Create and Fuck your AI Cum Slut –70% OFF
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4.30 star(s) 55 Votes

Fappledorf

Newbie
Sep 5, 2023
20
19
23
Playing around far enough to get to the first proper scenes, the game does merit the Creampie tag unless there's a definitional technicality I'm missing. The animated goo during the regular summoning is a bit limited but it does the trick and I'm getting greedy if I ask for more this early in dev.

And the game's looking really promising so far! I'm liking the premise and characters. The set up is just enough to provide motivation and make the encounters feel like a bit more than meaningless random boinking. Also loving that the animations are properly animated loops rather than simple A-B cycles. And honestly the little details in the character animations in general are a welcome touch.

Going to keep at it and see what else there is to see!

edit: OK, nice Gwynevere reference with the intro to the Priestess.
 
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galindae

Member
Apr 24, 2018
202
62
208
how u move moths to blooms? they dont react when i pick up mushroom. got to tham they are flying around big musroom and that it. ok u need stand behind those moths and '' push'' tham with your mushrrom , and thy fly
 
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GunFeghtter

Member
Apr 5, 2022
133
102
119
how u move moths to blooms? they dont react when i pick up mushroom. got to tham they are flying around big musroom and that it. ok u need stand behind those moths and '' push'' tham with your mushrrom , and thy fly
Pickup mushrooms (there is only one there). Then push butterflies with your body (like magnet) there are slowly strat move to forward. Move them to another mushrooms so there will grow and you could pick them up.
 

Necrosian

Active Member
Jul 26, 2017
878
1,519
387
Been a while since i asked. Lesbian only and/or futa only possible? As in not interacting with male characters?
 

ArcaneSpoon

Member
Game Developer
Dec 18, 2018
177
868
292
A very minor bug(?) playing through again, is that the book for the ball and fog door puzzle can no longer be interacted with. The one that shows the solution to one of the fog doors.
I wouldn’t call it a minor bug, since without that book you have no idea how to progress with the puzzle. I’ve updated the download links (again), so the issue should be fixed now.
Thanks for the thorough testing, 0.11 build somehow ended up smaller than the previous version, and I was worried something might’ve disappeared along the way.
 

Gan_fald

Member
Jun 16, 2017
183
464
265
Played through the entire 0.11 because i had no save..

The biggest pain point are the controls, by far. You might be better off not doing the Puzzles in "free world" interaction, but locking the player into puzzle specific controls for each. Similar to how the potion puzzle works.
The controls for the potion puzzle felt extremely counter intuitive, maybe consider another control scheme.

Suggest getting rid of the "spell selection" and just using dedicated buttons. A button for concentration mode. A button to use telekinetics. Interaction for summoning near the summoning spots should be enough. Alternatively consider allowing the mousewheel to swap speels.

The sphere combination wheel turned extremely jerky, almost as if it was async from the framerate and locked to game ticks or something.

You should urgently introduce a cutscene before every Puzzle where she observes all relevant items/spots and hints at a solution thinking loudly to herself. The puzzles are extremely arcane.

Several times the player is warped back to Sebastian for a cutscene, and then has to walk the length of the dungeon again to the summoning platform. The teleporters dont really cut this short. Either put the player back to the platform (where they were taken from) or add instant warp spots.

Animations are good. Would be cooler if the story animations didn't swap to still pictures for the finishers. Im into that.
 
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killer905

Member
Nov 13, 2017
156
298
247
Personally, I would change the controls for alchemy to:
A/D left/right - rotate the ring
W/S up/down - select the ring

In the tentacle scene (2nd time), the character's clothing looks torn at the edges, but then returns to normal.

The puzzle in the garden was fine, but I wasn't sure if I had to throw the mushroom to make the flying insects fly in a certain direction, but it turned out that all I had to do was carry it with me and walk with them to make them fly in the direction the player wanted.
 

Shades

Member
Jul 20, 2017
164
286
201
It was a hyperbole, it didn’t sound that harsh in my head.
That's why I was saying it's hard to get stuff like that across through text alone. VO obviously could help, but maybe if Evi is mid eyeroll or something that would express her intent more through visuals, and using and formatting words differently can help with emphasis. (Italics for things like sarcasm, Bold for something more aggressive, etc.)

Again VO could do a lot of the heavy lifting but I know that's not in the works right now.


I wouldn’t call it a minor bug, since without that book you have no idea how to progress with the puzzle. I’ve updated the download links (again), so the issue should be fixed now.
Thanks for the thorough testing, 0.11 build somehow ended up smaller than the previous version, and I was worried something might’ve disappeared along the way.
I only referred to it as "minor" since you could still see the book on the table, but happy to help. When I saw the new alchemy table I figured some other areas might have minor changes (like the room after the planet puzzle) and I thought I should check everything to keep the walkthrough consistent.

Yeah, she likes to keep her clothes intact when she’s not in a monster’s arms.
I make a joke about this in the walkthrough, but I like to think that either her clothes are magical or she knows spells for removal and repair. (e.g. the costume mirror changes and Amelattu's magic removal, respectively)

You could include a one sentence line from her that would explain it. Or you could make it more if Sebastian see her clothes get wrecked and either asks or sees what she does. Which, now, this makes me want Sebastian to watch one of her summonings or encounters :sneaky:
 

Shades

Member
Jul 20, 2017
164
286
201
Played through the entire 0.11 because i had no save..

The biggest pain point are the controls, by far. You might be better off not doing the Puzzles in "free world" interaction, but locking the player into puzzle specific controls for each. Similar to how the potion puzzle works.
The controls for the potion puzzle felt extremely counter intuitive, maybe consider another control scheme.

Suggest getting rid of the "spell selection" and just using dedicated buttons. A button for concentration mode. A button to use telekinetics. Interaction for summoning near the summoning spots should be enough. Alternatively consider allowing the mousewheel to swap speels.

The sphere combination wheel turned extremely jerky, almost as if it was async from the framerate and locked to game ticks or something.

You should urgently introduce a cutscene before every Puzzle where she observes all relevant items/spots and hints at a solution thinking loudly to herself. The puzzles are extremely arcane.

Several times the player is warped back to Sebastian for a cutscene, and then has to walk the length of the dungeon again to the summoning platform. The teleporters dont really cut this short. Either put the player back to the platform (where they were taken from) or add instant warp spots.

Animations are good. Would be cooler if the story animations didn't swap to still pictures for the finishers. Im into that.
I largely disagree.

1. Most of the puzzles are environmental in nature and so a separate view wouldn't make any sense. Some puzzles like the planet puzzle or gear maze COULD utilize a different camera, but I don't think they are needed. The view for the alchemy puzzle feels like a necessity because of the size of the table and the small symbols. It simply wouldn't work any other way, though I agree the control scheme is a little off for alchemy but not unusable. I don't see an issue with the controls in general.

2. I don't see anything wrong with the current spell mechanics. You don't have a reactionary need for the spells that they need to be a button press away like in an action game. Very much a "If it ain't broke..." situation.

3. Hints and stuff have been discussed before. I think a cutscene for EVERY puzzle would be overkill, and the spell that highlights objects for you puts agency on you as a player without spoon feeding you (which is the important balance to try and maintain). Evi commenting on the larger objective of a puzzle or noting something that suggests the objective isn't bad but it, again, it puts agency on the player to experiment and look around to see what they can use and how.

In my mind, a puzzle simply needs to follow a logic that isn't just trial an error. That's why I think the picture/statuette puzzle and the second fog door are the weakest in the game. Sometimes that just means there's an extra book or different use of environmental storytelling.

4. I do agree that some of the placements after cutscenes were a little unnecessary in this update but that spawning location can easily be changed later. I don't think adding a warp mechanic is necessary unless the area become huge later on.

5. I can take or leave the stills. Cutscenes are currently stills and sex is animated and since there is dialogue when story sex scenes end I understand why they are that way. Everything being animated is nice but not a necessity and obviously adds more work for one person.
 
4.30 star(s) 55 Votes