Mobile Kanojo/Kareshi General #211
Last Thread: >>129049486
>Main games of discussion are Moe Can Change!, Dream Girlfriend/Nijikano, Fairy Doll and Gijin Kareshi/Animal Boyfriend but people are encouraged to introduce new games.
>Games of occasional discussion are Potion Maker, Mandrake Girls, Soul Girls, etc.
>To our newfriends: please remove any /mkg/ tags, and lurk more to ensure proper etiquette. We might be a dress-up game general, but
sleep is too good for us. Or is it?
>Moe Can Change! Tips, Etiquette and Linkdump (includes spreadsheet of names for MCC, DG, AB, GK and FD):
>English Wiki links:
>JP Wiki links:
>Expression/hair viewer/background viewers:
>Moe Can Change! Item Dump:
>Other Mobile Kanojos Games (Includes link to the apk downloader):
Anyone willing to gift me a few Ns in Dream Girlfriend? I've spent shit tons of shells trying to get a few specific Ns and I've had no luck
Dragon's Dogma is hard to work with because it's jut picking from pre-set parts instead of using a slider; it's ok in 2d but in 3d I just feel like I really need sliders to get the perfect proportions.
Isn't stopping me from having fun though.
A nose slider for "Size" and a slider for "Up/Down" isn't the same as sliders for nostril width, bridge width, etc. It's not like it's impossible to make a good character, it's just less than I'm used to. (Though it's not like I expected a total overhaul of the PS3 game's original creator either!)
It's less the lack of sliders (Although that's part of it too) and more the fact that I"m just really bad at these character creators.
I focus on each part trying to find the option I like best, adjusting it to what I think looks good.
At the end of it all, I take a step back and look at the overall finished product and it always just looks weird or off. I can never really pinpoint just what's wrong either, or how to fix it.
Oh, that tits game. I didn't know people actually bought it.
It's just a recreation of a titty ninja, using their outfit from one of the crossover gachas that never came to EN.
Both. They're decent beat-em-ups that reward actually knowing your moves, at least against stronger enemies.
The vita ones also have a dressing room that's almost on the level of a standalone minigame with several hidden features and subtleties to the costume physics. They also have a really high level of accessory customization, in that you can bind anything to any part and change the rotation, position, and size of any axis, allowing for a really high degree of creativity in using them.
Now that marvelous is localizing them, crossover gacha when, AMB?
>Backstreet Girls Are Back gacha finally ending
>no x2 Sarali's points
Why did I bother living this long.
Oh wait it just happened. I wish there was a 300/1000 ranking drop down box to quickly see those rankings like in DG events, but then they can't even figure out they should add drop down boxes for the closet pages either.
>still haven't gotten a bike
My dreams of dressing my girl as a rider shall never come to fruition
But they did it for the previous batch of 3 old gachas removed, even though it was after a lot of reminding to the worker they used to do it. I'd really just prefer Rare Can time that was recently explained at JP instead, even though it wasn't used for expiring gachas the concept is better than double Sarali.
It's about as good as musou games.
The story initially straddles the line between lighthearted anime and "oh wait, we have to kill people for real"
The ending of the first route is kinda dumb, though. Not in a special way, it's just regular anime stuff. I have to see if the other route is better or not.
They do a great rare and point boost for GKAB ending gachas though. Like 1/5th of my rolls are rares if I'm going for the featured super rare outfit, and if not my free rolls are still rares sometimes. It really doesn't effect their profit because most people are impatient and use their free roll as soon as a gacha launches but if they were to wait for the boost they would get a free event boy jr from their free roll. And buyfags want to show off and get an event tie-up from the new gachas even though AB events are fairly easy and don't need tie-ups to get top 300.
GKAB has the best gacha system out of all AMB games and I wish MCC would adapt it since it's similar to it like how DG is similar to FD.
If I remember correctly, double Sarali points often started 24 hours before the event ends in MCC. Not that we've had recent campaigns, but we might still get it. Believe, anon!
AMB worker, I hope you're listening. More people are inclined to spend money if chances are greater.
>When working with a helper, the working time is reduced by half, the Moen gained by you is reduced to 60%, and the helper gains 20% (40% when they 'Cheer') of the total Moen.
What does this have anything to do with xp?
The time you save from cutting the time in half is more time to work your myroids to the bone. If you repeatedly extend then repeatedly reduce the working time to just enough to reach maximum motivation, you'll be left with a lot of time to keep working and gain even more exp.
Think of it this way: a shared Bartender work, assuming that particular max motivation of 300 (which is unlikely in a 1-hour period), normally gives 660 moen. So, by sharing then extending, they paid a 14501 moen premium to gain one hour (and the 60 EXP one gets in that hour).
It would be especially bad if they had more reducers they didn't use.
Yes, that's true, but they would have reached it with the number of extenders they used (about 2635 minutes worth) whether they shared or not. I'm just demonstrating the premium they "paid" for the benefit they got.
The following line in bold >>129195398 decided to leave out:
You still gain the same experience as when working alone.
Sharing extended work is only useful if you don't have reducers which is unlikely if you have extenders in the first place.