So I gave this game a chance, and I was surprised by how much potential it has despite the low reviews. Seeing how communicative the dev is, I would like to add some suggestions.
- Add a tutorial—even if it’s just written text on a wall in a safe area. The player needs to know how the game works, especially the NSFW mechanics; otherwise, it’s frustrating and unintuitive. For example, I had no idea how the pump works, and I still don’t know how to create friendly zombies.
- Add transition stages to animations: a "before" and a "cumming" phase at least. Right now, H-scenes look detached from the game without them. They would help a lot.
- Drone view is useless. I get the style you're going for, but you can’t see anything from drone view. Remove the low-res effect, make the camera always focus on the MC, and use a high-angle look—not straight up. Then the drone will be a nice addition.
- Make the defeat animation (where the MC sits on the ground) optional (or skippable). It was a nice touch, but after seeing it twice, it becomes tedious to watch.
- Add an “End” option to animations or make them time-based. The first time, I had no idea whether they would end on their own or not.
- Add dodge and block abilities to the MC—this would make melee much more enjoyable.
- The day/night cycle is way too short—extend it at least x2. Also, make the enemy respawn timer much longer.
Now regarding pregnancy and infection mechanics: you really need to build on them to make them mechanics that supplement the main gameplay loop. Otherwise, they can get boring very easily. I personally would make them integer values, because right now they feel like booleans.
I would add a pregnancy component to the MC, with a “filled” integer. After every H-scene, I’d add value to this integer depending on RNG and enemy type. For example, a regular zombie would have a chance to fill her with a value between 0.1 and 0.2 (if the "filled" int ranges from 0 to 1), and a big zombie could fill her from 0.5 to 0.6.
This "filled" value could be connected to an X-ray (showing how much she has inside her) and to visual representation on the character model (optional cumflation and mandatory cum residue on her genitals). It could also slow her down depending on the "filled" level, having an impact on gameplay itself.
I would also connect the "filled" int with an "infection" int. What I mean is: the "infected" value would be the result of the amount of cum in her and the time it's been inside. Every tick (5 minutes would be good, in my opinion), the game checks if the "filled" int is > 0, and if it is, it adds value to "infected," depending on the amount of cum.
The result would be a mechanic that you have to think about and decide if you can afford your “scientific research.” Then you could also build on this by adding an option to push out sperm—losing it, but slowing infection progress. You could even connect it with game progression (character skills, and maybe a drone upgrade to make it a portable sperm tank with a pump and limited capacity).
Infection could have more impact on gameplay. I would make it some sort of "overcharge" mode, where the character is stronger, zombie detection range is shorter, but hunger, thirst, and sleep drain faster. Also, I would add antidote vials to crafting that require sperm and medical components.
This way, you give the player a choice: whether to get infected or not. You give them ways to both fight and benefit from infection, along with pros and cons, which would make “infection” a fully fledged game mechanic and not just a gimmick.
You could also add some sort of tranquilizers to extract sperm from zombies without the risk of infection. This way, you give the player the ability to make antidotes safely if they don’t want to engage with the infection/pregnancy mechanic.
Pregnancy could work similarly, based on the same “filled” int. The chance of pregnancy would depend on the "filled" value and amount of time. That is:
Chance of pregnancy = filled int × time,
but unlike infection, it would still be chance-based. Every tick, the game checks if "filled" > 0. If it is, it rolls the dice—and the higher the filled value and time, the higher the chances.
If the roll succeeds, the MC state changes to "pregnant," with 3–4 stages depending on time, and visual representation. Add debuffs like movement slowdown and higher sleep drain. You could also make this a way to create friendly monsters, but since birth is something many people find disturbing, use a black screen for it.
Unlike infection, also add ways to lower or eliminate pregnancy chances—birth control pills (100% effective), maybe condoms (80%, with break chance if you want). Pregnancy should, in my opinion, be a mostly NSFW mechanic for players into that kink, and not a mandatory feature, since not everyone enjoys it.
I wrote this quickly and English is not my first language, so sorry for any potential confusion. If you feel like it, we can talk on Discord, where I could describe in more detail how I would implement this in UE5—how components could be structured and how the value logic could work.
Since you're very open to the community and post regular updates, I thought I would give more technical suggestions. Good luck! This game has a lot of potential, and most of the features are already here—they just need to be expanded a bit.