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Sanguine-Oni - itch.io
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Sanguine-Oni

390
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A member registered Feb 07, 2023

Recent community posts

No, I didn't try any other maps because, I'll be honest, when you originally released the game it was so infuriating and unfun at the time I gave up after the fourth map but I decided to give it some time to stew and see where it went. Then, I waited for a few more updates, deciding to play again recently. I tried the Custom map and then Map 5 (and maybe 6?) on Normal and saw the same issues were still there, (although the jumping mechanic had been fixed and greatly improved) so I gave up again. It is just, to me, a SUPER unbalanced and highly unfun affair to endure as it is. Having to constantly choose 'retry' because the enemies can group up on you so easily, sometimes killing you after one turn is not my idea of fun, sorry. Random enemy and character placement only works when there is a balance. If you don't want me associating it with Worms, then maybe don't use the name in the title, because that gives players like me the idea it will work similar to Worms. To that effect, again, random worm placement worked in those games because of the arsenal you could start with and ability to toggle them, as well as setting modifiers such as your worm having twice the health of the others, or you and the enemy having the same number of worms. 1 V 3 is never going to be fair or fun in the concept you are attempting to make it. This is Ragebait Worms as it is now; for sadists who love to endure games like Getting Over It but Worms style. 


Just tried Ghost maps. Ghost 3 already has the issue with 1 V 3 and worm placement. Especially if you spawn at the bottom right of the map. No offense, but did you test play your game in a way where you tried to play from each spawn point? Because, in Normal (I think map 3?) if you spawn in the bottom left your attacks don't reach the worm in the upper right. Ever. The full charge doesn't even come close to reaching that distance. And then, in Ghost 3 we have a similar issue if you spawn in the bottom right, let alone the two upper worms can decide to be highly functional and end you easily regardless as to the position.


But, that's fine. I wanted to like this and hoped you planned to fix things. But your statement of saying it isn't planned to be like Worms is enough for me to say our convo will end here. I'll just uninstall and move on. Best of luck. seriously. Though, change the name as it is highly misleading and false advertisement if you don't feel like making it work like a Worms game.

MOST of the spawn points are horrible. In most maps I only see ONE spot where you can  have any chance of surviving, as I said. I'll be honest, it was so bad that outside the custom map and the first five maps, I didn't even bother playing again. It as too much of me spamming 'restart' just by looking at the map and seeing how the placement was and going 'nope. Zero chance of victory there'. Also, did you mean to say "unfamiliar" with the mechanics of Worms? Because, no offence, it seems that is what you meant and I want to be sure. Because, if you did mean such, I can certainly assist as a veteran Worms player. My bro and I LIVED on those games on the PS1, releases and on the Xbox 360. I can definitely give pointers where needed.


Making the terrain be the focal point is fine, but it is going to severely destroy balancing your game and turns what should be a fun Gorilla (the original Worms was inspired by)  style combat game into an infuriating mess - UNLESS you change the concept from a combat-focused game into a puzzle game by strategically placing worms like the OG Worms puzzle maps did. What I imply is make the worms 'sticky' (immobile) and have infinite HP on both you and the AI then place them on thin bridge-like areas you blow up to make them fall into an abyss or water. 


One last little feedback, the custom map... Loved how it had random weapon drops... but definitely needs a way to toggle them and hold them for strategic purpose and a 'this is what the weapon is'. I picked up two, and both times wasted them due to not knowing what they did. Shot the laser into the air thinking it would be a boost to my bazooka damage, and then blew myself up thinking the other was another laser. Also, did like how her eyes follow you in that map. Was a fun little gimmick to see. Though, would be better if she looked like her face was conflicted like 'um... the f is happening on me'? lol Joking, btw. Don't make them all look horrified. Would be amusing but not needed.

This seems to work, thank you.

Glad to see you're still working on this, but it is still far too unbalanced in the AI's favor. Pretty much, you are obligated to keep hitting retry until you spawn in the ONLY spot that gives you ANY chance of surviving. And even then, you have to PRAY the AI doesn't go full-on accuracy mode in the first two turns. 1 v 3 worked in the original Worms games (I've been playing since the PC release of Worms 2 in the 90's) because they cut the enemy HP down by 50% to balance it. 1 v 8 they cut it down by 75%. You can't expect us to bare bones a 1 v 3 while flanked from both sides. Hell, in one of the first three stages you can be locked out of a win because you can spawn on the far left and it is too low a spot to hit the enemy in the upper right even at full charge, so you literally start in an unwinnable game since the map is spaced with pits too wide to leap over to get close enough.


Also, the fact you can only hit the testicles is a MAJOR issue. The hit box is so damned small compared to the "character model". Watching the shots travel through the 'torso' is infuriating.


Please fix the balance and make the full 'worm' an object for hit detection. I've been with you since the day you posted the game, but every update has been a let down for me because the balance is still so horrendous in nearly every level.

Can we please get a better description than "maybe an opportunity will present itself" for the next step after completing Sally's questline, please? Been unable to trigger whatever scene I need to move forward and discuss volleyball. Been trying for in-game weeks and am growing very disinterested in trying anymore. Finished Faye AND the cafeteria upgrade storylines.

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First time playing. Round 4 I beat it then said to go to the gacha from the victory screen. Came back to find it was not counting the clear. Apparently, if you do not go to 'level select' when you win, it doesn't count as completed and you have to replay the level. 


Also, suggestion for moans to be its own sound toggle. And I can't see whatever is under the game board. 


Edit: Okay, so... very generic game that describes itself as super explosive and fun... but has half the key components of a match-3 game missing. First off, why are we bothering to unlock special items via the gacha that don't have any apparent way to use them mid-game? Legit there is no icon where I can choose a bomb or rainbow gem on the screen while playing. Every game has that but yours, unless I am missing it. 


Secondly, again, unlike other gem games, combining 4+ gems using a special gem seems to negate the new gem. To give an example, COUNTLESS TIMES I should have combined enough gems to get a rainbow one, but instead, because I had a stripe in the ones I combined (or a bomb) it just dropped a bomb or stripe again, not the higher special gem it should have.


Third, your difficulty is all over the place. Seriously. The levels get slowly harder, then jump to a much harder one, then drop to impossible to not win in one move, then back up to challenging... then back down. Then, when you get to the pink bow/ribbons it is impossible unless RNJesus blesses you. 


Gave up on the first pink bow level. The AI art is meh at best, and the game play isn't even half what most match games have like Honeypop or ANY of the MANY on Mikandi app. You have a decent start, but you need to polish it a lot more. You drew me in with Rias on the cover until I realized she was a gimmicky Patreon unlock. Stuck around to give the game a try. Made it to levl 39 or so, but nah, not feeling it. Sorry. Also, maybe don't up-sell your game with such high energy. "Welcome to the most addictive and rewarding NSFW experience on the market."  Nope. Definitely not. " Waifu Pop! isn't just a game—it’s your gateway to a massive, ever-growing collection of over 1000 high-octane, uncensored artworks." High-octane? There are hardly any screen shake visuals or explosion sounds. Just a lot of sounds like navigating menus in Pokemon on gameboy gen 1. And the music is so lo-fi it is like I am on hold for the SSI office. And the art... I'll just make realistic stuff on perchance.org. The art is the most generic AI art I have seen. I can't help but feel you tossed this thing together in less than a day using an AI match-3 maker where the AI makes the entire thing.

Never understood whether the total days were important or not since there was a calendar. Always tried to do everything as fast as possible in case it was like Persona or other games with months tracked where there is a cut-off point. That's fine, I'll do that, then.  Thanks.

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Okay, thank you, but that doesn't help what I'm asking considering there is no money cheat in there, just 'unlock achievements /memories/background' cheats.

So, I read the long-ass post you said and am confused. So, 11.5 beta fix1 will never carry over anyway? Because I see now it says "saves from any version prior will NOT be transferable". If so, could you give us all access to cheats for money and such? If I have to start via a save you have / chapter select option, I'd like to not have to waste even MORE time getting money for anything I may need to purchase from Bobby or anyone else in the future. I mean, 20k+ gold turns to 60 gold when I choose your chapter select.

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(Edit: I uninstalled and reinstalled from scratch for the same result, just an FYI. Also, no clue why the crash log's tracefile says Windows 10. I'm on Windows 11 Pro and even checked my computer's 'About' thinking I was losing my mind for a second, but it says 11 Pro too.)

Game won't even run. Comes up with the Lazy Tarts logo then crashes into a notepad file of errors every time. Never played before. Just downloaded it. Windows 11 laptop. Here is the text log for the notepad file it creates:


I'm sorry, but an uncaught exception occurred.

While running game code:

  File "game/scripts/core/Fight/enemies/Rebel1.rpy", line 36, in <module>

  File "game/scripts/core/Fight/enemies/Rebel1.rpy", line 87, in Rebel1

  File "game/scripts/core/Fight/Ability.rpy", line 41, in __init__

IOError: [Errno 9] Bad file descriptor

-- Full Traceback ------------------------------------------------------------

Full traceback:

  File "renpy/bootstrap.py", line 275, in bootstrap

    renpy.main.main()

  File "renpy/main.py", line 564, in main

    renpy.game.context().run(node)

  File "scripts/core/Fight/enemies/Rebel1.rpyc", line 35, in script

  File "scripts/core/Fight/enemies/Rebel1.rpyc", line 35, in script

  File "renpy/ast.py", line 1138, in execute

    renpy.python.py_exec_bytecode(self.code.bytecode, self.hide, store=self.store)

  File "renpy/python.py", line 1122, in py_exec_bytecode

    exec(bytecode, globals, locals)

  File "game/scripts/core/Fight/enemies/Rebel1.rpy", line 36, in <module>

  File "game/scripts/core/Fight/enemies/Rebel1.rpy", line 87, in Rebel1

  File "game/scripts/core/Fight/Ability.rpy", line 41, in __init__

  File "renpy/minstore.py", line 74, in print

    _print(*args, **kwargs)

  File "renpy/log.py", line 250, in write

    self.real_file.flush()

IOError: [Errno 9] Bad file descriptor

Windows-10-10.0.26100 AMD64

Ren'Py 7.6.3.23091805

WitchHunter 0.25ex

Mon May 25 13:27:19 2026

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Can't get the new version to find my saves from the previous no matter how many attempts I make for it to do so. I'd really rather not lose all my currencies (I have over 20k coins and I forget how many blue flames).


Forgot to say I'm on a Windows 11 laptop. I tried getting to a new chapter (Act 1: Chapter 5) to see if that would work. It seems to remember my preferences for Sonya, as she is in the outfit I had her in, but that is all.

Another awesome update. Perfect placeholder ending spot you picked out! Can't wait for the next part!

Gonna be real and up front... you had me at the gameplay description, but lost me with the futa images. Is the futa forced, or avoidable?

In my opinion, I think it could be a lot more simplified. Maybe just have a single button for "collect all media" and another for "reset cameras" after you have already done them once. It can just calculate the time it would take and subtract it from the hours / day. You have a decent concept that strays far from being Janitor of Love (which is good, as individuality is a good thing), but it just doesn't feel rewarding or engaging enough, just... bland and repetitive in a not so good way. I mean, arguably, if we have this predetermined loop where it is just "go to the same locations, extract images, go to room, store images, go back to those locations, install camera, go back to room, upload images", the steps don't need to be so many and can be simplified, since you're doing the same thing each time and the end result is the same where you do each one at a time or just click "collect all / install all".  In fact, why are we re-installing cameras to begin with when it is the memory card you take and not the camera? That just occurred to me. That being said, the security guard should just buy extra memory cards and swap one in when taking the other out. One trip. One and done. No traveling everywhere twice in a day. Two memory cards per camera, so one is always in hand or the PC, and the other in the camera. Or, like I said, just have them direct-send to the PC via motion sensor activated photography (in a purchasable upgrade).

I would also add more info for a lot of things. Such as prices for the cameras and such. You have the "bravery level 30 required" but not how much the cameras cost (or if you do, I never once saw / spotted it). I never felt a need to pay attention to my funds as I always was able to buy whatever I needed by the time I was at the required bravery level to do so, and when I did, the funds didn't drop by much, if at all. The money felt like it was there as a cosmetic, just to be a part of the story in concept. Like "hey, this is a job, don't forget". But it never felt useful or needed, as it was in abundance. Need a photo gallery on the PC to view previously collected photos and keep track of new ones and how many are yet to be found. I'd actually add an entire PC overlay to manage the process. Then, the player could select their favorite image and set it as the in-game PC's wallpaper. A detailed journal of the girls would also nice to have the catalog on, where we could see their job, age, and bio above the collected CCG/TCG style image collection for that girl.

The art, to me, could definitely do with work, as I said. And as I tell most people: perchance.org offers free AI with as realistic or cartoony styles as you want, since it appears you're using AI anyway. Whatever generator you are using is making stretched out and oddly shaped characters. Either that, or something in your programming or adding of the images is.

I also will add that the toilet and stairs are in bad spots. Because a majority of the time, I click on the word boxes to skip text. But, those are where the word box is. So, I end up moving to Stairs1f and Toilet1f often when I don't mean to while spamming, since the "skip" feature is not always functional and sometimes just abruptly stops working even when I have already seen the dialogue (another issue I failed to mention and should be noted, btw, right there).

I also didn't feel invested in any of the chicks. It is voyeurism for the sake of voyeurism, but as a player you don't have a connection with the characters. There is no motivation to feel hopeful that a particular female may pop up. Again, maybe you plan for stories and interactions where you get to know the characters. But in its current state, there is just no feeling of depth or intrigue when it comes to the females - whom all look very similar, I may add, which is also not too great.

I'm not trying to be mean, and I am not angry, for the record. Just want to give an honest opinion. But, like I said before and above, "In its current state". I make sure to use that in my reviews on itch because I know things can change, and many of the times, devs are just laying a very VERY generic concept that lacks 99% of the ideas they wish to add and will be added later. Even the best games can start out poorly during the initial design and test stage. Trial and error makes things work. But, I'm also only one person, so my opinion is not and should not be your sole criticism. I like the concept. I can see a lot of ways this could be a great game if things are added / tweaked.

I can't really say anything good about this, sorry. For one thing, the few words that are present are so poorly written, like English is not the first language, or a middle-schooler wrote them. 

Secondly, the art, even being AI, is horrible. The photos you upload are stretched oddly and not scaled to look right, and the characters are also oddly shaped, with many of them looking somehow both fat and thin at the same time.

Third, the navigation - which is the main gameplay - is atrocious. Even if you get passed how repetitive it is, it is just not fun to navigate; made worse by each new camera type adding more to the repetative loop of "wake up, move to each location, retrieve memory cards, go to room, upload, back to each other room, install camera, back to room, sell photos. It also makes zero sense for him to do. In real life, you can get a small motion-activated spy-cam (otherwise known as a trail cam for outddor models) that directly connects to your phone or laptop or PC so you can have any photos sent directly to your devices and only need to chang it when filled. Why is this dude living in the 80's with his outdated technology?

Also, how is the small bathroom on the 1st floor a locker room changing area when you collect the photos from it? The image when you enter the "toilet1f" is clearly a VERY small space that barely fits the toilet. Even the photos are inconsistent with the spaces they are supposed to take place in.


TLDR: game has no immersion, bad writing, unfun and boring repetitive looping gameplay, bad navigation, and bad art. Can't say it is worth anyone's time to even try this in its current state, sorry.

This dev likes to make sure quality and quantity are both up to par, so they only push updates out about once a year or so, but they are lengthy in gameplay and have excellent animations.

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Miyabi is just a badass character. I feel having her sexualized in a blushy subby way would ruin her character or just be uncharacteristic. So, meh. I just found the irony of my current attire humorous with Ellen's mention. Miyabi is based on the old trope of 'long-haired, quiet, regal, swordswoman' that became a trend like Motoko from Love Hina in the 90's. Even seeing Tifa blush with the hand on her face with the second scene felt uncharacteristic to me. *shrugs* Honestly, Ellen is one of my faves for 'waifu' and not meta anyhow. Astra's legs though... *Homer drool noises*

Sitting here literally wearing a Miyabi shirt while seeing Ellen being listed as coming. Am I being a hypocrite for being excited to see her added? lol

Same here.  Was my first as well. I've played many since, however, but none of them have the amount of interactions such as the unique RPG minigames and dungeons and such that this one has. Every new update seemed to add an entirely new way to play. It is the Steambot Chronicles of the AVN world!

AI can do whatever it wants. It is the owner of the AI program that chooses to set the limits. perchance.org, for example, lets you do very realistic image and movie quality images of vividly graphic sex scenes. The only limitations are the laws the app owners need to follow. But AI as a whole has no such restrictions. The ones most game devs use do not have any. They pay a monthly membership cost for the app to be fully functional and have no limitations.

I like the idea.  Stardew's fishing has always been 'annoyingly frustrating early on' to 'with buffs this is easy and fun'. This game's system would work perfectly for it with the buffs and such already supporting the style.

Ah, then yes, that makes sense. The only issue for me personally, then, is using a laptop touchpad mouse is not very easy to win, even in yellow, without the buffs. I have to hold my left index finger on the left click while moving my right finger on the touchpad. So, like I said, the having to lift off the left click then re-click is a severe time killer. Coupled with sometimes my spin isn't perfect, so I fail to get it to register. But that's more a skill issue than anything lol

Okay, you've got me intrigued. Please explain this rhythm matching in detail. Rhythm as in the girl's motion, not music, I assume?

And if you do... join their discord for the insanely large amounts of free mods to that game! It has one of the best communities I've ever seen, rivaling Minecraft and Fallout or Skyrim for how frequently people put up new character parts and clothing and such!

lol I assume you told them that the slideshow thing won't go over well with most people? Truthfully, it has been done to death. It doesn't mean it is a bad thing, per say, just that it is so generic and overdone, like those Super Meatboy clones or sokoban games cluttering all gaming platforms. There is clearly a market, but it is very small and niche to say the least. The real issue they will face is the fact it is AI art on top of the slideshows. Newgrounds slideshow ones worked because it was hand-drawn art in flash, back when adult video games were very limited and rare. Now, we have a brood range of adult gaming genres, and a lot of methods of interactivity - as well as a lot of people despising AI art. Games like this, I personally don't mind the AI art as much, but that will not be the case for most. Things like full-on AVNs, however, I don't support it so much. Case in point, though, the slideshow AND the inclusion of AI art will make this a VERY small target audience for sure. 


But! Like the dev said, it is still in the early ages of development. Half of that could change by the final product. I personally gave up when it swapped to Scene 2 and I saw it was a slideshow, but I'm interested to see where the game goes and what changes will be made if it strays from that t all. Right now, it is just a lot of arguably annoying minigames and effort just for some slightly moving versions of art that is less realistic than what I could generate on perchance.org for free. It offers no motivation. But, again, "early stages". The game is essentially just in the 'rough sketch' phase, after all.

And maybe Miyabi or someone from ZZZ ;)

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No offense meant, as I am genuinely asking, but why would you make that a feature originally? What I mean is, why make a portion of the meter effectively fail you the same way that actually failing would? That, to me, makes no sense to start with and confuses me. Because, the way I see it, that's basically like saying the timer is only half what it is. At that point, I would just lower the timer if I wanted less time for people to succeed, not give them the illusion of success. I saw you say you'll be reworking it, so, like I said, I'm genuinely asking to see the logic behind its purpose originally, unless you had planned for outright failure to give a larger negative score impact than the 'bad' and success in green to pay more points than yellow? Because that would make sense to me. Currently, it seems both failing fully and failing in the red are the same minus whatever. And on the other side, yellow and green both give the same. I think, if I am assuming correctly, because you've yet to implement that scoring system fully, that is what is confusing us all.


Edit: I re-installed and tested again. It appears the green DOES give more than the yellow. I got +2 for yellow and +6 for green, but the red and outright failing gave -2 each. Tested on Scene 2 Tifa, thumb on lip/cheek.


 Also, as per your request, I tested Windows+up, having forgotten that was a thing since I never use it (which makes me feel embarrassed as a certified techie, but I will admit my failure) and yes, it works as it should for fixing the screen.

Misinformation. It fails 90% of the time even when there is 1/4 of the timer left and you fill it. The spin minigame is most definitely glitched and needs adjusting.

Couple major issues. First being it severely needs an aspect ratio option or something, as part of the window is cut off on my laptop. When I completed the first scene, only the very tip of the pink button on the bottom right showed for going to the next screen. 

Second issue is the "spin" game often says "bad" when the bar is 100% full and I definitely succeeded. Also, to the same minigame,  please make the game register I am already holding left click so I don't have to release then hold again, as it wastes precious time on the timer. I am on laptop, as I said, and the mouse is not nearly as gamer-friendly as a desktop PC.


Third... what will be in the final product that isn't in it thus far? So far - and this isn't meant to be rude or an insult by the way - this is very similar to most hentai games I played in the early days of Newgrounds in 2000 and 2001 where you just interact with the girl and get an animation. Is that all this will be? Or will there be more to it? Because if you plan to make it just that, I suggest making the part of the girl you click on matter. Like, instead of scene 2 having Tifa's shirt up, make the player click that area to get it there like most games do. It adds more immersion and intrigue when the player can decide where to touch and when. 

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Absolutely. You've got the makings of a great game if you tackle it the right way. The only real threat you have against you is the inclusion of AI art, as most people will give negative reviews or pass by the game if even a single image is AI. 

As for the detailed feedback... us techies love to try and recreate bugs to isolate the source lol I'm an old man (in my forties) who has been both a gaming journalist and an alpha and beta tester for many years, so I know how detail is important for feedback and critique. Saying 'annoying bugs' doesn't help the dev. Need to detail them vividly. Same as we prefer in PC tech and support issues. Without the proper details, we cannot help. And hell, being a dev isn't much different - both of us are code monkeys in our own ways.

 I truly am glad you took the feedback so well as I often worry that text comes out with a default angry tone when I am trying to be helpful and am not angry at all.  Looking forward to trying the game/demo again when you update. The only real part I didn't like was that CAPTCHA-style minigame. (BTW, fun fact, CAPTCHAs aren't really for security. They are a means of training AI through human input. So whenever you do one... you are free labor for Google, who owns them since buying ReCAPTCHA)

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Didn't enjoy this at all, sorry. The navigation was horrible, even with the fast travel options. At one point, the MC says to find a girl on a rooftop that doesn't even exist in the game.  Then, the guide in the phone for events says to do things, but those 'events' are just dialogue? Kept 'interacting' with Hayami to get her stats up and then next I know the events list says she has none. So, that was it? Them discussing classwork and astronomy and math? That's the game's depiction of an 'event' in an AVN? Never seen an AVN use 'event' for anything outside of an H-scene before.


Also, how is this high school? There is only one class you attend, and you choose whether to go or not? That sounds like college, where you show up two or three times a week for an hour or two and that is it.


As for characters, I never felt any of them had personality. They all felt very bland and generic. Outside of physical appearance, they felt similar and unforgettable, sorry. For example, Hayami speaks to and treats the MC very much the same way as Haru. Maybe that all changes, but I gave up on dawn of day 6.

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I manually exited by choosing so from the pause screen and choosing 'main menu'. I quit right after the MC said "better grab that box before leaving for work". Literally after that dialogue, upon Emi having left a note. I then noticed the main menu had 'continue' greyed out, meaning it never once attempted to save. I had been looking for an icon to show it was saving or any text saying 'game saved' while playing, but nothing ever displayed, if that also helps. Windows 11 HP Elitebook laptop playing the game through the Itch.io app's full install of the game.


Edit: So, I just checked the save folder and there ARE saves there. THEN, I loaded the game up, and NOW the 'continue' button is pink and accessible. So, it appears the glitch is not a lack of the game saving, but a lack of the continue button being functional when returning to the main menu from the pause screen. Closing the game out and then re-opening it seems to fix it. 


I just tried to recreate it and cannot get the glitch to recreate. So, it may be linked to the first time the game is played. Something may not be triggering it to register there is a save when going to the main menu after playing the first time.


Also, small feedback about text in the game... your words that are contractions (such as can't and 'won't) are insanely spaced after the apostrophes, displaying as "can'     t"  and "won'     t". It is an issue throughout the entirety of gameplay thus far.



Edit 2 (critique now that I have finished the demo): A couple more criticisms. First, it is clear the art is AI, I suggest not using the pixel filter over it and just going for the smoother look. Just own into it and not try to hide it with a filter. It really is blurring a lot of the images that are not larger, such as when you are uploading the pics of your co-worker. They would look way better without the pixel overlay; and I say that as someone who prefers sprites to CG in most games. Or, make it an option to toggle the visual effect in the settings. I mean, it isn't even consistent; there are some places where the pixel filter is not used at all, such as the map, where the female in the thumbnail when choosing 'work' is smooth and not a pixel out of place, despite the man in the Mall's thumbnail being a mess.


Secondly, please move choice boxes way higher up on the screen. I have to keep restarting days because I am trying to click to the next text box when all of a sudden a choice comes up and one of the decisions' boxes is directly under my cursor, making me click it (such as the one on day three where the game lies and says there is an H-scene if you choose it when there isn't one). Either move the boxes, or include a 'back' button to go back in dialogue as many games have, please. Preferably both.


Third, on that same note of the scene... please make the text and on-screen visuals work together. If you soak her shirt it is NOT an H-scene and there is ZERO nudity, yet the option says "(H-Scene)" and the text that follows is all 'wow, I can see her nipples through her shirt' when she has a thick-ass bra showing through it and absolutely zero nipple or areolae of any kind. It is misdirecting to the player, conning them into choosing the act that is clearly the immoral one while offering no reward - despite one being promised - and just angering the co-worker. What you COULD DO is say 'POSSIBLE' H-scene in the option choice, then, when the shirt is wet, instead of detailing nipples that are visible when they are not, have the MC be like 'damn, I was hoping that would work better'. It will act as a sort of tutorial to denote that not all choices will have the desired outcome going forward and allow you to play with the options a lot more, widening versatility.


 Another example of inconsistency with the art is the very last scene. Kana supposedly 'swallows everything' and was on her knees, but the picture afterward is her standing with stains on her skirt and thighs. Logically, - especially with how she has at LEAST double-G breasts - any stains would have been on her chest and never even seen her lower body. It greatly distracts from the immersion, breaking me out of feeling there and snapping me back to 'oh, right, I'm playing an AVN'.


As it is right now, I am intrigued by the story, but also turned off by the UI and pixel filter and annoying contraction issue with text. That being said, I also feel a lot of things could be slowed down to build tension and intrigue. Especially everything to do with Kana and Emi. We, as players, don't get to see any relationship build with Kana. We don't get to see the MC and her bond, but then she is suddenly agreeing to the pics and then jumping right to a BJ with very unrealistically little apprehension for someone the game describes as 'shy and innocent'. There needs to be a lot more scenes where the MC and her build trust while she remains hesitant before the BJ scene. As for Emi, they meet and walk to work on day one, then suddenly are acting like besties on day 2. It makes zero sense, implying that months have passed by despite the rest of the story between the MC and Mari implying it is actually just a day passing, and loses all value of allowing the player to feel they are accomplishing a bond with her.


TLDR: don't force your story to progress fast just to get to details and points you want to get to. Let characters develop and grow through interaction.


Also, I really thought the game would be far less linier, offering gameplay that focused more on stealthily monitoring the computers and digging for dirt while micromanaging time, similar to "Janitor of Love". I thought when we got the cameras it was leading up to such gameply elements.


Also, pro tip from a certified PC tech since 2003: there is no way he would have been locked out of Mari's PC ;) We can backdoor anything, especially as a sysadmin. Remote access is an easily acquired feature. As a techie I was like "why doesn't he just do this or this?" I get you are trying to push a plot for spying via the cam, but it resulted in making the MC look bad and ill-suited for his profession. Also, in that same scene, when Mari gets to using her toys, there is a flash of the previous fantasy of the MC taking her from behind first. It flickers on the screen for a moment before changing to Mari with her toy.

No, thank you for making such a fun and great game. My compliments to the artists especially. Their art is very cute and pops. I also enjoyed seeing references to other developer's games such as Clover Pit. My only real suggestion going forward would be to include arrow key controls to pan the screen for people such as myself who are on laptop. It would just make the QoL a bit more manageable, but isn't required. Looking forward to seeing a sequel or some DLC.