- Sep 17, 2023
- 16
- 25
Added it. You need her to be raped by infected dogs 3 or 5 times.I can't find the doghouse, maybe it's still not added?
Same bug for me too. Sound setting can't be adjusted back up.I unintentionally muted the sound and save the settings but now, it remains on 0, impossible to reset the sound to default....
I unintentionally muted the sound and save the settings but now, it remains on 0, impossible to reset the sound to default....
Indeed, I've confirmed a while ago that a bug exists in the sound volume settings. The work around currently is to delete the file settings.dat to restore the default settings. This work around should function in any platform, however the hotfix will soon take care of this.Same bug for me too. Sound setting can't be adjusted back up.
I fixed it for now by going to %appdata% and deleting settings.dat to reset the settings.
Hello itthatbetrays, thank you for the support .Eroism, you're my hero. Mushi no Kangoku was the game that really got me into bug stuff and parasites and I was really sad that Viscaria dropped the project to do his new CG sets, but now that you're restoring it into a viable system at least I can replay it with ease and know that many more people will enjoy those awesome scenes.
I've read your goal is to reach the point where the author dropped it, but did you contact Viscaria about his plans to continue the game? Or if he's open to make more CGs in the old style?
I think this could even be one of the few ethical uses of AI to make intermediate frames for the new CGs to integrate them in the game, lol
YEEEEAAAAAAHHHHHHHHHHView attachment 3760102
Overview:
This is a remake of Atella's (Mr.183) CardWirth game, Mushi no Kangoku.
Leah is an adventurer that takes a request to find a missing survey team on a mysterious recently discovered island. The problem with the request is that the island is home to many giant insects, that are more than happy to welcome Leah, in ways that she is probably not expecting...
Thread Updated: 2024-08-06
Release Date: 2024-06-11
Developer: Eroism -You must be registered to see the links
Original Developer: Mr. 183
Censored: No
Version: 0.65a
OS: Windows, Linux, Android
Language: English
Genre:
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Installation:
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Changelog:
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Developer Notes:
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DOWNLOAD
Win:You must be registered to see the links-You must be registered to see the links- PIXELDRAIN -You must be registered to see the links
Linux:You must be registered to see the links-You must be registered to see the links- PIXELDRAIN -You must be registered to see the links
Android:You must be registered to see the links-You must be registered to see the links- PIXELDRAIN -You must be registered to see the links
Thanks to Atella (Mr.183) for his permission and CGs for the remake. Thanks to Bzshr for the upscaled CGs.
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The ending I expect is she finds them alive, but they like being a breeding vessle so they decided to stay and fuck the creatures / or get fucked. Leah happily joins them with high corruption or calls for a Helikopter and gets rescued, lying to her employer, saying she didnt find the Team or they died.eroism, I have ideas to help build the game without the need to commit to the same exact hentai art style, including game end variations and their logic (tentative).
First, acknowledge the possibility that story intro and outro (endings) do not need to match the hentai art style. At least, many games do this so this game can too. Something sketch-like, as in no color, rougher drawings acceptable.
Next, what's the point? To find a research team stuck on this island. But what kind of endings can there be besides the one ending in which you find the researchers?
First, before I begin the following is written under the assumption you find whatever remains of the research team all at once, since there may not be enough art to cover finding multiple characters consecutively (char A, B, C, etc). In short, you find the team singularly, because otherwise you'd need the usual story progression of char, mission, new char, repeat.
Next, what about the point of exploring, parasites, time passing, lust, etc? This is where the end routes feel interesting.
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Next to consider as an optional implementation I think would be really unique and interesting: time delta simulation via making turns in a battle count towards progression of days.
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I'd normally not be interested in giving such feedback - especially to a game working on limited art - but I appreciate someone taking time to learn Godot by finishing someone's else's abandoned project. That's 2 good things out of this, and an actually solid unique game could be a 3rd perk.
You cant get stuck since there is no story or endgame.Is there a chance that some has made a walkthrough or a list of hits for when the player is stuck?
These are some very intricate thoughts on using time as a mechanic, you have some very interesting ideas here. Particularly using time to take your good endings away is a very amusing idea.eroism, I have ideas to help build the game without the need to commit to the same exact hentai art style, including game end variations and their logic (tentative).
First, acknowledge the possibility that story intro and outro (endings) do not need to match the hentai art style. At least, many games do this so this game can too. Something sketch-like, as in no color, rougher drawings acceptable.
Next, what's the point? To find a research team stuck on this island. But what kind of endings can there be besides the one ending in which you find the researchers?
First, before I begin the following is written under the assumption you find whatever remains of the research team all at once, since there may not be enough art to cover finding multiple characters consecutively (char A, B, C, etc). In short, you find the team singularly, because otherwise you'd need the usual story progression of char, mission, new char, repeat.
Next, what about the point of exploring, parasites, time passing, lust, etc? This is where the end routes feel interesting.
I do believe at least the reasoning and overall end point will probably be something simple along those lines.The ending I expect is she finds them alive, but they like being a breeding vessle so they decided to stay and fuck the creatures / or get fucked. Leah happily joins them with high corruption or calls for a Helikopter and gets rescued, lying to her employer, saying she didnt find the Team or they died.
To take away routes with the passage of time is known as a time knife, a condition which severs away paths if conditions are not met before specific time thresholds. A particularly strong H-game example is The Dead End, which changes the end of the game and whether each friend stays perfectly alive, loses their soul, or becomes a strong zombie you would need to fight. Tales of Androgyny also has this feature in its main story mode, although the freeform exploration mode had more progress early on for a long time so I don't have an impression for how many and how strong the time knives are in this game. Revenge Game has a flow that feels like a proxy to time knives, in the sense that every step your enemies progress is closer to your game over, sometimes the situation in front of you is so bad that you have no choice but to let your enemies progress to kill you, and you can make interesting choices like purposely throw away power-ups that make you strong in battle in exchange for power-ups that enable you to hinder your adversaries' progress towards killing you. Time knives are good drama, I'm surprised how underused they are.These are some very intricate thoughts on using time as a mechanic, you have some very interesting ideas here. Particularly using time to take your good endings away is a very amusing idea.
That's a good way to go about it. Use an appropriate amount of tracking variables to ensure conditions to tell your story are easy to deal with.The story can have very similar endings with small conclusion variations based on a set of conditions like you said, time being part of the mix. So something like, how lewd and infected you've been, mixed with how many relations and births you had, plus how much time has passed, slowly decrease Leah's reason, and this will deteriorate the potential "goodness" of your conclusions.
I changed your list from unnumbered bullets into numbered ones to identify and reply to them easier. Your points are now 1 through 5, which I can reply to in the same form. Although I tend to get deep with my thoughts so note there may be multiple bullets below some bullet responses. I'll also add more thoughts afterwards outside of bullet points.Using time as a deeper mechanic is also interesting, but there are a few things that need to be though out, for example.
- If night becomes part of the gameplay cycle, there has to be a threshold or limit to how much you can do. I can imagine something like, after night arrives, each action you do that night, is one less action you do the next morning, because Leah is getting tired so she will sleep longer, either that or pass out if you go a whole day without sleep.
- If turns pass time, then maybe the scenes could pass turns in a battle, to represent passing time. And if I understood correctly, every X turns you advance 1 action, so night gets nearer.
- Night would require something that makes it distinguished from day. I think the idea of more difficult enemy encounters is very cool, but would more actions per day be enough of a perceived advantage over the risk? The parties would have to be way tougher as well, maybe with that balance, it would be actually be enough.
- There could be some events that only happen at night and scenes could also be played at night.
- I think I saw an hammock in some of Atella's CGs. Time constraints could be a good Segway to introduce a feature to sleep in any map and wake up in that same map, with all the risks that come with it. Having said that, we don't currently loose actions by moving between maps, but this can easily be changed.
Reason / other conditions are well and good. I don't think a choice makes sense for anything that can be considered a measure of "success". One can say the entire adventure is a set of choices that results in the outcome you get at the end of the adventure.I do believe at least the reasoning and overall end point will probably be something simple along those lines.
"Look, you've found the team. They are all addicted or stuck being playthings for insects and now you have a choice."
Or maybe instead of having a choice, letting your reason decide for you, that could also be interesting. Like the total of your actions is your demise at the end, based on the ideas and progression that JustAl gave.