Silvanya
Jungle Girl
- Joined
- Jan 15, 2014
- Messages
- 47
- Reputation score
- 8
Now I'll preface this isn't one of my usual genre types so I came in with only a minor/moderate amount of interest but I'll give you some feedback on how I feel. And I kept rolling back and forth about posting as I feel like I didn't really give your game as much chance as I should have(and I did try again but couldn't get into it), however if you feel my feedback is unnecessary that is fine.
The battle system doesn't feel intuitive to me (Though from what I see you need to learn an enemies habits for what they want) as say one of Enokippu's games (Who I believe is one of the better devs for QTE games. [the QTEs aren't the same and pop up one by one and you press the buttons given and if you missed you lost that "battleset". You could have an enemy say left left left and same enemy use left up down. etc]). The reason I mention this is because this is a similar enough for me to draw comparisons from (Yours is different but the idea is roughly the same)About the type of "combat" system you use.
I can understand you wanting to put in randomness and the reasons you have for doing such and I can respect that, But there really isn't a gameplay hook for me coming in. As I mentioned having a minor/moderate interest learning patterns/habits for different girls feels more bothersome than not since it is just a pattern with maybe a few random ones tossed in compared to actually "knowing" a character via a regular interaction (I mean I know this is an H game but still and an early demo at that.). For instance, I feel like VA-11 Hall-A does this quite well as I would find myself making drinks I knew the character liked or was in a mood for once I saw their facial expression from memory.
The art from what I have seen is quite great and I have no qualms with it.
Your timer should reflect the actual amount of time someone is going to have rather than a same set of numbers that decreases at x rate of whatever the frames are going. i.e. if you have 20 seconds 20. If 3? 3. I'm sure if I had played more I could pick up how much time I would actually have after x amount of time depending how fast the frames are going. But it seems to make more sense to have the actual amount of time you are going to be given listed.
Anywho, hopefully this is helpful to your endeavors and I wish you luck in making your game, I'll likely try it again at some point later on. Cheers~
-If this came off as less constructive I apologize I've had a long day.
The battle system doesn't feel intuitive to me (Though from what I see you need to learn an enemies habits for what they want) as say one of Enokippu's games (Who I believe is one of the better devs for QTE games. [the QTEs aren't the same and pop up one by one and you press the buttons given and if you missed you lost that "battleset". You could have an enemy say left left left and same enemy use left up down. etc]). The reason I mention this is because this is a similar enough for me to draw comparisons from (Yours is different but the idea is roughly the same)About the type of "combat" system you use.
I can understand you wanting to put in randomness and the reasons you have for doing such and I can respect that, But there really isn't a gameplay hook for me coming in. As I mentioned having a minor/moderate interest learning patterns/habits for different girls feels more bothersome than not since it is just a pattern with maybe a few random ones tossed in compared to actually "knowing" a character via a regular interaction (I mean I know this is an H game but still and an early demo at that.). For instance, I feel like VA-11 Hall-A does this quite well as I would find myself making drinks I knew the character liked or was in a mood for once I saw their facial expression from memory.
The art from what I have seen is quite great and I have no qualms with it.
Your timer should reflect the actual amount of time someone is going to have rather than a same set of numbers that decreases at x rate of whatever the frames are going. i.e. if you have 20 seconds 20. If 3? 3. I'm sure if I had played more I could pick up how much time I would actually have after x amount of time depending how fast the frames are going. But it seems to make more sense to have the actual amount of time you are going to be given listed.
Anywho, hopefully this is helpful to your endeavors and I wish you luck in making your game, I'll likely try it again at some point later on. Cheers~
-If this came off as less constructive I apologize I've had a long day.
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