current version at review time is v.0.0.5
very early(?) in dev so i'm mostly just making suggestions/observations on what direction i think the game would benefit from.
CURRENT STATE OF DEVELOPMENT:
game already seems to be approaching feature-completeness with regard to areas and the overarching storyline. there are reasons i am happy about that and reasons i'm not but i'll save that for the review. overall, i will just say the dev's quick turnaround on these updates is impressive if nothing else, but i definitely want to see them slow up and polish up on what's already implemented before getting too ahead on final touches on the game- although i understand that can be a catch-22 and it's hard to simultaneously polish and complete a game.
GENERAL:
a rougelike dungeon crawler where you avoid being spotted by monster girls or risk summoning a dangerous "stalker" that will relentlessly pursue you throughout the floor. some very basic upgrades, a simple stealth system, and some barebones combat make this fun for a little while but lacking in replayability. sex consists of fucking the downed monster girls, and a unique sex scene with the stalker when captured and after you defeat them in a boss battle.
GAMEPLAY:
most of my previous review holds true so i'm leaving it pretty much intact. i will say though that the addition of different "variations" of monsters depending on the area is a really nice touch. on the other hand, the lack of variety in animations is getting a little tiring- pretty much all of the enemies in the final area have the same shared animation for the eyeless girl from the first area; hopefully that's just a placeholder or there's plans to expand the animations more in the future.
there's a good variety of enemies and some show up in multiple areas without breaking the theming. it would be nice to have more variety to enemy behavior, most of them just walk/run/spin at you while spamming attacks, and it makes any multi-enemy encounter just a conga line of idiots walking into your axe/bullets.
the statue that you have to keep in your line of sight and the laughing girl that you can't get too close to are some great examples. interesting enemies like this would shine even more when contrasted with enemies that might limit your movement, weapon/item options, etc. could add a lot more replayability especially considering the game already has a lot of items, weapons, and upgrades for such a comparatively simple combat system.
as it stands the best strat is to walk up behind enemies and one-hit them with a sneak attack and bang 'em. literally just run through the area. the resources needed to take down just a single one of the spectral girls in the dingy hospital area is a complete waste compared to just... running by them and going to the next floor. combined with healing perks and the absolute fuckton of health items you can bulk up on by just running through the early areas a couple of times makes it pointless to even bother, even if it means tanking a few hits.
combat and/or stealth should have a more meaningful reward, or at the very least running through every floor just be a little harder or less rewarding- right now you could probably just rush the entire game with an iron pipe and a pistol and no upgrades and beat it in under 2 hours, 0 fucks given (literally)
the stalkers also offer basically no threat at all- they're not very smart and kind of just run to where you were last seen and if they can't find you they wander off. this makes avoiding them very trivial, especially when the entire map is always revealed and the stalker is shown on the map all the time. i bet this is planned to be changed in the future anyway, but it definitely takes all the tension out of the chase when you can just pull up your gps and run to the other side of the floor to avoid them. not to mention, just going in and out of the floor resets them anyway, which i think is letting the player off too easy.
the stalker also has no threat even if they find you, they simply run up and hit you. i know previous versions had them insta-kill you, which in my opinion at least made the chase appropriately high-stakes, but maybe a little too punishing.
SEX CONTENT:
so far sex as a mechanic exists just to erase dead enemies so they dont get back up, resident evil style. there are a couple upgrades that make sex viable beyond this but i think the game would benefit from giving it more unique incentives. getting money/health/inf stam are nice and all, but you can already get all these things through other means and it makes the sex feel like an afterthought in a game centering around sex. maybe a seperate "currency" and upgrade system altogether, or some way to get benefits that only fucking can get you (reveal stuff on the map? delay the stalker? etc)
the sex anims are good so far too. i noticed that the statue in area 2 has a context-dependent sex anim depending on if you are in front or behind, so i would like to see more variations on the other monsters as well.
OVERALL:
i like the roguelike gameplay loop so far and while the sex content can use a little more polish and lacks mechanical depth the overall theming and monster girls on display so far are very nice. it's very early in dev so i can see a lot of changes being made to balance so i dont think there's much to say there other than that you get overpowered too fast and it doesn't even matter because you can just rush the floor 4 times and fight the stalker with parries and the dinky starter pistol.
i hope some more variety in the sex animations is planned, and some much-needed balance on making sex viable past the first 1, maybe 2 areas. the game is too easily trivialized by just running past everything and fucking is pretty much a waste since backtracking is a bad idea when you're literally on a time limit and just finding the exit is the only goal.