[v. 0.12.3]
A very interesting proof-of-concept for a corruption/trainer adventure/simulator game.
The best part of the game is undoubtedly the commitment to the bit of playing cartoon-villain evil mage. The socializing-system that represents gaining levels of control over people is a very cool concept, and the game very smartly puts a lot of emphasis on your ability to use it as part of the story.
The art and the thematic cohesion is unique, and the broad strokes of the central characters are well executed. A lot of stuff is smartly put together.
But as it is now, most of the game feels not only rough to play, but it feels that in a way that doesn't inspire a lot of confidence in the game.
It feels like the scope of what the game is trying to do is just a little bit beyond it. Like, it's fine that the sex/corruption scenes aren't all there yet, but the supporting systems for that corruption also seem to be only half-done. The balancing for the corruption/socializing and it's leveling needs to be properly balanced and progression-gated, the storylines for corrupting major characters need to be plotted out and those storylines should have some kind of meaningful gameplay behind them. A proper minigame/gameplay system for gathering alchemy-ingredients would be welcome etc etc.
There's so many things that still feel like they need work, without even mentioning all the art and story-content for major setpieces, that it feels like the game is just going to end up struggling to fill the space between it's better-written, more interesting and more interactive major story-moments, due to a lack of resources. And that just leads to defaulting to all the bland, boring RPGM-things, unless you have strong gameplay-systems holding the game together. Having to struggle to do so many things makes it harder to make the things you do want to deliver on more focused and higher quality.
A very interesting proof-of-concept for a corruption/trainer adventure/simulator game.
The best part of the game is undoubtedly the commitment to the bit of playing cartoon-villain evil mage. The socializing-system that represents gaining levels of control over people is a very cool concept, and the game very smartly puts a lot of emphasis on your ability to use it as part of the story.
The art and the thematic cohesion is unique, and the broad strokes of the central characters are well executed. A lot of stuff is smartly put together.
But as it is now, most of the game feels not only rough to play, but it feels that in a way that doesn't inspire a lot of confidence in the game.
It feels like the scope of what the game is trying to do is just a little bit beyond it. Like, it's fine that the sex/corruption scenes aren't all there yet, but the supporting systems for that corruption also seem to be only half-done. The balancing for the corruption/socializing and it's leveling needs to be properly balanced and progression-gated, the storylines for corrupting major characters need to be plotted out and those storylines should have some kind of meaningful gameplay behind them. A proper minigame/gameplay system for gathering alchemy-ingredients would be welcome etc etc.
There's so many things that still feel like they need work, without even mentioning all the art and story-content for major setpieces, that it feels like the game is just going to end up struggling to fill the space between it's better-written, more interesting and more interactive major story-moments, due to a lack of resources. And that just leads to defaulting to all the bland, boring RPGM-things, unless you have strong gameplay-systems holding the game together. Having to struggle to do so many things makes it harder to make the things you do want to deliver on more focused and higher quality.