V 0.95 Thoughts
First off, I went ahead and supported you on Patreon so I could play this version AND v 1.0 and give my thoughts. I really enjoy this tease and hope you continue to stay motivated past the big release.
Jumping right into the new stuff:
Honor System:
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I think locking content from the player for doing well is a bad choice. Instead, just remove the cash payout so the player still gets all the content but the game also stays balanced. I got a sneak peek at v1.0 and this new point system now makes much more sense (in Normal Mode at least).
The discounts feel like a good trade off for the player. Extra money potential is removed but it is pretty well negated by shop discounts and free Tavern stays.
Battle System:
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The inventory interaction is a really cool step forward. Unlocks a lot of potential for new content and potions / battle items. Potions are also pretty cool. I didn’t find myself using them since the perks are already pretty OP as is, but I can see myself needing them once the Castle becomes lengthier and more challenging.
New Deep Forest Enemy:
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Amy is very tough for the Deep Forest. I personally felt safer skipping to the Swamp and taking the extra risk. Either way I’m probably losing my clothes to Mia in the Swamp, or Amy/the event in the Deep Forest. The battle is also very involved for such an early enemy. Amy is high risk high reward though. If you can get the Ice Pick from her and max your attack perk, the rest of the game is cake.
Final Castle Boss:
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Chloe is a really cool concept. She is intimidating the first time you encounter her with that 999HP and healing ability. Then you realize that she has the ability to SKYROCKET your lust if you’re not careful. It might be a lot to ask, but you are maxing out Chloe’s lust, shouldn’t you be rewarded a bit for beating her? It feels like she doesn’t give you the time of day after you win the fight.
This also becomes a super simple fight once you get the gimmick. I think Chloe should have the ability to surprise you with some hard hitting attacks and corruption leaks. Also, removing the player’s ability to restore Lust in this battle would increase in difficulty greatly (lock the Lust perk ability and green potions).
The sneak attacks bring up another point I’ve been thinking about:
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I think Chloe specifically should be super challenging to beat within the 15 day window. If you added brutal attacks to Chloe that do insane amounts of damage (like 1/2 of the player’s HP every time they struggle to escape one of the Lust phases) and the player’s HP goes to 0, add 5 corruption and Dominate the opponent. I think you shouldn’t be afraid to really add some difficulty to the final boss and make her super hard to beat within 15 days.
Just ideas, but it always feels like there’s a work around for the enemies and bosses.
New Potions:
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I never found myself using these as they were always too expensive to justify compared to resting with maxed perks or using the tavern. I think they are a great idea, but encounters may need to be tweaked before they are necessary or relevant.
After playing around in v1.0, the green potion is awesome, the orange potion is pretty much useless.
Church Event:
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I thought this was hard. Maybe it’s because I went in with under 10 gold, but I was net even close to paying off my debts. The worst part was that I was 9 gold away from paying myself off but didn’t make hour 18. I then got reset to a 56 gold debt which I was unable to achieve in a day. I love the idea, feels like the Swamp event. I think my personal experience just wasn’t very fun, but that’s because they kicked my butt and I was a sore loser in the end.
Heroine:
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I only saw the Heroine once. She asked me to defeat a Dark Forest enemy when I was still in the Forest. I think the reward is creative and more “good girls” really make me look forward to encounters more. I give this a huge thumbs up and hope more good encounters will follow in future versions.
After reading some comments, I am super excited to see that there are big plans for a hero’s guild!
Dark Priestess:
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Huge risk-reward here. I personally avoid it, but this is another encounter I can see myself looking forward to. I think it would be worth making the encounter unavoidable SOMETIMES. Maybe have 2 very similar encounters but only one allows you to refuse.
Fairy:
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I think I like this event. It should probably get moved to the Dark Forest since the fountain is already in this area, but that’s a discussion and choice for a different time.
I never encounter the fairy enough to progress her event, but I will keep trying. I’ve stuck to the 15 day limit more recently since that’s how the game is meant to be played, but I would gladly play longer to see this event to the end, if there is one.
I found myself in the Deep Forest a lot in this version. I seemed to enjoy it a lot. Good work!
New Items and Jobs:
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New items and jobs are cool, but I seem to just go for the highest damaging weapon every time since it just defeats stuff the fastest. The cutlass is really the only exception, but with the lack of a shemale boss it’s not worth crafting.
New jobs are always fun. If you don’t mind, 1 or 2 new jobs per update has been a nice treat that I hope continues in the future.
Kira Other Ending:
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This would pair so well with the Fallen Champion’s Sword! Unfortunately, that’s about it. Choosing the alternate path seems to block more content than it opens.
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Losing the church is also a huge blow. In my opinion, that alone is enough for me to avoid this path from now on. It feels far too punishing.
I bet more clever people have cooler solutions than me, so hopefully they can share their opinions and strategies on this too.
Naked Sleep Event:
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Good addition. Probably one of the better integrity changes.
It felt cheap being able to go through some area without clothes and have virtually no punishment. I’m just worried that people may not encounter Lisa while naked now and get completely blindsided.
New Castle:
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AWESOME!!!
This is how it should have been released the first time. A true boss rush where you need to being all the best stuff and pay a bit of attention. By far my favorite updated feature in this version. I have my issues, but I’m going to talk about them at the end.
Accesory Buffs:
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Much needed. These items felt overlooked and pretty niche. Now they actually feel worth crafting if the materials are sitting around.
Reduced Return to Camp time is also very nice. It feels like shorter timers are always a good thing for this tease.
Now onto old stuff that I had some thoughts about.
Timers:
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Speaking of shorter timers being good, I feel like that isn’t the point of the tease. I looked into other teases like “Triple X-COM: Crash Landing” (MisterFlame) and Trials of the Succubi (indyc). I like the interactive parts quite a lot but do not like how some tasks and interactions take multiple minutes of just dialogue or personal actions.
I don’t want to get into too much depth, but I want to bring this up and see what other people think about it.
Kira’s Ghosts/Spawns:
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To put it bluntly, Kira’s spawns are too easy to deal with. If you prepare, you will one-shot them every time.
Instead of having the ghosts directly increase with the player’s addiction, you could make a baseline hp for the ghosts (10 or 15 HP) then add +1 HP per addiction point. This way the player can’t just easily win by reducing addictions to 0 then fighting Kira. The ghosts might at least get 1 hit off before being defeated.
Accessories Giving Defense or Abilities:
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I still think there’s room for items to act like perks or temporary potions. It would be awesome to have a shield that gives +20 HP when equipped but takes your accessory slot.
Or maybe an accessory can act like the Ice Pick, but a little worse (10% chance to deal 1.5x damage maybe).
Combination items could also be cool (20% reduction in 2 addiction categories instead of 50% in one). There’s an advantage and a disadvantage for a combination item in this case (protect 2 addictions, but miss out on 10% lust savings).
I’m only throwing ideas out there. A million items could be added to this tease and I would still probably ask for more. I also like seeing other people’s ideas that stem off the simple stuff that gets thrown out there.
Castle Difficulty:
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I talked about this briefly in the Chloe section, but I really think the last boss in the Castle should always be hard to beat. Whether she scales to your HP, Lust, and Damage, OR the final boss is a multi-phase it feels like a super hard challenge is required. If another “Hard Mode” Castle rush needs to be made so newer players can beat the game and gain confidence that’s OK too.
It might be time to make a final boss that sticks around for a couple versions. You could add Castle bosses still, and they could compliment the aspects of the final Castle boss (if you want the final boss to be HP damage-based, add a couple bosses that knock your HP down before you even get to the fight). A really cool idea might be to have a battle start with one girl and slowly expand to 2 or 3 at the same time. They get to attack all at once (1, 2, or 3 attacks in one turn) while you have to decide which enemy you want to focus (the girls could all specialize in an addiction). Got this idea from seeing lots of hydra battles in games and shows.
This is my most critical opinion of the game so far. The content is always really enjoyable, but sometimes it feels like you have to try to lose, which is the case sometimes, but shouldn’t be the main objective, in my opinion.
I waited a while on this version to throw my review out since I wanted to make sure I touched up on everything I noticed in the version. I am really enjoying the creative new battles and expanding consumables. It continues to show how much effort and care you really put into the game. I already got a chance to play v1.0 and everyone on Milovana is in for a very nice treat. The Normal Mode makes the game replayablility skyrocket. I’ll continue to support on Patreon because, in all honesty you deserve it after putting so much into a passion project. I hope you continue to stay motivated with this project after the big release and will keep sharing my ideas and general response.
Keep up the incredible work, I’m looking forward to the next versions and all the new content you have come up with!
Jeez I just threw this into the preview screen and this is a very long post. I'll try to tone it back for the v1.0 thoughts.