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Super Special BOO!'s itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Uniqueness | #2 | 3.800 | 3.800 |
| Presentation | #5 | 3.400 | 3.400 |
| Horniness | #5 | 2.600 | 2.600 |
| Overall | #6 | 3.000 | 3.000 |
| Theme | #7 | 3.000 | 3.000 |
| Gameplay | #8 | 2.200 | 2.200 |
Ranked from 5 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Use of the theme
We've got a lotta sexy jump scares for you to scatter around your very own haunted house <3
Team Members
So-l
Assets used (If you used external or existing assets)
Haneko sprites https://lokianimations.itch.io
Animation bases https://nsfwmist.itch.io/nsfw-animation-bundle-3
Additional notes
This is mostly complete demo featuring everything the game can do! I've got more dummies and circuits planned for future updates so if you like what you see, stick around for more <3
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Comments
Well i like the concept, for me it seems like a tower defense where you make the path, but, as others point, the game is really unbalanced, it takes away all the fun and the extra mechanics, you really don't need the monsters at all to get money.
What would I do instead, well, as it seems there are diferent monsters and visitors, i would allow only certain players to be abducted for some monsters, and they should give a better amount of money instead of giving so little, in fact, the only way the monsters have a certain value in game is that the tips were the only source of income, better monsters, better income.
As you might see by now, there are hundreds of ways to make this game better, more enjoyable and perhaps adictive, it's a wonderful concept, but need more balance.
Good luck!
When I first started playing, I thought I was supposed to place walls to create a hallway or something, but then I realized it was actually a path line. I think it would be nice to have a drag-and-drop system. The main idea would be to build a factory of paths and monsters that works like a money-generating machine. However, as Dragulair pointed out a flaw I didn’t really see a reason to place monsters in the first place. So yeah, like you mentioned in the description, it requires balancing. Overall, I like the cute art style, and I think it has the potential to become a full game.
It's super cute but I don't really get what I was supposed to do with the additional paths, most days I didn't even build anything. But once I clicked to zoom on the animations I did indeed see jump scares, but sexy! So that's a win. And even if a lot of the assets were external, the overall presentation was good, and a great concept, but it'd be nice if the advanced techniques were explained a bit better and then also made necessary.
I love the concept but, it needs serious balancing work. The design itself has a really critical flaw. Right now the best strategy might just be build a straight line from start to end, with no monsters. Monsters slow down customers, and customers only pay on exit, and there's limited time to reach the exist, so what's the point of monsters? While it increases the tip, it reduces the base rate of how many of them make it to the end to actually pay anything. Now, that can be solved if they all pay when the time is over, or if the time is extended until the last one in leaves, but then the optimal strategy just becomes, delay them in the longest path possible with monsters on either side. You'd really have to rethink it or introduce some new elements to balance this out.
Thanks for the review! The game definitely needs balancing, I unfortunately run out of time to playtest it before release </3
This will be fixed post jam among other things! I'll probably have it adjusted so that the monsters are a more viable way of earning and have the rent scaling require you to use them to stay profitable.
Either ways, tysm for the feedback!
Sounds good! The circuit thing is really nice, good luck💫