tebon

New Member
Game Developer
Jun 2, 2022
9
30
cover.jpg

Overview:
Defiler is a corruption game where you play as a psychologist and your main goal is advancing on your clients psyche (and unlocking scenes, let's be honest). The game presents some mechanics that I hope would be interesting and at the same not feel grindy. This version of the game is currently a PROTOTYPE!​

Thread Updated: 2025-05-02
Release Date: 2025-05-02
Developer: Tebon - -
Censored: NO
Version: 0.0.1
OS: Windows
Language: English
Genre:
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Installation:
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Changelog:
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Developer Notes:
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1.JPG 2.JPG 3.JPG 5.JPG 6.JPG 7.JPG
 
Last edited by a moderator:

WarblGarbl

Member
Oct 10, 2017
433
459
Some questions / feedback:

  • I like the game concept, it's pretty neat.
  • Sometimes when I put a bomb down, it doesn't blow up a lot around it. Sometimes it blows up a whole square. It feels really inconsistant.
  • The little defender circles can spawn on top of the player and instant kill you.
  • Is there any way to get rid of suspicion? At all? It seems like you need to get it to progress, but you'll end up losing because of it.
  • Why do we have to walk back to the door, couch, and desk? Like, couldn't this just be a menu itself? It feels janky and tedious.
  • What's the point of going out to meet them if it's going to mess with your progress? Does succeeding with her do something? I never got to the end of the events.
Biggest issue imo is that exploring feels actively bad. Like, it's how you progress, but you're making the play field bigger. The minigame becomes really unfun when you only have 60 seconds, have to find the bomb, then find where you're going, to blow it up.

Best of luck to you dev.
 

tebon

New Member
Game Developer
Jun 2, 2022
9
30
Hi WarblGarbl! Thanks for your feedback! There's a ton of mechanics improvements to be done for sure, I just wanted some early feedback, like yours, to see if the concept would be interesting!

- Bomb inconsistency and defender spawns are known bugs in the backlog
- There are currrently two ways of getting rid of suspicion, but more are planned. For now, when you reach the last level of manipulation for a quadrant, bombs can change orange tiles back to white, "erasing" previous manipulations ;)
- The second way currently in the game is related to your last question: going out, specifically to the art gallery for Sophia, and succeeding the "overhearing her conversation" check, will tell you what her current interest is. Matching your focus with her interest opens two possibilities: if exploring, it greatly improves your advance rate in that quadrant; if manipulating, when you blow up a wall it will become a white tile instead of orange, thus it won't increase her suspicion.
- Going out to meet them also has some sexy scenes :D and is affected by her current advance. For instance your chances for success on the park increase as you advance her quadrants.
- Your feedback about walking around the room being tedious is heard :D I'll add some hotkeys for the next iteration!

The minigame:
- Keep in mind it's as barebones as it gets right now. The plan is making it much more flexible by adding modifiers.
- Modifiers would be stuff you add to the girl's water in the coffee table before a session.
- Some examples: extend/reduce the time; reduce her defenses; have an arrow point to the bomb location; make two bombs spawn; attract bombs from a distance; increase your speed; decrease enemy speed; large etc.

Thanks again for taking the time to play it and write this feedback! It's exactly what I was looking for!

Cheers!
The dev :)

Some questions / feedback:

  • I like the game concept, it's pretty neat.
  • Sometimes when I put a bomb down, it doesn't blow up a lot around it. Sometimes it blows up a whole square. It feels really inconsistant.
  • The little defender circles can spawn on top of the player and instant kill you.
  • Is there any way to get rid of suspicion? At all? It seems like you need to get it to progress, but you'll end up losing because of it.
  • Why do we have to walk back to the door, couch, and desk? Like, couldn't this just be a menu itself? It feels janky and tedious.
  • What's the point of going out to meet them if it's going to mess with your progress? Does succeeding with her do something? I never got to the end of the events.
Biggest issue imo is that exploring feels actively bad. Like, it's how you progress, but you're making the play field bigger. The minigame becomes really unfun when you only have 60 seconds, have to find the bomb, then find where you're going, to blow it up.

Best of luck to you dev.
 
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