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Unity Afflicted Demon Slayer [v0.1.18 Prototype] [Afflicted Mind]

2.30 star(s) 6 Votes

Afflicted Mind

Newbie
Game Developer
Apr 26, 2020
71
211
My monitor is small. 1280x800 the maximum it can play.
Added 0.1.11.01 under F95zone Experimental Build
Add resolution change, full screen and UI scaling and pause menu (esc key)
Also reduce trigger size of monster to its original size.

If you can actually press Tab you can drag green item to slot 1 and press that to heal, if you're struggle with surviving.
Also red item that the merchant in town sell sometime can be drag to upper slot to increase your attack damage.
 

Ironfoot

Member
Jun 7, 2017
210
303
Added 0.1.11.01 under F95zone Experimental Build
Add resolution change, full screen and UI scaling and pause menu (esc key)
Also reduce trigger size of monster to its original size.

If you can actually press Tab you can drag green item to slot 1 and press that to heal, if you're struggle with surviving.
Also red item that the merchant in town sell sometime can be drag to upper slot to increase your attack damage.
A thousand times better like this. Even the smallest changes can make a game better.
 

Afflicted Mind

Newbie
Game Developer
Apr 26, 2020
71
211
Game and thread updated, these are the changes
- Add start menu and pause menu for resolution change and game exit.
- Swap out weird teleportation thing with sliding. You can press attack button to attack while sliding.
- Add casting. Add one attack spell, it act as an item, you need to put it in to respective shortcut to be able to use it. The shortcut is V+x group. Currently I made the shortcut refresh every scene with the spell add to slot V+1. I will take slot refresh out later once able to have container for spell only and able to prevent you from removing it easily.
 

Innocent Chloe

Active Member
Jul 23, 2017
550
905
So just tried v0.1.12 Prototype and here is my feedback on that version;
  • Enemies need some sort of stun/knockback when you attack them you move too slow to get away, they can still grab you mid-slide so that is useless to dodge as well. You might want to play another game on this forum called Captivity that should give you some ideas of what to aim for in terms of movement and dodging mechanics. Captivity is also only in early development
  • The controls need work, rebindable controls would obviously be ideal but if you don't want to put that in then better would to just go for arrow keys combined with QWE - ASD - ZXC controls then you don't need to mess about with this two keypress nonsense it is very annoying to have to hold V and press another key to cast magic. I would expect following controls;
    • Arrow keys for movement
    • Z attack, X for jump, C for slide
    • ASD for magic
    • QWE for items
  • I know it is just a prototype but the H-animations still need some serious work the visual quality is in any case a big improvement from the previous version of your game I tried
 
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Afflicted Mind

Newbie
Game Developer
Apr 26, 2020
71
211
So just tried v0.1.12 Prototype and here is my feedback on that version;
  • Enemies need some sort of stun/knockback when you attack them you move too slow to get away, they can still grab you mid-slide so that is useless to dodge as well. You might want to play another game on this forum called Captivity that should give you some ideas of what to aim for in terms of movement and dodging mechanics. Captivity is also only in early development
  • The controls need work, rebindable controls would obviously be ideal but if you don't want to put that in then better would to just go for arrow keys combined with QWE - ASD - ZXC controls then you don't need to mess about with this two keypress nonsense it is very annoying to have to hold V and press another key to cast magic. I would expect following controls;
    • Arrow keys for movement
    • Z attack, X for jump, C for slide
    • ASD for magic
    • QWE for items
  • I know it is just a prototype but the H-animations still need some serious work the visual quality is in any case a big improvement from the previous version of your game I tried
For enemy stagger I'll implement in the future but for only on some specific attack. I will work on enemy can't just immediately flip it's attack side once it start attacking though, so it doesn't just flip back to catch you once slide or dodge to the other of the enemy.
For key control, I will made it bindable once I put all the possible key in the game. For the current configuration I try to made it playable with one hand, maybe I'll made option to switch between one hand and two hand mode as short term before insert bindable option.
H-animations is kind of limit by my art skill though lol. I will get back to it later. Maybe add more frame, made it more distinguishable between frame, boobs physics, etc.
 
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dooka58

Member
Nov 18, 2020
117
91
There's a lot to like:
I like the premise; I prefer male MCs, but I like the demon curse rape shit. I like that's it's not yet another VN and tries something totally different. I think the art style is fun. I'm probably going to pass because it's action combat though.

BTW, there appears to be typos in the dialog, or did you do this on purpose? lol
In the intro, "You may despite it, but you this is your life now, you..." -- 'despite' doesn't make sense, and this a run-on sentence, lulz

Good luck.
 

Afflicted Mind

Newbie
Game Developer
Apr 26, 2020
71
211
There's a lot to like:
I like the premise; I prefer male MCs, but I like the demon curse rape shit. I like that's it's not yet another VN and tries something totally different. I think the art style is fun. I'm probably going to pass because it's action combat though.

BTW, there appears to be typos in the dialog, or did you do this on purpose? lol
In the intro, "You may despite it, but you this is your life now, you..." -- 'despite' doesn't make sense, and this a run-on sentence, lulz

Good luck.
Ayy, english is not my first language lol, should be despise for that one. thanks for pointing it out.
 

|-|ans

Newbie
Jan 1, 2020
46
19
Oof, I thought it's already include when build. Link for Linux build added, please check if it's playable.
Well, there is some progress, but.. no, not yet.

The program starts, but after the initial Unity message the screen (window) becomes blue.. a nice color, but nothing more then that unfortunately.
 
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Afflicted Mind

Newbie
Game Developer
Apr 26, 2020
71
211
Well, there is some progress, but.. no, not yet.

The program starts, but after the initial Unity message the screen (window) becomes blue.. a nice color, but nothing more then that unfortunately.
Hi can you test again? this time I made sure Unity doesn't crash when try to play test.
 
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|-|ans

Newbie
Jan 1, 2020
46
19
Hi can you test again? this time I made sure Unity doesn't crash when try to play test.
Well, I just got a fresh copy, the folder name is much nicer now when unpacking -but- unfortunately the same blue screen. It does not even look like crashing to me, it simply hangs (..maybe waiting for or missing something?).
 

Afflicted Mind

Newbie
Game Developer
Apr 26, 2020
71
211
Well, I just got a fresh copy, the folder name is much nicer now when unpacking -but- unfortunately the same blue screen. It does not even look like crashing to me, it simply hangs (..maybe waiting for or missing something?).
What is your Linux architecture? 32bit or 64bit? I only have x86_64 option for build currently, it might be the case,
 

DarkFlameMasterxx2x

New Member
Sep 1, 2017
7
14
So just tried v0.1.12 Prototype and here is my feedback on that version;
  • Enemies need some sort of stun/knockback when you attack them you move too slow to get away, they can still grab you mid-slide so that is useless to dodge as well. You might want to play another game on this forum called Captivity that should give you some ideas of what to aim for in terms of movement and dodging mechanics. Captivity is also only in early development
  • The controls need work, rebindable controls would obviously be ideal but if you don't want to put that in then better would to just go for arrow keys combined with QWE - ASD - ZXC controls then you don't need to mess about with this two keypress nonsense it is very annoying to have to hold V and press another key to cast magic. I would expect following controls;
    • Arrow keys for movement
    • Z attack, X for jump, C for slide
    • ASD for magic
    • QWE for items
  • I know it is just a prototype but the H-animations still need some serious work the visual quality is in any case a big improvement from the previous version of your game I tried
OK Seriously, i've tried the game Capivity u suggested and i gotta say that's is fking impressive.Do you accidentally know more kind of game like that ? i could use some more hehe :3
 
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2.30 star(s) 6 Votes