the player lays the eggs. Your reason for breeding these girls is supposedly so they can defend you as you're gathering resources to survive, but you're protecting them more than anything else. By the third galaxy you have enough weapons and resources to take on anything. If you're trying to get immersed and role-play, it feels like you wouldn't want more mouths to feed instead. I want to give the dev some credit as there was a surprisingly topical backstory to one of the factions you encounter. Then in the next galaxy you run into 2 other factions that get none of that treatment, and none of the other unique characters or npcs get any depth. I feel like long running questlines for your recruitable allies would have been a simple way of shaking up the exploration.
Mechanically it's the typical grindfest the dev is known for. The main loop of land on planet, explore till bar is full, go into cave, find nothing interesting and grind for resources, go to next planet, find one key to the next zone is awful.
There's some decent albeit generic combat mechanics with the different abilities, elements, debuffs, modifiers with items, but all of it is rendered moot by the sheer resource grind which unavoidably over levels you to the point that you can spam attack for every encounter without a thought.
The space combat is the most interesting element, but the difficulty could have been increased and more events were desperately needed considering I never once missed a shot, received hull damage, or saw any fires aboard.
I would have liked if more was done with the breeding mechanic which he did do with Worm Nest Plague. It's a shame sex is just treated as magic damage as well. It would have been compelling if there was more of a minigame tying weakening enemies and being impregnated to taking monsters down, but no you just tank sex attacks to grind out your eroticism levels or spam attacks yourself till the enemies HP reaches 0. This is the same incredibly monotonous, brainless progression the dev has used since Hungry Noemi, and is the first thing that needs to go. It pads out game length, but it also kills the actual eroticism by forcing you to just soak up damage passively to unlock anything. I went back and tried a bit of Worm Nest Plague. You can tell the dev wanted to fix the erotic combat, but you're still overwhelmed by dozens of redundant erotic skills. They all just do damage and you still have non-erotic attack skills. It all feels pointless. It was also confusing that you need completely separate skills to do the same attacks on viruses and cells, and I never figured out if receiving attacks and using attacks targeted to the same erogenous zone both leveled your skill. A simple solution would have been to make the npcs focus on one specific erogenous zone each instead of everyone and everything using the same generic skill sets. For this game tying elemental affinity to erogenous zone could make erotic weaknesses more obvious.
The recruitable characters are also underused, and should have had some role in the development of the monster girls. The recruitment method is also a miserable item grind. Again just rip off Pokemon and give them more personality. Instead of each enemy spawning one generic forgettable monster girl, why not combine the dna of all the aliens in a galaxy to progressively develop one girl per zone. That would tie in nicely with the games overarching plot. To take it further, you can't breed/enhance them all alone because you need more human genetic variety which is why it could become important to recruit more allies.
The final reveal and cliff hanger ending are rather sudden and unrewarding after the final boss. I hope in the future the dev focuses on fewer quality designs, levels, and events rather than just trying to pad out his games.
It's nice that the dev tried to vary the music, but it's still very recognizable, generic, and wears out its welcome by the 2nd or 3rd zone.
The story isn't terrible but it's pretty thin. It's essentially Pokemon with monster girls except the player lays the eggs. Your reason for breeding these girls is supposedly so they can defend you as you're gathering resources to survive, but you're protecting them more than anything else. By the third galaxy you have enough weapons and resources to take on anything. If you're trying to get immersed and role-play, it feels like you wouldn't want more mouths to feed instead. I want to give the dev some credit as there was a surprisingly topical backstory to one of the factions you encounter. Then in the next galaxy you run into 2 other factions that get none of that treatment, and none of the other unique characters or npcs get any depth. I feel like long running questlines for your recruitable allies would have been a simple way of shaking up the exploration.
Mechanically it's the typical grindfest the dev is known for. The main loop of land on planet, explore till bar is full, go into cave, find nothing interesting and grind for resources, go to next planet, find one key to the next zone is awful.
There's some decent albeit generic combat mechanics with the different abilities, elements, debuffs, modifiers with items, but all of it is rendered moot by the sheer resource grind which unavoidably over levels you to the point that you can spam attack for every encounter without a thought.
The space combat is the most interesting element, but the difficulty could have been increased and more events were desperately needed considering I never once missed a shot, received hull damage, or saw any fires aboard.
I would have liked if more was done with the breeding mechanic which he did do with Worm Nest Plague. It's a shame sex is just treated as magic damage as well. It would have been compelling if there was more of a minigame tying weakening enemies and being impregnated to taking monsters down, but no you just tank sex attacks to grind out your eroticism levels or spam attacks yourself till the enemies HP reaches 0. This is the same incredibly monotonous, brainless progression the dev has used since Hungry Noemi, and is the first thing that needs to go. It pads out game length, but it also kills the actual eroticism by forcing you to just soak up damage passively to unlock anything. I went back and tried a bit of Worm Nest Plague. You can tell the dev wanted to fix the erotic combat, but you're still overwhelmed by dozens of redundant erotic skills. They all just do damage and you still have non-erotic attack skills. It all feels pointless. It was also confusing that you need completely separate skills to do the same attacks on viruses and cells, and I never figured out if receiving attacks and using attacks targeted to the same erogenous zone both leveled your skill. A simple solution would have been to make the npcs focus on one specific erogenous zone each instead of everyone and everything using the same generic skill sets. For this game tying elemental affinity to erogenous zone could make erotic weaknesses more obvious.
The recruitable characters are also underused, and should have had some role in the development of the monster girls. The recruitment method is also a miserable item grind. Again just rip off Pokemon and give them more personality. Instead of each enemy spawning one generic forgettable monster girl, why not combine the dna of all the aliens in a galaxy to progressively develop one girl per zone. That would tie in nicely with the games overarching plot. To take it further, you can't breed/enhance them all alone because you need more human genetic variety which is why it could become important to recruit more allies.
The final reveal and cliff hanger ending are rather sudden and unrewarding after the final boss. I hope in the future the dev focuses on fewer quality designs, levels, and events rather than just trying to pad out his games.