Unreal Engine Harem of Valerius [v1.0.2.4] [Valendir Games]

4.50 star(s) 8 Votes

BBlacksheep

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Jan 21, 2019
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I collected all the bridge parts in "Stone in the Webs" but I can neither go further to repair it, nor go back due to the large blocking wall. Has anyone got a tip for me how to procced?
 

Harem of Valerius

Member
Game Developer
Nov 25, 2022
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111
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I collected all the bridge parts in "Stone in the Webs" but I can neither go further to repair it, nor go back due to the large blocking wall. Has anyone got a tip for me how to procced?
Hello , sorry for the issue, can you send a screenshot ? after back to the bridge and if the 3 aprts are collected, pressing E should make it work. then perform air dash to pass to the other side.
 

Seesama

Newbie
May 15, 2017
62
74
138
great question. here is the tip;
1- jump at the edge of theplatform
2-when you reach to the wooden wall , jump again
3-Valerius will jump do the opposite direction
4- when he is on air, perform air dash ctrl +space.

I hope you will beat it!

View attachment 5318246
Yeah this jump is rough with the sluggish controls. You'd maybe want to consider adding a grab trigger to the ledge or lowering it. Additionally, widen the starting platform to the right so that failing doesn't put you back to the beginning and force you to wait on stamina if failed a couple of times.
 
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Seesama

Newbie
May 15, 2017
62
74
138
Yeah this jump is rough with the sluggish controls. You'd maybe want to consider adding a grab trigger to the ledge or lowering it. Additionally, widen the starting platform to the right so that failing doesn't put you back to the beginning and force you to wait on stamina if failed a couple of times.
Yeah the entire following section is also rough. After meeting the daughter and Spider Jumping up, there's another one of these jumps (with archer on top) and there I can't brute force past it by dashing towards the ledge on the left (there's no ledge). Not only that, failure puts you at the start of the dungeon, forcing you to make a 40-second (minimum) detour for every failure. Plus the ascend/descend platforms NEED a dedicated button to descend, not to jump around on it, hoping the triggers to align and let me go down (why does it need to be [jump]+[down], [down] has no other function, make it the solo button).

And archers shooting through platforms is not a very good design choice (but so far manageable due to the ease of combat).

And the "You failed" message to reload you to the last checkpoint seems overly punishing (takes a lot of time to reload game and to remake progress). I'd suggest to teleport/spawn the character instantly to either previous (solid?) ledge or to checkpoint. Do the hard level reload only for combat deaths.

Will return when the delayed controls, that pattern of platforming sequence or level design is improved. Hopefully all.

EDIT: I will note that I don't share the opinions of many here calling it ai slop. The game has promise. They just need to either improve controls or design platforming challenges with those sluggish controls in mind. No need to try and be a precision platformer when you're also trying to be a city builder and - what's most important - a porn game.
 

Harem of Valerius

Member
Game Developer
Nov 25, 2022
136
111
86
Yeah this jump is rough with the sluggish controls. You'd maybe want to consider adding a grab trigger to the ledge or lowering it. Additionally, widen the starting platform to the right so that failing doesn't put you back to the beginning and force you to wait on stamina if failed a couple of times.
Where have you experienced that ? I think it should be in Episode 3.
 

Harem of Valerius

Member
Game Developer
Nov 25, 2022
136
111
86
Yeah the entire following section is also rough. After meeting the daughter and Spider Jumping up, there's another one of these jumps (with archer on top) and there I can't brute force past it by dashing towards the ledge on the left (there's no ledge). Not only that, failure puts you at the start of the dungeon, forcing you to make a 40-second (minimum) detour for every failure. Plus the ascend/descend platforms NEED a dedicated button to descend, not to jump around on it, hoping the triggers to align and let me go down (why does it need to be [jump]+[down], [down] has no other function, make it the solo button).

And archers shooting through platforms is not a very good design choice (but so far manageable due to the ease of combat).

And the "You failed" message to reload you to the last checkpoint seems overly punishing (takes a lot of time to reload game and to remake progress). I'd suggest to teleport/spawn the character instantly to either previous (solid?) ledge or to checkpoint. Do the hard level reload only for combat deaths.

Will return when the delayed controls, that pattern of platforming sequence or level design is improved. Hopefully all.

EDIT: I will note that I don't share the opinions of many here calling it ai slop. The game has promise. They just need to either improve controls or design platforming challenges with those sluggish controls in mind. No need to try and be a precision platformer when you're also trying to be a city builder and - what's most important - a porn game.
First of all, thank you so much for taking the time to play and for sharing your incredibly valuable feedback.

You know what? You are absolutely right.

I especially agree that the side-scroller part needs to be much more fluid. It's not my goal to make a precision platformer, but even so, I agree that the parkour sections aren't exactly easy.

Therefore, as an urgent action plan, I'm going to focus on making the first level flow better. Someone on Reddit also mentioned the input delay, which is indeed very frustrating, and I will work on fixing it immediately.

Interestingly, most of the criticism is about the side-scroller, which is the opposite of what I expected. In a way, I find this encouraging because it seems like players are demanding a genuine action mode. What's your take on this?
 

Seesama

Newbie
May 15, 2017
62
74
138
First of all, thank you so much for taking the time to play and for sharing your incredibly valuable feedback.

You know what? You are absolutely right.

I especially agree that the side-scroller part needs to be much more fluid. It's not my goal to make a precision platformer, but even so, I agree that the parkour sections aren't exactly easy.

Therefore, as an urgent action plan, I'm going to focus on making the first level flow better. Someone on Reddit also mentioned the input delay, which is indeed very frustrating, and I will work on fixing it immediately.

Interestingly, most of the criticism is about the side-scroller, which is the opposite of what I expected. In a way, I find this encouraging because it seems like players are demanding a genuine action mode. What's your take on this?
If I had to guess I'd say people give more feedback on the sidescroller part because it is the main gameplay loop and is more familiar to them. It's one of the most common nsfw game types besides Visual Novel and RPGMaker. To your encouragement I'd also say that making one has a low skill floor and even though you're currently wrestling with the input side, the visual design (and quality) and overall level design make it feel like a real game, not an excuse to drag out time between sex scenes. And hopefully most people here understand that you're simultaneously trying to expand in every direction whilst also refining and smoothing existing parts.

Now further feedback - the part I had problems seems to be indeed in the 3rd chapter, the "A Father's Hope" quest. The "jump left, Spider jump, dash right" sequence just doesn't give me enough height to clear the platform and they also don't have the grab trigger. First time I could bypass by dashing right and forcing myself on the ledge, but there's no such ledge in the second time I met that obstacle (with archer above me). I got it done after taking a break, but it still took effort and I seriously suggest you looking into "what if player fails" endpoint of those challenging jumps. I currently don't see a reason for giving a player 30-40 second detour past the cell of Thetis for another try.

The city builder currently is too lenient on resources to be an actual game mechanic. It works out because it's one less frustration for the player whilst you iron out the side-scroller controls and level design quirks. But in general you want to ask yourself what is the obstacle good city management needs to solve and what would be the reward for being successful. As for smaller things:

* The tutorial allows you to build random buildings and soft lock the process due to not being able to build the ones tutorial asks. If possible try to lock all other building types until tutorial asks you to build the first instance of it. Or lock the player resources until he builds the House of Astarte.

* The rubble looks all the same, although it becomes different buildings. I don't know how expensive (dollar or time wise) changing the rubble art is, I'd recommend putting either greyed out labels on the building tiles or small plaques ( ) in the corner or something to differentiate the tavern and "House of Astarte" from regular house or woodcutters.

* It'd also be easier to see which building the tutorial wants me to build if the exclamation mark was red or something like this instead of white. It'd also probably be wise to add an arrow to indicate where the desired building is if it's out of camera view.

* It's weird how none of the resource or utility buildings are upgradeable, but I assume it will change in the future. And given the flavour text, Stable would probably work better as a multiplier of some sort (for harbour? or bazaar?) than a random flat gold income.

* There's a bunch of QoL you could do like anchoring the resource giving and taking to the same timer, showing the total resource income/loss per tick on the resource bar, but that is tertiary given the more pressing stuff to be made

Again, this looks promising. Keep up the good work. Let me know if you're feeling down with all the problems and I can put some effort into highlighting specific good stuff other than sex scenes are really well animated (currently with rough edges, which is understandable), the setting and dialogue doesn't get in the way (way rarer than you'd think) and in general I want to play more of it. I know you need to balance releasing new content with fixing/improving what's already there but again, what I'm seeing here I'm liking a lot.
 
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Harem of Valerius

Member
Game Developer
Nov 25, 2022
136
111
86
If I had to guess I'd say people give more feedback on the sidescroller part because it is the main gameplay loop and is more familiar to them. It's one of the most common nsfw game types besides Visual Novel and RPGMaker. To your encouragement I'd also say that making one has a low skill floor and even though you're currently wrestling with the input side, the visual design (and quality) and overall level design make it feel like a real game, not an excuse to drag out time between sex scenes. And hopefully most people here understand that you're simultaneously trying to expand in every direction whilst also refining and smoothing existing parts.

Now further feedback - the part I had problems seems to be indeed in the 3rd chapter, the "A Father's Hope" quest. The "jump left, Spider jump, dash right" sequence just doesn't give me enough height to clear the platform and they also don't have the grab trigger. First time I could bypass by dashing right and forcing myself on the ledge, but there's no such ledge in the second time I met that obstacle (with archer above me). I got it done after taking a break, but it still took effort and I seriously suggest you looking into "what if player fails" endpoint of those challenging jumps. I currently don't see a reason for giving a player 30-40 second detour past the cell of Thetis for another try.

The city builder currently is too lenient on resources to be an actual game mechanic. It works out because it's one less frustration for the player whilst you iron out the side-scroller controls and level design quirks. But in general you want to ask yourself what is the obstacle good city management needs to solve and what would be the reward for being successful. As for smaller things:

* The tutorial allows you to build random buildings and soft lock the process due to not being able to build the ones tutorial asks. If possible try to lock all other building types until tutorial asks you to build the first instance of it. Or lock the player resources until he builds the House of Astarte.

* The rubble looks all the same, although it becomes different buildings. I don't know how expensive (dollar or time wise) changing the rubble art is, I'd recommend putting either greyed out labels on the building tiles or small plaques ( ) in the corner or something to differentiate the tavern and "House of Astarte" from regular house or woodcutters.

* It'd also be easier to see which building the tutorial wants me to build if the exclamation mark was red or something like this instead of white. It'd also probably be wise to add an arrow to indicate where the desired building is if it's out of camera view.

* It's weird how none of the resource or utility buildings are upgradeable, but I assume it will change in the future. And given the flavour text, Stable would probably work better as a multiplier of some sort (for harbour? or bazaar?) than a random flat gold income.

* There's a bunch of QoL you could do like anchoring the resource giving and taking to the same timer, showing the total resource income/loss per tick on the resource bar, but that is tertiary given the more pressing stuff to be made

Again, this looks promising. Keep up the good work. Let me know if you're feeling down with all the problems and I can put some effort into highlighting specific good stuff other than sex scenes are really well animated (currently with rough edges, which is understandable), the setting and dialogue doesn't get in the way (way rarer than you'd think) and in general I want to play more of it. I know you need to balance releasing new content with fixing/improving what's already there but again, what I'm seeing here I'm liking a lot.
Thank you so much for this incredibly valuable and detailed feedback. Receiving this kind of thoughtful input truly helps me see the path forward more clearly.

I've taken notes on every single point you've made. I'm immediately starting work on updates for the first level and side-scroller sections to make them less punishing and more encouraging.

All your feedback regarding the city-building mode is spot on and aligns perfectly with features I have planned. Specifically, in Episode 4, the introduction of the Academy building will bring new mechanics like building upgrades and multiplier effects, which will address many of your points.

I'm implementing the locking of other buildings until the House of Astarte is built, as well as changing the tutorial icon to a more distinct color, right away. Adding a directional guide for when the required building is off-screen also shouldn't take long to implement.

Alright then, let's get to work!
 

Harem of Valerius

Member
Game Developer
Nov 25, 2022
136
111
86
Hello guys ,
Sorry this quick message but i am in a rush for make everything is ready for SteamNextFest.

After great feedback from Seesama and community , I made some improvements which i hope the game experience will be much more fun and smooth!

1- Added Input Buffer : When in a combat, you spam Mouse Left Button, it will stored and fires it after the animation. This allow much more smooth combat feeling. If not you know where to find me.
2- Added blood splah effect when Valerius gets damage.
3- Added Ability Notify Effect on HUD. Where you need to use the ability, the icon will shine a bit. So i hope that will help görsel_2025-10-13_004638855.png

4- I reset the level design of Episode 3 which was really problematic.
5- In RTS mode , I replace the the icon of the buildings. Not a big deal but looks better.

My plans for future ;
- Smoother jump feel
-RTS HUD signs the interesting places are out of the view of HUD
- Disable RTS cam while a building UI is visible
-Completing the Brothel Cutscenes for each sexual style.

Thats all for now!

Thank you
 
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Harem of Valerius

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Thanks to the f95Zone community.
you asked , i did my best,
In the RTS mode, off screen indicator will be live on the next update!
I may invite you the discord server for exclusive contents, polls and much more.
DISCORD :
OffScreenIndicator-ezgif.com-video-to-gif-converter.gif
 
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Harem of Valerius

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Nov 25, 2022
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Hello everyone,

This week, we've completed updates that have significantly evolved and refined the game's visuals across multiple areas. We've also addressed numerous bug reports from our community, resolving most of these issues in the new version.

City Building Mode Updates:

  • New Map Visuals: The city-building map has been completely revamped. Trees now sway with real-time wind effects, creating a far more dynamic and immersive atmosphere compared to the previous simplistic look.
  • Enhanced Mouse Controls: We've reworked the mouse input system. You can now navigate the map by holding down the Left Mouse Button, while the Right Mouse Button is dedicated solely to building selection.
  • New User Interface: Nearly all city-building UI elements have been redesigned from the ground up to be both thematically consistent and more user-friendly.
  • Training Grounds: Valerius's "Training Grounds" are now active! Here, you can access game hints and tutorials. We plan to expand this area in the future with exciting new mechanics like an "Arena Mode."
Side-Scroller Mode Improvements:

  • Major bugs causing crashes in Episodes 1, 2, and 3 have been fixed.
  • Subtitle Support: Valerius's epic monologue in the intro scene now features subtitles, making it more accessible and understandable.
  • Implemented optimizations reducing GPU load by approximately 10%.
  • Health Fountains now also restore stamina.
  • Stamina regeneration rate has been increased.
  • Levels will no longer end until the character rescue objective for that level is completed.
Next Week's Plans:

Due to the major tasks outlined above, we couldn't focus on romance scenes this week. Our goal for the coming week is to complete these scenes and release Episode 4 within the next two weeks.

If you appreciate our efforts, you can help more people discover Harem of Valerius. Please recommend the game to your friends or leave a review on our page.

Thank you for your support!
Val
 
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4.50 star(s) 8 Votes