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tebon

New Member
Game Developer
Jun 2, 2022
11
31
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: 2025-05-08
Release Date: 2025-05-02
Developer: Tebon - -
Censored: NO
Version: 0.0.2
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 park_8.png
 
Last edited:

WarblGarbl

Member
Oct 10, 2017
435
461
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
11
31
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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redbear76

Newbie
May 25, 2022
62
50
tebon I played your game until the end, I mean until all quadrant were white except some walls.
I'll start from what I dislike. I know it's a demo.
1. I understand that go to door and follow patients until sofa is more treatment like but it's annoying cause for one girls I don't remember how many times (more than 100) I must do It.
2. in some Imagine there are errors with hands go through dress.
3. in out activities after third time girl was upset I stop to look for her until I reach a good competition for all 4 quadrant. some text cover another text in up left corner.
4. I didn't like ntr where sometimes in advanced game you can't stop her fooling around other male

so for nice points:
1. a play all and I can't stop to reach the end. it's a great plus cause in many games I stop at mid way.
2. good looking girl
3. very interesting mechanics for exploration and for where you must take down walls
4. nice and good variety talk during session.
5. stability and hard work to develop without help(renpy or unity)

good luck and go ahead!
 

tebon

New Member
Game Developer
Jun 2, 2022
11
31
Thank you very much redbear76!! For taking the time to both play it to the (current) end and to write this notes! I really value your input a lot! I'll address what you disliked first:

1. I've already added hotkeys to the game (they'll be there on the next iteration). They are mapped to the numbers over the letters. So pressing 1 opens the planning UI; 2 opens the going out UI; 3 opens the coffee table UI (not yet in the first prototype); 4 opens the door if a girl is present; 5 initiates the session. Moving around is still an option.
2. I'll look for those and fix them
3. I'm not sure what is it you didn't like? The mechanic is that advancing their quadrants gives you better chances. Does it feel too slow?
4. That's great input!! It can be a nasty side effect of too much manipulation and open the door to new mechanics that prevent her from doing that, if that's what the player wants!

For the nice points:
1. Wow! Best thing you could have told me. Surely motivates me to go on! Thanks! :D
2. I think so too
3. Thanks! And it's just the minimum I thought playable. I'm currently adding modifiers to make it much more engaging!
4. Thanks! That actually took a good amount of time :)
5. I'm glad you noticed :geek:

Also, just for context, the prototype has no real endings yet. The idea is having at the very least 4 bad endings (one per quadrant) for each girl. So for instance, if her trust is very manipulated, you have a chance of triggering the trust bad ending. For now I haven't thought about a good ending thought, but would surely like having one or more.

Cheers!
tebon

tebon I played your game until the end, I mean until all quadrant were white except some walls.
I'll start from what I dislike. I know it's a demo.
1. I understand that go to door and follow patients until sofa is more treatment like but it's annoying cause for one girls I don't remember how many times (more than 100) I must do It.
2. in some Imagine there are errors with hands go through dress.
3. in out activities after third time girl was upset I stop to look for her until I reach a good competition for all 4 quadrant. some text cover another text in up left corner.
4. I didn't like ntr where sometimes in advanced game you can't stop her fooling around other male

so for nice points:
1. a play all and I can't stop to reach the end. it's a great plus cause in many games I stop at mid way.
2. good looking girl
3. very interesting mechanics for exploration and for where you must take down walls
4. nice and good variety talk during session.
5. stability and hard work to develop without help(renpy or unity)

good luck and go ahead!
 

redbear76

Newbie
May 25, 2022
62
50
Thank you very much redbear76!! For taking the time to both play it to the (current) end and to write this notes! I really value your input a lot! I'll address what you disliked first:

1. I've already added hotkeys to the game (they'll be there on the next iteration). They are mapped to the numbers over the letters. So pressing 1 opens the planning UI; 2 opens the going out UI; 3 opens the coffee table UI (not yet in the first prototype); 4 opens the door if a girl is present; 5 initiates the session. Moving around is still an option.
2. I'll look for those and fix them
3. I'm not sure what is it you didn't like? The mechanic is that advancing their quadrants gives you better chances. Does it feel too slow?
4. That's great input!! It can be a nasty side effect of too much manipulation and open the door to new mechanics that prevent her from doing that, if that's what the player wants!

For the nice points:
1. Wow! Best thing you could have told me. Surely motivates me to go on! Thanks! :D
2. I think so too
3. Thanks! And it's just the minimum I thought playable. I'm currently adding modifiers to make it much more engaging!
4. Thanks! That actually took a good amount of time :)
5. I'm glad you noticed :geek:

Also, just for context, the prototype has no real endings yet. The idea is having at the very least 4 bad endings (one per quadrant) for each girl. So for instance, if her trust is very manipulated, you have a chance of triggering the trust bad ending. For now I haven't thought about a good ending thought, but would surely like having one or more.

Cheers!
tebon
about point 3 I think I stop to talk to her when out after some rejection and return only after all quadrant were white so I missed best opportunity. I was too much in advance during sessions.
about point 4: I am not against NTR but more about that I can't stop it if I want or manipulate against or go for it during manipulation session otherwise what psychologist would I be? don't you think?

yeah I notice and appreciate because as ex dev I know what a pain in the ass is make this

I don't look for bad endings but it's nice you add for each quadrant. Yeah I was looking for a good ending with girl but know I know I don't need to search
 

tebon

New Member
Game Developer
Jun 2, 2022
11
31
I completely agree. My goal from the start was giving the player a lot of different interconnected mechanics for them to choose. None of them should feel imposed. In that same avenue are the modifiers for the minigame. And in that same spirit will be the mechanic to avoid/encourage NTR :D

I hear you bro! None of this is easy to develop!

Bad endings will be there to add a layer of difficulty. Reaching them will block the girl for the rest of the playthrough.

Once there are more girls in the game, I imagine juggling them all will present more of a challenge, as focusing too much in one might hurt the others advance.

about point 3 I think I stop to talk to her when out after some rejection and return only after all quadrant were white so I missed best opportunity. I was too much in advance during sessions.
about point 4: I am not against NTR but more about that I can't stop it if I want or manipulate against or go for it during manipulation session otherwise what psychologist would I be? don't you think?

yeah I notice and appreciate because as ex dev I know what a pain in the ass is make this

I don't look for bad endings but it's nice you add for each quadrant. Yeah I was looking for a good ending with girl but know I know I don't need to search
 
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