I've tried every possible combination (balanced, offense, defense, money, etc.) and it really seems quite random. It really depends on the bad ghost wanting to pick on one girl. If any of them fall, the rest go soon after. Maybe that's the design of the game, but it feels like bad balancing to me.
You don't get to pick your room, so it's random.
You can't 'ward' the ghost away from a given room, so it's random who it picks and how long it stays. You can only hold out so long, even if your door defense is HIGHER than the bad ghost. If he sits and hammers at one door, it's only a matter of time before it wins since there isn't much mutual defense. If you lose a girl in the first 5 minutes, it's game over anyway and you really haven't gotten anywhere. If it pounds on the players door in the first minute and stays, you lose.
The other girls are kind of stupid in how they build their offense and defense. Many put out a boost with no guns. Since the boost only helps guns next to it, it's useless, or they over upgrade one thing and that's also dumb.
The nature of the building forbids common defense, at least for the first girl you can only defend a single neighbor.
In the end, the game is strongly against the player. It needs different 'levels' of skill, starting easy with girl 1 and getting harder with each girl. Girl 1 needs the long range ability, able to cover all the other doors if the gun is placed in the proper corner.
I got close to beating it once... but only because all the random elements went my way. All the girls lived really long, the ghost kept bouncing around so our defense was collectively enabled and repaired. It also let the guns get shots on regularly. The last 1:30 of the game the ghost was forced to keep recharging but he leveled up each time he recharged and no guns could hit him while he did so. He was so high level (out levelled the best gun and door by a level due to the recharge effect) that he literally ripped doors down in only a few hits. Didn't live more than 30 seconds after that. Lost with 31 seconds left on the clock.
So, sort of fun? Ultimately a frustrating experience. I'd give it 2 out of 5 'guns' at this point. Needs further development as an idea.
Some ideas:
Need to have the good ghosts give some kind of a bonus for which 'room' the player is in. The right girl in the right room could be powerful, if all 4 meet their match, the bad ghost should get toasted quickly by 'ultimate true lust/love' or something.
Needs a warding rune or something that can act like a 'boost' but to the defense of the room, not the guns. Either a steady 'heal' on the door, or something that drives the ghost away for a period of time depending on it's level (time would be minus the Ghosts level in some fashion- weak rune wouldn't do much)
Add 10 seconds to the start clock or have level of play choices that affects this and the 'win' timer.
Something needs to be added to 'stun' the bad ghost so that it can't always run away to recharge whenever it wants.
One of the rooms needs a place that a gun can 'cover' the recharger, thus a powerful gun placed there would keep the ghost under fire even while recharging.
The repair door should be an ongoing 'timer' that every so often you get a 'charge' of repair door, a little diamond above the feature button, so you can use it several times in a row if you don't go crazy using it. Right now, it's a penalty to use it while under attack.
Changing positions should have some effect as well. The animation is rather bland at the moment and it's kind of funny to start but boring rather quick. Involving adult activity looks like just a short term attraction right now. You need to have it actually 'do' something and bring in climaxing rather than just straight dead pounding. (pun intended)
On the ghost side, it should have some better attacks, not just pounding on the door. Things like:
Possession: it takes over the good ghost for a time and that girl doesn't get coins during the time. However, it's not doing damage either, so it's mostly a weakening attack against a girl. A rune would force it out if triggered (see above). So, strategically, a player might allow the possession to 'distract' the bad ghost while the other girls build up their resources, making them stronger at the expense of the player being weaker until the player triggers the rune.
Ghastly Scream: Instead of a level up, the bad ghost may opt to scream and 'scare' all the girls. It could cut their income in half (or some balance friendly level) for a period of time. This would help a 'behind' bad ghost to catch up a little bit at the expense of a level up option... or maybe do it when it goes back to recharge instead of a level up on the recharger.
Alternate End:
Right now, if a girl or player get their defenses destroyed, there is just 'you lose'. That's kind of abrupt. It might be better to have the bad ghost destroy all the stuff, and 'take' the girl but leave her frightened for a period until the good ghost comes back and 'revives' her for more fun. This may not make sense but it might make it possible to have the player hold out even if 2 of the girls get taken early on, rather than just a fast 'you lose'.
The reason for all this is to make the game more strategic and less random. Right now, it's just a roll of the dice by how the bad ghost acts, and dumb luck how the other girls plan their defense, offense and handle their coins. Too much random.