How'd you get this to trigger? I beat the her like 3 times and it just goes straight towards the end of the demo when I interact with everyone at the tavernIt only took thirty minutes, including the intro!
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Huh? Right after beating her starts long plot scene with moving back to the tavern, cutting down trees, and when you go back from fallen tree, sex scene appears.How'd you get this to trigger?
Sure as hell didn't do that for me.Huh? Right after beating her starts long plot scene with moving back to the tavern, cutting down trees, and when you go back from fallen tree, sex scene appears.
Frankly, without the NSFW, there is no reason to play the game. It's an extremely clunky platformer with bad combat and a trite story. There were flash platformers done better over a decade ago, what even is there to pull people in? Did you even try to market it anywhere outside your patreon?That post
There's a lot of confusion about the game, which is my fault. I can admit the launch was a big mess.
This originally started has a nsfw game, chapter 1 was released and had 2 animated and voiced sex scenes which you can still find on e621 or newgrounds as mp4 files:
You must be registered to see the links
You must be registered to see the links
Those scenes played right after getting the wall jump upgrade, and after cutting the trees.
There were 7 more chapters planned, so a kickstarter for ~22k usd was made so that I could pay for the voice acting, hire a musician, and contract an extra animator to help with the sex scenes and cutscenes.
People didn't like the concept much unfortunately, the kickstarter failed hard so I had to course correct.
I was trying to mix a passion project while also hoping to please my nsfw audience. It was a gamble that I could do both at the same, in hindsight I should have gone all in in one direction, which is what I've now done.
I've gone back to making one shot nsfw animations like I used to, which is what most are interested in. I tried something and it didn't work basically.
As for the game, it's now sfw which cuts the bulk of the animation work, and is done purely as a passion project in my free time. That's why the recent download version don't have the sex scenes in them.
I post progress on my twitter every couple weeks for chapter 2.
Fair, I hope to change all that of course. This is my first try at a real game, I've made a simple VN (matchmakers inc) before but let's be honest that's rudimentary coding of spawning text when the player clicks a button. A lot of the problems comes from inexperience.Frankly, without the NSFW, there is no reason to play the game. It's an extremely clunky platformer with bad combat and a trite story. There were flash platformers done better over a decade ago, what even is there to pull people in? Did you even try to market it anywhere outside your patreon?
You are a good animator, but you should have spent money on a game designer/programmer over voice actors.
The best thing you can do is play the better examples of the genre, even the free flash ones, and try to recreate the strengths of each. Don't try to "redefine" the genre, you are not at that point.There's some big problems with the gameplay right now. It's annoying and unnecessary so a lot of player eventually just gets bored and skip ahead. Doing enemy contact damage was clearly a bad idea so that's getting removed. I'd like to keep the basic of platforming and combat, but I've been thinking of doing something like castle crashers, where you have a little zone that you need to clear out, then you can proceed forward.
If you have suggestions I'd love to hear them.
Ez there buddy chum pal friend amigo hombre dost shaheb friendThe best thing you can do is play the better examples of the genre, even the free flash ones, and try to recreate the strengths of each. Don't try to "redefine" the genre, you are not at that point.
The problem isn't contact damage, a lot of platformers have that, the problem is that you made the attack pattern have forward momentum, causing you take damage when you started safe. One has to go.
Give indication to the length of the invincibility period after hit and more importantly to the roll cooldown.
Let me skip cutscenes, respect my time, don't force me through the tutorial every time I start chapter 1, move that to a separate pre-chapter.
If you want to have kill arenas, you need to have super tight gameplay, because otherwise they will just make people quit. Even DOOM Eternal caught flak for their arena-hallway-arena level design. If you want people to fight, give them an incentive. Super metroid gave you heath and ammo drops from enemies, metroidvanias give you ammo and upgrades and so on.
De-activate ranged enemies when they are off screen. It's infuriating getting killed by something you couldn't see.
Why are the controls so limited? Why can't I configure whatever button combo I want on the keyboard?
My main inspiration for gameplay was hollow knight, even then I still think it doesn't feel anything like it yet. Not nearly snappy enough and sluggish.The best thing you can do is play the better examples of the genre, even the free flash ones, and try to recreate the strengths of each. Don't try to "redefine" the genre, you are not at that point.
The problem isn't contact damage, a lot of platformers have that, the problem is that you made the attack pattern have forward momentum, causing you take damage when you started safe. One has to go.
Give indication to the length of the invincibility period after hit and more importantly to the roll cooldown.
Let me skip cutscenes, respect my time, don't force me through the tutorial every time I start chapter 1, move that to a separate pre-chapter.
If you want to have kill arenas, you need to have super tight gameplay, because otherwise they will just make people quit. Even DOOM Eternal caught flak for their arena-hallway-arena level design. If you want people to fight, give them an incentive. Super metroid gave you heath and ammo drops from enemies, metroidvanias give you ammo and upgrades and so on.
De-activate ranged enemies when they are off screen. It's infuriating getting killed by something you couldn't see.
Just remember what you said it is a passion project don't make it control you're life broMy main inspiration for gameplay was hollow knight, even then I still think it doesn't feel anything like it yet. Not nearly snappy enough and sluggish.
Most of those are good points that I already considered, and I hope to implement. Big problem is that I sometime legit don't know how to do something or have to careful pick what to spend my limited time on. it's a one man project after all. Button mapping for example is something I tried but never managed to accomplish due to my limited coding skill.
Skippable cutscenes and intro is a must, I'll admit. I'll need to figure those out.
If I can be honest the game was rushed a lot due to my patreon losing about 30% during the 8 month production of chapter 1. I was losing confidence and had to get something out quick to justify that loss and see if it actually had potential has a way to keep me financially stable.
You can see it drop directly when I started production in march 2022 here:You must be registered to see the links
Now that I've gone back to producing a steady stream of porn it's picking back up. At the end of the day the customer is king and I'm not entitled to their money. If they want porn they want porn.
I have to balance my desires as an artist and actual ability to make money. Still, I refuse to give up on the artistic passion side because otherwise there's no point in making art and I might has well get another better paying job.
Thanks for the feedback.
For what it's worth, it's a decent demo for a platformer. It has a somewhat clear idea in mind that I hope can be expanded on.My main inspiration for gameplay was hollow knight, even then I still think it doesn't feel anything like it yet. Not nearly snappy enough and sluggish.
Most of those are good points that I already considered, and I hope to implement. Big problem is that I sometime legit don't know how to do something or have to careful pick what to spend my limited time on. it's a one man project after all. Button mapping for example is something I tried but never managed to accomplish due to my limited coding skill.
Skippable cutscenes and intro is a must, I'll admit. I'll need to figure those out.
If I can be honest the game was rushed a lot due to my patreon losing about 30% during the 8 month production of chapter 1. I was losing confidence and had to get something out quick to justify that loss and see if it actually had potential has a way to keep me financially stable.
You can see it drop directly when I started production in march 2022 here:You must be registered to see the links
Now that I've gone back to producing a steady stream of porn it's picking back up. At the end of the day the customer is king and I'm not entitled to their money. If they want porn they want porn.
I have to balance my desires as an artist and actual ability to make money. Still, I refuse to give up on the artistic passion side because otherwise there's no point in making art and I might has well get another better paying job.
Thanks for the feedback.
I don't think it's a case of people not liking the concept, but furry games are incredibly cursed and leave people very fearful of backing anything. Hunt and Snare looks amazing and has a pretty good idea, but it's a game stuck in a 5+ limbo which doesn't feel like it's progressing at all. Rack 2 was ambitious as hell and it's just quietly abandoned. Khoxgrow was just a VN and barely got over 2 scenes...There were 7 more chapters planned, so a kickstarter for ~22k usd was made so that I could pay for the voice acting, hire a musician, and contract an extra animator to help with the sex scenes and cutscenes.
People didn't like the concept much unfortunately, the kickstarter failed hard so I had to course correct.
Wow, a shame it went like that on kickstarter, the game is actually pretty good and the story is kind of funny even tho it look short if the 8 chapters is the same length as the first. Just a simple suggestion as a passerby that got interested in your work, couldn't you just hire an animator or simply make image nsfw (Like others RPGs and VNs from here) as you progress through the story so you don't have to invest on animators and voice actors right away? Also, since the Kickstarter failed but you have a, imo, successful Patreon, how it will work out? Will you keep it SFW still or is the Patreon for others preojects?There's a lot of confusion about the game, which is my fault. I can admit the launch was a big mess.
This originally started has a nsfw game, chapter 1 was released and had 2 animated and voiced sex scenes which you can still find on e621 or newgrounds as mp4 files:
You must be registered to see the links
You must be registered to see the links
Those scenes played right after getting the wall jump upgrade, and after cutting the trees.
There were 7 more chapters planned, so a kickstarter for ~22k usd was made so that I could pay for the voice acting, hire a musician, and contract an extra animator to help with the sex scenes and cutscenes.
People didn't like the concept much unfortunately, the kickstarter failed hard so I had to course correct.
I was trying to mix a passion project while also hoping to please my nsfw audience. It was a gamble that I could do both at the same, in hindsight I should have gone all in in one direction, which is what I've now done.
I've gone back to making one shot nsfw animations like I used to, which is what most are interested in. I tried something and it didn't work basically.
As for the game, it's now sfw which cuts the bulk of the animation work, and is done purely as a passion project in my free time. That's why the recent download version don't have the sex scenes in them.
I post progress on my twitter every couple weeks for chapter 2.