I'll be damned, this is an actual erotic GAME. With GAMEPLAY. And not your usual "increment the counter of inner thigh massages given to step-landlady" grinding garbage that serves to disguise the kinetic novel and pad the length, no. There's a clear goal and a loss condition and the ero is tightly integrated with the mechanics as a means to success. This is a miracle in its own right. I am deeply sorry but this will probably make me noticeably biased and lenient on the dev, doubly so since this is apparently a non-profit work of passion.
The gameplay loop is basically conquering nodes on the map using your hilichurls and some basic hex-based combat so that you can capture the girls who dare oppose you and breed them with your units to produce more (and better) units. Rinse and repeat. There are also three additional resources which serve as limiters on your capabilities and force you to expand. There's decent unit variety already at this early stage of development and a few abilities for both you and the enemy to use. You also have to pace your expansion against a threat meter so that you don't provoke too strong a response and get roflstomped. It's a solid base and it's all decently fun.
So, the elephant in the room - the jank. It's not just rough around the edges, it's goddamn sandpaper. The mechanics can be a bit hard to divine at times and the only tutorial is a somewhat chaotic readme from the dev. Much worse though is that the game is not exactly clear with how it provides information to the player - often things just happen and you're not exactly sure why. The formula for actual effective stats of units when equipped with minions is arcane, doubly so as the efficiency depends on enemy abilities as well. The abilities themselves have very terse descriptions - "build a new shield". But does the shield have a duration? Does it boost defence? Does it provide temporary hp? How much? All this stuff has to be learned by trial and error. One turn a red warning will pop up over your base stating that a powerful enemy is coming. Next turn, Lumine teleports in, murders half your army, refuses to elaborate and leaves. Did you somehow provoke her? Is it a scripted event? Who knows. You'll learn that on a replay, maybe. Raiding Mondsadt once will let you capture Katherine, which will unlock establishing colonies. You can only find the new building by accident or via finding a note on it in the readme, as the game itself does not announce the change in any way whatsoever. Tooltips, short forewarning events and more detailed ledgers and reports would have gone a long way. UI is a pain at times too. My biggest gripe is the annoying movement of units and usage of abilities. It could use less clicking on small icons (and between them) and more hotkeys. The trash fights are also irritating since you HAVE to play them out - the built-in autoresolve is utterly worthless and will slaughter your hilichurls on what should have been an easy stomp. The game could use a lot of QoL overall. Balance too can be iffy, but that's a given considering it's the first version.
As for writing, there's none to speak of. The only thing you'll ever hear from the girls is "...". Presumably, these are placeholders. I don't think the game should have a lot of text that would kill the pacing, but three lines of dialogue wouldn't hurt to give the girls some character during their scenes.
CG is actually decent. It's AI, yes, and it's that boring generic anime checkpoint you've seen a trillion times already. But then again, Genshin's art isn't exactly the peak of uniqueness, so it fits surprisingly well. Some of the CGs are upscaled, there are no egregious AI artifacts and mutated limbs and the dev even made a lot of simple two-frame animations. It's all pretty nice and serves its role. There's also a lot of content for a Day 1 release version. If I may suggest one thing, for CG variations I'd inpaint only the eyes, brows and the mouth, not the full head - seeing the hairstyle and lighting shift ever so slightly can be a bit jarring.
All in all, I'm impressed by the title and will be eagerly awaiting future updates. Great work, Theofrad!
The gameplay loop is basically conquering nodes on the map using your hilichurls and some basic hex-based combat so that you can capture the girls who dare oppose you and breed them with your units to produce more (and better) units. Rinse and repeat. There are also three additional resources which serve as limiters on your capabilities and force you to expand. There's decent unit variety already at this early stage of development and a few abilities for both you and the enemy to use. You also have to pace your expansion against a threat meter so that you don't provoke too strong a response and get roflstomped. It's a solid base and it's all decently fun.
So, the elephant in the room - the jank. It's not just rough around the edges, it's goddamn sandpaper. The mechanics can be a bit hard to divine at times and the only tutorial is a somewhat chaotic readme from the dev. Much worse though is that the game is not exactly clear with how it provides information to the player - often things just happen and you're not exactly sure why. The formula for actual effective stats of units when equipped with minions is arcane, doubly so as the efficiency depends on enemy abilities as well. The abilities themselves have very terse descriptions - "build a new shield". But does the shield have a duration? Does it boost defence? Does it provide temporary hp? How much? All this stuff has to be learned by trial and error. One turn a red warning will pop up over your base stating that a powerful enemy is coming. Next turn, Lumine teleports in, murders half your army, refuses to elaborate and leaves. Did you somehow provoke her? Is it a scripted event? Who knows. You'll learn that on a replay, maybe. Raiding Mondsadt once will let you capture Katherine, which will unlock establishing colonies. You can only find the new building by accident or via finding a note on it in the readme, as the game itself does not announce the change in any way whatsoever. Tooltips, short forewarning events and more detailed ledgers and reports would have gone a long way. UI is a pain at times too. My biggest gripe is the annoying movement of units and usage of abilities. It could use less clicking on small icons (and between them) and more hotkeys. The trash fights are also irritating since you HAVE to play them out - the built-in autoresolve is utterly worthless and will slaughter your hilichurls on what should have been an easy stomp. The game could use a lot of QoL overall. Balance too can be iffy, but that's a given considering it's the first version.
As for writing, there's none to speak of. The only thing you'll ever hear from the girls is "...". Presumably, these are placeholders. I don't think the game should have a lot of text that would kill the pacing, but three lines of dialogue wouldn't hurt to give the girls some character during their scenes.
CG is actually decent. It's AI, yes, and it's that boring generic anime checkpoint you've seen a trillion times already. But then again, Genshin's art isn't exactly the peak of uniqueness, so it fits surprisingly well. Some of the CGs are upscaled, there are no egregious AI artifacts and mutated limbs and the dev even made a lot of simple two-frame animations. It's all pretty nice and serves its role. There's also a lot of content for a Day 1 release version. If I may suggest one thing, for CG variations I'd inpaint only the eyes, brows and the mouth, not the full head - seeing the hairstyle and lighting shift ever so slightly can be a bit jarring.
All in all, I'm impressed by the title and will be eagerly awaiting future updates. Great work, Theofrad!