Rugerrell6

Active Member
Jun 26, 2020
960
1,615
I think Im gonna play this game just for the combat. The fetish is not really my thing but at least the gameplay looks good.
 

Xbob1

Newbie
Jul 13, 2020
98
143
I think the only reason why people think the fight is hard is because they believe they need to beat the Nymph. You cannot. You need to kill the minions instead.
 

townie

Newbie
Oct 3, 2017
67
182
Not exactly my cup of tea fetish-wise but at least the art is good and hey, it's a belt scroller so LFG, right? Well, not quite. Unfortunately, the gameplay is not up to par.

Hell, the problems start even before you're actually bashing heads in. For some inscrutable reason, the game has no mouse support and the UI is controlled through a pointer... which you move with WASD. Why? It's understandable that the pointer is the method chosen in scenes such as the foot massage one, but in menus? It's just wasting our time. Give us a highlight and let us jump between menu options with the directional buttons directly as has been the case with virtually every keyboard/controller UI since the 8 bit era.

As for the gameplay, there's a fair few issues, so here's some of them. This is belter with depth (as in, it has movement on the Z axis like Streets of Rage and Final Fight as opposed to a flat plane Guardian Heroes) but its implementation is poor. First off, the actual field of play is TINY not just gameplay wise but even visually, the backdrop taking up way too much space in the frame. Second, and compounding the first problem, there's next to no perception of depth, especially with enemies- giving them round and distinguished shadows might mitigate the issue but with graphics this busy it's going to be a challenge; obvious problem here is you're not hitting enemies that you think are in line with you and you're getting hit by enemies who seem to be nowhere near your line. Third, enemies can attack diagonally (through jumps, not even gonna get into how insane it is that some can even shoot tracking fireballs that move diagonally) and the player can't; this is frustrating for obvious reasons.
There's other things too. The old "let's hide outside the screen and hit the player from there" is back and it's the one thing from old belt scrollers that really needed to stay dead. There's no sweep attack (attack that hits front AND back) so get ready to run and dodge and then run and dodge some more. There's no bump box (an area roughly the shape of a character that blocks other characters from walking on top of them), leaving you with hilarious situations such as an enemy death stack that's impervious because there's at least one guy on it attacking at any given time, breaking up your combo (so, again, run and dodge), or even funnier, when an enemy gets on top of YOU and you turn right to hit them and they're too far behind the attack hitbox to get hit and then you turn left and the same thing happens, at which point your only solution is, you guessed it, to run and dodge. Speaking of turning left and right, you need to stop your combo and wait a fraction of a second before the character turns and the character doesn't turn without moving- first off, the character absolutely needs to turn -the very next frame- after an attack animation has run its course and it needs to turn in place, especially with gameplay this fast, otherwise you're just getting hit and missing attacks for something that isn't your fault. Also, no jump? Hwy?

To make everything above even worse, the final playable level is a must lose scenario, with plenty of high level enemies and an invincible one- understandable given the subject of the fetishes on display but the problem is it takes all the problems with the gameplay mentioned above and exacerbates them, like it's shining a bloody stage light on them.

This all adds up making the entire experience an exercise in frustration. There's a good game hiding in here. Hell, the dev managed something that a lot of belt scroller devs don't, which is making the impact of a hit meaty, which is a significant reason why some "feel" good to play and others don't. But there's a lot of edges to sand off. Which I hope he does, pornos need a lot more variety that just VNs and RPGmaker slop.
 
Last edited:

Aerisetta

Femdom BeatEmUp Game Succubus
Game Developer
Mar 11, 2021
818
1,657
Not exactly my cup of tea fetish-wise but at least the art is good and hey, it's a belt scroller so LFG, right? Well, not quite. Unfortunately, the gameplay is not up to par.

Hell, the problems start even before you're actually bashing heads in. For some inscrutable reason, the game has no mouse support and the UI is controlled through a pointer... which you move with WASD. Why? It's understandable that the pointer is the method chosen in scenes such as the foot massage one, but in menus? It's just wasting our time. Give us a highlight and let us jump between menu options with the directional buttons directly as has been the case with virtually every keyboard/controller UI since the 8 bit era.

As for the gameplay, there's a fair few issues, so here's some of them. This is belter with depth (as in, it has movement on the Z axis like Streets of Rage and Final Fight as opposed to a flat plane Guardian Heroes) but its implementation is poor. First off, the actual field of play is TINY not just gameplay wise but even visually, the backdrop taking up way too much space in the frame. Second, and compounding the first problem, there's next to no perception of depth, especially with enemies- giving them round and distinguished shadows might mitigate the issue but with graphics this busy it's going to be a challenge; obvious problem here is you're not hitting enemies that you think are in line with you and you're getting hit by enemies who seem to be nowhere near your line. Third, enemies can attack diagonally (through jumps, not even gonna get into how insane it is that some can even shoot tracking fireballs that move diagonally) and the player can't; this is frustrating for obvious reasons.
There's other things too. The old "let's hide outside the screen and hit the player from there" is back and it's the one thing from old belt scrollers that really needed to stay dead. There's no sweep attack (attack that hits front AND back) so get ready to run and dodge and then run and dodge some more. There's no bump box (an area roughly the shape of a character that blocks other characters from walking on top of them), leaving you with hilarious situations such as an enemy death stack that's impervious because there's at least one guy on it attacking at any given time, breaking up your combo (so, again, run and dodge), or even funnier, when an enemy gets on top of YOU and you turn right to hit them and they're too far behind the attack hitbox to get hit and then you turn left and the same thing happens, at which point your only solution is, you guessed it, to run and dodge. Speaking of turning left and right, you need to stop your combo and wait a fraction of a second before the character turns and the character doesn't turn without moving- first off, the character absolutely needs to turn -the very next frame- after an attack animation has run its course and it needs to turn in place, especially with gameplay this fast, otherwise you're just getting hit and missing attacks for something that isn't your fault. Also, no jump? Hwy?

To make everything above even worse, the final playable level is a must lose scenario, with plenty of high level enemies and an invincible one- understandable given the subject of the fetishes on display but the problem is it takes all the problems with the gameplay mentioned above and exacerbates them, like it's shining a bloody stage light on them.

This all adds up making the entire experience an exercise in frustration. There's a good game hiding in here. Hell, the dev managed something that a lot of belt scroller devs don't, which is making the impact of a hit meaty, which is a significant reason why some "feel" good to play and others don't. But there's a lot of edges to sand off. Which I hope he does, pornos need a lot more variety that just VNs and RPGmaker slop.
Thanks for feedback and quite detailed
 

Aerisetta

Femdom BeatEmUp Game Succubus
Game Developer
Mar 11, 2021
818
1,657
Not exactly my cup of tea fetish-wise but at least the art is good and hey, it's a belt scroller so LFG, right? Well, not quite. Unfortunately, the gameplay is not up to par.

Hell, the problems start even before you're actually bashing heads in. For some inscrutable reason, the game has no mouse support and the UI is controlled through a pointer... which you move with WASD. Why? It's understandable that the pointer is the method chosen in scenes such as the foot massage one, but in menus? It's just wasting our time. Give us a highlight and let us jump between menu options with the directional buttons directly as has been the case with virtually every keyboard/controller UI since the 8 bit era.

As for the gameplay, there's a fair few issues, so here's some of them. This is belter with depth (as in, it has movement on the Z axis like Streets of Rage and Final Fight as opposed to a flat plane Guardian Heroes) but its implementation is poor. First off, the actual field of play is TINY not just gameplay wise but even visually, the backdrop taking up way too much space in the frame. Second, and compounding the first problem, there's next to no perception of depth, especially with enemies- giving them round and distinguished shadows might mitigate the issue but with graphics this busy it's going to be a challenge; obvious problem here is you're not hitting enemies that you think are in line with you and you're getting hit by enemies who seem to be nowhere near your line. Third, enemies can attack diagonally (through jumps, not even gonna get into how insane it is that some can even shoot tracking fireballs that move diagonally) and the player can't; this is frustrating for obvious reasons.
There's other things too. The old "let's hide outside the screen and hit the player from there" is back and it's the one thing from old belt scrollers that really needed to stay dead. There's no sweep attack (attack that hits front AND back) so get ready to run and dodge and then run and dodge some more. There's no bump box (an area roughly the shape of a character that blocks other characters from walking on top of them), leaving you with hilarious situations such as an enemy death stack that's impervious because there's at least one guy on it attacking at any given time, breaking up your combo (so, again, run and dodge), or even funnier, when an enemy gets on top of YOU and you turn right to hit them and they're too far behind the attack hitbox to get hit and then you turn left and the same thing happens, at which point your only solution is, you guessed it, to run and dodge. Speaking of turning left and right, you need to stop your combo and wait a fraction of a second before the character turns and the character doesn't turn without moving- first off, the character absolutely needs to turn -the very next frame- after an attack animation has run its course and it needs to turn in place, especially with gameplay this fast, otherwise you're just getting hit and missing attacks for something that isn't your fault. Also, no jump? Hwy?

To make everything above even worse, the final playable level is a must lose scenario, with plenty of high level enemies and an invincible one- understandable given the subject of the fetishes on display but the problem is it takes all the problems with the gameplay mentioned above and exacerbates them, like it's shining a bloody stage light on them.

This all adds up making the entire experience an exercise in frustration. There's a good game hiding in here. Hell, the dev managed something that a lot of belt scroller devs don't, which is making the impact of a hit meaty, which is a significant reason why some "feel" good to play and others don't. But there's a lot of edges to sand off. Which I hope he does, pornos need a lot more variety that just VNs and RPGmaker slop.
BTW I noticed you never mentioned Parrying and using the Brave Strike. Did you use them? I'm wondering if I haven't explained it to the player well enough those 2 skills make you super powerful.
 

townie

Newbie
Oct 3, 2017
67
182
BTW I noticed you never mentioned Parrying and using the Brave Strike. Did you use them? I'm wondering if I haven't explained it to the player well enough those 2 skills make you super powerful.
Parry is hard to judge because you go from not needing it entirely in earlier levels (and players will generally use whatever kills faster so if an enemy has low enough hp to be combo-ed to death directly, they'll do that instead of parry, then combo) to it being difficult to tell its usefulness in the last one because what usually happens is you parry 1 guy which stuns him for a while (and the visual/sound fx you implemented in order to let the player know the parry was successful is a definite positive; same as the fx that precede enemy "power" attacks) and then the mob walks on top of him (because no bump box) and not only can you not see him or them but one of them will knock you out of your "free" hits.
In a flat, single plane 2D belter, Parry would make perfect sense, mostly against heavy enemies who can break your combo and can't be 1-combo-ed to death. Especially if an enemy getting parried gives the sign to the rest of the AI mob to back off (or at least get bumped back a little) so you can get your hits in. In a belter with depth, where enemies can walk around you (or stack), especially one this fast and where characters' depth is hard to tell, people are going to just roll away to avoid attacks the vast majority of the time. I'm not sure exactly how to alleviate the issue other than that other than something drastic like removing the roll to force players to play defensively more often. Or maybe preventing the mobs from stacking is enough.

As for the Brave Strike, I can see what you're going for- knock an enemy down and use a specific attack to get an "insta-kill", XP and more meter but I don't think it's justified it being the default move for the "Special button". That button should be reserved for a move the clears front and back, sort of like a panic button. It would still work perfectly well as a (Forward, Forward, Attack/Special or Down, Up, Attack/Special) type of move. And the move itself -is- pretty damn useful even when it doesn't kill. In the absence of a proper sweep tho, and considering it drains meter, I would like it to bump enemies back a bit (or a bit more).

There are 2 other things I would play around with to try and improve the game feel- 1) the overall game speed, to see if it plays better if either game is entirely slower or just the characters move slower; 2) giving the normal combo a little more forward motion. Fight n' Rage uses tons of forward motion during the normal combos (unlike say, Streets of Rage) and it does it pretty damn well possibly because its game speed is similar to yours rather than SoR's or Final Fight's.
 
Last edited:

Aerisetta

Femdom BeatEmUp Game Succubus
Game Developer
Mar 11, 2021
818
1,657
Parry is hard to judge because you go from not needing it entirely in earlier levels (and players will generally use whatever kills faster so if an enemy has low enough hp to be combo-ed to death directly, they'll do that instead of parry, then combo) to it being difficult to tell its usefulness in the last one because what usually happens is you parry 1 guy which stuns him for a while (and the visual/sound fx you implemented in order to let the player know the parry was successful is a definite positive; same as the fx that precede enemy "power" attacks) and then the mob walks on top of him (because no bump box) and not only can you not see him or them but one of them will knock you out of your "free" hits.
In a flat, single plane 2D belter, Parry would make perfect sense, mostly against heavy enemies who can break your combo and can't be 1-combo-ed to death. Especially if an enemy getting parried gives the sign to the rest of the AI mob to back off (or at least get bumped back a little) so you can get your hits in. In a belter with depth, where enemies can walk around you (or stack), especially one this fast and where characters' depth is hard to tell, people are going to just roll away to avoid attacks the vast majority of the time. I'm not sure exactly how to alleviate the issue other than that other than something drastic like removing the roll to force players to play defensively more often. Or maybe preventing the mobs from stacking is enough.

As for the Brave Strike, I can see what you're going for- knock an enemy down and use a specific attack to get an "insta-kill", XP and more meter but I don't think it's justified it being the default move for the "Special button". That button should be reserved for a move the clears front and back, sort of like a panic button. It would still work perfectly well as a (Forward, Forward, Attack/Special or Down, Up, Attack/Special) type of move. And the move itself -is- pretty damn useful even when it doesn't kill. In the absence of a proper sweep tho, and considering it drains meter, I would like it to bump enemies back a bit (or a bit more).

There are 2 other things I would play around with to try and improve the game feel- 1) the overall game speed, to see if it plays better if either game is entirely slower or just the characters move slower; 2) giving the normal combo a little more forward motion. Fight n' Rage uses tons of forward motion during the normal combos (unlike say, Streets of Rage) and it does it pretty damn well possibly because its game speed is similar to yours rather than SoR's or Final Fight's.
Thanks for feedback, will consider

Hey you should try my other game Femtality. Definitely had Fight n Rage in mind for that game.

TbH this game was created more for noobs in mind, Femtality had a more deep combat system but most fappers didn't seem to access it.

This game is designed to be simplier and more catered to modern gamers who love reaction defensive options with lower execution barriers. could essentially be played by
1. Parry something for power up
2. Do some combos
3. Brave Strike until you can't anymore

They difficulty kinda jumps at c1 14 I realize that now will adjust in the next one
 
Last edited:

PerryAndrews1

New Member
Jan 3, 2025
1
0
Definitely high difficulty spike at c1-14, but I managed to defeat it. really the trick is just rolling away till enemies are on one side, spam j until you hear the horn, parry, spam j, as soon as parry is over, spam L twice, roll away, repeat. Tedious process, just remember you dont want to make your game seem nigh impossible to beat for fappers just looking for a quick tug, at some points, there can be so many enemies around you that even if you roll away, you can get caught by the nymph or a barrage of other enemies. Otherwise, good work! was fun playing the demo, and the scenes are well made.
 
Mar 6, 2022
118
63
Definitely high difficulty spike at c1-14, but I managed to defeat it. really the trick is just rolling away till enemies are on one side, spam j until you hear the horn, parry, spam j, as soon as parry is over, spam L twice, roll away, repeat. Tedious process, just remember you dont want to make your game seem nigh impossible to beat for fappers just looking for a quick tug, at some points, there can be so many enemies around you that even if you roll away, you can get caught by the nymph or a barrage of other enemies. Otherwise, good work! was fun playing the demo, and the scenes are well made.
I find one of the fish guys, who can turn ethereal, annoying. That thing would always dodge my brave strike and then the nymph tramples me. Took me a while to beat that stage. Sadly end of the demo there. It pissed me off a bit, since it was a tedious process of beating that stage. Plus, the preview showed more characters. So was hoping for some of their scenes
 
4.00 star(s) 2 Votes