So after completing this game I got a question, some feedback & suggestions and quite a number of bugs that should be made aware of.
So let me ask: How does a Lieberry taste? :D
F&S:
- Overall I really love the pixel art in this game. It looks charming and was the main selling point for me aside the headpats.
- The headpats look lovely and I especially like how she follows your mouse while headpatting.
- However, I was disappointed when realizing that this is an idle game though... I assumed as a player you could do more than just watch her fight on her own... It wont even allow me to headpat-heal her during fights :x
- I like the attention to detail though by having the water in the first levels change after defeating the first boss. Even if the first boss is the only cause for a change.
- I guess Kumoko is a throwback to your other games, eh? I bet you couldn't resist having her be featured here ^^ (Although I never played a game where she is a main character yet.)
- Also, the whole "devote levels" system is confusing. At first it seems that you completely restart from scratch each time, since already unlocked nodes have to be bought again. This made me stay away from that system until I hit a wall at the final boss....
- The upgrading map does weirdly zoom out excentrically. It would be more naturally if it zoomed out in all directions equally or at least use the mouse as centre while zooming.
- Additionally there should be some way to see all of your stats. Currently the only thing that keeps showing is your physical base damage via one of the first damage nodes, that uniquely still show it after maxing out. It would be better to have something like a "stats" button on the upgrade map that show what you have directly.
- Does levelling up even give you anything at all? It seems to be completely useless aside from resetting everything and gain devote points.
- It is also weird that there is no "quit game" button, while there is also nothing ingame that mentions how or when the game is saved.
- And ultimately there was one thing I was missing: seeing lost health points on the foxgirl herself. It is quite difficult to track how much damage you took and how much defense you need.
And then we got bugs... Oh boy:
- This Foxgirl Headpats Game has bugged Headpats! Upon waking up the girl, the hitbox for headpats remain at the original position and does not follow her head when she wakes up. Meaning half of the headpatting misses once she arouse. And you can't even headpat her ears anymore!
- Error in displaying upgrading stats for Soul Stealing Strike nodes, once they heal over 1 heart.
- Spending your limited boss tokens on the top and top-right section of the upgrade-tree makes it impossible to beat the rat boss. On top of that, poision is so heavily bugged that also the top section is a pretty useless section with its poision node as its special node.
- A helpful bug: leaving the upgrade screen does instantly heal the foxgirl up without needing more headpatting.
- You can get the boss token early if a boss dies post mortem via poison damage. You can't seem to get a 2nd boss token though after beating it again.
- It is not mentioned that you can press ESC in new levels, too. Effectively you can return at the start of a new level instantly when on low health to avoid the death scene.
- Kumoko's and Doll's victory scenes repeat with broken UI and music if you already have beaten them and then resetted your progress via devote system. Slime and Golem victory scenes do not even replay.
- The last boss' victory scene is missing in the gallery.
And then there is a very buggy Poison:
- Amongst the bosses, only Mithril Golem and Kumoko can even take poison tick damage relieably. The last boss can also receive some tick damage at first but eventually just bugs out and stop getting any poision ticks at all. Other bosses do not even show a single tick to begin with before they die.
- Additionally, poison ticks cap out at 100 for whatever weird reason.
- Dealing poison ticks to all sorty of enemies is extremely inconsistent. After experimenting around a bit, it looks like re-applying poison is resetting the time when the next poison tick will happen. Which effectively causes enemies who stick close to never ever get even a single poison tick. Until they die that is. Then they display getting a very large poison tick post mortem.
- With poison that buggy, the top area in the upgrading screen does instantly become very unfavourable, because it does not grant any new AoE abilities but insteads gives a broken DoT.