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Unity Some Heroines Climb Up a Tower to Ask God Why the Game Has a Name That's So Long [v2.42] [Sinful Salad Games]

4.30 star(s) 51 Votes

littleo13

Newbie
Jan 7, 2021
28
12
I just hope the "fun" gets added to this game eventually. A lot of games with good art never get around to it fsr. Take princess and conquest for example. I feel like you can probably ignore that step if you make the sex more integral to the game.
thats what most eroge lack, an actual battlefuck system
 
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yeaimasinner

Newbie
Jan 4, 2022
26
34
after the whole update? the games amazing. personally i think more AOE and "bumping damage" should be in the game since you can get overwhelmed by those "portal-hand" guys REALLY easily. oh yeah, NERF THOSE BLUE MOTHER FUCKERS. 40 health? you get over run by them super quick if the game gives you lackluster abilities at the start of a run.

other than that, games runs, looks, and feels amazing. love the graphics and hope the whole system gets better over the course of updates. good luck to you guys dev team! would sub to the patreon if i had the bucks
 

AnubiSs2167

Member
Mar 1, 2018
175
625
Can you guys give any tips? i mange to kill 1 boss once, mostly by dumb luck, after that i lose on every boss fight and its not even close. In most rouge likes u get soemthing to make the next run easier but in here im just making 0 progress.
 

irreverent69

Newbie
Apr 21, 2018
38
198
Hey, bro, that is indeed too easy.

to be clear I don’t mind that you are making an easy mode, I just want to defend my balance choices a little bit. I’m not mad, I just want to vomit some game design theory onto the floor. Mod the game to your heart’s content, I love you.

Barf:
Part of the reason the enemy hp values are the way they are is to get the player thinking about snowballing (the process by which if a player doesn’t take care of something earlier, it gets more and more difficult later). Archer is the only character with the ability to kill (certain) enemies (warg and archer) with a single basic attack making one of her specialties being preventing snowballing. If an enemy like the warg can now be murdered instantly as long as he’s in any heroine’s zone, it negates the penalty and diminishes archer’s role in the team.
Wizards have so much HP for the same reason. You might feel like it’s safe to let a wizard escape from archer’s gaze, and the wizards are relatively harmless alone, but it’s all an evil trap set by me, your arch nemesis Trongle, trickster god of evil game design.

you might think, why make Snowballing a feature? That sounds awful and evil!
But I like when some fun in games comes from having things spiral out of control but through some determination and wit you pull yourself out of it and wind up back on top.

anyway, carry on, and please let me know if you get any feedback on the easy mode.
Hey brother,

I just gave your game a rather unsavoury review and than started through the comments because I didn't want the comments to effect my thoughts on the game itself. But after seeing a few posts like the one I'm Quoting, I got to ask, whens the last time you sat down and tried beating your game from start to finish, and more over timed yourself? Not using and dev tools, not jumping in for a quick test or making sure something functioning, but actually playing it. If I was going to guess it looks like you have this idea in your head but might be missing the mark a bit on how you see it from a dev stand point and how others end up playing it.

I pointed it out in my review but having no way of slowly but steadily progressing the MC's is whats going to cause people to re balance the mobs. These mobs on the first level should be rough at the start and after max 2 hours of playing should be getting one shot'ed, with proper progression you would expect in a rouge-like. If you're trying to make up for a content drought issue that your trying to overcome by leaving everything at the same "you just opened the game difficulty" than that's going to feel pretty rough over your whole dev period. But if you are just going for an RNG hell, with try to maintain the "snowball" then best of luck.

Also if anything in the review resonates with you and there is a progression aspect added later down the line feel free to msg me I'll be more than happy to re-reveiw it! Best of luck boss, congratz on how far you hve made it!
 

Trongle

Artist, writer, game designer.
Game Developer
Jun 16, 2018
273
722
Hey brother,

I just gave your game a rather unsavoury review and than started through the comments because I didn't want the comments to effect my thoughts on the game itself. But after seeing a few posts like the one I'm Quoting, I got to ask, whens the last time you sat down and tried beating your game from start to finish, and more over timed yourself? Not using and dev tools, not jumping in for a quick test or making sure something functioning, but actually playing it. If I was going to guess it looks like you have this idea in your head but might be missing the mark a bit on how you see it from a dev stand point and how others end up playing it.

I pointed it out in my review but having no way of slowly but steadily progressing the MC's is whats going to cause people to re balance the mobs. These mobs on the first level should be rough at the start and after max 2 hours of playing should be getting one shot'ed, with proper progression you would expect in a rouge-like. If you're trying to make up for a content drought issue that your trying to overcome by leaving everything at the same "you just opened the game difficulty" than that's going to feel pretty rough over your whole dev period. But if you are just going for an RNG hell, with try to maintain the "snowball" then best of luck.

Also if anything in the review resonates with you and there is a progression aspect added later down the line feel free to msg me I'll be more than happy to re-reveiw it! Best of luck boss, congratz on how far you hve made it!
When I test the game I never use codes or edit any values. I go through the game exactly like the player does.
I’ve ran through the game over 30 times in the last week.
you are confusing rogue likes and rogue lites. My game is as advertised.
Maybe YOU should have done a quick google search before writing that review.
My game is hard, I like it that way, I’m not tricking anyone into playing a hard game.
that being said, I wouldn’t mind adding some very small forms of progression in there later, but I want them to be minuscule. This is a game you win through learning, not through grinding. That’s the intention.
 

secrom

Newbie
Nov 2, 2020
35
15
Hey brother,

I just gave your game a rather unsavoury review and than started through the comments because I didn't want the comments to effect my thoughts on the game itself. But after seeing a few posts like the one I'm Quoting, I got to ask, whens the last time you sat down and tried beating your game from start to finish, and more over timed yourself? Not using and dev tools, not jumping in for a quick test or making sure something functioning, but actually playing it. If I was going to guess it looks like you have this idea in your head but might be missing the mark a bit on how you see it from a dev stand point and how others end up playing it.

I pointed it out in my review but having no way of slowly but steadily progressing the MC's is whats going to cause people to re balance the mobs. These mobs on the first level should be rough at the start and after max 2 hours of playing should be getting one shot'ed, with proper progression you would expect in a rouge-like. If you're trying to make up for a content drought issue that your trying to overcome by leaving everything at the same "you just opened the game difficulty" than that's going to feel pretty rough over your whole dev period. But if you are just going for an RNG hell, with try to maintain the "snowball" then best of luck.

Also if anything in the review resonates with you and there is a progression aspect added later down the line feel free to msg me I'll be more than happy to re-reveiw it! Best of luck boss, congratz on how far you hve made it!
Bro all you are saying is just skill issue.

First, ROGUELIKE is NOT what you are talking about, you are talking about a ROGUELITE and the games is NOT A ROGUELITE, you must be lazy to search what a roguelike is so briefly, in a roguelike you dont mantain any kind of pregression, each time you start a run is like starting a new save file, the only thing you might get is unlockables, but not any way of having an easier start of a run, like the binding of isaac, both of this games share the same type of gameplay, you always start with nothing but your skills and you are able to unlock new skills and items.


Second, RNG hell? thats totally a skill issue, im right now on my 7th winstreak trying to get the most winstreaks i can, if the game was a RNG hell (probably because you think you NEED AoE to beat the game) i wouldnt even able to get to a 3 games streak, also, most of the abilities are AoE, and not only that, last patch received a ton of new skills, spells and items, which i think it actually makes the game much easier than it previously was, i honestly thing the only reason you are not able to beat the game is, A) you didnt understood the tutorial at all, maybe do it again, B) you are not trying at all and are just smashing your head to your keyboard.

I can understand if you have brainrot due to fapping too much on a daily basis, but come on, stop thinking with your bottom head and use your brain that i think you might have(not entirelly sure), this is not your typical porn game where you just come to ask for a save file to beat your meat, the developer is making an actual great and fun game with porn in it,if you just want to get to the porn instead of learning how to play, there are a ton of more games in this website.

Right, if you decide to stop crying so much, there is a discord link,everyone is friendly over there andeveryone is more than ready to help you.
 

CoalBurner

Newbie
Sep 18, 2018
93
110
Hey brother,

I just gave your game a rather unsavoury review and than started through the comments because I didn't want the comments to effect my thoughts on the game itself. But after seeing a few posts like the one I'm Quoting, I got to ask, whens the last time you sat down and tried beating your game from start to finish, and more over timed yourself? Not using and dev tools, not jumping in for a quick test or making sure something functioning, but actually playing it. If I was going to guess it looks like you have this idea in your head but might be missing the mark a bit on how you see it from a dev stand point and how others end up playing it.

I pointed it out in my review but having no way of slowly but steadily progressing the MC's is whats going to cause people to re balance the mobs. These mobs on the first level should be rough at the start and after max 2 hours of playing should be getting one shot'ed, with proper progression you would expect in a rouge-like. If you're trying to make up for a content drought issue that your trying to overcome by leaving everything at the same "you just opened the game difficulty" than that's going to feel pretty rough over your whole dev period. But if you are just going for an RNG hell, with try to maintain the "snowball" then best of luck.

Also if anything in the review resonates with you and there is a progression aspect added later down the line feel free to msg me I'll be more than happy to re-reveiw it! Best of luck boss, congratz on how far you hve made it!
Think it is more in-line with something like slay the spire, more things are unlocked, but it doesn't get directly easier outside of some unlocks being particularly strong.
I find it's the same idea with unlocking specific skills in this game.

Of course the quantity of unlocks is a bit lacking for now, but it's what, the 3rd content update?
 
  • Red Heart
Reactions: Trongle
Aug 6, 2019
7
31
Hey brother,

I just gave your game a rather unsavoury review and than started through the comments because I didn't want the comments to effect my thoughts on the game itself. But after seeing a few posts like the one I'm Quoting, I got to ask, whens the last time you sat down and tried beating your game from start to finish, and more over timed yourself? Not using and dev tools, not jumping in for a quick test or making sure something functioning, but actually playing it. If I was going to guess it looks like you have this idea in your head but might be missing the mark a bit on how you see it from a dev stand point and how others end up playing it.

I pointed it out in my review but having no way of slowly but steadily progressing the MC's is whats going to cause people to re balance the mobs. These mobs on the first level should be rough at the start and after max 2 hours of playing should be getting one shot'ed, with proper progression you would expect in a rouge-like. If you're trying to make up for a content drought issue that your trying to overcome by leaving everything at the same "you just opened the game difficulty" than that's going to feel pretty rough over your whole dev period. But if you are just going for an RNG hell, with try to maintain the "snowball" then best of luck.

Also if anything in the review resonates with you and there is a progression aspect added later down the line feel free to msg me I'll be more than happy to re-reveiw it! Best of luck boss, congratz on how far you hve made it!
From what I can tell, Trongle and Cardinal are making a game with sex as a mechanic and bonus, not porn with a lackluster "game" attached to it. It's a little different than most releases you'll see on here, which is why I kinda got attached to it. It is a really hard game, but I thought your review was kind of unfair because roguelikes don't really even need progression to be a roguelike. The progression is supposed to come through the gameplay. But even beyond that, this game, even unfinished, DOES have progression and something to work towards outside of your individual runs.

Their team doesn't make much off of patreon and they all still work regular jobs and make this little passion project on the side for people, and as of right now it's totally free. I think that deserves a little slack. And if you don't like the difficulty, it takes about 5 seconds to edit your damage output and make a mod that makes the game easier. Definitely check it out a few months from now and see how it evolves.
 
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McKraken

Newbie
May 13, 2017
90
137
I'm all for difficulty and managing snowball.

But I feel that, as thigs currently stand, it often feels too much like the player is *too* much at the mercy of RNG of what skill options are rolled and what enemies spawn in. It feels like way too often I just have no good choices to be had. Annd then I'm just clicking through, really just *bored*, watching the stats dwindle until I'm finally KO'd and sent back to camp...with literally no progression to show for it, just the same skills at the dojo and items at the item shop that I don't have enough Bright Coins to buy.

It feels like players would benefit greatly from something like the starting options from the whale in Slay the Spire. or maybe just a single selection of a set of starter items, so they can get a rolling start, and *then* need to think intelligently to manage the snowball.

Of course, I may just be bad! But then all I can say is that if enough people are bad and bounce off the game, then....they'll find something else to play/fap to. The devs have to be the ones to determine what the balance lies, ultimately, and what they're comfortable with. If you're fine as is, more power to you.

Also some of this feeling may be alleviated with...just a simple "quick restart" option, or even just "Return to Main Menu," instead of needing to restart the entire game program.

EDIT: I thought a bit more on it and I think I honed closer in on what's bothering me,

If I hit a wall in Slay the Spire, I at least get some fun out of the fact that due to the way the map and fight distributions are constructed, I'm guaranteed a decent number of opportunities to just...try stuff. Beat some "easy pool" fights, hit some events, hit a shop or campfire, and I already have a signifigantly different deck and gameplan going than I've probably experienced in a while, if ever, before I'm even 2/3 of the way to the first floor boss. Of course I want to win the run, but even if I don't, I've already experienced the game in a significantly new way.

Here, I just...don't. I get 1 of 2 choices of skils per heroine at the start, and then it's relatively much more non-stop fighting before I can even get to the first map point. And even then, there's just not a substantive difference in runs unless I luck into a treasure as an option. It feels like it begins to blend together and discourages replay.

So, what I'm ultimately suggesting is to somehow get chances at events on the way to the map points. Some surprise, some happenstance. What if there was a chance for a "loot goblin"-type enemy to spawn in that could reward you with an item or stat boost if you could kill it? What if there was a chance to come across a strange altar that had a few options of what you could do with it, with pros and cons on each choice? Etc.
 
Last edited:
Jan 10, 2022
26
14
Aight writing a 3rd comment in this post. I found that the most complains to the gameplay is mechanics and pure rng base.
I can tell that you start barebones and pain to get to some point but i can agree that the opening is too hard for newbies to be interested in
There isnt much to add when you fail too much, no form of temporary powerups to give a advantage, too little skills etc etc. But i'll say, this game is fun when you put the brain to work
 
4.30 star(s) 51 Votes