1.80 star(s) 4 Votes

GenghisDingus

New Member
Oct 28, 2022
1
0
The animations and style are great, but the size of attacks + your attacks moving you + contact damage honestly makes actually fighting just not fun at all, just tedious.
 

LovebyteLabs

Newbie
Game Developer
Mar 16, 2023
29
173
Combat seems satisfying, and the character designs are really nice. Hope development continues for this!
 

BnBigus

New Member
May 31, 2020
9
22
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:


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.
 
Last edited:

kenny

Member
Aug 5, 2016
452
1,099
That post
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.
 
Jun 9, 2023
26
13
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:


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.
 

BnBigus

New Member
May 31, 2020
9
22
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.
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.
I'm doing this project mainly for artsy passionate reasons, that's my main motivation. Still I'd also like to make something people can actually enjoy.
My wish is that the story and characters will carry the game, and that I can slowly get better at game designer/programming and iron out the problems.
Voice acting is relatively cheap and for chapter 1 was about 300$. Hiring a game designer/programmer on the other hand is not really worth it on my current salary which is public. If I just wanted to make as much money as possible I'd wouldn't be making this project, like you said it's not really designed to be a marketable product.
Besides I want to learn and get better, to make something cool that I actually wanna make you know?

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.
 

kenny

Member
Aug 5, 2016
452
1,099
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.
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.
Why are the controls so limited? Why can't I configure whatever button combo I want on the keyboard?
 
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Jun 9, 2023
26
13
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.
Why are the controls so limited? Why can't I configure whatever button combo I want on the keyboard?
Ez there buddy chum pal friend amigo hombre dost shaheb friend
 

BnBigus

New Member
May 31, 2020
9
22
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.
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:
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.
 
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Jun 9, 2023
26
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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:
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.
Just remember what you said it is a passion project don't make it control you're life bro
 

Reptiliankind

New Member
Jun 24, 2018
1
0
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:
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.
It is slightly clunky, but that's what projects tend to be at first.

As you said in a previous post the contact damage is gonna be removed, which is good because that's the only gripe I felt towards the Izara fight. While it was tight getting the dodges off in between swings and dealing the damage while avoiding the slight forward momentum with the main attack, but it was still doable given a few attempts. [1] [2]

I think basic mobs (slimes, and the bandits) keeping contact damage is alright due to the refresh by each warp.
Though, it just seems preferrable to dodge through enemies, or manage a jump attack clip in the few instances that it's good for to get through, instead of mobbing as of this build. I'm sure that'd change.

I hope to see more of the game coming around as time goes on.
I really enjoyed Matchmakers, so seeing another project pop up is quite nice to see. I wish you luck.

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pokeroots

New Member
Aug 10, 2022
12
3
Removal of NSFW, leaves a poor platforming game at the core. hope dev makes improvements because the core gameplay needs work.
 
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Haoss

Member
Jul 28, 2020
134
115
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 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...

I understand that making a game is incredibly hard work, but at the same time you can't really fault everyone for being afraid to put their money in something so volatile. I think keeping KitKnight as a side project is a great idea tbh. It serves as a hobby and it's already practice to a possible future project that looks solid enough that people feel comfortable backing. But I'd just recommend pacing yourself. If it's currently just a hobby/side project, don't put goals like art and story carrying the game. Take the opportunity to experiment, even if it means getting feedback from a very small group.

For feedback, I would say that if you'd ever want to make an NSFW game in this genre in the future, don't try to focus on "challenge". Snappy controls doesn't mean having Sekiro level of combat. Look at Succubus Affection and Dragon Princess is Hungry. Those games are very easy for the genre they're in, but the difficulty isn't the focus of the game. This takes pressure off making intricate enemy design and patterns and allow you to kit your protagonist with some incredibly OP abilities that'll be fun to use just for the heck of it. It takes a lot of pressure of some aspects of developing a game and doesn't really sacrifice the player enjoyment.

I wish you good luck on that goal though! It's not an easy thing to get into, but I'd love to see it succeed someday given what you have now as a proof-of-concept.
 
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noblescott

New Member
Nov 7, 2017
13
8
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:


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.
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?

Also just a humble suggestion as a platform and nsfw fan, if you haven't planned it yet ofc, it would be really neat to be able to interact with other places instead of the linear chapter thing, also some level up and gear aspect of it, so it be more rewarding fighting instead of just jumping and evading everyone.
 
1.80 star(s) 4 Votes