4.20 star(s) 25 Votes

mydudes67

Newbie
Game Developer
Dec 18, 2018
66
384
When you told me that it depended on demon form, I was "But the changing book isn't there anymore, how can I change form ?" Turns out it is invisible.
I hid the book, but didn't check if you can still interact with it. Nice find :HideThePain:
Having it there in the 'game' doesn't make any sense, so I placed it in the puzzle room for the time.
Actually the ability to change form supposed to be acquired later in the game and have premise to it. But since I consider it one of the main features, for now I made it accessible from the start.
 

Onkin

Member
Sep 15, 2018
169
246
So is there actually a new NSFW scene? It doesn't appear to be with the summonable demon.
There is a new scene against the table. When you can choose to freely position the scene, position it close to the table. The table is also highlighted in a blueish color.
 

sgt_bilko

Member
Aug 16, 2018
404
3,062
There is a new scene against the table. When you can choose to freely position the scene, position it close to the table. The table is also highlighted in a blueish color.
IIRC the two original animations in the 0.02v alpha were the floor and table positions.
I assume the new one is the fellatio position as I don't recall that one. Either way its ultimately very little. Clearly most of the work this time around was done on the gameplay and backend. Some progress is better than nothing I suppose.
 

Onkin

Member
Sep 15, 2018
169
246
IIRC the two original animations in the 0.02v alpha were the floor and table positions.
I assume the new one is the fellatio position as I don't recall that one. Either way its ultimately very little. Clearly most of the work this time around was done on the gameplay and backend. Some progress is better than nothing I suppose.
Whoops then I was mistaken, thanks for the heads-up!
 

mandate69

New Member
Game Developer
Oct 25, 2020
7
57
Alright I got around to play through the last update. It’s a solid technical effort but I think the game design needs a bit more finesse. Since my last comment was not very helpful I’m gonna write some tips which might make the game a bit more enjoyable
Gameplay
  • The puzzles are not hard, just not telegraphed to the player which is very important. For example the stones you have to put into the tables could be introduced in a way that immediately communicates to the player that the stones belong in the table. An example off the top of my head would be to have matching sockets with the stones’ designs. The chair on the pressure plate is also near impossible to figure out because the player never received a memo of how these things work or if it is even a pressure plate (you can solve the latter with a familiar pressure plate sound and movement). Right now the players are asked to figure out the game’s mechanics instead of its puzzles.
  • Designing obstacles would be easier if you introduced some variables like a magic meter that depletes when using a spell.
  • I like more simple and convenient designs so I’m not sure if the reveal spell is needed since you could highlight the telekinesis objects by just equipping the telekinesis spell. Or add more functionality to it by highlighting all important objects.
  • The adult scenes would be more interesting if they were interactive and part of the gameplay. You can watch better animations on pornhub so interactivity would make it worthwhile.
Level Design
  • There are so many unnecessary spaces that serve no functionality. Generally you want to avoid this to save development time and graphics load. A good tip is to start with the minimum space required for the obstacles and expand from there.
  • A small thing but the pillars blocking the camera is really annoying. For objects that do not cover the player you can disable the camera collision channel which the spring arm component uses.
  • The objects are really far away from the camera because the game is in third person. You could highlight closeby objects like they do in hitman.(a small grey mark over the object is all that is needed). Changing the camera fov is also an option ( ~50 FOV )
  • Some corridors are a bit too narrow for a third person game. Again, you can look at hitman where most corridors have pretty generous width.
  • You want to draw attention to important things with the design of the level. For example the cauldron would be found faster if you drew more attention to it. Maybe by placing it in the center of the room not under the level lmao
  • I read that you said you wanted the player to explore the environment but hiding crucial game objects is not the ideal option. Hiding bonus objects or collectables is a less frustrating solution. Rather than frustrating the player, try to make them interested.
Visuals
  • The art styles of the characters and the environment don’t match. If you can’t tell, you can look up other stylized games like overwatch and fortnite and try to match it.
  • The lighting is a bit too dark and drab. Again, you can look up how it is done on other projects.
Alright this is some very basic feedback I can give you good luck with the project
 

Onkin

Member
Sep 15, 2018
169
246
IIRC the two original animations in the 0.02v alpha were the floor and table positions.
I assume the new one is the fellatio position as I don't recall that one. Either way its ultimately very little. Clearly most of the work this time around was done on the gameplay and backend. Some progress is better than nothing I suppose.
I asked the dev on Patreon, the new animation is "missionary on the table".
 
Dec 3, 2020
44
32
My only gripes against this game thus far are the puzzles difficulty stems mostly from obscurity, and not from actual problem complexity. I ran around for quite awhile before I figured out that the little jars on the tables were interactable; and until I looked up the guide, I got stuck on the door riddle because I didn't find the 4 teensy points you could inspect on the giant bookshelves.
Maybe make the interactable items much larger than the non interactable ones? Or make the outline highlighting them significantly larger. Also, I would perhaps put the bowl you have to use to brew your potion onto the platform you stand on, then have the player brew it and place the bowl itself on the statue, or just have it float there on its own.

Apart from that, the clairvoyance type spell only reveals a single hidden clue. Having it reveal where the door is located isn't useful really. You have yourself a great in lore hint tool here, and I would suggest you use it as such. Like, maybe make it highlight interactable objects, put runes above the shelves you need to look at, that sort of thing. Stuff that might give the player a direction to investigate, instead of wandering aimlessly until they happen to mouse over an object while moving slowly.

The puzzle should be more about deciphering what the letters actually mean on the door, rather than searching for clickable things blindly.
 
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4.20 star(s) 25 Votes