I'm not going to say no, but it's pretty hard to get something that works well and involves body parts that can be as variable in size as the boobs are. I.e. depending on the size of the boob, the mouth can end up from deep within the boob to somewhere hovering above it, as it can't be tied to the boob itself. I know there is inverse kinematics that can help, but I have no idea how to work with it or if it's even possible with the way the game is working with all the animations and the controls for the body shape. That said, I will probably attempt again it at some point.can there be some boobsucking submission moves?
Well, thanks for your thoughts. Unfortunately the graphics won't improve much in the near future, since I'm the only one working on the game, and I'm mostly a developer, not a 3D artist (although I have been learning a few things from developing this game). If the game gets enough support to allow me to hire a proper artist, then maybe.Nice concept but fucking yucky graphics. I'm usually not picky but smut games need more than ugly goblins. Hope character model pass is on the menu.
If you try to run the game from the command line do you get any error messages? I'm assuming it might have to do with your video card/drivers, but it's not a given. In any case, please let me know what you get from trying to run it like that, and we'll try to figure something out.The game does not start
Depends by what you mean like this one, but for games that have sexfight content you can try Heroine Rumble / Heroine Rumble 2 by Enlit3d, or NakedFighter3D by Sam3DX, or Kinky Fight Club 1 and 2 by MrZedAre there other games similar to this one?
There is a How to play included under About/Help in the game, or during the match you can press the [?] button in the retractable panel at the top, which should give a pretty good idea of what's happening.i dont get this game, i scroll the mouse and i guess that affects the clashes? there is 0 communication on mechanics so im pretty much just guessing if what im doing has a point or not
Yeah that's the problem, I figured out that part but there seems to be not really a lot to go by as to when it is advisable to do what. Its hard to gauge how much effort you need and even what actions to use when.There is a How to play included under About/Help in the game, or during the match you can press the [?] button in the retractable panel at the top, which should give a pretty good idea of what's happening.
In short yes, the mouse wheel controls the amount of effort that goes into an action. The opponent might also raise or lower their effort. A clash, as you call it, is won by the character that puts in the most amount of effort. Effort is subtracted from the stamina bar at the top. You might want to lower your effort to regain stamina. Not all clashes are winnable, and in that case it's probably better to lower the effort and regain precious stamina (you cannot keep raising the effort all the time, or you will run out of stamina and will be unable to).
You need to raise your effort past the middle marker on the effort bar, and keep it there if you want to win the clash. That bar is a representation of both your and your opponent's effort. The thinner white bar below shows you how much you can raise your effort, provided you have the stamina for it. If it doesn't go past the center marker, then you cannot win the clash, and it's a good idea to release effort and regain stamina (i.e. scroll the opposite way). You will see that your effort and maximum effort seem to 'decrease' without your intervention - they're actually not, it's just that your opponent has raised theirs, and the bar now represents the new situation. Under those conditions you need to decide whether to raise your effort and keep it over the center marker (if you have enough stamina and your maximum effort is still past the center marker), thus spending more stamina, or accept that it's not a good investment, and roll back to at least regain some stamina.Yeah that's the problem, I figured out that part but there seems to be not really a lot to go by as to when it is advisable to do what. Its hard to gauge how much effort you need and even what actions to use when.