There haven't been any futa scenes so far. Jana is a trans woman. The kind of alchemy the wise woman and her ilk can perform should be able to mimic HRT, but a vaginoplastic seems beyond what is fitting in the setting. Thus, Jana is left with breasts and a penis.just hope for more futa scenes
Will that version finally be caught up in content with the uncensored version?Chapter 2 Epilogue is done. I still have the "try to get pregnant from Daniel"-scene to reshoot. And I spontaneously decided to add an extra random scene (Daniel is getting it on with Rex). But 0.07X should come out this weekend.
No, there are still a couple of scenes I'll need to reshoot later (reshooting is boring compared to adding new stuff):Will that version finally be caught up in content with the uncensored version?
Is this for the dungeon crawling section you mentioned?To my own surprise, I really enjoyed starting the coding for Chapter 3. The basic framework is already there. Thus, I can already ask for feedback on the game play for Chapter 3 (I had explained the idea earlier). There aren't really visuals yet, with one exception: If you reach the end of the demo floor, you actually get a sex scene.
Tara Tech Demo:
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I haven't given much thought to balancing the enemies yet. The "Pair of Skeletons" is probably a bit too strong (or there needs to be more stuff to grow stronger before them). But it is possible to reach the end with a bit of luck and smart play. The main aspects I'd love some input on is whether the system makes sense, whether it could be fun, and whether Tara's base attack set works out.
Yes. The demo is a stand-alone, actual Chapter 3 will be a proper update.Is this for the dungeon crawling section you mentioned?
Thanks, I hadn't considered that option. What I had thought about was showing the deck in order, and dismissed it as revealing too much information. But making the game keep track of what cards have been used isn't adding information to the player, it just making it less cumbersome to remember.A way to track what remains in your deck would probably not go amiss. Especially if you plan to have the ability to add cards to the deck as the player moves along
I'll need to think about maps. As a low-key effort from my side, I could include a map with room numbers as a static picture; and as the game tells the player in which room they are in, that should be okayish for finding the way.Is this temple supposed to be a maze or a straight-forward path with a few branching rooms?
If it is a maze then I would highly suggest a button that opens a mini-map so the player can track progress.
If not a maze then I would at least suggest keeping the buttons in a certain order. Currently you had most rooms with the buttons in order of: Top button (go back/fight), Middle button (go forward), Bottom button (rest). But some rooms the middle button was go back and the top was go forward. This caused me to retreat back a room when I didn't intend to
Thanks for giving feedback once again! Ignoring the skeleton/Draugr distinction was kinda on purpose, but I've reconsidered. I suppose many/most people will be familiar enough with Skyrim lore to expect a difference. So there are new enemy types "Revenant" and "Pair of Revenants", who are slower but stronger than the skeletons. Also solves my annoyance with just having two different enemies on Level 1.All the enemies are called skeletons even when you use Draugr.
When attempting the first Obelisk challenge, Barbara is present in the room even if she has already withdrawn