hhh7773
Jungle Girl
- Joined
- Sep 4, 2010
- Messages
- 122
- Reputation score
- 74
Okay, now that I've finished what content there is, this will more or less be a general review of the game, so far. I'd say its definitely going in the right direction overall, though there are also some frustrations that could be fixed here and there, as well as some obvious polishing that needs to be done.
For one, some of the pro's of this build, at least for me outside of the stage three bug that was in the initial version, I haven't experienced any crashes, whereas in the previous one mission 2 was absolutely unplayable due to it crashing ALL too often.
The new gameplay additions in the form of the dodge and RE4-6 melee system are both pretty fun when they work. I feel like the aoe melee attack that you do outside of a prompt could definitely use a slight buff or maybe some tweaking, as currently it takes up a whole hell of a lot of stamina, and doesn't really seem to do much damage unless you get the cartwheel kick, which can only somtimes lead to a insant ko with the knee drop to follow it up. Of course, there are times where the dodge prompt simply won't show up despite enemies attacking you/near you, and I'm uncertain as to whether thats a bug or intentional, but either way its worth mentioning, same with melee attacks sometimes missing when you hit the prompt after shooting their head/knee/arm.
The model itself does look better than what I remember of the last version for sure, and overall I'd say I like it, though it could definitely use some work overtime if you want to put more into it. I'd personally be just fine if it stays mostly as it is right now, though won't deny, the way the ass jiggle physics work when you are running in this game seems to be dialed up to 11. It just looks too jiggly and waaaay unnatural overall.
As for my biggest gripes right now... its 100% everything to do with finding key items as well as interacting with certain objects. The manhole in particular is a god damn nightmare, spent around 5 minutes circling it just trying to hit the right angle before FINALLY managing to interact with and enter it. I also think that key items, particularly ones that are placed in generally out of sight or less traveled places should have some sort of glint/glow to them, as well as the interactable item they are meant to be used with. The sewer in mission two was painful for me, would have never found the one on the roof in particular without some online guidance, and the fuses in the mines can be pretty difficult to pick out at times. The game is also just WAAAAY too dark in some areas, a brightness setting, or maybe even just a toggle-able flashlight attached to your outfit could solve this pretty well though. Oh, and of course, a save function, or restart at checkpoint function would be an absolute blessing if you can manage to include it sooner than later. Nothing more annoying than losing near an hour of progress due to a crash(thankfully, none of which happened for me this time around), power outage, or just not having the full time to commit to finish a level due to some of these more frustrating moments of just mindlessly searching for items.
Still, all in all, definitely like where this is headed for the most part, and I can understand a lot of this is still just being tested/alpha, but some more quality of life features being implemented in the next version would go a LONG way to smoothing out a lot of the pain with this game, and maybe even just finding someone to do some bug testing before an initial release just to find some of those more quickly tested/discovered bugs, like the third mission crashing at the end, and managing to get stuck in corners forcing a restart and such... also the infinite reload bug which is absolutely crushing if you don't manage to find an enemy to slap you out of it. Still, if the developer does read this, keep up the good work anyways, this is by and far still the closest/best RE sex parody that has yet to be developed, and is something I'd love to see fully realized. If there is any long term suggestion I can give as well... try to focus on just one character/campaign for now, and make a more or less full game for them before moving onto anything else. Can't count how many times I've seen interesting indies, or even triple AAA games enter development hell and wind up half baked or unfinished due to this very problem
For one, some of the pro's of this build, at least for me outside of the stage three bug that was in the initial version, I haven't experienced any crashes, whereas in the previous one mission 2 was absolutely unplayable due to it crashing ALL too often.
The new gameplay additions in the form of the dodge and RE4-6 melee system are both pretty fun when they work. I feel like the aoe melee attack that you do outside of a prompt could definitely use a slight buff or maybe some tweaking, as currently it takes up a whole hell of a lot of stamina, and doesn't really seem to do much damage unless you get the cartwheel kick, which can only somtimes lead to a insant ko with the knee drop to follow it up. Of course, there are times where the dodge prompt simply won't show up despite enemies attacking you/near you, and I'm uncertain as to whether thats a bug or intentional, but either way its worth mentioning, same with melee attacks sometimes missing when you hit the prompt after shooting their head/knee/arm.
The model itself does look better than what I remember of the last version for sure, and overall I'd say I like it, though it could definitely use some work overtime if you want to put more into it. I'd personally be just fine if it stays mostly as it is right now, though won't deny, the way the ass jiggle physics work when you are running in this game seems to be dialed up to 11. It just looks too jiggly and waaaay unnatural overall.
As for my biggest gripes right now... its 100% everything to do with finding key items as well as interacting with certain objects. The manhole in particular is a god damn nightmare, spent around 5 minutes circling it just trying to hit the right angle before FINALLY managing to interact with and enter it. I also think that key items, particularly ones that are placed in generally out of sight or less traveled places should have some sort of glint/glow to them, as well as the interactable item they are meant to be used with. The sewer in mission two was painful for me, would have never found the one on the roof in particular without some online guidance, and the fuses in the mines can be pretty difficult to pick out at times. The game is also just WAAAAY too dark in some areas, a brightness setting, or maybe even just a toggle-able flashlight attached to your outfit could solve this pretty well though. Oh, and of course, a save function, or restart at checkpoint function would be an absolute blessing if you can manage to include it sooner than later. Nothing more annoying than losing near an hour of progress due to a crash(thankfully, none of which happened for me this time around), power outage, or just not having the full time to commit to finish a level due to some of these more frustrating moments of just mindlessly searching for items.
Still, all in all, definitely like where this is headed for the most part, and I can understand a lot of this is still just being tested/alpha, but some more quality of life features being implemented in the next version would go a LONG way to smoothing out a lot of the pain with this game, and maybe even just finding someone to do some bug testing before an initial release just to find some of those more quickly tested/discovered bugs, like the third mission crashing at the end, and managing to get stuck in corners forcing a restart and such... also the infinite reload bug which is absolutely crushing if you don't manage to find an enemy to slap you out of it. Still, if the developer does read this, keep up the good work anyways, this is by and far still the closest/best RE sex parody that has yet to be developed, and is something I'd love to see fully realized. If there is any long term suggestion I can give as well... try to focus on just one character/campaign for now, and make a more or less full game for them before moving onto anything else. Can't count how many times I've seen interesting indies, or even triple AAA games enter development hell and wind up half baked or unfinished due to this very problem