I really like this game and see that it has potential. I do have some feed back to give on the game
Likes
the game maintains tension throughout the time playing in the levels through the general presence of Mal0
Scenes are well done and i'm looking forward to more of the story
I like the upgrade system
Dislikes
When the ai is in "Attack" mode the only counter to it is running away from it, which creates boring/frustrating gameplay.
The scanner feels useless as the flashlight is generally better for both using precious battery
When the ai is in "Stalking" mode it doesn't put much pressure on the player , allowing the player to freely loot the map without much worry
The random map generation has the issue of the lever potentialy spawning really far from the elevator or at the elevator
Ideas for improvement
Firstly I think the scanner would benefit from being reworked into having the ability to locate the power switch. This could be done by giving it a physical model and when you use it it pops up on your screen and points you in the direction of the power switch and has a proxy indicator. It could also recieve upgrades like being able to detect mal0,valueable detection, and hazard detection. (graphic of how it would work included below)
For Mal0 I think she would benefit from her "Stalker" mode being changed to try to follow you and stay at a distance away from you, where if she gets seen by the player instead of teleporting away she runs to a different room out of line of sight. Her attack mode could be triggered by mal0 stalking the player enough this could have a givin indicator, but would have counterplay options like having a way of hiding from her in this state until its over or, having a way to force her to despawn putting her on a cooldown. or a way to stun her for some time to make distance and hide.
For the map it could have a set number of rooms between the elevator and lever so the spawns feel more consistant. There could also be a limit to the number of rooms that can spawn.
Finally I think to introduce a new player to this there could be a "first job" mission that would introduce the radar and how to use it to find the power box. During the mission the player would get glimpses of mal0 stalking them after flipping the switch.
I hope you can understand this feedback because im really fucking tired right now. Im gonna go to sleep, but if you would like more depth on some of my feedback leave a reply asking and thanks for reading all this.
when I first checked this game out I understandably had a suspicion that it would be a buggy mess being V0.1 and all but was honestly surprised with the lack of bugs in my game. (amazing job) This game reminds me a bit of another game called Cum rooms, you may find a bit of inspiration there if you so wish. (no pressure) This is a great start for a game but I feel Mal's AI left a bit to be desired in terms of horror (I'm no game dev to be fair but I get that its only a V0.1 so I wont dig to deep in it) the game is scary but I'm not on edge most of the time I think 1 of 2 ideas could make this more scary
1:(The count down) the building is on a count down basically meaning that the lights will turn off one by one till its pitch black even without flipping the switch or Mal just gets enraged(or something) this would force the players to rush to find the switch and loot and potentially make mistakes this would make the traps more effective
2: (Mal surprise attacks) I think it would be cool if mal try's to ambush the player by sitting in corners every now and then attack when the player enters, or she could stand right outside of doors to use the glitch cue effect when she's near to make players nervous then teleport to a door adjacent to the room their in to discombobulate the player and attack the blind spot
But this is just what I think would be cool to add... you do need to add some sort of way to view controls though I had no idea what the pick up and drop key was at first it got me killed day 1 :(
please add futa setting (my heavily biased want and begging)
this game was fun to play through and i do like the story so far this is really well made for a V0.1 game released 3-4 days ago. The scenes weren't bad either (really good) I really like the loop and look forwards to future update and dev logs I'm definitely going to keep an eye on this game.
Good luck and thanks for reading my long ass rant. 🥰
TLDR: great game well made and it works as intended. Nicely inspired by lethal company and repo implemented traps well. The first wins can be a bit hard but after that the game is fun. I cant find much use from the scanner, it is nice to see items highlighted and the value of them but overall not worth using once you know the value of the items. Hard mode was impossible with malo knowing my location and sprinting after me from the start with no way to stop her. I could not enter a second room. A suggestion for her behavior is to have different scenes depending on the difficulty and game mode. It would be cool to have different things for malo in the shop like skins or outfits. I have thought about shop unlocks placed behind research level, that might be more popular for a different game mode.
I saw in your Dev post you said you didn't want to develop this in a vacuum, but rather use the communities input, so here I (a little part of the community) am, my 2 cents in tow! :)
I'm sure you've heard this plenty, but regardless I'll reiterate, this is a fantastic start! You have a solid gameplay loop, with strong fundamentals and an easily expandable platform. It's a game I actually enjoyed playing, which is not a common occurrence in this genre!
Now I won't pretend to be an expert in game design or anything, but I would say I'm well above average in it. In my opinion, if you truly want this game to flourish, then before you work too much on expanding content and story, I think you need to focus on 2 things.
The first, and arguably the most important- Her AI
As she is right now, her AI is far too simple. After just a couple runs, I was able to figure out she will 1st) spawn somewhere in the level. 2nd) pathfind straight towards the player. 3rd) only move when the player moves, unless in aggressive mode. With how loud her footsteps are, it's extremely easy to tell where she's coming from (side note, I believe you should remove these, or at least make them very quiet. I tried playing with the sound off [her footsteps aren't tied to either sound option] and it made the game much more intense). Once you know where she's coming from, all you have to do is watch the door until she walks into your FOV and disappears. It makes the game trivially easy.
I suggest to improve her AI by having her, much like her source material, stalk the player first. MalO's whole thing is she isn't a physical entity, and is constantly in your peripheral view, driving you crazy. I think you should have her linger around the player for a while before she finally makes her move, building the player's paranoia before she strikes, and keeping them on edge. This could be achieved by not tying her down to a physical location, allowing her to teleport freely in the facility as long as the player isn't looking there. She quickly pops in the edge of the player's screen, or in a pitch black area, before vanishing to a new location. After she's stalked the player for a while, she strikes, distorting the screen even heavier than before (or some other subtle tell) where the player will have to drive her off. This brings me to-
My second point of focus- How to counter her
Right now, all you do is look at her (or run if she's in aggressive mode, but this is fine). I think this is too easy, and makes dissuading her too trivial. I think there should be some harder way of making her retreat. This part I don't have as solid of a suggestion for, as it more depends on what direction you want to take the style of the game. Maybe you could have a device that shoos her away but takes battery? Or maybe a quick time event? Or multiple copies of her appear and you need to figure out which is the real one? Or maybe just chuck a gear at her head, there's plenty of options for however you want to take it. Making her encounter more challenging to avoid adds stress to the player as she makes her approach, causing panic, and possibly mistakes. Adding traps and other challenges that take the players attention in combination with this can overwhelm the player, creating an easily scalable difficulty curve that can be procedurally modified as the game goes on, without feeling confusing or unfair.
But that's just my 2 cents! No matter what, I'm excited to see where you take this game, and wish you the best of luck in all future development!
how about lettting anomalous capture the playing by laying traps that would knock us out and then showing the player getting picked up and carried off to a random spot on the map and start her sex scenes
This is a really solid preview, Hope there's a nurse outfit with medical gloves for the monster and other stuff for more customization and replayability perhaps even different skins replacing the fur with latex.
Why is it that when I try to download a game FOR WINDOWS, the download goes in the opposite direction and the game does not download?(in the opposite direction, that is, 5 megabytes 2 megabytes and so on to zero and after the game does not download?Can you please fix this bug!
I need to know what happens after collecting the information. I have practically all the upgrades and I completely wiped the levels. The lewd scenes are good, but I'm liking the story more!
If there's three things I'd like, it's to have an upgrade to disable mines without using an item, and then also take the mines as an additional salvage item.
2. A faster stamina regen upgrade.
3. When Mal0 is at her highest level of aggression, I'd really like if you could flash the flashlight in her eyes, making her cover them and stand in place for a few seconds. Just to help on harder difficulties/When you flip the switch.
I just had one of the luckiest runs, the power lever was in the same room as the elevator! Cleaned out the entire floor lol.
I'm also invested in this game. Any plans for new entities? traps? Lewd scenes? Letting her have a "in heat" status?
I will say, what I said in the "extra" section below is asking for much so it's fine if you can't include it. I usually enjoy the more lewd aspects of nsfw games so positions, visual effects, animations and I'm thinking of a bunch of it with this game's design already, also nice touch for the jiggling physics on Mal0s body. The gameplay is nice and can be expanded upon.
I wish you luck on your endeavors.
No bugs encountered on my playthrough.
My response on what could be added: (Extra)
I believe making her have memetic hazard trap doppelgangers that can make the player instantly lose if too close but can be disappeared by flashing a light at them.
The doppelgangers can give the player horny thoughts which could affect / corrupt stamina or health upon looking at them or make a new bar for this effect, but that may be overkill on hard difficulty. Maybe a special item to deter away the real Mal0 from you for a short time.
For example, Memetic hallucinations, Mal0 - 1s, 2s which have a more distorted look. There could be a M1 (Mal0 - 1) doing vertical splits on the wall exposing her bits to the player meant to entice them to give in but as long as the player doesn't get too close or stare too long without flashing a light at them, its an automatic loss and a specific scene plays with the player pertaining to the position (you could get creative with it however you wish). It could be a Ballerina position scene with the player against the wall with Mal0 engaging with the player then for the cum scene she pulls out instead of keeping it in. Unless if in heat if that's going to be a thing, then she lets him cum inside. Or a leg glider if she feels like letting the player do the movements.
M2 could be in another room with her hands under her breasts bouncing them a little, tail wagging, seeing her huffing clouds as she stares at the player to also lure the player into that trap.
Hiding spots could work for when the lever is pulled. A locker should do.
hope will see malo do some comfy and silly stuff with us, like she thinks the holding hands before marriage is degenerate meme is true but can not help herself and asks for some.
Hey made this account just for you. That is the potential (or perversion your pick of the truth) I see in the game. I relay want to see this game succeed, and be more than the other MAL0 games I have played. So I am going to give you my feedback the good and the bad. Take what you think will make the game better ,I just want to give my thoughts and feelings on this before they get cold.
Here is my feedback:
The Good
1. Starting game-play. You have a good retention loop ,I played the game to keep getting more rather than just look for the scenes. I hope to see more refinement on this (Loot variety, competitors, tools, friendly interactions with MAL0, ect)
2. Works on even a potato. If you keep it optimized you have the potential to garner more players. I would love to see this work on steam-deck to but I understand the nature of the beast and can't complain if it don't. Prioritize making it functional and complete before expanding.
3. The models charm. It stands out for not being the most overused and has a charm that makes it stick out to me compared to others. With more interaction both NSFW and cute friend/pet? moments I think this could have some staying power. A SFW mode would show that your game has more merit than just the FUN stuff, but I would rather see the game be complete rather that have more and more added to it.
Things to tweak.
1. The environment should have a little more character to help players navigate more. This could mean adding different types of doors to indicate to players what the room type is before they entering. Give a feeling of control allowing them to plan a head. Right not it does not matter, but it is good to future proof the plan.
2. Give rooms a personality. The example I will give is the binding of Isaac.
Keep the room connection idea but make every room have a personal problem to overcome. It does not need to be complicated just a little chiefs kiss. Make it feel like this place was a used and not just some SCP test (Unless that is what you are going for).
If you wan to keep the RNG that is fine it has a fun twist to it, but the rooms don't make you want to engage with the game-play much, just get the best stuff and GTFO.
2. The reward loop is backwards. This is not just you, too many people do this, but you should not be rewarded for failing . If you want to stand out invert this.
Have it that something else is coming after you (The plague doc or something) and make MAL0 your upgrade system/reward to winning. Like she is the one pinging the loot, and helping you navigate ect. I feel this would make the hub room story (BTW the best part IMO) make more sense and give you a reason to keep doing what your doing.
A example reward and game-play could be like this depending on what you want the game play to become: When you get to the switch you then get an option to find her and gain a new scene and maybe some more GBs add a challenge that the doc or whomever is now more aggressive so you make the choose what is more important.
3. The Game Style. I would think about how the game is currently being positioned. You already have a similar competitor with the same hostiles (Different objectives, models, ect of coarse, but the game style is the same. Get the do-hicky, what ever else you can or need and GTFO) as mentioned above adding just a little more core game-play challenges could put this into the top of your genre .
4. The tools. Right now you have a really bad inventory system. Why would I take a flair when I could just add another cog and save up for battery upgrades. The map to me was the thing that was king, nothing compared for both price and functionality to it. Why get HP restore when most things can just oneshot you until you get HP upgrade? The scanner takes up to much power for what it currently offers that I have seen. Then once you know what is worth what why would you go buy it? (Again if it was like a MAL0 upgrade it might have more pull, as then you would be interacting with her)
I know this stuff is still RELAY EARLY but just food for thought.
I like the game, and would love to see it stand out compered to games like it. I see a good game here that could go far and I hope I can help in doing that.
Most of what you suggested are things I was thinking about while I was working on the game, and I agree with you on your points.
I was hoping to add some more content to this initial release like an alternative story mode where you explore pre-made levels with MalO as an ally, but things were taking far longer than I anticipated and I wanted to get the prototype out.
As for the "reward on loss" issue, I agree with you that this is a problem from a gameplay perspective. I wanted the loss animations to be a bit femdom oriented, but in future updates there was also going to be a bunch of purchasable animations to reward players for collecting money. I might rework how the loss animations are "rewarded" to the player in the future as well.
That good to hear. I hope that even a fraction of the ideas are put into place, but just make sure that you don't make it so wide with random content that it becomes shallow. I have seen to many good ideas be ruined by that. This seems to be your first game, so keep it tight, that way you have a strong foundation and goals. If the game is not huge but deep people will want to play more. I like to use VoTVs map as an example, it is not that complicated but the simplicity allows them to make everything feel impactful and permit, compared to a massive open world map (New Far-cry games) that can feel quite empty.
Now this is were I would be cautious. I think that the story mode might not be a good idea, you would be making two different game-play and focus types. Stick with one and make it right. People will buy an add-on/dlc for a good game more often then get a bloated mediocre one. I have made that mistake myself and the projects never got off alpha stage :(.
From what you have presented, keep it as is, and integrate the story elements with the MAL0 ally game-play . You don't even rely need to change what you have made already, instead make an upgrade (reach the current max GBs LV) that comes in one her emails to you to help next game play update . She can kind of be a tutorial, being not that aggressive and helping the player to understand the hostile AI without it being OVERKILL.
For the reward system here is an idea. You might just have to remix it, perhaps you make the getting scene become the challenge? A tug of war of ideas, she can have some kind of extra want or dislike certain items ect. Peev her off and she will try and take control, a hidden way for the player to find more scenes(always fun :3). It adds a bit of flavor, the player needing to push her to dom-mode and can allow a reason to lose that is not game over, but hidden options for people who like it and people who don't. Just remember what is your core game-play what we are talking about could be considered late stage additions depending on what you want it to become.
Speaking of witch, what do you want the game to be? I can see a few paths from what you presented in this alpha, but are you trying to do all or is one the main focus above all else? I will say that if you continue with the lethal company game-play it could be fun with more players (One plays MAL0?) but that is a lot of work. If it is the story I feel you will have to make it apart of the map tiles (exploration will be king in understanding what happen here and why she is with you ect.) And I will warn though we all came for the FUN stuff if that becomes the totality you really will be setting the bar high as your competition as is more than just games at that point.
What ever it is I hope you stay true to the why you wanted to start doing it in the first place. This is something that has sparked my interest and I would love to see it reach 1.0
let the player talk to malo and start any previously viewed scene, maybe bedroom variants. unlock more scenes and story progression through gaining intel. possibly block the player from increasing level until challenges/story elements are met.
add more ways to deal with malo, like throwing things at her
story progression could involve finding other dungeons full of other hot SCPs
The Mac Version doesnt run. Files say they are corrupted or incomplete. Might be a Mac thing, Might be an accidental error on your part. Just letting you know
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I really like this game and see that it has potential. I do have some feed back to give on the game
Likes
Dislikes
Ideas for improvement
Firstly I think the scanner would benefit from being reworked into having the ability to locate the power switch. This could be done by giving it a physical model and when you use it it pops up on your screen and points you in the direction of the power switch and has a proxy indicator. It could also recieve upgrades like being able to detect mal0,valueable detection, and hazard detection. (graphic of how it would work included below)
For Mal0 I think she would benefit from her "Stalker" mode being changed to try to follow you and stay at a distance away from you, where if she gets seen by the player instead of teleporting away she runs to a different room out of line of sight. Her attack mode could be triggered by mal0 stalking the player enough this could have a givin indicator, but would have counterplay options like having a way of hiding from her in this state until its over or, having a way to force her to despawn putting her on a cooldown. or a way to stun her for some time to make distance and hide.
For the map it could have a set number of rooms between the elevator and lever so the spawns feel more consistant. There could also be a limit to the number of rooms that can spawn.
Finally I think to introduce a new player to this there could be a "first job" mission that would introduce the radar and how to use it to find the power box. During the mission the player would get glimpses of mal0 stalking them after flipping the switch.
I hope you can understand this feedback because im really fucking tired right now. Im gonna go to sleep, but if you would like more depth on some of my feedback leave a reply asking and thanks for reading all this.
when I first checked this game out I understandably had a suspicion that it would be a buggy mess being V0.1 and all but was honestly surprised with the lack of bugs in my game. (amazing job) This game reminds me a bit of another game called Cum rooms, you may find a bit of inspiration there if you so wish. (no pressure) This is a great start for a game but I feel Mal's AI left a bit to be desired in terms of horror (I'm no game dev to be fair but I get that its only a V0.1 so I wont dig to deep in it) the game is scary but I'm not on edge most of the time I think 1 of 2 ideas could make this more scary
1:(The count down) the building is on a count down basically meaning that the lights will turn off one by one till its pitch black even without flipping the switch or Mal just gets enraged(or something) this would force the players to rush to find the switch and loot and potentially make mistakes this would make the traps more effective
2: (Mal surprise attacks) I think it would be cool if mal try's to ambush the player by sitting in corners every now and then attack when the player enters, or she could stand right outside of doors to use the glitch cue effect when she's near to make players nervous then teleport to a door adjacent to the room their in to discombobulate the player and attack the blind spot
But this is just what I think would be cool to add... you do need to add some sort of way to view controls though I had no idea what the pick up and drop key was at first it got me killed day 1 :(
please add futa setting (my heavily biased want and begging)
this game was fun to play through and i do like the story so far this is really well made for a V0.1 game released 3-4 days ago. The scenes weren't bad either (really good) I really like the loop and look forwards to future update and dev logs I'm definitely going to keep an eye on this game.
Good luck and thanks for reading my long ass rant. 🥰
nice game i will be waiting for updates, and i dont know how to make her disapere in lvl hard
i know this is to soon to asc but will we get hands / fpp vision
TLDR: great game well made and it works as intended. Nicely inspired by lethal company and repo implemented traps well. The first wins can be a bit hard but after that the game is fun. I cant find much use from the scanner, it is nice to see items highlighted and the value of them but overall not worth using once you know the value of the items. Hard mode was impossible with malo knowing my location and sprinting after me from the start with no way to stop her. I could not enter a second room. A suggestion for her behavior is to have different scenes depending on the difficulty and game mode. It would be cool to have different things for malo in the shop like skins or outfits. I have thought about shop unlocks placed behind research level, that might be more popular for a different game mode.
I saw in your Dev post you said you didn't want to develop this in a vacuum, but rather use the communities input, so here I (a little part of the community) am, my 2 cents in tow! :)
I'm sure you've heard this plenty, but regardless I'll reiterate, this is a fantastic start! You have a solid gameplay loop, with strong fundamentals and an easily expandable platform. It's a game I actually enjoyed playing, which is not a common occurrence in this genre!
Now I won't pretend to be an expert in game design or anything, but I would say I'm well above average in it. In my opinion, if you truly want this game to flourish, then before you work too much on expanding content and story, I think you need to focus on 2 things.
As she is right now, her AI is far too simple. After just a couple runs, I was able to figure out she will 1st) spawn somewhere in the level. 2nd) pathfind straight towards the player. 3rd) only move when the player moves, unless in aggressive mode.
With how loud her footsteps are, it's extremely easy to tell where she's coming from (side note, I believe you should remove these, or at least make them very quiet. I tried playing with the sound off [her footsteps aren't tied to either sound option] and it made the game much more intense). Once you know where she's coming from, all you have to do is watch the door until she walks into your FOV and disappears. It makes the game trivially easy.
I suggest to improve her AI by having her, much like her source material, stalk the player first. MalO's whole thing is she isn't a physical entity, and is constantly in your peripheral view, driving you crazy. I think you should have her linger around the player for a while before she finally makes her move, building the player's paranoia before she strikes, and keeping them on edge.
This could be achieved by not tying her down to a physical location, allowing her to teleport freely in the facility as long as the player isn't looking there. She quickly pops in the edge of the player's screen, or in a pitch black area, before vanishing to a new location. After she's stalked the player for a while, she strikes, distorting the screen even heavier than before (or some other subtle tell) where the player will have to drive her off. This brings me to-
Right now, all you do is look at her (or run if she's in aggressive mode, but this is fine). I think this is too easy, and makes dissuading her too trivial. I think there should be some harder way of making her retreat.
This part I don't have as solid of a suggestion for, as it more depends on what direction you want to take the style of the game. Maybe you could have a device that shoos her away but takes battery? Or maybe a quick time event? Or multiple copies of her appear and you need to figure out which is the real one? Or maybe just chuck a gear at her head, there's plenty of options for however you want to take it.
Making her encounter more challenging to avoid adds stress to the player as she makes her approach, causing panic, and possibly mistakes. Adding traps and other challenges that take the players attention in combination with this can overwhelm the player, creating an easily scalable difficulty curve that can be procedurally modified as the game goes on, without feeling confusing or unfair.
But that's just my 2 cents! No matter what, I'm excited to see where you take this game, and wish you the best of luck in all future development!
how about lettting anomalous capture the playing by laying traps that would knock us out and then showing the player getting picked up and carried off to a random spot on the map and start her sex scenes
i get trojan detection
There is no trojans. Trust me.
This is a really solid preview, Hope there's a nurse outfit with medical gloves for the monster and other stuff for more customization and replayability perhaps even different skins replacing the fur with latex.
Why is it that when I try to download a game FOR WINDOWS, the download goes in the opposite direction and the game does not download?(in the opposite direction, that is, 5 megabytes 2 megabytes and so on to zero and after the game does not download?Can you please fix this bug!
Super interesting, can't wait for the next update! Keep up the good work!
I need to know what happens after collecting the information. I have practically all the upgrades and I completely wiped the levels. The lewd scenes are good, but I'm liking the story more!
Definitely a project worth keeping an eye on!
If there's three things I'd like, it's to have an upgrade to disable mines without using an item, and then also take the mines as an additional salvage item.
2. A faster stamina regen upgrade.
3. When Mal0 is at her highest level of aggression, I'd really like if you could flash the flashlight in her eyes, making her cover them and stand in place for a few seconds. Just to help on harder difficulties/When you flip the switch.
Other than that, great title so far.
I just had one of the luckiest runs, the power lever was in the same room as the elevator! Cleaned out the entire floor lol.
I'm also invested in this game. Any plans for new entities? traps? Lewd scenes? Letting her have a "in heat" status?
I will say, what I said in the "extra" section below is asking for much so it's fine if you can't include it. I usually enjoy the more lewd aspects of nsfw games so positions, visual effects, animations and I'm thinking of a bunch of it with this game's design already, also nice touch for the jiggling physics on Mal0s body. The gameplay is nice and can be expanded upon.
I wish you luck on your endeavors.
No bugs encountered on my playthrough.
My response on what could be added: (Extra)
I believe making her have memetic hazard trap doppelgangers that can make the player instantly lose if too close but can be disappeared by flashing a light at them.
The doppelgangers can give the player horny thoughts which could affect / corrupt stamina or health upon looking at them or make a new bar for this effect, but that may be overkill on hard difficulty. Maybe a special item to deter away the real Mal0 from you for a short time.
For example, Memetic hallucinations, Mal0 - 1s, 2s which have a more distorted look. There could be a M1 (Mal0 - 1) doing vertical splits on the wall exposing her bits to the player meant to entice them to give in but as long as the player doesn't get too close or stare too long without flashing a light at them, its an automatic loss and a specific scene plays with the player pertaining to the position (you could get creative with it however you wish). It could be a Ballerina position scene with the player against the wall with Mal0 engaging with the player then for the cum scene she pulls out instead of keeping it in. Unless if in heat if that's going to be a thing, then she lets him cum inside. Or a leg glider if she feels like letting the player do the movements.
M2 could be in another room with her hands under her breasts bouncing them a little, tail wagging, seeing her huffing clouds as she stares at the player to also lure the player into that trap.
Hiding spots could work for when the lever is pulled. A locker should do.
hope will see malo do some comfy and silly stuff with us, like she thinks the holding hands before marriage is degenerate meme is true but can not help herself and asks for some.
Could we get a female or futa option? Would just be nice to have some options.
Can there be a girldick option?
yesss please
Hey made this account just for you. That is the potential (or perversion your pick of the truth) I see in the game. I relay want to see this game succeed, and be more than the other MAL0 games I have played. So I am going to give you my feedback the good and the bad. Take what you think will make the game better ,I just want to give my thoughts and feelings on this before they get cold.
Here is my feedback:
The Good
1. Starting game-play. You have a good retention loop ,I played the game to keep getting more rather than just look for the scenes. I hope to see more refinement on this (Loot variety, competitors, tools, friendly interactions with MAL0, ect)
2. Works on even a potato. If you keep it optimized you have the potential to garner more players. I would love to see this work on steam-deck to but I understand the nature of the beast and can't complain if it don't. Prioritize making it functional and complete before expanding.
3. The models charm. It stands out for not being the most overused and has a charm that makes it stick out to me compared to others. With more interaction both NSFW and cute friend/pet? moments I think this could have some staying power. A SFW mode would show that your game has more merit than just the FUN stuff, but I would rather see the game be complete rather that have more and more added to it.
Things to tweak.
1. The environment should have a little more character to help players navigate more. This could mean adding different types of doors to indicate to players what the room type is before they entering. Give a feeling of control allowing them to plan a head. Right not it does not matter, but it is good to future proof the plan.
2. Give rooms a personality. The example I will give is the binding of Isaac.
Keep the room connection idea but make every room have a personal problem to overcome. It does not need to be complicated just a little chiefs kiss. Make it feel like this place was a used and not just some SCP test (Unless that is what you are going for).
If you wan to keep the RNG that is fine it has a fun twist to it, but the rooms don't make you want to engage with the game-play much, just get the best stuff and GTFO.
2. The reward loop is backwards. This is not just you, too many people do this, but you should not be rewarded for failing . If you want to stand out invert this.
Have it that something else is coming after you (The plague doc or something) and make MAL0 your upgrade system/reward to winning. Like she is the one pinging the loot, and helping you navigate ect. I feel this would make the hub room story (BTW the best part IMO) make more sense and give you a reason to keep doing what your doing.
A example reward and game-play could be like this depending on what you want the game play to become: When you get to the switch you then get an option to find her and gain a new scene and maybe some more GBs add a challenge that the doc or whomever is now more aggressive so you make the choose what is more important.
3. The Game Style. I would think about how the game is currently being positioned. You already have a similar competitor with the same hostiles (Different objectives, models, ect of coarse, but the game style is the same. Get the do-hicky, what ever else you can or need and GTFO) as mentioned above adding just a little more core game-play challenges could put this into the top of your genre .
4. The tools. Right now you have a really bad inventory system. Why would I take a flair when I could just add another cog and save up for battery upgrades. The map to me was the thing that was king, nothing compared for both price and functionality to it. Why get HP restore when most things can just oneshot you until you get HP upgrade? The scanner takes up to much power for what it currently offers that I have seen. Then once you know what is worth what why would you go buy it? (Again if it was like a MAL0 upgrade it might have more pull, as then you would be interacting with her)
I know this stuff is still RELAY EARLY but just food for thought.
I like the game, and would love to see it stand out compered to games like it. I see a good game here that could go far and I hope I can help in doing that.
Thanks for the awesome suggestions!
Most of what you suggested are things I was thinking about while I was working on the game, and I agree with you on your points.
I was hoping to add some more content to this initial release like an alternative story mode where you explore pre-made levels with MalO as an ally, but things were taking far longer than I anticipated and I wanted to get the prototype out.
As for the "reward on loss" issue, I agree with you that this is a problem from a gameplay perspective. I wanted the loss animations to be a bit femdom oriented, but in future updates there was also going to be a bunch of purchasable animations to reward players for collecting money. I might rework how the loss animations are "rewarded" to the player in the future as well.
That good to hear. I hope that even a fraction of the ideas are put into place, but just make sure that you don't make it so wide with random content that it becomes shallow. I have seen to many good ideas be ruined by that. This seems to be your first game, so keep it tight, that way you have a strong foundation and goals. If the game is not huge but deep people will want to play more. I like to use VoTVs map as an example, it is not that complicated but the simplicity allows them to make everything feel impactful and permit, compared to a massive open world map (New Far-cry games) that can feel quite empty.
Now this is were I would be cautious. I think that the story mode might not be a good idea, you would be making two different game-play and focus types. Stick with one and make it right. People will buy an add-on/dlc for a good game more often then get a bloated mediocre one. I have made that mistake myself and the projects never got off alpha stage :(.
From what you have presented, keep it as is, and integrate the story elements with the MAL0 ally game-play . You don't even rely need to change what you have made already, instead make an upgrade (reach the current max GBs LV) that comes in one her emails to you to help next game play update . She can kind of be a tutorial, being not that aggressive and helping the player to understand the hostile AI without it being OVERKILL.
For the reward system here is an idea. You might just have to remix it, perhaps you make the getting scene become the challenge? A tug of war of ideas, she can have some kind of extra want or dislike certain items ect. Peev her off and she will try and take control, a hidden way for the player to find more scenes(always fun :3). It adds a bit of flavor, the player needing to push her to dom-mode and can allow a reason to lose that is not game over, but hidden options for people who like it and people who don't. Just remember what is your core game-play what we are talking about could be considered late stage additions depending on what you want it to become.
Speaking of witch, what do you want the game to be? I can see a few paths from what you presented in this alpha, but are you trying to do all or is one the main focus above all else? I will say that if you continue with the lethal company game-play it could be fun with more players (One plays MAL0?) but that is a lot of work. If it is the story I feel you will have to make it apart of the map tiles (exploration will be king in understanding what happen here and why she is with you ect.) And I will warn though we all came for the FUN stuff if that becomes the totality you really will be setting the bar high as your competition as is more than just games at that point.
What ever it is I hope you stay true to the why you wanted to start doing it in the first place. This is something that has sparked my interest and I would love to see it reach 1.0
let the player talk to malo and start any previously viewed scene, maybe bedroom variants.
unlock more scenes and story progression through gaining intel.
possibly block the player from increasing level until challenges/story elements are met.
add more ways to deal with malo, like throwing things at her
story progression could involve finding other dungeons full of other hot SCPs
Will there be more scenes? This is a good concept!
The Mac Version doesnt run. Files say they are corrupted or incomplete. Might be a Mac thing, Might be an accidental error on your part. Just letting you know
Sorry about that. I don't have a Mac to test the build on, I just had to hope that Unity built it for Mac correctly.
I'll see if it can be fixed in the future.
yo twisted, message me on telegram or discord
I am a 3D artist and unity/godot dev, Id love to help out.
Its a good game, can't wait for more content!