ChupacabraGonzales
Active Member
- Jun 19, 2018
- 880
- 1,461
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Ok, so I just completed all content from the 6.0 version, here are my two cents:
Things I liked:
- main character design is really attractive
- main character voicework
- cut-in animations (the ass whipping in particular)
- bondage system: variety (different sets per stage), individual debuffs for each piece of gear, good looking design for character's standing picture
- Phantasm debuffs are not 100% random and are instead related to the circumstances that triggered 100 Phantasm
- music during levels
- roguelike elements of 6.0
Things that were not immediately intuitive:
- early game economy feels very harsh, I had the luxury of playing v6.0 so got a bunch of loot from there that I could sell (mainly chips for 250 a piece)
QoL features I'd like to see:
- Outfit and Computer changing locker next to the Roguelike Dungeon / Cyberspace.
- An option to pass turn or a spammable action that deals no damage to opponent (Guard/Defend/Do Nothing/Observe) for those who wish to experience defeat or debuffs from the enemy
Things I wish would be revised:
- I agree with the sentiment that was expressed a couple pages ago, there are times when combat feels very slow and tedious. I especially disliked the Laboratory dungeons because enemy variety is uninteresting, they all apply the same hypnosis effects and there is no bondage gear for this level (hoping this is just WIP/temporary). I think an option to hold a key to fast forward some of the enemy attacks would be great (but an option, not a generic shortening across all animations, since some attacks such as the ass slap feel like they're of adequate length)
- It's not just combat that feels tedious. Some elements such as resting in bed seem to have a lot of slow animations that add flavor but become irritating fast.
- World Navigation is also slow and tedious, like why do we need to change elevator instead of having a single elevator that covers all floors? Walking through the ground floor lobby just feels like unnecessary tedium.
- Action Economy: it doesn't feel good to waste a turn casting a self-buff in a Turn Based RPG. Since the game uses ATB system, I'd suggest that status moves such as buffs or heals cause the progress bar to load 50% or 100% faster until the player's next move.
Other Observations (Neither Good Nor Bad):
- Purple/Special Computer appears to be the best early game investment since a lot of the annoying or challenging enemies are of the Agility type and are weak to Special: Pigs, Maids, Hypno Robot, Hypno Ratkin
- There doesn't seem to be much meaningful character power coming from level-up and majority of the scaling comes from equipment or outfits.
I think that this combined with the comments regarding harsh economy is contributing to the feeling of tediousness.
Computers are a big investment, 2000 coin and the player is usually required to commit to one of the three (Red/Purple/Green).
This means they'll be able to counter one, maybe two types of enemy depending on Chip RNG and are going to have a slow and tedious time against the third type.
But Agility also grants speed in combat, so Attack / Agility or Special / Agility is preferred over Attack / Special stat split.
Considering my previous observations about enemy types, Special / Agility is probably the best stat to focus on from Computers/ Chips and perhaps Weapons.
I unlocked the Bunny Suit too late after I had already finished all content. Probably would've made some of the encounters less tedious and change my opinion about combat.
Overall, this is in my Top 10 games I've found on this website, it has potential to become a great project. Great job, dev, on all the work you've done so far and good luck in the future!
Things I liked:
- main character design is really attractive
- main character voicework
- cut-in animations (the ass whipping in particular)
- bondage system: variety (different sets per stage), individual debuffs for each piece of gear, good looking design for character's standing picture
- Phantasm debuffs are not 100% random and are instead related to the circumstances that triggered 100 Phantasm
- music during levels
- roguelike elements of 6.0
Things that were not immediately intuitive:
- early game economy feels very harsh, I had the luxury of playing v6.0 so got a bunch of loot from there that I could sell (mainly chips for 250 a piece)
QoL features I'd like to see:
- Outfit and Computer changing locker next to the Roguelike Dungeon / Cyberspace.
- An option to pass turn or a spammable action that deals no damage to opponent (Guard/Defend/Do Nothing/Observe) for those who wish to experience defeat or debuffs from the enemy
Things I wish would be revised:
- I agree with the sentiment that was expressed a couple pages ago, there are times when combat feels very slow and tedious. I especially disliked the Laboratory dungeons because enemy variety is uninteresting, they all apply the same hypnosis effects and there is no bondage gear for this level (hoping this is just WIP/temporary). I think an option to hold a key to fast forward some of the enemy attacks would be great (but an option, not a generic shortening across all animations, since some attacks such as the ass slap feel like they're of adequate length)
- It's not just combat that feels tedious. Some elements such as resting in bed seem to have a lot of slow animations that add flavor but become irritating fast.
- World Navigation is also slow and tedious, like why do we need to change elevator instead of having a single elevator that covers all floors? Walking through the ground floor lobby just feels like unnecessary tedium.
- Action Economy: it doesn't feel good to waste a turn casting a self-buff in a Turn Based RPG. Since the game uses ATB system, I'd suggest that status moves such as buffs or heals cause the progress bar to load 50% or 100% faster until the player's next move.
Other Observations (Neither Good Nor Bad):
- Purple/Special Computer appears to be the best early game investment since a lot of the annoying or challenging enemies are of the Agility type and are weak to Special: Pigs, Maids, Hypno Robot, Hypno Ratkin
- There doesn't seem to be much meaningful character power coming from level-up and majority of the scaling comes from equipment or outfits.
I think that this combined with the comments regarding harsh economy is contributing to the feeling of tediousness.
Computers are a big investment, 2000 coin and the player is usually required to commit to one of the three (Red/Purple/Green).
This means they'll be able to counter one, maybe two types of enemy depending on Chip RNG and are going to have a slow and tedious time against the third type.
But Agility also grants speed in combat, so Attack / Agility or Special / Agility is preferred over Attack / Special stat split.
Considering my previous observations about enemy types, Special / Agility is probably the best stat to focus on from Computers/ Chips and perhaps Weapons.
I unlocked the Bunny Suit too late after I had already finished all content. Probably would've made some of the encounters less tedious and change my opinion about combat.
Overall, this is in my Top 10 games I've found on this website, it has potential to become a great project. Great job, dev, on all the work you've done so far and good luck in the future!
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