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It was a game of exceptionally high quality, and I’m eagerly looking forward to the full release. While playing the game, I gathered some feedback on features that could be improved:

Boss Cutscenes Replayability:
With the current save/load system, once you clear a boss, you can’t rewatch its specific cutscene later, even after completing the game. Although the beta-test style—where the boss reappears if you exit and then re-enter the boss room—has its merits, it might detract from the overall polish. It would be great if players could save their progress near the boss room, similar to bookmarking in visual novel games, so that they can load that point later to view the cutscene again.

Movement Speed:
The movement speed feels a bit sluggish and can be frustrating. Please consider adding a running function or an option in the settings to adjust the character’s movement speed.

Mini-map Feature:
A mini-map would be very helpful. When searching for attack power enhancement items, I sometimes found myself unsure whether I had already traversed a certain path due to the absence of a mini-map. If possible, including a feature to toggle the mini-map on and off would be ideal.

Mouse Cursor Size:
When playing with a mouse, the cursor appears too large, which can be slightly inconvenient. An option to adjust the mouse cursor size would be much appreciated.

Cutscene Duration:
It would be nice to have the ability to adjust the duration of cutscenes.

Item Function Clarification (First Boss):
When I first played the web version of the game, I noticed that after defeating the first boss and picking up the item, I was automatically moved to the next boss room. I initially assumed that this boss item always triggered stage progression. However, when I later played the downloaded version, defeating the first boss did not automatically advance me to the next stage; instead, when I left and re-entered the boss room, the boss reappeared and the previous dialogue was replayed, which made it seem like a bug. It wasn’t until I accidentally pressed the Shift key that I realized the item was, in fact, a usable weapon. I suggest providing a clear indication that the item is a weapon available for use once it appears after a boss is defeated.

Additional Languages:
Please consider adding more language options to the game.

Additional Bug:
While playing the game, I also discovered that in front of the second boss room, the path is blocked, as shown in the attached image.

These points are merely my personal opinions, and I hope you find them useful as input for further game development.

Decent game

Being able to change aim while moving without stopping attacking would be nice. Character art and animations are great, but your picture feels way to big on the screen, either an option to resize or make it transpearant while you move close to/under would be nice.

Great art and the graphics and attack animations fit really well.
Two things to improve:
on Windows I can't see the mouse cursor on menus in full screen
When using wasd to walk between map sections, you have to release and press the move key again.  Would be smoother if you check for depressed key on map tile entrance too

Looking forward to seeing the full game and gallery! ;-)

I kinda really like the game and think it is very erotic, but also feel like there are some things that could be improved.

These things are:

- Camera is a bit buggy and unintuitive sometimes. You can tell some rooms where designed where the player is expected to walk in from a specific, and the camera will snap to that side on scene entrance. But if you enter the room from the different side, it still snaps to the same entrance, leaving the player out of frame.

- Zoom level is a bit weird as well. Sometimes, you play rooms zoomed in really far, and other times (during bosses especially) camera zooms way back so you can better see stuff. I understand why this was done, but it "feels" a bit weird. Hard to explain. This also makes the characters hitbox hard to grasp. The characters hitbox is a bit weird anyway.

- The splash art was what initially draw me in personally. I have a preference for big witch hats and tight clothing. So it makes me a bit sad, that there are only a few variations on the splash art. The focus is definitely on the pixel arts (which are also very nice I have to say!!), but I feel like there could have been more interaction with the splash art - maybe during different game states, the witch could have a different splash art? (Normal, Erotic / Charmed, Caught by Trap, etc...). I do understand that this would mean a lot of extra work, and it might not be something that you would want to focus on.

- Game Difficulty feels a bit weird - some weapons outclass others by a lot. I personally don't mind difficulty that can easily be cheesed by the player, because this allows the player to focus more on the erotic part.

- Towards the later part of the full game, it feels like a deadline approached and the game had to downscale a bit of content. While early levels felt very ambitious with different H-scenes for different enemy defeat scenes, later levels have some reused H-scenes or just enemies without any defeat interaction. I understand that it's a lot of work, but having a succubus enemy and not giving it an H-scene makes me very sad.

- The H-Scenes are generally good and I enjoyed them, but I wish they would automatically loop. If you want to look at them in full length again, you need to select 'Retry' on the Game Over screen and then get defeated by that particular enemy again.


Overall, I did enjoy the game  and it has met my expectations for the given pricepoint. I am looking forward to your next release!! Good luck!!

Thank you so much for taking the time to play our game and write your feedback! I am really appreciated it. 😊❤️🙏

I will definitely take your suggestions into account to further improve the game.

– Kumotori

(1 edit)

This game's concept is very promising, however it has a few flaws.


THE BAD

  • The character avatar on the left takes up a lot of screen space making it hard to dodge and see
  • The map is very hard to navigate, a map would be appreciated
  • You can easily run by enemies
  • The warning for where enemies will attack are good looking but a little hard to interpret
  • Killing enemies is pointless at full hp
  • The different weapons should be less of upgrades, as in the split shot should not just be directly better than the normal. Each weapon needs strengths and weaknesses.
  • The static tentacle enemies are quite boring in their current state
  • The game is overall not very difficult
  • The hurt box of the character is hard to understand
  • With damage upgrades the bosses are extremely quick
  • The tentacle weapon is easily the highest damage per second
  • The projectile attacks on the first boss can spawn too close to the player


THE GOOD

  • The art is pretty good
  • The attacks of the bosses are well done and interesting
  • The tentacle weapon is well designed
  • The idea of taking the attacks of bosses and using them is great
  • I like the choice of using health for more powerful spells
  • The music is nice


Overall the demo is fun and I look forward to seeing the project develop.

Also was AI used to make the art?

Thank you so much for taking the time to play our game and share your feedback! I truly appreciate it. 😊❤️🙏

As for the artwork, all assets were hand-drawn by Mero, our talented artist. No AI was used in any part of the art asset creation.

You can check out Mero’s work here → https://x.com/mellowillust444

— Kumotori

NICE!
I'm very glad to hear that, I wish you two luck on your game development journey. I most likely will be back to discuss each new update and share my opinions on it!

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