Quickie: A Love Hotel Story (Public Alpha v0.11)

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Quickie: A Love Hotel Story is an adult management, dating simulation game that features and expands on all our characters from Quickie (short visual novel series).

Hi, we are Oppai Games! A small team who are passionate about making beautiful and fun erotic games ♥

If you like our games, want to see how we work, want to get you're name in game or just want to give us a wee tip - any amount is incredibly appreciated and we thank you for your contribution! ♥


(We highly recommend downloading the desktop version of the game! You can download it for free here: https://oppaigames.itch.io/quickie-love-hotel-story )

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Just, wow. Love the fact that it's so well written and that the chara designs are really well done. Looking forward for more from you and wishing you the best for the future!

A lot of good art and animation but the game got stuck in front of the mart with Sara. I accidentally clicked gift in her interaction options and there was no way to exit the screen from there, as the X in the corner was transparent.

Usually games on Newgrounds either focus too much on the mechanics and let the art suffer, or they focus too much on the art and the game suffers. So far, this strikes a very impressive balance between the two. While the story content is very short for now, the love hotel mechanics were enjoyable enough to keep me playing for quite a long time.

While I know it is still a work in progress, these are the suggestions I have so far:
Hotel Portion:
- There ought to be more effort put into the in-room animations. If all the couples are going to look identical, they might as well at least be doing different things instead of just doing doggystyle from different angles depending on the room. Perhaps couples using the Tatami room would do missionary, in the Office room they'd do doggystyle over the desk, in the Otaku room they'd do cosplay sex, reverse cowgirl in a nurse outfit in the Hospital room, hot tub sex in the Valentine room, you get the idea. For rooms that have outfit options, you could even have them unlock once you've purchased the Costume Hire service.
- On that note, it would be great to see the services we purchase actually being used. Occasionally show couples watching the Adult Movie service if you have it. Show them playing with toys if they have them. Show some of them calling in escorts.
- I'm not sure the services should be applied across the board to the entire hotel. I feel like services should be added to a specific room type (say all Tatami rooms) and simply make the room more expensive to build (or renovate), but more valuable and providing better tips from those who use it. Otherwise, at a certain point, the dominant strategy is just to keep building whatever room provides the highest possible Daily Rate value. The smaller rooms are good investments early on, but once you've maxed out the unique popularity bonuses, you really never have another reason to build any more of those rooms, because they add so little value. A full floor of Libraries costs $12,000 and raises the Daily Rate by $150. A full floor of Valentines rooms costs $9,000 and raises the Daily Rate by $225.
- In general, the tipping mechanic is both really cool, but kind of incomplete. I like the idea that your hotel makes money when you're not there, but early on, if you want it to do well, you really have to supervise it. I also like that rather than giving a time limit, you just have a limit on the number of tips you can collect in a session. That said, I don't like how random the tip amounts are. This is one reason why I think it would be a good idea to have service investments in room types. First of all, each couple would have a particular randomized mood based on the room types you've established (Romantic, Quirky, Kinky, and Hardcore), and if they are able to book such a room, they will give a better tip. This encourages wider room diversity. Second, if the room they go to has special services, that will also increase their tip, especially if those services resonate with their mood. This way, you can also make it so that if a couple gets stuck with a room they didn't want, there might still be some services in that room that appeal to their mood. This means that the player will have to be more strategic about where they place services as well as which tips they prioritize. For example, if they only have enough room for one more tip for the session and they want the tip from the couple in the expensive room that resonates well with their mood, then they'll want to avoid clicking on any other couple so that the big spenders finish first and reach the lobby in time to leave their massive tip. And at that point, room placement becomes a strategic factor as well, because you want your big tippers to have the shortest path to the door.
- I love, love, love the idea of using the Love Hotel as a way to have diverse H-scenes with the various characters from the dating sim part. You could even make it so certain H-scenes only unlock once you've purchased certain services, or perhaps just that you can slightly adjust the way an H-scene plays out if you have certain services. Like, maybe you can only do the maid scene with Satomi if you've purchased the Costume Hire service. Or maybe if you do a certain Satomi scene with the Alcohol Fridge service purchased, she drinks a little to settle her nerves and becomes a bit lewder (the scene could still play out the same to save on animation, but she'd just have altered dialogue and maybe a couple different facial expressions). That sort of thing.
- I don't like how guest spawn time only has one modifier. I think you should get rid of the Tout service and make spawn time directly related to the Popularity stat. That way, as the hotel gets more popular, it gets more difficult to find optimal rooms for customers, encouraging you to build more space to accommodate, and it also gets more difficult to keep up with clicking on all of them in time, adding to the challenge of getting optimal tips.
- Hotel maintenance should probably be a factor at some point. Like, a room should probably have to be cleaned before it's used again, and so you'd have to hire housekeeping employees to clean up in between guests. If they don't, then a guest will tip less (well, maybe not if they're Hardcore).

Dating Sim Portion:
- While this is still very clearly in the early stages, I think my biggest concern is just that there aren't really any divergent paths you can take. All the dialogue options lead to pretty much the same results. Even things that are implied like they could matter just pretty much don't. For example, it would be nice to have the option to peek into Satomi's notebook, so that when she asks if we looked at it, the possible answers actually make sense. And then maybe if we did look at it but pretend we didn't, it subconsciously makes it harder for Satomi to open up as quickly or something. It's just a bit too easy right now.
- I like the idea of how interacting with characters unlocks rooms for the hotel, especially because then part of the strategy becomes whether your time is better spent collecting tips for maximized profits in the short-term or unlocking rooms to purchase for better profits in the long term. It seems like you also intend the Advanced Math notebook to function in a similar manner, where maybe it will eventually serve as a way to increase profits or something? More stuff like this is great and encourages mixing up the gameplay between time managing the hotel and time doing the dating sim part.
- The protagonist's mother says she wants him to visit her, but this is not currently an option. I actually would find it quite hilarious if a portion of this game required the player to keep the mother in the dark about how the hotel is doing so well.

Overall, this game has a ton of potential and I very much look forward to seeing each subsequent version.

Tried to manage the hotel on day 3 in the evening and the game froze on a pink screen

Great beginning. Managing the hotel so far is kinda eh, and clumping all the info into two tutorials that I can't access afterward in case I forget something is a little annoying, but the art is good, I enjoy the dialogue, and I think you have a great start on your hands.

Also, does clicking on the couples in the hotel room do anything other than make little hearts appear? I couldn't tell.

Credits & Info

4.07 / 5.00

Jul 4, 2019
7:53 PM EDT
Simulation - Dating