Updated review for
Paradise Lust v1.0.0G:
Overall: 4/5 - The game had a lot of growing pains, but it has now grown on me. If you like the artwork and you speak English, you will probably enjoy this game. It's not a masterpiece, but it is good-quality entertainment.
Story: 4/5 - The story isn't great, but it's a good setup for a porn game. It has some humor, too. The MC is a pushover, which is cliché in porn games, but probably the biggest downside is the author's references to current events/politics and slang that will eventually cause the game, and especially the humor, to become dated.
Writing: 4/5 - The writing is pretty good overall. Sometimes, I think the author is trying to be too witty or to stylized, and the slang is sometimes just cringeworthy.
Art/Renders: 4.5/5 - The art is great, the only reason I don't give it a 5/5 is because of the inconsistency. I assume there is more than one artist because a few of the girls are hardly recognizable as the same character between some renders and animations.
Animations: 4/5 - The animations aren't the smoothest, but they fit really well with the art style, and there are quite a lot of animations in the game.
Sound: 4/5: - The background music is OK, but definitely gets old after a while. Sound effects are good, too, although some of them, like the walking or swishing sounds when moving between areas, seem unnecessary, and algo get old after a while.
Gameplay: 3/5 - The gameplay is where this game is kind of a letdown. It's all over the place. The game is a mix of sandbox, point-and-click, resource/time management, and minigames. I imagine a lot of players are turned off by at least some of the gameplay.
- Sandbox: It's not terrible, but it's more tedious than it needs to be. Getting to some areas requires too many screens to click through. It needs a more granular map. Thankfully, the map can be used from any location, which is rare in sandbox games. There's also the fade-out/fade-in that happens every time you move between map locations, which adds to the tediousness.
- Point-and-click: This part of the gameplay minimal, so it's not bad. It does have inconsistencies where sometimes, the game has text to click on and sometimes there are hot spots in the graphics.
- Resource/time management: This is the part that adds grind to the gameplay. There are 4 times slots per day, but one slot is useful only for sleeping. The other 3 slots are also limited in how they can be used (e.g. resources can be gathered in the morning or day, but not evening).
- Minigames: The intellect required for the minigames ranges from kindergarten (match the flowers and painting), to grade school (Strppr app on the phone) to junior high (Woodle app on the phone). The only thing adult about them are the pictures and some of the cringy words in Woodle that you would only find on urbandictionary-dot-com (seriously, WTF?).
- Probably the worst part of gameplay is the time/reward trade-off for the most tedious and/or grindy parts of the gameplay: Woodle, Strppr, and repeating activities like swimming with the girls. They all lead to a reward of just a single render. To be totally fair, Woodle, Strppr, and swimming are optional, but damn, you'd think that you would at least get a whole scene instead of one render.
Playability/Bugs: 3/5 - When I first played this game at v0.21, it literally crashed every 15 minutes, but that was fixed by v0.25 and I haven't encountered any crashes since. Here are a few "bugs" that are still in the game. Unfortunately, these are design/architecture defects that are unlikely to ever be fixed.
- The Quest/Hint system very frequently says "Get closer to <character>" to advance that character's quest and players can keep trying to improve the relationship, but nothing happens because there is actually something completely different needed to progress the quest. Typically, it is the progression of some other quest because there is some arbitrary dependency between the two quests.
- The GUI has some broken features: When a dialogue is active, the GUI buttons for inventory/map/phone/clock are not functional, however they do highlight when you mouse-over them, which is supposed to be indication that they are functional. Conversely, the player can open the inventory or the phone which takes up nearly the entire screen, and still manipulate the map, or the clock, which seems wrong. At a minimum, the buttons that don't work should be grayed-out and not highlight when the player moves the mouse over them.
- The game frequently indicates that the MC's relationship with a character is increasing (e.g. the game will display "relationship +3") even when there is no change in the actual relationship points because the relationship is at maximum or temporarily capped for some other reason. On top of that, at times where players want to check if the relationship is actually increasing (e.g., during conversations), they can't because the only way to check is with the phone, which is not available, so players have to save and reload the game just to see if they're making progress or wasting time.