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RPGM NTR Fates: Anamnesis [v0.3.5] [Mystichef]

4.40 star(s) 7 Votes

Mystichef

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Game Developer
Jun 4, 2025
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Gods, the demo for NTRPG3 looked so fucking good, then the dev dropped it in favor of using a new RPGMaker engine but with shit sprites, then just peaced out, never to return. The real kick in the nuts is that demo is still up on DLSite with a release date of TBC.

As for this game, I like it. It's still in the slow-burn phase, and I'm hoping the scenes in the cave were either outright hallucinations or we'll get to see proper flashbacks to them later, but the art and sprites are great, the writing is solid, and the plot looks like it may be good. I think I like the combat system as well, it doesn't seem like it's going to have any grinding to worry about, it's set up to be tactical (both frontline fighters have moves that force the enemy to attack them instead, there's the stamina management aspect, enemies react in various ways to attacks, etc).

Out of curiosity, will the provided saves to start at the beginning of the current chapter have it be that the player did all the optional stuff, or no? Optional stuff would be things like finding all the loot, winning optional fights (some of the boar fights and the three-bird fight so far), etc. Just curious if I need to import my saves each update or if I can just use the provided one.
I'm still trying to decide what to include in the save - putting in rewards for all optional stuff doesn't sit well with me. It also kind of messes up interactivity - for example if the player didn't defeat the birds at the church there are some optional lines of dialogue in the next update. No one would see those if I added a save with birds defeated. Side quests with multiple endings are also another problem etc. So yeah, I need to figure this out as soon as possible

On another note, I'm glad you like the combat. Other people have been lukewarm about it so far, so it's nice to hear
 
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Mystichef

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Game Developer
Jun 4, 2025
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I played the second update and I wanted to say a few things

great maps as always the same as my previous praise, the maps are quite beautifull, they are the right size to be large enougn and small enougn so that you are walking just the right ammount of time. the rose scene was great and the quests were interesting.

now for a critique. I think the sex scene was a bit tone deaf. this second update carried a light hearted and comical tone and i think the sex scene was the right moment to drop that done down and signal that the nobleman could pose a bit of a threat. the scene was also a bit short and I found the fact that the character just stood there reading to be kind of funny and strange, staying behind in the reading room. I would at least made him go out into the balcony or something else.
the sprites were great and the pose was great as well. I was actually hoping the one being punished was the sister of the boy that dropped
Yeah, your criticism of that scene is pretty valid. When I planned it, it was supposed to be pretty serious, but I made the mistake of choosing the pink haired maid as the one to be punished. She is the comic relief character of the game and the scene kept getting more and more silly as I was writing it
 

anonsuit

Well-Known Member
Nov 24, 2019
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Yeah, your criticism of that scene is pretty valid. When I planned it, it was supposed to be pretty serious, but I made the mistake of choosing the pink haired maid as the one to be punished. She is the comic relief character of the game and the scene kept getting more and more silly as I was writing it
still it is a valid scene, and in the context or she being the boyfriend of the male comic relief it made sense. but since there is only one sex scene I made the critique of basing it as it was a general critique instead of a singular one. perhaps other scenes will carry a more appropriate tone.

my only actually critique of that scene is that it was too short. your writing is light and easy and pleasing to read but that can also be a detriment when you want to spend more time in "certain" scenes.
 

dergrubben

Newbie
Aug 30, 2017
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I'm still trying to decide what to include in the save - putting in rewards for all optional stuff doesn't sit well with me. It also kind of messes up interactivity - for example if the player didn't defeat the birds at the church there are some optional lines of dialogue in the next update. No one would see those if I added a save with birds defeated. Side quests with multiple endings are also another problem etc. So yeah, I need to figure this out as soon as possible

On another note, I'm glad you like the combat. Other people have been lukewarm about it so far, so it's nice to hear
Guess I'll be keeping a hold of my saves then. In theory, you could either have multiples saves or a special save that asks questions when you load it up ("Did you defeat the birds or run from them?") to set the appropriate flags, but I think that would get out of hand pretty quickly. I'd say just settle on a default path for each decision and just stick with that. As for the combat, I like it when the basic JRPG combat system gets more tactical detail, so long as it doesn't go too far. Scale Garden's games area good example here. The first was just basic, the second had some short-term stamina management (you had 10 AP each turn, and your weapon determined how much each attack used; however much AP you had left at the end of your turn determined how effective your defense was; AP recovered fully each turn), the third had longer-term stamina management and also had you set how much AP to spend on each of accuracy, power, evasion, and defense. That last was a bit much, but ultimately worked pretty well (it's also how Curse of Pleasure handles it, if you've played that). But then the fourth game went much too far - it divided your turn into an attack and defense phase, and you could got to choose one of accuracy and power for the first and one of evasion and defense on the second to spend AP on, which kind of simplified things, but your character and all humanoid foes had a barrier you had to get through to cause damage, and it regenerated to full immediately after being depleted. So you had to try to get the enemy's barrier as close to 0 as possible without reaching it and then follow up with a high-damage attack, and also try to get the enemy's attack to just barely break through your barrier. And this made each fight take forever and a goddamn day. I think your system hits a good spot between complexity and being fun to play. If I could make one suggestion, it would be to give characters a Defend option that lowers all damage taken for the turn, but maybe that would make some fights (like the boars) too easy.
 
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Yoitsmebro

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Apr 6, 2023
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i want to support the work , problem is i cant get patreon cos it blocks my transaction , so is their any other platform
 

dergrubben

Newbie
Aug 30, 2017
58
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141
mc would react when ugly bastards would bang his gfs?
Read the Developer Notes on the first post, they say he'll be trying his damndest to stop the NTR, it's just implied that he will fail miserably. I'm hoping there aren't (or at least aren't many) ugly bastards in this one, but we'll see.
 

Furrexx

Member
May 16, 2024
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Read the Developer Notes on the first post, they say he'll be trying his damndest to stop the NTR, it's just implied that he will fail miserably. I'm hoping there aren't (or at least aren't many) ugly bastards in this one, but we'll see.
I dont understand what it mean actually trying to stop ntr
 
4.40 star(s) 7 Votes