Sakyubasu No Tatakai II [Updated]
Fucking finally, a game that understands the real tactical question isn't flanking or terrain, it's whether your big tits succubus can one-shot their big tits succubus before the warrior with the even bigger... sword gets involved. I've been tracking unit matchups in a spreadsheet because I'm a degenerate with a statistics problem, and the balance is genuinely broken in ways that feel intentional. Like the dev sat there thinking "what if her chest was both a weapon and a weakness" and built an entire combat system around that philosophy.
The placement phase is where you win or lose, and nobody tells you this. Took me maybe fifteen resets to realize the succubus unit has this weird diagonal attack pattern that the tutorial just... doesn't mention. Not that there's much of a tutorial. You're dropped into a field with warriors and told to figure it out, which honestly fits the whole "demonic battlefield" aesthetic better than some hand-holdy popup explaining flanking bonuses. The hentai scenes unlock based on performance, not just losing, which I appreciate. Nothing worse than having to throw matches just to see content. Though the warrior defeat animation loops in a way that makes me think someone ran out of budget right at the critical moment.
Movement feels sticky sometimes. Like the grid doesn't quite register where you're clicking, and I've sent my best unit wandering into enemy range more times than I'd admit on a forum. The succubus units have this charm ability that's supposed to turn enemy warriors but the proc rate seems to vary wildly between maps and I've spent actual evenings testing this instead of doing literally anything productive with my life. The unlock system for new units is tied to perfect clears which means you'll be replaying maps until your eyes bleed if you want the full roster. Not complaining exactly. Just observing. Statistically speaking, the time investment per unlockable is skewed toward the masochistic end of the spectrum.
The placement phase is where you win or lose, and nobody tells you this. Took me maybe fifteen resets to realize the succubus unit has this weird diagonal attack pattern that the tutorial just... doesn't mention. Not that there's much of a tutorial. You're dropped into a field with warriors and told to figure it out, which honestly fits the whole "demonic battlefield" aesthetic better than some hand-holdy popup explaining flanking bonuses. The hentai scenes unlock based on performance, not just losing, which I appreciate. Nothing worse than having to throw matches just to see content. Though the warrior defeat animation loops in a way that makes me think someone ran out of budget right at the critical moment.
Movement feels sticky sometimes. Like the grid doesn't quite register where you're clicking, and I've sent my best unit wandering into enemy range more times than I'd admit on a forum. The succubus units have this charm ability that's supposed to turn enemy warriors but the proc rate seems to vary wildly between maps and I've spent actual evenings testing this instead of doing literally anything productive with my life. The unlock system for new units is tied to perfect clears which means you'll be replaying maps until your eyes bleed if you want the full roster. Not complaining exactly. Just observing. Statistically speaking, the time investment per unlockable is skewed toward the masochistic end of the spectrum.
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👁 13.3K
★★★★☆
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Collect prizes and items in the mail with each battle won, as they will help you evolve your educated fighters. The longer you evolve your warriors, the more their corporal appearance switches. And with "switches", we suggest "that they become supah unveiling, taunting you endlessly". And, if you can not escape from this headspace these hot hot visuals have pushed one into, the game does include a useful "auto" mode which can perform the top moves, and that means it's possible to keep concentrating on your most recent win - or even, you knowthat anything is holding your focus.
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👁 13.1K
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