Clicking on the "items" vase in the UI can create lots of "inventorium" screens if you keep clicking the vase.
Reached the Robozone, also managed to deliver some boxes to some of those girls next to the ladders and even did some minigames to unlock the stuff keeping me down.
If you click in some items like the maid dress and then press ESC, the ESC menu is behind the other menu.
This game has some neat ideas and a nice art direction but it also gets frustrating since most of the time, I just get slowed down by enemies.
I really appreciate that this isn’t just "$genre but coomer" and instead has some actual unique gameplay that (imho) better fits coomer angle. I thought the attachment where you occasionally just slip was hilarious. The stuff that just makes you slower is, meh. Not so interesting.
I don’t understand what’s the point of being able to remove some attachments but not others.
The game told me to use Q to use flasks I had found, but it did nothing. Also slapping was on arrow keys not on space. Space did nothing. Hitting both Ctrl and W is not good in the browser.
The portrait on the left side is well done, the rest of the graphics are servicable but rather annoying. There’s flickering when walking up against enemies.
Options text in menu hard to see compared to BEGIN. You can open multiple windows of Inventory? Confusing Movement speed feels slow even with shift Don't know what the objective is, enemies just stand still after a bit and nothing happens?
Bound, gagged, and uncomfortable — exactly how I felt playing this game. But unlike good bondage, this experience fails to establish any trust, playfulness, or safety. I had no idea what to do, how to do it, or when it would finally be over — and oh, did I want it to end.
The only saving grace was the worldbuilding and dialogue, which showed glimmers of potential. It needs a lot more polish, clearer direction, and far more player handholding to make the experience feel intentional instead of punishing.
a few seconds in I already wanna increase the contrast, it's grey on grey even in the text boxes. Also, I can't tell if the click detection isn't quite right or of the buttons have strange shapes. Quite flowery prose overall and I think it maybe a little high brow for the topic, not to mention you are using words in the same way that a child with a thesaurus would, such as 'egress' to close a menu, what the hell bro thats incorrect. egress has a root in the same word as ingress, or 'grade' such as tardigrade 'slow walkers', or digitigrade creatures which walk on their digit bones. What I'm trying to say, is that words like gradual, gradient, even 'grade' as a set of steps to ascend and such, as in - to make way or walk. An egress then, is the act of 'walking out' or to make your way out. Saying 'egress' on a menu would be like saying 'close' on a sign above a fire exit, and in the same breath I would like to mention that this game is 'close' but no cigar for me, I can't take the writing I'm afraid.
Comments
In the options menu, regress is spelled "egress".
Clicking on the "items" vase in the UI can create lots of "inventorium" screens if you keep clicking the vase.
Reached the Robozone, also managed to deliver some boxes to some of those girls next to the ladders and even did some minigames to unlock the stuff keeping me down.
If you click in some items like the maid dress and then press ESC, the ESC menu is behind the other menu.
This game has some neat ideas and a nice art direction but it also gets frustrating since most of the time, I just get slowed down by enemies.
"Egress" is an actual word meaning "to leave [from somewhere]"
it didn't feel very interactive to me. like you escape and remove some binds and then... escape more.
the gameplay itself is filled with annoyances that blind you and slow you down. it makes for a very irritating experience.
if it were closer to TBOI with a bigger focus on defeating the enemies maybe it would have clicked more.
https://www.twitch.tv/videos/2450087276
I really appreciate that this isn’t just "$genre but coomer" and instead has some actual unique gameplay that (imho) better fits coomer angle. I thought the attachment where you occasionally just slip was hilarious. The stuff that just makes you slower is, meh. Not so interesting.
I don’t understand what’s the point of being able to remove some attachments but not others.
The game told me to use Q to use flasks I had found, but it did nothing. Also slapping was on arrow keys not on space. Space did nothing. Hitting both Ctrl and W is not good in the browser.
The portrait on the left side is well done, the rest of the graphics are servicable but rather annoying. There’s flickering when walking up against enemies.
Lot of potential in this one imho!
Cute loading screen
Options text in menu hard to see compared to BEGIN.
You can open multiple windows of Inventory?
Confusing
Movement speed feels slow even with shift
Don't know what the objective is, enemies just stand still after a bit and nothing happens?
Bound, gagged, and uncomfortable — exactly how I felt playing this game. But unlike good bondage, this experience fails to establish any trust, playfulness, or safety. I had no idea what to do, how to do it, or when it would finally be over — and oh, did I want it to end.
The only saving grace was the worldbuilding and dialogue, which showed glimmers of potential. It needs a lot more polish, clearer direction, and far more player handholding to make the experience feel intentional instead of punishing.
a few seconds in I already wanna increase the contrast, it's grey on grey even in the text boxes. Also, I can't tell if the click detection isn't quite right or of the buttons have strange shapes. Quite flowery prose overall and I think it maybe a little high brow for the topic, not to mention you are using words in the same way that a child with a thesaurus would, such as 'egress' to close a menu, what the hell bro thats incorrect. egress has a root in the same word as ingress, or 'grade' such as tardigrade 'slow walkers', or digitigrade creatures which walk on their digit bones. What I'm trying to say, is that words like gradual, gradient, even 'grade' as a set of steps to ascend and such, as in - to make way or walk. An egress then, is the act of 'walking out' or to make your way out. Saying 'egress' on a menu would be like saying 'close' on a sign above a fire exit, and in the same breath I would like to mention that this game is 'close' but no cigar for me, I can't take the writing I'm afraid.