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What monster girls / boys you want (check thread for images)

  • Werewolf demi

    Votes: 341 26.5%
  • Dogman / Werewolf furry

    Votes: 367 28.6%
  • Succubus / Incubus

    Votes: 649 50.5%
  • White Fox

    Votes: 397 30.9%
  • Faun / Satyr

    Votes: 277 21.6%
  • Angel / Fallen Angel

    Votes: 535 41.6%
  • Dragon Hybrid

    Votes: 369 28.7%
  • Arachne Drider

    Votes: 252 19.6%
  • Monkey

    Votes: 160 12.5%
  • Slime

    Votes: 310 24.1%

  • Total voters
    1,285
  • Poll closed .

BogoHobo

Member
Dec 10, 2018
453
517
280
you are missing out.. your post suggests you have a VERY WRONG picture of the game in your head..
Just going by what the Dev wrote in his own words previously. Is this not the case? Is it not a time based sandbox game now?
 

Nhenna

Newbie
Mar 7, 2024
49
83
96
Just going by what the Dev wrote in his own words previously. Is this not the case? Is it not a time based sandbox game now?
Dead wrong, actually. Game is still massively story driven.

Yes, the game opens up and you get.. I guess I'd be being generious by saying 'sandbox elements'. You get.. time slots. Morning, noon, afternoon and evening. Evening/Night is (virtually) always done from Nim's perspective, for narrative reasons which I wont spoil if you haven't played the game yet. However, morning and noon are almost always done from the players perspective, allowing you to.. choose from a list of things you'd like to do. Explore a dungeon for loot and xp, develop bonds with certain characters, etc. After awhile, you'll even be able to just.. single click farm up a decent amount of resources if you don't actually want to grind.

However, there's no chance of.. getting lost or whatever, since you'll always have a base of operations that you default back to at the end of each time segment. Sometimes, you wont get to choose what happens on a certain day or time, because... I guess the best way to describe it would be that a.. cutscene of sorts happens. Narrative slice, such as an attack, or you attacking, or a scheduled event where you go shopping. Long list, and I don't want to spoil to much.

The game is NOT a 'take your character token and run around this gif of a map' type game. Not at all. Even the dungeons are a series of events/encounters, rather than needing to navagate a maze or whatever.

Just... try the game before you judge it. The term 'sandbox' is being used incredibly loosely. It's more of a.. you get to choose what you want to do, but saying it this way takes to many words so it's easier to just call it a 'sandbox' type game.

Also.... Semper Fi
 
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Nhenna

Newbie
Mar 7, 2024
49
83
96
The html version won't get scratched, alone for the reason that a lot of players rely on browsers auto translate function. The exe is just an alternative. Besides there is the online version too on bondsdefiled.com
This is more or less.. nitpicking or teasing, but.. can this please get fixed next patch/update? XD
1764747656448.png

"Masculine physique"? I think I'm about as girly as I can get so far. lol
I mean, I get that my MC is still technically a guy, but.. I don't really think 'masculine' is something that accurately descibes my character at the point. The progression is coming along great, but.. as a girl, I can't wait to actually feel a bit more connected with the 'who' I'm playing.

Anyway, I just thought this was a little cute, since as I saw that image pop up with those words, I got that... John Cena tearing through the green screen, "Are you sure about that?" popping into my head.

Have a fun day, try to grab an actual nap before you run yourself ragged, again (yes, I'm making it my personal meme to tell you to sleep once in awhile!), and most of all.. keep up the great work!

Cheers!
 

murakumo65

New Member
Nov 11, 2022
4
7
102
This is more or less.. nitpicking or teasing, but.. can this please get fixed next patch/update? XD
View attachment 5492859

"Masculine physique"? I think I'm about as girly as I can get so far. lol
I mean, I get that my MC is still technically a guy, but.. I don't really think 'masculine' is something that accurately descibes my character at the point. The progression is coming along great, but.. as a girl, I can't wait to actually feel a bit more connected with the 'who' I'm playing.

Anyway, I just thought this was a little cute, since as I saw that image pop up with those words, I got that... John Cena tearing through the green screen, "Are you sure about that?" popping into my head.

Have a fun day, try to grab an actual nap before you run yourself ragged, again (yes, I'm making it my personal meme to tell you to sleep once in awhile!), and most of all.. keep up the great work!

Cheers!
It takes a real man to be girly
 

Bonds Defiled

Member
Game Developer
Jul 21, 2017
387
730
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This is something I've been a bit curious about. Particularly that I have heard of some people getting their pages/account removed from patreon for having children in an adult game, even if they aren't sexualized (Corrupted Kingdom coming to mind since you can get characters pregnant and then see your offspring once they are born). Are you worried at all about that or considered removing some of the images from the flashbacks where we see characters like Nim as children?
Honestly, yeah, I'm worried about those scenes too, including the femboy models (which I'm personally not willing to change). To reduce the risk, I simply avoid posting any femboy-related content on Patreon.
Technically I could remove the flashback images, but the issue is that on Patreon even the presence of minors in a story can already be risky, even when there's zero sexualization. So to be "fully safe" I'd basically have to delete every kind of flashback, and that would take away a lot of immersion and storytelling.

The biggest problem is that platforms don't give creators a clear guideline. It often feels random. I know games that have been allowed for 10+ years despite including things like rape, mind control, extreme kinks, even content like gore or incest. Meanwhile, others get banned for something as harmless as having a high school in their world, even though the characters only pass through it and don't actually attend.

So in the end, I think I'll just leave the scenes as they are. At the same time, I'm not going to actively, as a certain character would say, "wake any sleeping kittens."
 
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likeaboss

Newbie
Feb 25, 2018
66
66
221
well seems like it doesn't work for me download windows off google click the nw exe it opens up to nw.js and stays there can someone tell me what i did wrong?
 

Bonds Defiled

Member
Game Developer
Jul 21, 2017
387
730
261
well seems like it doesn't work for me download windows off google click the nw exe it opens up to nw.js and stays there can someone tell me what i did wrong?
yep, you open the nw.exe and it should open a screen like this:

1764759609143.png
If it shows nw.js only then something seems wrong. Do you have a 1.1 gb package.nw inside?
 

Brandu33

Member
Apr 11, 2022
410
415
186
Thanks a lot! I am not trying to lock Firefox users out of the game.

The issue is not that Firefox or Chrome refuse to play videos completely. The real problem is that both browsers automatically stop videos from autoplaying once too many of them run at the same time. Since every dialogue portrait is animated, a single scene can easily have 20 or more videos running at once. Some other browsers handle this differently, but Firefox and Chrome are very strict.

There is already an option to disable animations, so the game is fully playable without them. The alternatives are basically these two:
1. Turn off autoplay. This would break the flow of the game and the animations would not really work.
2. Add a script that forces every single video to start. This works in theory, but it slows the game down a lot and causes more issues than it fixes.

I have looked into several other approaches, but these limits come from the browsers themselves. If I find a stable way to support all animations in Firefox without hurting performance, I will add it.
It makes sense, thanks for the reply. I forbid all animations to start on their own on FF anyhow, which is easy to do. If there is a way to just play animation at will, that would be great and shall suffice, don't bother too much about that. Anyhow what you seem to describe is what happened with some sites or games which indeed try to play all animes at one. The only issue it created on my machine was: noise, and internet a wee bit slower.
 
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Brandu33

Member
Apr 11, 2022
410
415
186
Hi, I just discovered your game, it's stupendous, quite a lot of story telling, lore, stuff to tweak and choose from, and you manage quite well to give use the choice of what we're comfortable with, kudos! This being said, don't shut use firefox users out of your game, pretty please! If animation do create an issue with firefox, knowing that some other HTML games don't, maybe make it optional or not starting unless activated. Thanks.
You changed so much stuff, that I started a new game, saw what might be a bug, in the 1st scene with gairos in the demon's palace several several passages such as this one; *The battle erupted in an instant. Nirith's hands wove through the air, and suddenly Mariel found herself facing multiple versions of Thalor, each one seeming perfectly real.* got a <<print character>> underneath it. Firefox.
 
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Bonds Defiled

Member
Game Developer
Jul 21, 2017
387
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You changed so much stuff, that I started a new game, saw what might be a bug, in the 1st scene with gairos in the demon's palace several several passages such as this one; *The battle erupted in an instant. Nirith's hands wove through the air, and suddenly Mariel found herself facing multiple versions of Thalor, each one seeming perfectly real.* got a <<print character>> underneath it. Firefox.
thanks, will check it out.
 

Pagoramix

Member
May 22, 2019
206
369
251
Wow, that game is something else, first recommending edge to play... Not on my watch... By the way edge is made out of a chromium core... so anything that work on edge should work on chrome :cautious: And it would suppose you're doing anything heavy with css or js, which you're not soooo should be working on anything provided you're doing it half correctly. I mean, if you're not using heavily depreciated code. Like internet explorer old.

Then braging about having numerous "variable"? I mean, yes you do, but what does it have anything to do with playing value? I fail to see the point, especialy so that the game tell us that these variable are always overwritten by player decision.
Even more so that i don't think i encountered anything related with them during my playthrough, on the contrary, the game kept asking me about feet content despite always refusing them. And if they did affect my playthrough, then why am i not aware of it?
Anyway all those stats and mechanics around it are way too much convulated,too much info, in too much places, with too much mechanics around it. I mean i really try hard to get the gist of it all but meeeeen...For isntance, we have fetish point,so these fetish point allow to unlock skill, but i didn't get to farm enough point to unlock any skill related. So we can buy them in a shop which is a different menu (btw kinda funny that we get to buy "fetish" :WaitWhat: "Hello sir i'd like to have armpit fetish for christmass":rolleyes:) but i still didn't see what fetish point actually achieve so why would i want to do that? BTW i don't even know what money is good for, this shop seems the only place where i get to spend money, so should i spend all my money in it? And repeat for EVERY CHARACTER? (insert steve carrel meme)
Well to sum it up, need to simplify all of it, need not only to explain but to show the effect of the mecanics, example: hey here's a skill point, spend it, use the skill, see the point, now play with it.

Another thing that should be adressed is the general layout. Most of my screen is empty as i read through your story. I'm a big reader you know and even if english isn't even my first language, i'm still scrolling down the whole time i am reading. And it's a HUGE issue, cause scrolling down while reading, means that each time you scroll, you need to find back where you left from, which is an active action, that divert from the main purpose. That is not ideal at all. You want us to imerse in your story, but we can't really cause we are always doing something else as we read.
I mean, clearly your layout is the same as most html game out there, but those html games, they are not big on story, they don't expect us to read through much dialogue, they're pretty much scene viewer for most of them, don't need to scroll anything at anypoint, which is the intended purpose of that layout.
If you intend to drop huge chunk of text, then you should handle it much more like a novel would, and thus having much less space between lines and so forth. Another HTML game that do it imo correctly would be the goblin's pet. Simple, efficient, on point. You should see your text layout as little bricks, little image that the player get the entirety in a single glimpse. Despite what we usualy think about text, as soon as you're trying to write art, the visual aspect absolutely count toward the quality of it. Any good writter thinks about where his paragraph start on the page, where it ends, how any phrase appear. Could even be a core element such as in "house of leaves"(absolutely killer book). So yeah, not saying you should do the same as any of my example, but it would definitely be a huge improvment to lessen any superfluous action while reading.

These are the main issue i had. The rest would be opinions and not straight facts.
Good luck on the project and thanks for sharing
 

Bonds Defiled

Member
Game Developer
Jul 21, 2017
387
730
261
Wow, that game is something else, first recommending edge to play... Not on my watch... By the way edge is made out of a chromium core... so anything that work on edge should work on chrome :cautious: And it would suppose you're doing anything heavy with css or js, which you're not soooo should be working on anything provided you're doing it half correctly. I mean, if you're not using heavily depreciated code. Like internet explorer old.

Then braging about having numerous "variable"? I mean, yes you do, but what does it have anything to do with playing value? I fail to see the point, especialy so that the game tell us that these variable are always overwritten by player decision.
Even more so that i don't think i encountered anything related with them during my playthrough, on the contrary, the game kept asking me about feet content despite always refusing them. And if they did affect my playthrough, then why am i not aware of it?
Anyway all those stats and mechanics around it are way too much convulated,too much info, in too much places, with too much mechanics around it. I mean i really try hard to get the gist of it all but meeeeen...For isntance, we have fetish point,so these fetish point allow to unlock skill, but i didn't get to farm enough point to unlock any skill related. So we can buy them in a shop which is a different menu (btw kinda funny that we get to buy "fetish" :WaitWhat: "Hello sir i'd like to have armpit fetish for christmass":rolleyes:) but i still didn't see what fetish point actually achieve so why would i want to do that? BTW i don't even know what money is good for, this shop seems the only place where i get to spend money, so should i spend all my money in it? And repeat for EVERY CHARACTER? (insert steve carrel meme)
Well to sum it up, need to simplify all of it, need not only to explain but to show the effect of the mecanics, example: hey here's a skill point, spend it, use the skill, see the point, now play with it.

Another thing that should be adressed is the general layout. Most of my screen is empty as i read through your story. I'm a big reader you know and even if english isn't even my first language, i'm still scrolling down the whole time i am reading. And it's a HUGE issue, cause scrolling down while reading, means that each time you scroll, you need to find back where you left from, which is an active action, that divert from the main purpose. That is not ideal at all. You want us to imerse in your story, but we can't really cause we are always doing something else as we read.
I mean, clearly your layout is the same as most html game out there, but those html games, they are not big on story, they don't expect us to read through much dialogue, they're pretty much scene viewer for most of them, don't need to scroll anything at anypoint, which is the intended purpose of that layout.
If you intend to drop huge chunk of text, then you should handle it much more like a novel would, and thus having much less space between lines and so forth. Another HTML game that do it imo correctly would be the goblin's pet. Simple, efficient, on point. You should see your text layout as little bricks, little image that the player get the entirety in a single glimpse. Despite what we usualy think about text, as soon as you're trying to write art, the visual aspect absolutely count toward the quality of it. Any good writter thinks about where his paragraph start on the page, where it ends, how any phrase appear. Could even be a core element such as in "house of leaves"(absolutely killer book). So yeah, not saying you should do the same as any of my example, but it would definitely be a huge improvment to lessen any superfluous action while reading.

These are the main issue i had. The rest would be opinions and not straight facts.
Good luck on the project and thanks for sharing
Thanks for your review and for taking the time to point these things out.

During my tests, the game currently runs smoother on Edge (brave and opera gx too) simply because it has noticeably shorter loading times in the current version. Right now, every major browser can run the game.

However, the next update will add over 1000 small animations (animated dialogue faces and animated sidebar elements). Edge handles these without issue, but Firefox and Chrome have stricter internal rules for autoplaying videos. Because of this, they tend to skip or refuse to play many animations when a large number are active on the screen at the same time.

Edge, brave and opera gx are less aggressive with this behavior, so it plays all animations more reliably.

Regarding fetish values: these are explained in the second passage. They influence quickrolls, and later in the story, once you unlock lust attacks, they also affect the damage those attacks deal. There is another guide for that part.

The fetish choices themselves are explained in the same passage. The reason you get asked about feet content more than once is because the filters are not only fetish based but also character based. Someone who enjoys foot content with Nimeria might not want the same with Mariel. And someone with a foot fetish might like Serin's feet but would never want to see Thalor's. The system treats each character's content separately.

About the comparison to Goblin's Pet: these are two completely different designs. Goblin's Pet does not filter dialogs per character, does not use face expressions on each line, and does not use character based visual cues. Some readers prefer to skip narration entirely, so for them it's important that dialog can be identified quickly by color and by the character's expression. That is why narration uses less prominent colors like white and grey.

Gold and other resources will matter a lot later. They will be used for city building, upgrading your dungeons defenses, upgrading your troops, buying underwear, upgrading skills, and other progression systems.

Regarding the "fetish book" comment: games have used this kind of element for decades. It's no different from any RPG where you put on a bandage and heal instantly. It is not meant to reflect real life logic. It's simply a gameplay tool.

Thanks again for taking the time to write your review.
 
3.90 star(s) 31 Votes