Thanks for the feedback!
I've been working a bit on the UI for the next update because brewing is going to be used in a slightly new way there, so it needs to feel nice...
Sounds good! I believe that reducing the number of inputs on the UI, as well as cleaning up the presentation will go a long way. For example, being able to select clothing on the player screen, but having it not do anything can be confusing. I think streamlining the way items are used, standardizing the sizing of everything, and improving selection clarity will go a long way.
What do you mean by spam fest? Like, spells don't feel like they need to be intentional (vs spamming them), or is it more on the enemy side of things - enemies feeling like they're overwhelming/spammy? Any detail you can go into would help!
Both, I'd say. I got through
all fights by spamming the side dash attacks, but it could be really frustrating at times. It feels a bit like you're fighting against the movement. To me, at least, I think it isn't satisfying because you aren't really setting anything up with your attacks. There's nothing to really combo into, especially early on. It's just lacking some kind of extra weight to really ground the combat. I know that's vague, apologies.
There's a few new blessings that add more interactivity, for example the super toggle, and various modifiers to edging. I'm slowly expanding blessings into a more interesting system overall. In terms of visual clarity, do you mean the UI? If so, yeah - I've been trying to think of a better UI for a while but I've been so focused all over the place that I haven't had the time yet.
100% the UI. Glad to hear that's on the radar. It can be tough to tell if you're actually doing any effective damage with the rhythm game, for example. Obviously, if the hit combo goes up, you're doing it right, but it's definitely awkward at the moment.
Regarding actual function, I think the issue is a lack of weight to your decisions. It doesn't feel all that impactful to "win" a sex battle, so even though you have the tools to do so, they aren't all that satisfying to use strategically. I apologize, as this is definitely more abstract and less actionable feedback.
I think it could be more interactive in a narrative sense, as well. It might have more impact with the sex battle if the MC has varying personalities for her dialogue. I know for monetary reasons you can't risk any non-con, but giving her different dialogue depending on her stats/possible personalities would help keep even the same animations from getting repetitive too quickly.
I wish I could add a lot more animations too, but it's the most time-consuming part of the development so it's unlikely - but there are a few group animations that technically count as secondary animations (like two frog ladies, two shadow men, flower lady + slime lady). If I'm adding any more they'll likely be more group ones.
Completely understand. As someone who dabbles in pixel animation, I know first-hand just how insane even just one animation can be to make.