1. Controls - there is way too many buttons to press. This is probably fine with the controller but on keyboard it's way too much. I managed to finish the demo and I still haven't memorized the controls. Navigating menus is especially atrocious. Two buttons to cycle status/map/options, two another to cycle tabs then wsad to select items/skills and of course two buttons for "confirm" and "back". That's way too much and this has to be simplified to good old "arrows/wsad+z/x/c" combo.
Controls are somewhat better in combat but they still can be simplified. Dash can be combined with jumping (down+jump button+direction) and there is no need for a button to change bullets, special weapon, etc. - this should be done via status menu (you equip what do you want to use).
I'm already navigating a maze full of traps, managing my HP and fighting alien monsters - controls should be simple and tight. There is no place for button managements in a game like this, IMO.
The game isn't even half content complete dude, there are MANY more powerups and movement abilities that will be added. The controls are simply not possible to simplify in the way that you think they should be. I'll agree with you that the menu controls could use work, but menus are an extremely difficult thing to design - I've considered making it just a few buttons, like you said, but the sheer amount of inputs to get between different parts of the menu seemed like a bigger hassle to me. Either way, I plan on adding in mouse controls when I get the chance, so hopefully that will help with your issues. As far as gameplay itself goes, feel free to ignore the buttons to change bullet types if you want - there is never and WILL never be any point in the entire game where any specific bullet type is mandatory, so if you have 1 type of bullet you want to use forever then go for it. The option is there for players to be able to swap between multiple sets of bullets on the fly, but you can beat the entire game on the hardest difficulty using nothing but the basic bullet types, not even the subweapons, if you're good enough. Swap between them via status menu if you want to, and let other people who want multiple types to quick-swap between have that. My goal is
intentionally to minimize the amount of time players have to spend in menus swapping weapons, as menus break the flow of gameplay, and flow is an extremely important element to me.
2. Let us skip and fast-forward dialogues. I find the story interesting but I can read fast - just give me an option to go through dialogues at my own pace.
Would love to, but currently there are major softlocking bugs in certain spots when you skip dialogue. There's a disclaimer at the beginning stating the game is still in development for a reason.
3. H-content on demand (the press of a button) is kinda meh. This takes away a lot from the experience. Even if you can use for healing, you can still finish the game not seeing any of it which is not a sign of a good hentai game in my eyes. If you make hentai game, hentai should be an integral part of gameplay. You should be able to avoid it if you want (and you are good at the game) but it should happen naturally, via gameplay not a button press.
If non-consensual sex is not possible/banned then use in-game mechanic. There is "excitement" gauge, right? Make it so contact with the enemy increase it and when if fills it puts heroine in "horny state". Then make her say "i'm horny, i want sex" etc. and the next contact with an enemy will result in a h-scene (but you can still avoid it by not touching enemies). She is on a "horny planet" and she kinda is "free-spirited" and she doesn't object sex with aliens, right? This shouldn't be a problem for Patreon.
You're welcome to your opinion, and like I've already said in this topic, I plan on adding more enemies and environment pieces that interact with the libido gauge. Again, we're still in development - but every single enemy isn't going to cause libido every single time they attack you, the meter would be ridiculously obnoxious if that's how it worked. As far as H-games
needing to make hentai an integral part of
gameplay in particular, I could not possibly disagree more. H-scenes are, by nature, slow and time consuming - there's nothing sexy about every enemy being a two-pump chump so there needs to be a certain amount of time devoted to each scene, but that makes them a huge flow breaker, and as I mentioned up above flow is very important to me. Instead, I've opted to integrate hentai and sex into the
story more than the gameplay itself, but as you yourself have already mentioned there's a libido meter that does integrate it into the gameplay, and again there will be plenty more enemies and environmental things that interact with the libido gauge as we continue developing the game, so it's not like this is an afterthought. I've put tons of time and thought into how I want all of these mechanics to function and interact with each other, in a way that feels natural but doesn't directly take away from gameplay.
4. You can recycle some enemies to put more h-scenes. I don't mind fighting "different color soldier" if it has a different scenes. What I'm trying to say is that enemy variety is important but h-scenes variety is more important. I must say I was kinda disappointed when I found a blue slime instead of green but it still had the same scene.
Also, I don't know about your plans but scenes with multiple enemies are always great - especially if there are some combinations. Take a look at "She illl server" - there like 5 or 6 monsters but h-scene variety is amazing. You even get a different scene depending of which monster attacks heroine as first. I don't say you have to go for that level of complexity but something more that "1 type of enemy = 1 h-scene" would be greatly appreciated.
Just going to tell you now, no. I'm focused on making a
game here, not an interactive porn slideshow - our H-content is very important to me, but they also take up a lot of time and resources to create. I don't know why you think "1 type of enemy = 1 h-scene" is what we're doing, because that's patently false - each enemy has a minimum of 2 H-scenes (one BE scene, one normal scene), with a handful of enemies also having gangbang scenes on top of those for a max of 4 scenes on some enemies, and then on
top of that each has a full, high-resolution, voice acted CG sequence tied to them, and all of that is available in the game
right now, not just stuff that's going to be added later (though some enemies do repeat their normal scene with bigger boobs for the BE scene - this is being changed, though, so each BE scene will be unique). This is an absurd amount of extra work for every single enemy we add to the game, but enemy variety is absolutely critical to a Metroidvania, so sacrifices have to be made somewhere, either with enemies not getting 20 scenes each, some enemies not having scenes
at all, or barely having any variety in enemies - and as I stated, enemy variety is extremely important, and I'm focused on making a game here, not just porn. Recolored enemies are a way to keep enemies relevant as the game progresses - Alicia's max HP increases by a ton as you play, so a slime that only does a few points of damage per shot would quickly become irrelevant. Recolored enemies are there for gameplay, not H-scene variety, and that isn't going to change unless we somehow get a
massive boost in funding that allows me to not only hire our
only current animator full time instead of part time like he is right now, but also hire more animators on top of him.
The most important thing is to keep going and finishing the game (in the near future). I rather play it as imperfect than unfinished.
Game development takes time, especially when you're on an extremely limited budget and a large amount of the work is done by one person (me). I'm not in the business of compromising quality to deliver content faster - I either put my full effort in and make things the best they can be, or I don't make games at all, so I'm sorry, but you'll just have to accept unfinished rather than imperfect for a while longer.