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

Trongle

Artist, writer, game designer.
Game Developer
Jun 16, 2018
273
722
idk,i like to be challenged by the game but i think you are going too much to the extremes difficulty wise.In the end it's your game so do what you want with it good luck.
I appreciate that, and maybe in the future I'll make changes that make the game easier (I'm working on a secret 4th party member that will add a tiny bit of actual progression into the game), but right now the priority is the vision and my intended audience.
 

bucefala

Member
Sep 1, 2020
251
196
I get the roguelike intented design, and I get that too many permanent upgrades can ruin the gameplay, but for god's sake, that doesnt excuse not getting any rewards during the run for beating a BOSS, other than the chance to play a frustrating minigame that most often will have you spend all your money with nothing to show for it. Give me 2 stat upgrades for beating the boss, for the love of god, or let me pick 2 skills, since most of them absolutelly suck balls, making me even wonder if buying them in hub is even worth it, as it'll just dilute the skill pool. Or, I dunno, some dialogue after or in camp?? At least that?? It feels empty.

You never feel even 0.01% better after spending a buttload of coins on items and skills, let me at least pay for permanent reroll in the beggining, or if thats just too much, for an additional option to choose from, or a measly item that you get from the start, or one extra stat upgrade in the chest, and since I think there is only one chest per map, it would be only an extra stat upgrade per map. Anything to feel 1% stronger than 15 hours ago...

And what does the skip to the boss ticket even do? I used it before a run and it did nothing, I thought it was a way to get to the boss at the beggining of the run so you can quickly get to the second level...
 

0nymous

Active Member
Nov 16, 2016
933
2,089
Trongle Alright. A bit of feedback from me not related to the difficulty (more on that soon, dw bro I gotchu when it comes to whining ;^) )

Who in their right mind thought the archer's mushroom form design is sexy at all??
I trust you know what tropophobia is? She looks like nightmare fuel.
And to be honest they all kind of do. Their mouths remind me of that Matrix scene where Neo gets his mouth glued shut by Anderson. It's uhh, a bit uncanny, delicately speaking. Maybe that was the intention, though?
 

mnonyhc

Member
Apr 25, 2017
132
206
I personally quite like roguelite games, but this one barely classifies as one...

There is too much lack of progression between runs.
Unlocking new items and skills is hardly an upgrade when most of them are balanced with the initial ones and it just dilutes the good starting ones.
It's the same thing for items.
I feel my game is bricked due to buying items at the start without reading and thinking I would start every new run with them.
Yes, it's my fault I didn't read, but the items are so bad I didn't think they would just be unlockables.

I'm still unlocking the capture rewards but only being able to have 1 equipped so far and not knowing if and when I can get more slots...

I was expecting the dojo to at least have some permanent stat upgrades.

Just let me spend 5 coins to permanently upgrade a girl's stat.

A glacial pace roguelite is not a roguelite, it's a rogue with extra steps. For comparison, look at the vampire survivors, FTL and death must die, good roguelites where every run you feel stronger than the last with several points where your power upgrades very substantially.

This feels more like dead cells, which I quit because each run took forever and barely gave any upgrades, like how each weapon there was just added to the pool but they were all too balanced.

Love the design, hope we get more content and better upgrades in the future.
 
Oct 8, 2019
127
249
I personally quite like roguelite games, but this one barely classifies as one...
Roguelike Roguelite. Roguelikes do not have meta progression. What you can buy is meant to increase variety and the kinds of tactics you can employ, not make the game easier to complete. The classification is fuzzy of course but the point is that the player improves not the tools, in theory at least.
 
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reilynn

Member
Jan 16, 2018
226
259
I get the roguelike intented design, and I get that too many permanent upgrades can ruin the gameplay, but for god's sake, that doesnt excuse not getting any rewards during the run for beating a BOSS, other than the chance to play a frustrating minigame that most often will have you spend all your money with nothing to show for it. Give me 2 stat upgrades for beating the boss, for the love of god, or let me pick 2 skills, since most of them absolutelly suck balls, making me even wonder if buying them in hub is even worth it, as it'll just dilute the skill pool. Or, I dunno, some dialogue after or in camp?? At least that?? It feels empty.

You never feel even 0.01% better after spending a buttload of coins on items and skills, let me at least pay for permanent reroll in the beggining, or if thats just too much, for an additional option to choose from, or a measly item that you get from the start, or one extra stat upgrade in the chest, and since I think there is only one chest per map, it would be only an extra stat upgrade per map. Anything to feel 1% stronger than 15 hours ago...

And what does the skip to the boss ticket even do? I used it before a run and it did nothing, I thought it was a way to get to the boss at the beggining of the run so you can quickly get to the second level...
I'm seeing this more and more in rogue-like games. I wish I could remember which it was, but I was playing annother where you basically got jack shit carried over. It REALLY drew out how many attempts it took to complete the game. Told myself I'd never touch one that does similar again.
 
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LowLevelLesser

Active Member
Feb 8, 2021
896
1,158
I'm seeing this more and more in rogue-like games. I wish I could remember which it was, but I was playing annother where you basically got jack shit carried over. It REALLY drew out how many attempts it took to complete the game. Told myself I'd never touch one that does similar again.
The only issue with the alternative "rogue-lite" games are that they eventually become too easy because your character becomes a demi-god after enough permanent upgrades. But by that point, you're pretty much done with the game anyway unless you're a completionist. Obviously, there are ways to balance that out though which some developers have done.
 

mnonyhc

Member
Apr 25, 2017
132
206
The only issue with the alternative "rogue-lite" games are that they eventually become too easy because your character becomes a demi-god after enough permanent upgrades. But by that point, you're pretty much done with the game anyway unless you're a completionist. Obviously, there are ways to balance that out though which some developers have done.
Then allow the player to turn off the power-ups.

Players can play the game harder if they want. But this game unlike a lot of other "rogues" has very little rng-power, there is no good rng power-up that suddenly makes a run be much easier than others which is what rogue players usually fish for.

What are we left at the end, mindlessly repeating the same content over and over, accomplishing nothing even when we succeed.

If you're done with the game you SHOULD be rewarded with demi-god powers, dfficulty=reward.

Roguelike games are a horrible concept hence why they mostly fail when you compare with roguelites which actually give you progression.

Players who want a hard game can still have a hard roguelite, just look at Hades speedrunners.

I've played well over hundreds of good and crappy RPG and erotic games in general. I can understand having a "hard" game, this game is hard and that is fine.
What is not fine is the lack of progression when your game lacks the variety to make each run distinctive enough.
When next to nothing changes from one run to the other then playing the game became literally insanity, repeating the same gameplay, with similar outcome. Granted the gameplay is fun and a goal of it's own, but it's clear it's just a design decision which dooms the potential success of the game.


PS: Steam storepage has neither roguelite or roguelike tags.
 

bucefala

Member
Sep 1, 2020
251
196
Roguelike Roguelite. Roguelikes do not have meta progression. What you can buy is meant to increase variety and the kinds of tactics you can employ, not make the game easier to complete. The classification is fuzzy of course but the point is that the player improves not the tools, in theory at least.
Things is, it doesnt feel like much diversity of strategy when it comes to skills. The more you progress, the more you need to rely on getting the fucked buff, and that buff means jack shit when the map is full and you only have single target skills. Aoe attacks arent only the strongest, but necessary. It isnt that traps, drags, pushes. poison etc cant be used smartly and provide different playstyle, but they are too weak compared to aoe attacks. Dots do little damage, too slow, and dont scale with satisfied buff. It feels like you either get all the aoe you can get, the bigger and wider the better, or you lose.
 
Oct 8, 2019
127
249
Things is, it doesnt feel like much diversity of strategy when it comes to skills. The more you progress, the more you need to rely on getting the fucked buff, and that buff means jack shit when the map is full and you only have single target skills. Aoe attacks arent only the strongest, but necessary. It isnt that traps, drags, pushes. poison etc cant be used smartly and provide different playstyle, but they are too weak compared to aoe attacks. Dots do little damage, too slow, and dont scale with satisfied buff. It feels like you either get all the aoe you can get, the bigger and wider the better, or you lose.
Sure, but what you're describing is a problem in implementation not the design. You can argue that the numbers ought to be changed without proposing an additional system for meta progression.

I'd also agree that aoe is dominant, but in runs where you only have one aoe skill you can usually use the other ones to set up for it. Since this is mostly a problem with level 1, you can also route accordingly if your skills didn't roll an aoe. Also, getting rng screwed is part of the experience in rougelikes/lites.
 

bucefala

Member
Sep 1, 2020
251
196
The thing with progression or no progression aka hub upgrades or no hub upgrades, is that its a porn game. It takes a butload of time to get all scenes in 1st level accouting for slave outfit cause sometimes losing only one member at a time, at the right time is harder than winning. I think I got them all in 8 hourse plus 70 of codex of NORMAL enemies level one. Just the thought of beating every boss and miniboss 3 different times, each time pefectly killing them with the flimsy 5 damage of capture skills, each time with a different heroine.

But to get all scenes level 2 even without the hardest to get, the ones in slave outfit, it would take ludicrou amounts of time. I've spent 6 hours since the new update, most of the time was spen dying in level 1, and I dont think I've seen half the sex scenes in normal outfit, and never mind the codex in level 2. With how hard it is in level 2, getting the slave costume scenes seems impossible, and thats half of the art. Thats just...wrong.
 
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0nymous

Active Member
Nov 16, 2016
933
2,089
Trongle
Please provide an indicator on Blow Dart that it doesn't work on bosses/mini bosses.
It just went from an S-tiered skill to a dogshit-tiered skill for this very reason and bricked another run of mine.


Red melee bugs in level 2 apply their reflect damage including the poison stack EVEN when they take knockback/collateral damage.
IMO certain damage sources (like items) should ignore their damage reflect gimmick.

Archer's Arrow Return does completely nothing against level 2 ranged green enemies.

The girls will often INSIST on targeting the invulnerable missiles during their uncontrollable mushroom form. Is that intentional?
Speaking of which, 4 of those missiles is overkill. Hell, even THREE of them is overkill. I would personally just recommend giving them 100 HP or something instead of turning them into a permanent threat.
 
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4.30 star(s) 51 Votes