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3.30 star(s) 4 Votes

Gallos

Member
Oct 12, 2018
112
106
Im really stuck on the night armband synthesize, the amount of moves seems to be too little to finish it, the best attempt i had, i still needed 2 more moves, does anyone know how to complete it?
It's a tricky puzzle, but certainly possible, gotta think outside the box a little bit
 

Nosebecc

Newbie
Game Developer
Jan 10, 2020
33
37
Well at least you got it now, I just gotta get a vase lid and figure out how the hell I'm supposed to open that cave.
A hint I've given to people before about the cave is you need to use one of the mechanics explained in the 'How to play' sign, in front of Vuu's house.

Do anyone could share this game as an archive instead of an installer ? Moreover this one ask me for administrator right on my computer. Why would a porn game need admin right on my computer to install itself?
That's just Gamemaker's default installer. Though if you didn't download BE Witches on Itch.io or on my Patreon, you might want to do that instead, or at least scan it, obviously.
 

Lesther

Newbie
Dec 4, 2019
31
22
That's alright, I ended up figuring it out.

I finished the game, but I'm still missing 2 power orbs. I got the sand castle one and the one you get for finishing the game, which 2 puzzles am I missing?
Hello, could you share your save? please
 

Lesther

Newbie
Dec 4, 2019
31
22


  • Nosebecc interview

  • I have several questions I hope you answer me, consider it an interview in case people need to know I will inform you directly.


  • 1-Will there be more playable characters?
  • 2-How will you add the descriptions and when?
  • 3-Will you put the donors of Patreons or those who supported the game in the credits?
  • 4-When the full version comes out ... Will it be paid?
  • 5-How many more updates will it have?
  • 6-Are there more types of clothes, body growth, bosses, trailers?
  • 7-If you need a trailer, could I help you do it? I don't collaborate directly with the game if I don't support him to meet more people doing that.
    8-Will there be Easter Eggs?
    9-Will you have online or something thought of as a score?
    10-Will there be a final reward for spending it? Scene, unlockables or something?










    • 1. Yeah, every monstergirl will be playable, somewhere down the line.
    • 2. The next version of the game will have descriptions, but they aren't in just yet since I'm not entirely set on the story and lore.
    • 3. Yeah, that's the very first reward for supporting me after all!
    • 4. I'm estimating it will be in the 15~20$ range, but giving at least 5$ through Patreon also gets you a download code on release.
    • 5. Hard to tell, at least one major update for sure, probably a few minor ones as well.
    • 6. There will be color palettes for every characters. Some characters also have more than BE happen to them. There will be more bosses, and I do plan on having a trailer at some point, yeah.
    • 7. I don't completely understand the question, but I don't quite know if I want to do it myself or have someone else do it, I haven't decided yet.
    • 8. Yeah, probably.
    • 9. No, I don't plan on it.
    • 10. For spending what? But there will some kind of final reward, yes. No problem :) I'm happy to see you like it so much ^^

  • Thanks for the Game, NoseBecc.
 
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James Eveleth

Well-Known Member
Mar 22, 2018
1,474
2,681
Ok, I don't know how I got the inspiration, but I just managed to solve the Night Armband puzzle. Think outside the box, indeed. Now I'm off to farm Fire Gems. Hopefully those Imps drop them.
 
Last edited:

James Eveleth

Well-Known Member
Mar 22, 2018
1,474
2,681
One is found in the puzzle room you have to go through after falling in the hole on 1F. There are 2 solutions for this puzzle other than yellow.
The other one is in a room revealed by clearing the purple totem puzzle, east of town. There are 3 other purple totems to find above water, and each gives you a clue as to which item goes where. One of these totem is in the cave south of town, which you can open by using a specific ability at your disposal.
Ok, I gotta admit, you create some of the most frustrating, think-outside-the-box and satisfyingly simple puzzles. Ever! I never would have guessed how to open that cave without that hint...
 
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Nosebecc

Newbie
Game Developer
Jan 10, 2020
33
37
Ok, I gotta admit, you create some of the most frustrating, think-outside-the-box and satisfyingly simple puzzles. Ever! I never would have guessed how to open that cave without that hint...
Aw man you give the best compliments, thanks! :D
To be completely honest, the cave puzzle wouldn't be as hard in the full game, where that mechanic would be used more often. Still, good job on figuring it all out!

I was completely thrown off by the colour of the item in the totems, I was overanalyzing it thinking they were some upgraded versions of the items with the same shape

Thanks a lot for your answers, I've completely finished the game now! I really love this game and I'm looking forward to further updates

One last question, is it possible to lower the cup size of enemies after you've increased them the same way you can customize the player characters cup size?
You can't decrease their cup size in the demo. I was planning on having fixed sizes in the final game, but I guess I might as well let the player choose what they prefer. Wouldn't be much work, too. Now hat I think about it, it might be a good idea to be able to choose the rank of enemies depending on which one you've unlocked for the corresponding monstergirl, after she's joined your party.
 
Last edited:

fzdc

Well-Known Member
Jul 25, 2017
1,661
1,665
BE happens when you amplify characters at the big red crystal in town. You'll have to find power orbs in order to do that.
is that difficult to do or?
so far i beat 5 encounters underwater and got 0
 

Nosebecc

Newbie
Game Developer
Jan 10, 2020
33
37
is that difficult to do or?
so far i beat 5 encounters underwater and got 0
It's not overly difficult, there are 4 to find, each in a specific location. The easiest one to find is probably the sandcastle one. There is another one at the end of the ocean dungeon.
 

fzdc

Well-Known Member
Jul 25, 2017
1,661
1,665
It's not overly difficult, there are 4 to find, each in a specific location. The easiest one to find is probably the sandcastle one. There is another one at the end of the ocean dungeon.
sandcastle what?
i explored the whole beach, didn't find anything. Im guessing i missed a puzzle.
Im still having trouble figuring out what in this game is "important" and what is "optional".
At least in Dark Souls you know where not to go because you die in 1 hit in the wrong area.
 

Gallos

Member
Oct 12, 2018
112
106
sandcastle what?
i explored the whole beach, didn't find anything. Im guessing i missed a puzzle.
Im still having trouble figuring out what in this game is "important" and what is "optional".
At least in Dark Souls you know where not to go because you die in 1 hit in the wrong area.
There is a sandcastle on the beach yes, you just didn't see it. Can't help you beside that because my dunbass can't figure out where to get the right sand.
 

Nosebecc

Newbie
Game Developer
Jan 10, 2020
33
37
sandcastle what?
i explored the whole beach, didn't find anything. Im guessing i missed a puzzle.
Im still having trouble figuring out what in this game is "important" and what is "optional".
At least in Dark Souls you know where not to go because you die in 1 hit in the wrong area.
There is no wrong area, just one town and one dungeon. Your primary goal is to get to the end of the dungeon. The sandcastle is on the beach, you need an item dropped by shapes fights to complete it.
 

Gallos

Member
Oct 12, 2018
112
106
There is a sandcastle on the beach yes, you just didn't see it. Can't help you beside that because my dunbass can't figure out where to get the right sand.
Okay nevermind, the solution was easier than I had thought.
 

foreg

Member
Oct 8, 2017
128
68
That's just Gamemaker's default installer. Though if you didn't download BE Witches on Itch.io or on my Patreon, you might want to do that instead, or at least scan it, obviously.
Running executable in admin mode is like digital unprotected sex. For most purpose, antivirus scanning is like a digital knitwork condom.

You don't have permission to view the spoiler content. Log in or register now.


Maybe consider the web export ? It seem to be supported by game maker, make you program much less likely to cause any problem and allow you to have it run on a website without requiring download and (often) make it available on mobile devices.
 

Nosebecc

Newbie
Game Developer
Jan 10, 2020
33
37
Running executable in admin mode is like digital unprotected sex. For most purpose, antivirus scanning is like a digital knitwork condom.

You don't have permission to view the spoiler content. Log in or register now.


Maybe consider the web export ? It seem to be supported by game maker, make you program much less likely to cause any problem and allow you to have it run on a website without requiring download and (often) make it available on mobile devices.
Oh wow these are issues I hadn't actually considered, thank you for enlightening me!
It's apparently possible to edit the installer's setting, and in particular the required rights. I haven't had time to do it yet, but I've uploaded an archive like you initially asked on both Itch.io and Patreon. Nothing wrong with an option anyway!
I haven't developed the game with a web version in mind at all however, if it ever does happen, it won't be before quite a while.
 

James Eveleth

Well-Known Member
Mar 22, 2018
1,474
2,681
Ok, beat the whole game, got all 4 Power Orbs, thoroughly enjoyed all evolutions. Time to put pen to paper, finger to keyboard, mind to the task, and write down my thoughts.

Impressions:
-this is a wonderful puzzle game that ropes you in with the promise of BE. The titties you so desperately want to see are hidden behind lovingly crafted puzzles designed to test the limits of human intellect and thinking outside the box. Have fun!

-after playing the game for quite a while I found out that it's all skill and understanding the mechanics that let you win battles. In the end I was able to constantly create Skulls for over 130 damage with a few spells(Envenom is godly), a Fire combo and a destroyed Shape or two. After starting the game from scratch I got to the Nightmare(lvl 11) with a lvl 4 Vuu and defeated her on the first try with just a sliver of health left. Practice makes perfect.

Possible improvements(Nosebecc):
-higher drop rate on items - I finished the whole game, save for a few puzzles. I couldn't complete the fire gem totem because none dropped from enemies. The only ones I got were 1 from the guard and 1 from a chest. I got extremely lucky to get the Soft Armband from the Fairy. The next few pictures show exactly how rare some items are:
You don't have permission to view the spoiler content. Log in or register now.
-add a way to view all unlocked bust sizes for the monster girls. A gallery with the full sprite artwork would also be great.


Suggestions:
-show that the colored glass puzzle with 3 possible solutions can be solved in 3 different ways. I saw a screenshot (from an earlier version, I guess) that showed that puzzle with 3 colors next to it. My puzzle only had the yellow one, so if it wasn't for this thread I wouldn't have guessed that there were more ways to solve it, missing out on a Power Orb. Granted, the first version was confusing, but the new version doesn't even hint that there are other solutions. A possible solution for this is putting a red button next to the color. By pressing the button the player will be able to cycle through the colors, seeing that there are 3 possible solutions and not getting confused as to what color the glass needs to be.

-add hints to the book for some of the secrets. This is primarily a puzzle game, but some of the solutions are pretty out there. A compendium of hints discovered so far would definitely be useful. Example: catching a fish and spinning it for scales(one of the girls in town mentions it, but it's easy to miss or just forget about it), having to drop the shells in the correct order to open the door(I thought that they had to be placed in the empty slots somehow). Not to mention the purple totem cave solution that borders on meta. Giving just a small nudge in the right direction will save players a lot of wandering about feeling stupid.

-add a way to disable Shapes battles/allow the player to run away from fights(at the start) without them blocking the way - at first I thought they were cancer, but figuring out the mechanics behind the Shapes fights made me change my mind. Now, after farming for items with an incredibly low drop rate, I change it again. Getting a Shape fight at the end, when I had gotten pretty good at regular combat, made me groan. They're okay for the main part of the game, but when you want to get farm a specific enemy they just reduce the chance of getting it even further and feel like a chore to do. A relic dropped after the final boss that stops them from spawning would work. That way they are present for the main part of the game, but the player can disable them anytime they want to farm/solve puzzles after that. A way to run away could do the same thing, letting you skip a battle you don't want. An auto win button against an enemy that is too weak for you is also an option. Basically any way to skip a battle without having to fight it now or later.

-give incentive to use other characters. As it is now, why would I want to play with Rose? What does she have that Vuu doesn't? She even gets one less move, which made me stumble a few times when I had to level her up to lvl 20. You could give her something that makes playing her unique in a good way. She gets one less move, but what compensates for that? Does she get a big attack with those claws if she fills up the combo meter to a certain point? Higher damage with a certain color so I would want to use her against a specific enemy? In the future, when monster girls are playable, you could do the same for them. Gravitar could change the way the game is played by suspending gravity, the Fairy could have an easier time restoring health, that sort of thing.

-have characters provide passive bonuses for the whole party. This will make the player feel rewarded when recruiting monster girls. +1 move, a flat or a percentage stat increase, higher damage with a specific color of orbs - there are so many possibilities. Depending on the party size(does it stay at 2 or get increased?) these bonuses could only be active when the monster is in the party.

-I quite liked one suggestion of adding nipple slips to higher level evolutions. This will add a bit of tasteful nudity to the game, while also keeping your original view of no fully nude characters. A Patreon poll if you're unsure about the idea of nudity in the game could show you how your audience would react to this. This is the last time I will be mentioning adding nudity to the game, sorry if it seems like I am pressuring you.

-concerning the guy here that was worried about the game needing to be installed, a zip with the already installed game works just fine and is also the common way for creators to share their games.

This has gotten pretty lengthy and has taken me quite a few hours to write, rewrite and reword. I think that I covered pretty much everything, although not in an entirely cohesive and understandable manner. Everything above is just a suggestion, the way I think that the game could be made better from a player's point of view. Please don't feel pressured to do or change anything, the game is great as it is! I can't wait for the next update!

PS: Since I am a bit of a completionist in terms of artwork, here are all of the girl evolutions. I'm mostly posting this for the people who want to view the lower evolutions of the monster girls again but can't, because they are at a higher level. Enjoy!
 

foreg

Member
Oct 8, 2017
128
68
Oh wow these are issues I hadn't actually considered, thank you for enlightening me!
It's apparently possible to edit the installer's setting, and in particular the required rights. I haven't had time to do it yet, but I've uploaded an archive like you initially asked on both Itch.io and Patreon. Nothing wrong with an option anyway!
I haven't developed the game with a web version in mind at all however, if it ever does happen, it won't be before quite a while.
Wow thank ! You have my Patreonship.
 

Nosebecc

Newbie
Game Developer
Jan 10, 2020
33
37
Ok, beat the whole game, got all 4 Power Orbs, thoroughly enjoyed all evolutions. Time to put pen to paper, finger to keyboard, mind to the task, and write down my thoughts.

Impressions:
-this is a wonderful puzzle game that ropes you in with the promise of BE. The titties you so desperately want to see are hidden behind lovingly crafted puzzles designed to test the limits of human intellect and thinking outside the box. Have fun!

-after playing the game for quite a while I found out that it's all skill and understanding the mechanics that let you win battles. In the end I was able to constantly create Skulls for over 130 damage with a few spells(Envenom is godly), a Fire combo and a destroyed Shape or two. After starting the game from scratch I got to the Nightmare(lvl 11) with a lvl 4 Vuu and defeated her on the first try with just a sliver of health left. Practice makes perfect.

Possible improvements(Nosebecc):
-higher drop rate on items - I finished the whole game, save for a few puzzles. I couldn't complete the fire gem totem because none dropped from enemies. The only ones I got were 1 from the guard and 1 from a chest. I got extremely lucky to get the Soft Armband from the Fairy. The next few pictures show exactly how rare some items are:
You don't have permission to view the spoiler content. Log in or register now.
-add a way to view all unlocked bust sizes for the monster girls. A gallery with the full sprite artwork would also be great.


Suggestions:
-show that the colored glass puzzle with 3 possible solutions can be solved in 3 different ways. I saw a screenshot (from an earlier version, I guess) that showed that puzzle with 3 colors next to it. My puzzle only had the yellow one, so if it wasn't for this thread I wouldn't have guessed that there were more ways to solve it, missing out on a Power Orb. Granted, the first version was confusing, but the new version doesn't even hint that there are other solutions. A possible solution for this is putting a red button next to the color. By pressing the button the player will be able to cycle through the colors, seeing that there are 3 possible solutions and not getting confused as to what color the glass needs to be.

-add hints to the book for some of the secrets. This is primarily a puzzle game, but some of the solutions are pretty out there. A compendium of hints discovered so far would definitely be useful. Example: catching a fish and spinning it for scales(one of the girls in town mentions it, but it's easy to miss or just forget about it), having to drop the shells in the correct order to open the door(I thought that they had to be placed in the empty slots somehow). Not to mention the purple totem cave solution that borders on meta. Giving just a small nudge in the right direction will save players a lot of wandering about feeling stupid.

-add a way to disable Shapes battles/allow the player to run away from fights(at the start) without them blocking the way - at first I thought they were cancer, but figuring out the mechanics behind the Shapes fights made me change my mind. Now, after farming for items with an incredibly low drop rate, I change it again. Getting a Shape fight at the end, when I had gotten pretty good at regular combat, made me groan. They're okay for the main part of the game, but when you want to get farm a specific enemy they just reduce the chance of getting it even further and feel like a chore to do. A relic dropped after the final boss that stops them from spawning would work. That way they are present for the main part of the game, but the player can disable them anytime they want to farm/solve puzzles after that. A way to run away could do the same thing, letting you skip a battle you don't want. An auto win button against an enemy that is too weak for you is also an option. Basically any way to skip a battle without having to fight it now or later.

-give incentive to use other characters. As it is now, why would I want to play with Rose? What does she have that Vuu doesn't? She even gets one less move, which made me stumble a few times when I had to level her up to lvl 20. You could give her something that makes playing her unique in a good way. She gets one less move, but what compensates for that? Does she get a big attack with those claws if she fills up the combo meter to a certain point? Higher damage with a certain color so I would want to use her against a specific enemy? In the future, when monster girls are playable, you could do the same for them. Gravitar could change the way the game is played by suspending gravity, the Fairy could have an easier time restoring health, that sort of thing.

-have characters provide passive bonuses for the whole party. This will make the player feel rewarded when recruiting monster girls. +1 move, a flat or a percentage stat increase, higher damage with a specific color of orbs - there are so many possibilities. Depending on the party size(does it stay at 2 or get increased?) these bonuses could only be active when the monster is in the party.

-I quite liked one suggestion of adding nipple slips to higher level evolutions. This will add a bit of tasteful nudity to the game, while also keeping your original view of no fully nude characters. A Patreon poll if you're unsure about the idea of nudity in the game could show you how your audience would react to this. This is the last time I will be mentioning adding nudity to the game, sorry if it seems like I am pressuring you.

-concerning the guy here that was worried about the game needing to be installed, a zip with the already installed game works just fine and is also the common way for creators to share their games.

This has gotten pretty lengthy and has taken me quite a few hours to write, rewrite and reword. I think that I covered pretty much everything, although not in an entirely cohesive and understandable manner. Everything above is just a suggestion, the way I think that the game could be made better from a player's point of view. Please don't feel pressured to do or change anything, the game is great as it is! I can't wait for the next update!

PS: Since I am a bit of a completionist in terms of artwork, here are all of the girl evolutions. I'm mostly posting this for the people who want to view the lower evolutions of the monster girls again but can't, because they are at a higher level. Enjoy!
Woah, thank you for taking the time to write all this! I'll try to answer everything in order.

- I do plan to add a gallery in the final game! :)

- The way item drops work is a bit different in this game: you are guaranted to get 0 items when you begin the fight. Every time a white star appears, you get +1 drop (you only learn what item you got post fight). There are 2 ways to get white stars: either get lucky when destroying pentacle blocks, or reach a combo of 50 or 100. This means that even without pentacle blocks, you can get 2 items per fight if you can reach 100 combo. That's only for normal fights though, shapes fight drops is simple luck.

- Having a button cycle through the 3 possibilities is actually a really good idea, having 3 roses next to the puzzle used to confuse people, so I moved them. Yellow is now on top, green and cyan are hidden in the bottom left and top right. The button makes so much more sense though, I'll be implementing it soon, thanks!

- I was actually thinking about implementing a hint system just yesterday. If a room has a puzzle that might be tricky, Some icon would appear and you'd be able to pay to get a hint.

- There will be items in the final game that allow you to instantly destroy a fight, and you'll also be abe to do it anytime if your level is high enough compared to the monster's. Something that I left to the player to discover in the demo is that you can always go back the way you came from when a fight appears, meaning you could take a gamble on when the fight will appear, go backwards, and simply go back the correct way if it does appear, avoiding the fight completely. I might add a "?" sign to explain this mechanic.

- Each character has different stats, in particular color affinity. Rose is better at red spells than Vuu, meaning she is a better pick against Zombies for example, since they are weak to red spells. As it is, color affinity is the main reason for which you might want to switch from one character to another. In the final game, you might have met the conditions to amplify only a specific character, so it might be a better idea to use said character instead of another. As it is in the demo though, this can pretty much be ignored and left to preference. I did consider giving each girl a special skill, but for some reason I persuaded myself there was no other way to do it but to have that skill take one of the spell slots, so I ended up not doing it. You just made me realize that's not the case at all though. Combo spells already use the combo meter, but maybe it could be activated on the condition you destroyed enough shapes? That might be pretty cool.

- That is a great idea, I'll definitely implement this! The party can go up to 4 characters.

- I'm not that against it, but the truth is I'd like to get BE Witches on Switch at some point. I don't know how possible that actually is, but nipples would certainly make it very hard to happen, as dumb as it sounds. We'll see what happens I guess.

- Already did it:! :D

Thank you so much for taking the time to write all of this, it was full of great ideas and fair criticism, I really appreciate it! I'll do my best to make BE Witches as good as it can be! :D

Wow thank ! You have my Patreonship.
Nah, you took some time to educate me, so thank you!
 
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3.30 star(s) 4 Votes