On the itch.io app question, thanks for bringing that up! The game is currently available as a browser version and offline package on itch.io, but I haven’t optimized it for the itch.io desktop app yet. I’ll look into what’s needed to make it compatible, as it could make the experience smoother for players like you. If you’ve got specific reasons for preferring the app, I’d love to hear more.
Your observations are helping me prioritize improvements, so please keep them coming! If you have ideas for visuals, features, or anything else—or if you’d like to chat further on Discord—let me know. Thanks again for supporting this project and helping it grow!
To me this just makes it much more similar to steam and at least gives the illution it would be safer since the programm does it's thing.
I believe to know now, that it doesn't make a difference, but it's less extra steps and I like to do a normal download once there is actually meat to the game.
I will seriously think about actually using doscord soon
Th game appears to be broken with todays update. The pregnancy status shows the character at level one and they no longer gain AP for the pregnancy page. The character essentially breaks when infused right now. The update also arrears to have broken old saves.
No need to apologies man. I was just letting you know. it's a solid start so far. Definitely need some refinement but has some good potential. Keep up the good work!
Played through it and experimented around. Awesome start, and it has great potential. Gave me a slight Overlord vibe I appreciate. Really enjoyed the strategic elements and I can't wait to see where it goes. Same for the story.
My biggest suggestion would be to reduce the duration of the infusion pregnancy. As it stands it's the energy cost and slow progress makes it not worth doing especially with the lack of experience gained during the pregnancy. Reducing the energy cost, or accelerating it to taking off a full trimester would greatly help incentives using that mechanic. Regardless the natural progression needs acceleration as well. You have roughly a 120 days before end game so it's not even possible the get through a pregnancy without infusion. Something like a 2 week/day natural progression and 3 month infusion or 1 month for normal summoning energy cost would make that mechanic much more usable. Some form of experience gain during pregnancy would help too.
That one is more of an observation then a suggestion, just noting it in case. The other current issue with the infusion which is that the summing RNG makes it just be diminishing returns at the moment. Even using saves as a cheat to reroll for good mates from the slave market and leveling them up, I didn't actually get anything better then the infused offspring. From my observations Willpower only seems to help with passing along the base characters stats and doesn't take into account the partners stats, because every combination only seemed to reduce the offspring's base stats compared to the better parent. I hopeful that adding additional partners to infuse will solve this with more variety, but it may take some RNG tweaking.
A couple of possible bugs I noticed:
-The population cap for the Hamlet caps at a 1000 before you even got all of the upgrades, and the housing seems to have no effect at all as of yet, for both the canines and felines as well as humans.
-Same for the food with no effect. Tried to go the evil route to see what happened. (Dark Humor Warning) You make a lot of money when you let people freeze and starve. Points for the realism.
-I did have a slave market girl randomly become marked for incest for some reason. Not sure what happened there.
-You lose all rewards for skipping the battle which makes gaining population difficult if that is the end goal, not sure yet.
-The Calvary is overpowered. You don't need a single tower to defend, and they didn't take any damage during the battle. I had to try to loose.
-I have to have to game in full screen for the menus to work properly.
-I noticed an inconsistency in the size of the character images in the chambers menu. They're consistent in the windowed game but full screen they are all over the place in image size.
Figured I mention these in case they are bugs and not just work in progress or on your radar. Hope all of this is helpful. Keep up the good work you're doing great.
Thank you for your detailed and thoughtful feedback! I’m thrilled to hear you enjoyed the strategic elements and the Overlord vibe—it means a lot to know the game’s potential is shining through, even in its early state. As a solo indie developer, your insights are incredibly valuable for shaping the game’s future, and I’ve taken note of all your suggestions and bug reports.
Response to Suggestions
Infusion Pregnancy Duration and Incentives: You’ve hit on a key issue with the infusion pregnancy mechanic—its high energy cost and slow progress make it feel unrewarding, especially with no experience gain. I completely agree it needs rebalancing to be more engaging. My plan is to reduce the energy cost through upgrades to the infusion device, though these upgrades aren’t implemented yet. Your suggestion to accelerate natural progression (e.g., 2 weeks/day) and shorten infusion to 3 months or 1 month for normal summoning energy cost is fantastic—I’ll explore these timelines to make the mechanic more viable within the 120-day endgame. Adding experience gain during pregnancy is also a great idea, and I’ll look into tying it to the mother’s activities or traits to reward players for engaging with the system.
Infusion RNG and Offspring Stats: Your observation about the summoning RNG leading to diminishing returns is spot-on. The current system, where only passes base stats and offspring stats are often weaker than the better parent, isn’t ideal. I’m planning to expand the infusion system to include multiple partners for greater variety, as you suggested, and I’ll tweak the RNG to ensure higher-quality offspring are achievable. This might involve factoring in both parents’ stats more effectively or adding a trait inheritance system to make infusion more rewarding.
Bug Reports
I’ve logged all the potential bugs you mentioned and will investigate them for the next version:
Population Cap and Housing: The Hamlet capping at 1,000 despite upgrades is definitely a bug. I’ll ensure housing properly expands capacity.
Food Mechanics: The lack of impact from food (and the unintended profitability of letting people starve) is not intended—dark humor aside, I’ll fix this to make food management meaningful.
Slave Market Incest Flag: The random incest marker on a slave market character is odd and likely a bug in the character tagging system. I’ll track it down.
Battle Rewards and Skipping: Losing population rewards when skipping battles is unintended and makes population growth too hard. I’ll add partial rewards for skipping to balance this.
Cavalry Overpowered: The cavalry being too strong (no damage taken, no need for towers) needs tuning. I’ll adjust their stats or enemy strength to make battles more strategic.
Fullscreen Menu Issues: The fullscreen requirement for menus to work properly is a UI bug. I’ll test across resolutions to fix this.
Character Image Inconsistency: The inconsistent character image sizes in the chambers menu (only in fullscreen) is another UI issue I’ll address to ensure consistency.
General Thoughts
The game is still in active development, with many mechanics (like infusion) being experimental. Your feedback has been a huge help in refining these systems—particularly the infusion mechanic, which will see improvements based on your suggestions. I’m currently working on fleshing out species level systems, and the next version (due in about a week) will introduce a core evolution mechanic to make breeding more rewarding. Thank you again for taking the time to provide such detailed observations. It’s players like you who help me understand what’s working and what needs work. If you have more ideas or want to discuss further, feel free to share here or join our Discord community. Keep the feedback coming, and I’ll keep pushing to make this game something special!
If it help with the UI issues, battle and building are the pages I found that have significant issues in operating. No change between 2560x1440 and 1920x1080. Also accidentally found another bug looking at that. If you go into the build menu mid battle it breaks the game. you lose navigation and can't leave the build page.
I'm looking forward to the additions. Don't go too hard on tweaking balancing in the mean time with other mechanics coming out. No point in fine tuning a half built engine you know. You'll just be retuning once more cogs are added. Good luck I'll be keeping an eye out. :)
Traits: they dont work for decedents, even if it shows they have the trait additionally i'd like the traits to be shown on the acquire page. Energy: the baron beds only increase maximum energy by 1/10th of what they are stated to, and even then you only gain 1k energy every day.
If you try to remove anyone from your temple it will automatically kick out your player instead.
So, I think it should be mentioned that if people try to play the web version on an Android phone they can't even get through the tutorial because when you get to the ritual screen the pictures of the participants are so large that start icon is buried out of reach for the player. You can't even scroll down on the main screen to reach them.
Thank you for your detailed feedback!I’m still learning the ropes of optimizing UI for phone devices, and I haven’t fully mastered it yet. For now, I recommend trying to zoom out in your browser or switching to desktop mode to access the start icon and complete the tutorial. If possible, playing on the desktop version might provide a smoother experience.
Played this game for a few hours or so. So here is my feedback.
1.Objective of the game is not clear. While sure we are defending against the demons but other then that i dont see what do i have to do other then continue to build and breed without a goal. (Still early in the game so maybe end objective is still new so maybe setting mini objectives on the side for growth to help along the way and makes learning of the game easier)
2.Breeding UI is a pain to use. Selecting characters on one side require to close the character selection page on one side then selecting the other side to pick the other character. (Recommend simplify by having each selection on each side rather then over lapping the other).
3. Building was hiding deep inside and i had to click around to find the build menu. Ended up spending a few days ingame till i figured it out (Recommend building tutorial to show income and resources)
4.Blackmarket. I still dont understand the use of it other then to buy characters to unlock them. You cant sell characters for gold and you can get characters easily via breeding quickly. So i dont see the use at all. (Maybe for future use but atm it is questionable to me on its use)
5. Jobs/quest. This is the primary way to earn money from my experience but training them require them to breed or have fun BUT require your energy and alot of it. Leveling up just to meet the requirement for the job is painful. At first i assume that you send those characters away to train them in the job and return once done and they level up in skill and level. But that is not the case. (Recommend a way to train the characters in the job and therefore able level them up Or some require to send the characters away permanently.)
6.Dungeon area. I like certain characters but i am unable to lock them nor mark them as none sellable in a way. Also the stats between the characters makes little use in the game atm so i yet to find any use of their stats. Other then their traits, all characters are the same i feel. (Just refining is required)
7.UI is not user friendly when in browser mode. Only works decently in full screen mode. Some icons still clip here and there but just require adjustment so it is fine.
8.Opening dialogue. Some of the dialogue at the beginning is also hard to read due to the brackets and lack of spacing between each sentence. Make me confused on what is saying and what is action due to it. Which cause me to stop reading and ending up skipping a good chuck of it. And end up skipping for the rest of the game. (recommend good text flow and spacing to keep the attention of the audience as it goes deeper into the game. )
I am sure i am still missing some stuff here and there but interesting concept but since i am unable to understand the goal, it feels like a simple grind game that makes little sense atm. Overall a good starting attempt in the game. I will look forward to future updates and see how it will progress.
Thank you so much for your detailed feedback! As an indie developer, I truly appreciate the time and effort you put into sharing your thoughts. The game is still in its early stages, focusing more on functionality testing rather than fully developed storylines, but your eight points are incredibly insightful and will greatly help me improve.
To make things easier in the summoning interface, you can double-click to quickly select characters without needing to hit the close button. The core design philosophy of the game revolves around the clash between the protagonist’s modern mindset and the dark medieval setting. For example, players can send monsters to their territory to help rebuild homes or live freely, but they won’t be used for trading. This is why the protagonist immediately frees the catgirl maid and all the furry characters.
I completely agree that the UI needs significant improvement, and I’m actively working on refining it, though it may take some time. The dialogue system has gone through multiple iterations, and I’m still gathering feedback on the current version. Since I know many players skim through text, I’ve opted for a compact layout to avoid slowing down the experience, rather than focusing on intricate text formatting for now.
Once again, thank you for your thoughtful input! If you’re interested, I’d love for you to join our Discord community to provide more guidance and help shape the game’s direction.
What do you mean by send the monsters to their territory? Are you referring to the Job section? And i understand and agree with the not selling part. I just wanted to know the idea and use of the black market. But thanks for clarification.
As for the text for story at the beginning believe you can keep to a minimum for now. Like Walking in real world , Storm set in , Got Knock out ,Woke up in another world, Demons are attacking, Rebuild by breeding and defending. Here is building, breeding and front gate to worry about. (This is just my thought process. I grown up knowing simple is better but that is just my opinion)
And sure ill be happy to give feedback when i am available irl. Ill join in and comment when needed.
My previous explanation was a bit unclear. What I meant is (as the goddess statue will later explain) the summoned monster girls are naturally allies of the lord. At this point, the lord’s territory should be their home. By assigning them work (through the Quests system) or directly moving them out of the temple, they can live normally in the territory. Once settled, they become part of the territory’s population, contributing to labor, military strength, and other stats, just like regular human residents.
Ahh ok. Well in terms of military strength. How to you tell that? and how you see these kind of stats? Cus the above only indicate Residents beast folk and work force only. Also i dont think i can have that many residence as i cannot make enough food to supply them all.
how much and what kind of content is there so far, are there any actual sex scenes? are they animated? is the scenes made by AI and if yes how well done is it, because most of the time games with AI are inconsistent and uncanny
sry for all the questions but i don't want to waste time with some AI slop game with no content again, nowadays it's always a 50/50 chance if you get completely disappointed or not
As an indie game developer, I'd love for you to try out the webplay version I've provided. I'm open to any feedback or bug reports from those who give it a go, and I'll work diligently to address any issues and incorporate valuable suggestions as quickly as I can.
I only played a bit but here's some feedback: - Navigation between locations is clunky. There is no button to return to the lobby, having to open the sidebar every time is annoying. - The quick select panel would be more convenient if it closed itself after selecting a character and if it opened on the same side. This would make it easier to quickly change characters, moving the cursor less and clicking less. - A "Select last partner" button would also be convenient.
1, The sidebar is a temporary setting, and the MainHall will undergo significant modifications and integrate more features. 2, You can double-click the character to quickly select and close the window. 3, Currently, it records the last pair of matchers. Do you mean to record some more group?I will note this suggestion and implement it later.
Nice! I'll admit I skipped over most dialog to try the mechanics asap, If the double-click behaviour was explained and I missed it that's on me.
For #3 I meant adding a button to load a character's last partner. The player would quickload one of the pair then use that button to load the other and continue their breeding. If you have 5 breeding pairs you would need only 4 quickloads eqch day to go trough all of them.
No problem, it just looks like one of the places more likely to contain a virus depending on how likely that is here, if there are no images and stuff making it look more real I guess.
I thought about how to translate it properly, "Your welcome" would have fit in here too right?
Thanks for your feedback! This is my first time publishing a game on itch.io, so I'm still learning the ropes. I assure you the webplay version is safe. Feel free to try it out and share any suggestions!
i will i just give it a bit time, most people I noticed push out 5 minute builds as their first release and expect praise for the intro, no offense just in chase.
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Maybe I asked already, but do you need to still make this aviable for the itch.io app?
On the itch.io app question, thanks for bringing that up! The game is currently available as a browser version and offline package on itch.io, but I haven’t optimized it for the itch.io desktop app yet. I’ll look into what’s needed to make it compatible, as it could make the experience smoother for players like you. If you’ve got specific reasons for preferring the app, I’d love to hear more.
Your observations are helping me prioritize improvements, so please keep them coming! If you have ideas for visuals, features, or anything else—or if you’d like to chat further on Discord—let me know. Thanks again for supporting this project and helping it grow!
To me this just makes it much more similar to steam and at least gives the illution it would be safer since the programm does it's thing.
I believe to know now, that it doesn't make a difference, but it's less extra steps and I like to do a normal download once there is actually meat to the game.
I will seriously think about actually using doscord soon
music is enough for me , good job
Th game appears to be broken with todays update. The pregnancy status shows the character at level one and they no longer gain AP for the pregnancy page. The character essentially breaks when infused right now. The update also arrears to have broken old saves.
I’m very sorry for not conducting thorough game testing. This bug has been urgently fixed.
No need to apologies man. I was just letting you know. it's a solid start so far. Definitely need some refinement but has some good potential. Keep up the good work!
Played through it and experimented around. Awesome start, and it has great potential. Gave me a slight Overlord vibe I appreciate. Really enjoyed the strategic elements and I can't wait to see where it goes. Same for the story.
My biggest suggestion would be to reduce the duration of the infusion pregnancy. As it stands it's the energy cost and slow progress makes it not worth doing especially with the lack of experience gained during the pregnancy. Reducing the energy cost, or accelerating it to taking off a full trimester would greatly help incentives using that mechanic. Regardless the natural progression needs acceleration as well. You have roughly a 120 days before end game so it's not even possible the get through a pregnancy without infusion. Something like a 2 week/day natural progression and 3 month infusion or 1 month for normal summoning energy cost would make that mechanic much more usable. Some form of experience gain during pregnancy would help too.
That one is more of an observation then a suggestion, just noting it in case. The other current issue with the infusion which is that the summing RNG makes it just be diminishing returns at the moment. Even using saves as a cheat to reroll for good mates from the slave market and leveling them up, I didn't actually get anything better then the infused offspring. From my observations Willpower only seems to help with passing along the base characters stats and doesn't take into account the partners stats, because every combination only seemed to reduce the offspring's base stats compared to the better parent. I hopeful that adding additional partners to infuse will solve this with more variety, but it may take some RNG tweaking.
A couple of possible bugs I noticed:
-The population cap for the Hamlet caps at a 1000 before you even got all of the upgrades, and the housing seems to have no effect at all as of yet, for both the canines and felines as well as humans.
-Same for the food with no effect. Tried to go the evil route to see what happened. (Dark Humor Warning) You make a lot of money when you let people freeze and starve. Points for the realism.
-I did have a slave market girl randomly become marked for incest for some reason. Not sure what happened there.
-You lose all rewards for skipping the battle which makes gaining population difficult if that is the end goal, not sure yet.
-The Calvary is overpowered. You don't need a single tower to defend, and they didn't take any damage during the battle. I had to try to loose.
-I have to have to game in full screen for the menus to work properly.
-I noticed an inconsistency in the size of the character images in the chambers menu. They're consistent in the windowed game but full screen they are all over the place in image size.
Figured I mention these in case they are bugs and not just work in progress or on your radar. Hope all of this is helpful. Keep up the good work you're doing great.
Thank you for your detailed and thoughtful feedback! I’m thrilled to hear you enjoyed the strategic elements and the Overlord vibe—it means a lot to know the game’s potential is shining through, even in its early state. As a solo indie developer, your insights are incredibly valuable for shaping the game’s future, and I’ve taken note of all your suggestions and bug reports.
Response to Suggestions
Infusion Pregnancy Duration and Incentives: You’ve hit on a key issue with the infusion pregnancy mechanic—its high energy cost and slow progress make it feel unrewarding, especially with no experience gain. I completely agree it needs rebalancing to be more engaging. My plan is to reduce the energy cost through upgrades to the infusion device, though these upgrades aren’t implemented yet. Your suggestion to accelerate natural progression (e.g., 2 weeks/day) and shorten infusion to 3 months or 1 month for normal summoning energy cost is fantastic—I’ll explore these timelines to make the mechanic more viable within the 120-day endgame. Adding experience gain during pregnancy is also a great idea, and I’ll look into tying it to the mother’s activities or traits to reward players for engaging with the system.
Infusion RNG and Offspring Stats: Your observation about the summoning RNG leading to diminishing returns is spot-on. The current system, where only passes base stats and offspring stats are often weaker than the better parent, isn’t ideal. I’m planning to expand the infusion system to include multiple partners for greater variety, as you suggested, and I’ll tweak the RNG to ensure higher-quality offspring are achievable. This might involve factoring in both parents’ stats more effectively or adding a trait inheritance system to make infusion more rewarding.
Bug Reports
I’ve logged all the potential bugs you mentioned and will investigate them for the next version:
Population Cap and Housing: The Hamlet capping at 1,000 despite upgrades is definitely a bug. I’ll ensure housing properly expands capacity.
Food Mechanics: The lack of impact from food (and the unintended profitability of letting people starve) is not intended—dark humor aside, I’ll fix this to make food management meaningful.
Slave Market Incest Flag: The random incest marker on a slave market character is odd and likely a bug in the character tagging system. I’ll track it down.
Battle Rewards and Skipping: Losing population rewards when skipping battles is unintended and makes population growth too hard. I’ll add partial rewards for skipping to balance this.
Cavalry Overpowered: The cavalry being too strong (no damage taken, no need for towers) needs tuning. I’ll adjust their stats or enemy strength to make battles more strategic.
Fullscreen Menu Issues: The fullscreen requirement for menus to work properly is a UI bug. I’ll test across resolutions to fix this.
Character Image Inconsistency: The inconsistent character image sizes in the chambers menu (only in fullscreen) is another UI issue I’ll address to ensure consistency.
General Thoughts
The game is still in active development, with many mechanics (like infusion) being experimental. Your feedback has been a huge help in refining these systems—particularly the infusion mechanic, which will see improvements based on your suggestions. I’m currently working on fleshing out species level systems, and the next version (due in about a week) will introduce a core evolution mechanic to make breeding more rewarding. Thank you again for taking the time to provide such detailed observations. It’s players like you who help me understand what’s working and what needs work. If you have more ideas or want to discuss further, feel free to share here or join our Discord community. Keep the feedback coming, and I’ll keep pushing to make this game something special!
If it help with the UI issues, battle and building are the pages I found that have significant issues in operating. No change between 2560x1440 and 1920x1080. Also accidentally found another bug looking at that. If you go into the build menu mid battle it breaks the game. you lose navigation and can't leave the build page.
I'm looking forward to the additions. Don't go too hard on tweaking balancing in the mean time with other mechanics coming out. No point in fine tuning a half built engine you know. You'll just be retuning once more cogs are added. Good luck I'll be keeping an eye out. :)
Traits: they dont work for decedents, even if it shows they have the trait additionally i'd like the traits to be shown on the acquire page.
Energy: the baron beds only increase maximum energy by 1/10th of what they are stated to, and even then you only gain 1k energy every day.
If you try to remove anyone from your temple it will automatically kick out your player instead.
otherwise its enjoyable
You’ve identified several critical bugs, which I’ve fixed and am currently packaging. An updated version will be released later today.
So, I think it should be mentioned that if people try to play the web version on an Android phone they can't even get through the tutorial because when you get to the ritual screen the pictures of the participants are so large that start icon is buried out of reach for the player. You can't even scroll down on the main screen to reach them.
Thank you for your detailed feedback!I’m still learning the ropes of optimizing UI for phone devices, and I haven’t fully mastered it yet. For now, I recommend trying to zoom out in your browser or switching to desktop mode to access the start icon and complete the tutorial. If possible, playing on the desktop version might provide a smoother experience.
Played this game for a few hours or so. So here is my feedback.
1.Objective of the game is not clear. While sure we are defending against the demons but other then that i dont see what do i have to do other then continue to build and breed without a goal. (Still early in the game so maybe end objective is still new so maybe setting mini objectives on the side for growth to help along the way and makes learning of the game easier)
2.Breeding UI is a pain to use. Selecting characters on one side require to close the character selection page on one side then selecting the other side to pick the other character. (Recommend simplify by having each selection on each side rather then over lapping the other).
3. Building was hiding deep inside and i had to click around to find the build menu. Ended up spending a few days ingame till i figured it out (Recommend building tutorial to show income and resources)
4.Blackmarket. I still dont understand the use of it other then to buy characters to unlock them. You cant sell characters for gold and you can get characters easily via breeding quickly. So i dont see the use at all. (Maybe for future use but atm it is questionable to me on its use)
5. Jobs/quest. This is the primary way to earn money from my experience but training them require them to breed or have fun BUT require your energy and alot of it. Leveling up just to meet the requirement for the job is painful. At first i assume that you send those characters away to train them in the job and return once done and they level up in skill and level. But that is not the case. (Recommend a way to train the characters in the job and therefore able level them up Or some require to send the characters away permanently.)
6.Dungeon area. I like certain characters but i am unable to lock them nor mark them as none sellable in a way. Also the stats between the characters makes little use in the game atm so i yet to find any use of their stats. Other then their traits, all characters are the same i feel. (Just refining is required)
7.UI is not user friendly when in browser mode. Only works decently in full screen mode. Some icons still clip here and there but just require adjustment so it is fine.
8.Opening dialogue. Some of the dialogue at the beginning is also hard to read due to the brackets and lack of spacing between each sentence. Make me confused on what is saying and what is action due to it. Which cause me to stop reading and ending up skipping a good chuck of it. And end up skipping for the rest of the game. (recommend good text flow and spacing to keep the attention of the audience as it goes deeper into the game. )
I am sure i am still missing some stuff here and there but interesting concept but since i am unable to understand the goal, it feels like a simple grind game that makes little sense atm. Overall a good starting attempt in the game. I will look forward to future updates and see how it will progress.
Thank you so much for your detailed feedback! As an indie developer, I truly appreciate the time and effort you put into sharing your thoughts. The game is still in its early stages, focusing more on functionality testing rather than fully developed storylines, but your eight points are incredibly insightful and will greatly help me improve.
To make things easier in the summoning interface, you can double-click to quickly select characters without needing to hit the close button. The core design philosophy of the game revolves around the clash between the protagonist’s modern mindset and the dark medieval setting. For example, players can send monsters to their territory to help rebuild homes or live freely, but they won’t be used for trading. This is why the protagonist immediately frees the catgirl maid and all the furry characters.
I completely agree that the UI needs significant improvement, and I’m actively working on refining it, though it may take some time. The dialogue system has gone through multiple iterations, and I’m still gathering feedback on the current version. Since I know many players skim through text, I’ve opted for a compact layout to avoid slowing down the experience, rather than focusing on intricate text formatting for now.
Once again, thank you for your thoughtful input! If you’re interested, I’d love for you to join our Discord community to provide more guidance and help shape the game’s direction.
What do you mean by send the monsters to their territory? Are you referring to the Job section? And i understand and agree with the not selling part. I just wanted to know the idea and use of the black market. But thanks for clarification.
As for the text for story at the beginning believe you can keep to a minimum for now. Like Walking in real world , Storm set in , Got Knock out ,Woke up in another world, Demons are attacking, Rebuild by breeding and defending. Here is building, breeding and front gate to worry about. (This is just my thought process. I grown up knowing simple is better but that is just my opinion)
And sure ill be happy to give feedback when i am available irl. Ill join in and comment when needed.
My previous explanation was a bit unclear. What I meant is (as the goddess statue will later explain) the summoned monster girls are naturally allies of the lord. At this point, the lord’s territory should be their home. By assigning them work (through the Quests system) or directly moving them out of the temple, they can live normally in the territory. Once settled, they become part of the territory’s population, contributing to labor, military strength, and other stats, just like regular human residents.
Ahh ok. Well in terms of military strength. How to you tell that? and how you see these kind of stats? Cus the above only indicate Residents beast folk and work force only. Also i dont think i can have that many residence as i cannot make enough food to supply them all.
how much and what kind of content is there so far, are there any actual sex scenes? are they animated? is the scenes made by AI and if yes how well done is it, because most of the time games with AI are inconsistent and uncanny
sry for all the questions but i don't want to waste time with some AI slop game with no content again, nowadays it's always a 50/50 chance if you get completely disappointed or not
The question is okay so you get an upvote just for the weird downvotes again.
As an indie game developer, I'd love for you to try out the webplay version I've provided. I'm open to any feedback or bug reports from those who give it a go, and I'll work diligently to address any issues and incorporate valuable suggestions as quickly as I can.
Will there be a pc version?
discord has the latest version.win linux web .completely free
Interesting!
I only played a bit but here's some feedback:
- Navigation between locations is clunky. There is no button to return to the lobby, having to open the sidebar every time is annoying.
- The quick select panel would be more convenient if it closed itself after selecting a character and if it opened on the same side. This would make it easier to quickly change characters, moving the cursor less and clicking less.
- A "Select last partner" button would also be convenient.
1, The sidebar is a temporary setting, and the MainHall will undergo significant modifications and integrate more features.
2, You can double-click the character to quickly select and close the window.
3, Currently, it records the last pair of matchers. Do you mean to record some more group?I will note this suggestion and implement it later.
Nice! I'll admit I skipped over most dialog to try the mechanics asap, If the double-click behaviour was explained and I missed it that's on me.
For #3 I meant adding a button to load a character's last partner. The player would quickload one of the pair then use that button to load the other and continue their breeding. If you have 5 breeding pairs you would need only 4 quickloads eqch day to go trough all of them.
OK, I understand your suggestion. I will think about where to put such a pairing record.
screenshots and stuff would be better
Thank you for your suggestion, I followed it.
No problem, it just looks like one of the places more likely to contain a virus depending on how likely that is here, if there are no images and stuff making it look more real I guess.
I thought about how to translate it properly, "Your welcome" would have fit in here too right?
Thanks for your feedback! This is my first time publishing a game on itch.io, so I'm still learning the ropes. I assure you the webplay version is safe. Feel free to try it out and share any suggestions!
i will i just give it a bit time, most people I noticed push out 5 minute builds as their first release and expect praise for the intro, no offense just in chase.