The version of the game in the first post here is a pirated copy of the latest update, v0.33, which is normally Patron-only. You can feel free to play that version if you like, or you can
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After beating tar boss, someone remind me where to go after.
That's the end of the public demo if you're playing that, but if you're playing v0.33, you need to head back into the Caves and look for a laser wall on a ceiling, kind of in the lower left area of the Caves. You can use the Dash ability to dash through it and progress into the Deep Soil.
hello anon
the game is better than ever but:
auto shot is overpowered split shot is over powered
technically game lacks balance
suggestions:
instead of more enemies how about adding more options to existing ones ? this should technically be easier than making new ones
what about cross section that i mentioned long time ago ? still considering it ?
i suggest that you make more complicated levels with traps that require timing jumps like in regular metroidvania/castlevania game because you literally slide trough them right now with ease
my complains:
dubbing; i don't know why but dubbing in porn game makes me uneasy, however so far they sound good from technical point of view
interface could be less clunky also, dunno why but often map has color of a pizza that was recently returned from stomach via mouth
i wish you best of luck Anon i hope that this game will return itself when it is finished
oh, and last thing, will you keep artwork of previous artist as an added bonus or will they be thrown away when new ones are ready ?
cause they look very nice
That's not the first time someone has said the Auto Shot is overpowered haha, so I'll make sure to nerf it in the next update. I don't agree that Split Shot is overpowered though, it does only a little bit more damage than the regular bullet (which is intentionally weaker than all other bullets); Split Shot is a good generic bullet type that's useful in basically any scenario, but other bullet types outclass it in different ways, like the Electro Shot is way stronger against large enemies, Auto Shot is more useful if you're not good at aiming, etc.
I probably will add more abilities to existing enemies in the future; enemies will be getting recolored versions of themselves with higher damage numbers and such, so I'll probably also give those recolors new attacks, at least in some instances.
Still considering the X-ray shots, yeah. They're just not super high priority right now, and probably won't be implemented for quite some time if we do decide to do them.
We do plan on making more complicated levels for sure, there's plenty more work to be done in level design reworks. We'll get to it eventually.
For the dubbing, I don't think there's much I can do about your uneasiness, especially since you also said it sounds good, so I'm really not sure how to respond. We do have options to turn off the voices if you'd rather not have them, but most people seem to love the voice acting, so I don't plan on changing it.
Can I ask you to be a bit more specific than "interface could be less clunky"? What parts of the interface don't you like, and how do you feel they're clunky? Do you have any suggestions for improving it?
For the old artwork, I don't plan on keeping them in-game in any way, no, but I am probably going to release a free .zip pack including all of them once our new artist has finished replacing all of them, since I know many people are fans of the old art.
Thanks for the well-wishes!
Sorry to disappoint you, but in the interest of saving you the time and effort, I recently discovered thanks to some user testing that the method I use to generate encrypted save files actually makes it impossible to share saves. I'll spare you the particulars, but you won't be able to download someone else's save and use it right now. I want to fix this as soon as I can, since I had no intention of trying to stop people from sharing saves, but I'm afraid for now it's impossible.
(Copy-paste from our
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Hey everybody! Now that v0.34 has officially begun development, it's time to get back to our regular weekly update schedule. I've got a few things to show off this week, so let's get started!
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First off is a short cutscene at the beginning of the game, after the intro text crawl, which you can view by going to the youtube link above. This scene is still a bit WIP, as I want to add some foley sound effects to it, and possibly change one of Alicia's poses - I also have a CG sequence planned that'll go between the text crawl and this cutscene, to give further context to Alicia's ship crashing, but this scene alone should improve things a bit!
Next up is the Caves tileset rework, which I showed off a little bit a while back. Left is old, right is new. I was doing the original rework myself, but Puffernutter recently took over and has been hard at work redoing everything. It's not quite finished yet, and we want to make some changes to make it look a bit less busy, but it brings the Caves tileset closer inline with the rest of the game artistically, despite being a relatively subtle change.
Last up, we have a little teaser for our new enemy that will be coming in v0.34! This guy will show up first in the Catacombs, and he's the replacement for the Hellhound I've been talking about, at least gameplay-wise. He'll have completely new H-scenes, as you can probably tell by how different his design is. It's possible only the regular H-scene will be ready for v0.34, depends on how much Orexius manages to get done, but I'll keep you updated on that front.
Alright, that's enough outta me for this update! Thanks for reading everyone - and as always, thank you so much for supporting us and making this game possible <3 See you all in the next update!