I can confirm all of the above

Pretty solid proof of concept. If that's what you 2 can do in a month, I hope you'll keep up growing that little gem to a good, releasable size.
Final size isn't finalized yet, but we're doing our best. Development has slowed down a bit as Uramomo and I discuss various things regarding the future of the game, and we handle all the financial stuff we need to.
Above all, great job with giving the gals their own personality. An addition of (not-so) simple things (AI & skills, a few dialogue lines) with a great result.
Milky quest influence is definitely here... About that:
- pixel art could use a sliiightly higher resolution. MQ uses smaller boxes, so pixels get real big in SM. Bleu is a cutie pie still, no worries.
- some diversity in the action would help. I mean, not just cowgirl. Girls have hands, mouths, tits and other charming parts...
I asked Uramomo what resolution he was comfortable drawing in. He gave me an answer and that's what we're doing.
Regarding diversity in action, that's the main thing we're currently worried about. We actually discussed it and came to some conclusions. I'll mention the things we talked about after replying to your post.
Most initial questions were answered, and I've read too much text these last pages to remember it all, so forgive me if I'm redundant:
1-Hearts are fine the way they are. It's already troublesome to manage will/stamina for the next fight; managing hearts as well would be a chore.
2-Yes, too random, albeit not by much. Pink diamonds are a big pain, worst when they're "?": they're nothing more than a disguised "roll a dice" 25% chance.
-> Pink diamonds are OK. They make the player experiences a tug'o war for control when things get wild; that's cool.
-> the "?" rate isn't. IMO it should be lower (for pink diamonds) not to be aggravating. Alternatively: a player skill to manually lessen the "?" rate.
3-No. Not too hard either, after the basics have been
fucked drilled into you and and the gals ain't strangers anymore. I haven't tried EASY (I leave that mode for horrible games) but there's room for an HARD mode. Probably.
4-Slow too stronk. But that's only because low speed = less "?" pink diamonds. It might be fine with less randomness, and enemies thriving in slow speed (Rouge, Bleu, and even Vert's slow speed passives ain't that powerful).
-> Victory heal not worth the risk. Pressure either - "?"s again...
-> Most enemy skills need a cooldown. Example: Red spamming 'unpredictable' is a pain.
5-System is original and adequate. If anything? Music speed adapting to the battle speed would be great for immersion. I'm no music expert, but a few R18 voice works circles are, and do fun things with modern music (that would fit the sci-fi theme and the speed variation system)
One things I'd like to say: this project may be a 1-month-old hatchling, but it shows much promise, whether you're aiming for a short game (à la Milky Quest) with a dozen enemies and few modifications, or a larger thing.
Many circles started with little games (less than 6 months of work), and then worked on the initial idea to make better, much larger games:
1- Thank goodness. I'm actually fond of the heart system as it is right now. Good point about resources to manages as well.
2- They aren't a disguised "roll a dice" 25% chance. THEY REALLY ARE 25% chance. That's actually the point. I want it to still be possible to lose to common enemies if you drop your guard. I don't want it to be a 100% chance you defeat the enemy if you know the pattern basically.
... regarding the ? rate. I'm actually thinking of making it so that once you fight an enemy enough times, you get 1 more free ? revealed. Basically Igrec as the character has gotten more comfortable with that enemy.
3 - OK so it's not just me then. Seems like the common consensus now is that the game's difficulty isn't that high. I was actually really concerned since
2 people have given me a 1 star rating on itch saying the game's bullshit levels of unfair. I really do not understand. It seems like they just didn't want to interact with the game systems and gave up when they realized it wouldn't be a walk-in-the-park.
4 - Yeah I have to nerf slow. Maybe increase it's cost? Make it reduce speed only by 1?
Victory Heal gives you a damage boost though. It's quite worth the risk in my experience and it gives you back a large amount of stamina if successful. Maybe it should give a flat amount though.
I'd rather not give enemy skills a cooldown. Unpredictable isn't actually that strong because of the focus ability. You're more likely to do damage to her than you think as well.
5 - Ahh music speed. The music I found... I think fits, but I'm not really good with modifying audio on the fly... it sounds like a good idea, but I might not be able to do it, and I don't want to ruin the good music I found by messing with the tempo.
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UraMomo and I have discussed a lot recently.
We were going to make the game absolutely tiny just to get our feet in the door, but we talked about Uramomo's wishes when he designed the characters. He designed Bleu with her face in mind, so he was thinking she'd be good for a blowjob. Take a guess what he wanted Vert to do... He gave the enemies weapons in order for their designs to not be too simple.
(I recommend you follow him if you can... He posts a lot)
It turned out well but we're not using them in the game anywhere.
We discussed it and yeah, he wants to draw these things he told me. "In order to create a more satisfactory experience for the user." Actually he works a traditional job so he doesn't have too much time to work on the game so I really feel the impact of his words. He's always thinking of what you guys would enjoy over finishing the game. I'm a bit concerned because I don't want to promise too much and get into a situation where we get into development hell however. This is his first project after all... He doesn't know what burnout is yet.
But yeah, we decided together to make the game slightly longer and add a few more systems.
I'm curious how you guys think about this:
We're thinking of having the enemies use map attacks. Red is fast and has a claw for a weapon. Maybe something like if she gets fully horizontally/vertically aligned with you she runs you down really fast and attempts to use the claw.
Bleu might have a projectile weapon. If she gets horizontally/vertically aligned with you she might shoot you and paralyze you.
Vert might have perception manipulation abilities that take the form of wind. If she sees you she might chant, and get you with them. Your controls are inverted for the duration.
We're thinking of adding the enemies as assists. In battle they won't do anything, but outside of battle you can summon them to do ecchi stuff. Depending on what character and position you choose you get a free buff at the start of your next battle. Maybe getting a boobjob from Vert gives you a state that lasts 10 turns where your stamina is recovered by 5% each turn. We haven't decided how the enemies become allies yet though. I don't want it to be after a certain amount of battles... I'm leaning towards unique events that happen after getting enough information about them. Maybe you can get pieces of information from terminals that you can read? Maybe you can register yourself as their owner?
We're thinking of adding computer terminals, but the terminals aren't normal machines you interface with. They're also androids. In order to interface with the terminal you must be doing a sexual act with them. So let's say you're trying to change your currently equipped passive abilities. Well you have to let the android give you a blowjob, or stick it in her mouth on your own. Only then will the menu screen pop up.
This will allow for us to add some male assertive scenes in the game. It's something the player WANTS to do, so it's more consensual. That should be good for a change of pace when it comes to scene composition. I'm much much more a fan of female assertive content than male assertive content, but I want other players to be able to enjoy the game as well. Don't worry though, the amount of female assertive scenes will outnumber the opposite by a significant margin.
Anyways, I'm currently working on the addition of a "main menu" so that users can check Igrec's stats and change his equipment... review the tutorials they've seen before and the like.
Since this isn't being made in RPG Maker all that has to be done manually... T_T
It will take a significant amount of time on top of my already busy schedule.
Uramomo's also slowed down in his asset production as well. I mean he's still working relatively consistently though. Just check his twitter. You'll see an unknown enemy there XD.
But I'll be around and ready to discuss the game and its future with anyone who wants.
EDIT: In fact we've created a
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for anyone who wants to visit and talk.