4.30 star(s) 11 Votes

BreadFox

New Member
Oct 5, 2022
5
6
126
I've only had issues with trying to throw her down to get up in higher places and some wall-jumps, other than that the movement feels awesome. If anything, i'd think it would be better if Gale stuck more to the walls when wall-jumping, and having better control of where to throw, like a mouse-oriented option aswell could be interesting.

Since i'm already here, and i've read the catboy's description on the enemy tab, will a pregnancy mechanic be available?

I mean, could just be like a difficulty tweak for some, like an instant loss condition and a bad ending, or just spawning more enemies (like the slime eggs), anything (optional probably, cause i know some people dislike this type of stuff) simple could work i guess.
 

Snowkid96

New Member
Apr 9, 2020
10
9
103
this jump is freaking killing me dude, dash jumping is not much of an issue but you cant get much height when u jump from the right wall to the left

edit:
game is amazing though i hope theres gonna be more in future updates
 
Last edited:
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Reactions: Mister Wake
Jul 4, 2018
379
534
246
The platforming is a bit of an issue, takes a bit of time getting used to the gameplay loop and the controls, but from what I've seen so far? This shit is peak. Please continue this...
 

pixel46

Newbie
Jan 23, 2024
32
29
63
Game is fun and I like the difficulty and her dialogue.
One complaint is a lack of savepoints because its actually a little ridiculous starting from 0 everytime lol (imo)
 

Stupidkiller

Well-Known Member
Jan 12, 2018
1,186
2,424
425
This is great content so far, I do have 2 criticisms though:

1. It would be nice if the player could know where the exit was. Sometimes (especially in the challenge level) I'm mostly wondering where the fuck I need to even go. Idk if you should make it so there's a literal arrow pointing at the exit or use some more subtle signposting, but it definitely needs more than the few coins trail you did include. Being able to zoom out might also help.

2. Make it so that going through a platform requires two button presses. Having it only on down arrow creates a situation where I yoshi jump off Athena and end up holding the down key a little too long, making me fall right through the platform I was aiming for. Most platformers usually use a combination of down + jump.
 

c_noise

New Member
Aug 27, 2019
9
33
133
How about holding her and pressing the jump key in the air automatically throws her down?
It will work like a double jump with restrictions and will help improve operability.
 
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racecar tacocat

New Member
Jul 18, 2023
2
7
127
Honestly, I would prefer an ammo that refills over time instead of limited ammo. It would make it so enemies never pull out if you want the scene to repeat without waiting, and you aren't forced to just wait around forever if you get stuck in a sex loop of a bunch of enemies with no ammo.
 

Kazaim

Member
Apr 2, 2020
470
728
217
Really liked this. Would want much more. Unfortunately, i can not support this on Subscribestar, because it rejects my Card for some reason. If only Dingus had a Boosty Account to support on.

Just some thoughts i would like to give:

The Controls are pretty hard, and the game feels a bit too sweaty. I really can not do that Trap Dungeon part unless i want to get KO'd once or barely any HP left, i am naturally bad at Platformers, so take my words as a bitch bias. Give us perhaps a choice between an Easier Difficulty option or playing Normally as intended. Meaning that the Movement has slightly less Gravity, Jumping range is doubled, Damage output is increased, Enemy HP slightly lower, Gale's HP doubled and regens slowly. This might sound OP, but meh. I am here to fap mostly.

Gale's attack regenerates 1 Ammo every 3 seconds. Every enemy gives you 3 Ammo at least, if you manage to swiftly and effective defeat an enemy like a pro using Athena, you get 6 Ammo instead. Reward the player for being good and clever.

Dungeons do not have a lot of Light. Making it so Gale hardly see much, but the Player is able to see more than Gale in the dark and what is happening to Athena, for example. Dungeons have small light sources from natural light like biolumiscent plants and some of them have artificial light sources like wall torches and etc, and Trap Rooms have plenty of light from braziers and etc. Outdoor dungeons are not dark, but some parts have shadows and such. Perhaps have scenes happen kinda hidden in the background that Gale do not see or hear very much, just know something is happening to Athena and throw Daggers to help her. Making it a bit more of a Hidden Voyerism approach.

That is all. Thank you very much for this! I have played Lotty's Adventure too, and kind of like it. Take care!
 

Nullnal1

Member
Jul 12, 2018
294
343
248
that wall jump mechanic needs to be reworked cuz if you aren't PERFECT with it, then it'll not work. Awesome game desing
 
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IceHunt55

Member
Oct 10, 2018
248
377
147
Damn, Gale is literally me, physically and routine-wise. Also his girl gets stolen by cats.
 

dingusdev

Newbie
Game Developer
Apr 14, 2025
19
144
47
i added a small update to ease some pending issues for now until i do a full pass through the game:
  • Redesigned the Athena down throw mechanic to be a double jump instead of an input combo (down + attack)
  • Made some tough jumps in some of the rooms a little easier
  • You start off with 25 daggers now instead of 15
check out the itch.io page for the update if it isn't in the thread yet
 
Apr 8, 2019
316
868
216
i added a small update to ease some pending issues for now until i do a full pass through the game:
  • Redesigned the Athena down throw mechanic to be a double jump instead of an input combo (down + attack)
  • Made some tough jumps in some of the rooms a little easier
  • You start off with 25 daggers now instead of 15
check out the itch.io page for the update if it isn't in the thread yet
DemoFlower.png
 
4.30 star(s) 11 Votes