Attacks and lust attacks achieve the same goal since lust attacks are the magic attacks of this game. The basic skills Attack and Lewd Attack are effectively the same since they use the different stats to deal damage for no additional costs. It's as if the wizard in a more classic RPG wouldn't use a stick to bonk people with, but instead use a spell that doesn't cost MP. The difference here is that a wizard would be a slut.
Traps that cause transformations are planned. I haven't put them in the demo since they would be a bit mean early on.
A graphical upgrade is among the top priorities. There actually would have been more graphics already, if I didn't have such poor timing. Moral is currently busy making the final for their Latex Ranger series, so there was a bit too little room to squence my graphics requests in.
DeeDeeMee
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The game looks extremely promising. The main ideas are clear, the execution of them is solid and they offer plenty of room for additions. However, the minor elements are where the cracks of this prototype start showing. First, the math of the money gained and spend is completely off. The costs of powerful equipment was far too low in comparison to the average quality of what I could find and how much money I could get. A rare item isn't rare anymore if it costs 400 and an ordinary encounter drop ~200. There is a clear discrepancy here that ruins the looting aspect. Equipment in the dungeons should be more meaningful, I usually only bothered with the weapons, and the shop should demand more. This continues to my second point, the dungeon running is a bit too predictable. Chests are plentiful and their traps arbitrarily dangerous. HP traps do next to nothing, SP trap and influence traps can be anything from harmless to devastating, yet none of this matters since the mechanic effectively vanishes once Lore joins the party. When it comes to these games, Ero Dungeons has some great curios with plenty of outcomes, but that isn't quite a blueprint of what could be possible here due to some other differences. Here, I think dungeon events could profit from some modifiers. Let me make an example, the clock hands are always on the ground at certain spots, free for the taking. Let's say that these could have modifiers such as enemies guarding them, wandering enemies carrying them, they are inside chests, false ones are lying on the ground with traps attached to them (this would make it more meaningful which one you pick up since a second short one would give away the trap) or other events, like maids looking for them which can either end in a fight, helping maids with a risk of influence or Maid Appearance making this second case less dangerous. Some of these could also be applied to chests for instance, and guarding enemies can be visible on the map, but don't move. This also opens opportunities for clearer enemy behavior outside of combat. Guarding, patrolling, fleeing are all options for them, which would make the dungeoneering more engaging. These are the two main issues I see holding the game back right now. The prototype is already really promising, so I hope the final version will be the best it can be.
