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Unity Abandoned Saeba - To Find a Legend [v1 Overhaul Part 1 Free Alpha] [NekoPan Cafe]

5.00 star(s) 1 Vote

NekoPanCafe

Newbie
Game Developer
Nov 25, 2019
17
51
cover picture 2b.jpg

Overview:
Saeba is going to be a massive stylish sidescrolling action game set on an animal ear planet, with ecchi elements similar to the Senran Kagura series. It sets out to provide a deep, fun combat experience, and ecchi elements that are expanded upon with more varied concepts than the average ecchi games being released today!​

Thread Updated: 2024-11-15
Release Date: 2024-04-30
Developer: NekoPan Cafe -
Censored: Yes
Version: 1 Free Alpha
OS: Windows
Language: English
Genre:
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Installation:
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Changelog:
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Developer Notes:
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putridlumpy

New Member
May 4, 2019
4
2
The combat is hard and uncomfortable, but the animations are actually really really good. I'm definitely going to be following this game just because the animation quality shows so much potential.
 

Ilverin

Active Member
Dec 16, 2017
887
1,946
I was expecting a game about City Hunter, given it's name, and am now really disappointed.
 
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Cmann

Active Member
Donor
Feb 7, 2019
517
762
You might want to get a few people to properly and without remorse bug test your dev builds to iron out the most obvious bugs and shortcomings. The main menu itself requires two clicks up or down to select New Game/Exit. Can't select Load, Options or Patreon with only keyboard input, no mouse functionality.

The How To is too rudimentary, and control-scheme too clunky.
If you want people to genuinely test your combat, you have to make sure to have the right test environment both in form of level design(to take advantage of double-jump/wall-jump/dash), control scheme(Default Unity?) to bring it more in line with what people expect(Arrowkeys died 20 years ago, and Unity's launcher input config is from the same era), and lacking a quick intro to allow the player to gain some familiarity with the movement and dodge system before having an endless amount of horny, teleporting slime dropped on their heads.
The only reason I bothered was because I was curious of decensoring, so removed all damage except for armor. After having a chance to play around a bit without being constantly stun-locked, the enemies are no problem to handle. Kinda like it, but needs a lot of polish for core mechanics and after digging through the files I'm wondering if those are an indication of how big of a game you're envisioning, or left-overs from an asset package.
 
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NekoPanCafe

Newbie
Game Developer
Nov 25, 2019
17
51
You might want to get a few people to properly and without remorse bug test your dev builds to iron out the most obvious bugs and shortcomings. The main menu itself requires two clicks up or down to select New Game/Exit. Can't select Load, Options or Patreon with only keyboard input, no mouse functionality.

The How To is too rudimentary, and control-scheme too clunky.
If you want people to genuinely test your combat, you have to make sure to have the right test environment both in form of level design(to take advantage of double-jump/wall-jump/dash), control scheme to bring it more in line with what people expect(Current setup is RPGM, NOT a good thing for 3D - Arrowkeys died 20 years ago), and a quick intro for allow the player to gain some familiarity with the movement and dodge system.
The only reason I bothered was because I was curious of decensoring, so removed all damage except for armor. After having a chance to play around a bit without constant stun-locking the enemies are no problem to handle, but before that it was very frustrating.
Thank you for your feedback! I was hoping I would get remorseless feedback on the game by posting it here, actually. I want to improve the game through feedback.

The menu skipping load game and options is actually not a bug. They're disabled on purpose, since they are not functional in this build of the game. I hope to have at least options functional soon.

Do you have any suggestions for keyboard button layout? I would be happy to implement a suggested button layout if the next free demo build does not have button mapping.

By quick intro, do you mean a tutorial or something? I was thinking about making something like that. I realized while writing the readme that it might need a more intuitive explanation in an upcoming build...

Edit: also, sorry the mouse doesn't work on the main menu. It seems to be a unity bug, so I couldn't fix it before distributing it here (it works in the editor, but does not work after being built. Magically, it works again if you go into the game and come back to the main menu. All of the menus for this game use the same code and set up). For the next build, I'll probably backup the project and update it to the latest version to see if that fixes it.
 
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Cmann

Active Member
Donor
Feb 7, 2019
517
762
By quick intro, do you mean a tutorial or something? I was thinking about making something like that. I realized while writing the readme that it might need a more intuitive explanation in an upcoming build...
Yes, don't need anything fancy. Just a quiet place to allow the player to test out the different pieces of the movement/combat, perhaps with on-screen prompts or basic controls written in the background, combined with some movement-obstacles to overcome or combat dummies that only trigger/die from a specific combo or attack type.

For controls I'd go with the "basic" WASD, Space for jump, Shift for run instead of double-click, perhaps CTRL for dash. Unsure about attack, personally it depends on whether you plan to do something more with the camera, or keep it side-scroller outside of special moments - mouse buttons(and potential camera control if you plan to use it more often) vs whichever buttons you prefer on the right side of the keyboard except for numpad.
Best of course would be adjustable in game options but understand it isn't top priority right now.

The menu skipping load game and options is actually not a bug. They're disabled on purpose, since they are not functional in this build of the game.
Ahh, saw Patreon was hyperlinked and figured it was a keyboard issue.
 

Papysh

New Member
Aug 31, 2017
12
13
Adding a feature that allows you to select which part of the clothing can be broken would be a nice addition too, slimes falling on the top of the character can be a little frustrating, spam dashing gets character on the right side of the screen making us vulnerable to anything the Z spamming felt great i would suggest swapping heavy attack combo from using A key in the middle to Z + upper arrow so A can be used as some sort of ultimate in the future please keep up the good work and work on that game
 

Mr. Unknowned

New Member
Sep 3, 2017
9
5
Holy fucking shit, this game is way too hard.

First- while it is nice to use a quick get up command, if you miss it you can easily get stun locked by a single slime. You get up, slime knocks you down. Try to get up again? Slime knocks you down again.

Second- way too many enemies apearing at once. Not only could it decrease the frame rate, but you dont really have a chance against them.

Third- it takes way too long to mash out of grabs. I usually lose like 75% of my hp to a single grab, and it is usually faster for me to just quit to menu and start again than to finish the grab. I wish I was joking, but the grab attacks are nearly impossible to deal with.

Fourth- enemies have way too much hp. This is especially hard to deal with when there are do many enemies with super armour.

If this game was easier, I might consider supporting your patreon with the 10 dollar plan, but not while I have so much trouble to beat a single enemy.
 

freeko

Member
May 15, 2019
149
152
This is one of those times where I really like the potential I see, but I am also frustrated with what has been presented. Something like a race car after it got smashed into a wall. Once you (re)build it, you know it will be something good. The realization that it will be a frustrating process to get to that point is also another part that needs to be considered.

The combat is.. impossible? The dodge works great for the first 2 seconds when there is only a single enemy on the screen. After that, it is not effective. Slime grab damage seems to be super high as you are going to lose more than half your life bar before you can escape. I have some odd camera warping issues, the perspective seems to change the camera focus. It seems unfair in a sense knowing that this is such an early version of the build to so heavily critique what was there.

I think the controls as they are is fine. WASD does not work for me because all the other buttons are all over the place. If I had to design my own game, I use the arrows to move + ASDZXC for possible button options (in that order) as well as possibly conisdering F/V as a 4th button so they are all in a row like the old neo geo arcade cabinets.

The table was different, but not something I am really into. Though I was never able to get one of the animal girls close enough to the table to see if there was an interaction with them and the table like there is with the slimes. The clothing takes too long to destroy right now. Possibly because the damage is so overtuned from the slimes as well as their standing grab animation. I am totally against the mosaic censorship, because then it fails to be an adult game at that point. Does it need sex? That is not my decision to make. I think it would be better to make the panties indestructible past a certain point if you wanted to restrict the game from showing too much at this point.
 

SatanSama666

Member
Aug 21, 2018
430
176
you should definitely try and add sex scenes and stuff like that later u probably we get a larger audience on this platform but plz keep it yuri only if u do and yes i did read the dev note. just an opinion though and gl with ur game
 
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NekoPanCafe

Newbie
Game Developer
Nov 25, 2019
17
51
welp. I can't get back to sleep, so I'll be here for a little bit!

The consensus seems to be that this demo is too difficult, so far. The original idea was that the gameplay would be difficult at first, then easier over time as people get used to and master the combat, but it seems to not be quite that, at the moment.

Is it because Saeba is missing an important combat mechanic?
Do Nier or Bayonetta have something that makes fighting large amounts of enemies fun that Saeba doesn't?
Is it just because there are too many enemies?
Is it just the Gel monster that's the problem?
Is it grabs that are frustrating?
Is it the lack of in-game tutorial?

What's everyone's opinion on how the difficulty can be fixed?

Third- it takes way too long to mash out of grabs. I usually lose like 75% of my hp to a single grab, and it is usually faster for me to just quit to menu and start again than to finish the grab. I wish I was joking, but the grab attacks are nearly impossible to deal with.
Hmmmm. Admittedly, how long it takes to break out of a grab was a bit of a last minute change. Before, it didn't seem very challenging to escape, as I could consistently get out of most grabs in just a second or two. I could maybe make them around 30-50% easier to escape in the next version and see how that works out. or I could lower the damage on them.

By the way, are you playing on keyboard?

i would suggest swapping heavy attack combo from using A key in the middle to Z + upper arrow so A can be used as some sort of ultimate in the future please keep up the good work and work on that game
Funny enough, before the game's combat was simplified (it used to have so many mechanics that some of them didn't really get used), it did have ultimates. Honestly, from time to time, I think about maybe bringing one of the older mechanics back... The only thing about ultimates is that they're a bit difficult to balance. Entire crowds of enemies become easy once you have an ultimate ready and I'm unsure about how they'd work against bosses.

It used to work like Final Fantasy 7's limit break. When the limit bar was full, the special button (which has also been removed) would be replaced with the super until you used it.

I think it would be better to make the panties indestructible past a certain point if you wanted to restrict the game from showing too much at this point.
hmm. An interesting idea, I suppose, but I'm unsure if the game will have bras at this point (they could easily clip with tops unless they're completely invisible until the top is removed) and it would seem weird to have the light censorship on the chest while also having indestructible panties.

Plus, I feel like modders would object to that.
 
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freeko

Member
May 15, 2019
149
152
Modders will get around whatever you do, so why bother putting up that hurdle in the first place? The light censors for senran kagura are there to allow the game to be marketed to the masses instead of a niche community that is here for the adult themes. Marvelous actively helped the modders get rid of the mosaics and light blurs, because every one knew what they wanted the game to really be. If marvelous wanted the game to be censored, they would patch out the mosaic workarounds instead of helping in their creation.

'Should this game have nudity?' is not the same question as 'Should this game have sex?'. You want to draw a line in the sand and say, 'this game will only go this far'. I have no problem with that. It is your game and you want to make it the way you want it to be. Go for it. Make your game the way you want to make it. Once you start caving to what certain people want, you run the risk of alienating other aspects of your potential player base.

As things stand, there are too many enemies, the damage is too high, and the escapes are not intuitive. It is hard to test the game when I spend 3/4th of my time looking at the slime grab animation. As an aside, that animation is done really well. Especially compared to the two animations that I have seen so far with the enemy animalgirls.

I already stated how the dodge mechanic works and then also does not work. I think you may want to look at some side scrollers of old, and see how they play. Trying to compare apples to oranges is what you are doing by bringing up Nier or Bayonetta. They are both 3d games and for now you are making a side scroller.

What Saeba is missing now is polish. It is impossible to answer your first question as we already know there is a missing combat mechanic with the A button skills being disabled. I think having a demo where there is only one slime and one animalgirl to start and then progressively add enemies in waves might allow for a better test environment.
 

NekoPanCafe

Newbie
Game Developer
Nov 25, 2019
17
51
Thanks for your feedback!

I understand about the light censors. I also want a certain degree of marketability for Saeba as well, which is why the feature was implemented. It's basically a win-win as it is now. I can, as you mentioned, attempt to market the game beyond small adult communities with the censors in, and people who don't want censors can mod them out.

That's how I feel about it anyway.

About the dodge. I think I understand what you mean now. If you don't use the invincible counter attack move directly after, then the invincibility goes away as soon as the successful dodge animation finishes. so I guess during development, I didn't really consider that some people might try to dodge without countering. I wonder what the best solution is...

I think your idea for a level that ramps up in difficulty is interesting. I'll think about how I can make something like that for a later build.
 

Reapergod36

Well-Known Member
Jun 23, 2017
1,049
954
Hard as all fuck and I'm usually one to play sidescrolling beat 'em ups a lot. Stun locked and raped into oblivion and not in a good or responsive way. I couldn't do anything about it because every enemy is invincible in their start up animations. I suggest adding stagger to the protagonist's hits and moving the control scheme to something more like Z being light, X being heavy, Up Arrow being jump and C being dash. There seems no point in having Up not be jump.

I get that you wanted to 'test' the game, but then allow us in the options to edit parameters like difficulty. I found it rediculously hard to dispatch one slime alone, let alone the fuck ton you drop on the player for some reason.

That dash feels really non-responsive as you either completely away from the attack or you're hit by it no matter when you dodge. It needs some invincibility frames or more start up on enemy attacks.

EDIT: The enemy grapples require some intense button mashing, I'd suggest reducing a shit ton if you don't want people to beat the fuck out of their keyboards to escape a basic enemy grab.
 

NekoPanCafe

Newbie
Game Developer
Nov 25, 2019
17
51
I'm awake again! I'm working on a new build of the demo now.

Changes so far:

1. to make it easier for keyboard players, human grabs are now 1/2 as difficult (40 to 20 escape points) to escape and gel grabs are 1/3 as difficult (90 to 30 escape points)

2. monster spawners now ramp up amounts of enemies spawned, survival mode style

3. the gel tackle no longer knocks over on hit. Instead, it raises an invisible amount of knockdown points. If the knockdown points are full, you'll be knocked over

4. since this is a small demo, I've decided to raise the damage multiplier for clothing

5. control mapping is working and will be in the next build

I'm thinking about adding invincibility frames to the dash, but I'm not too sure yet.

note: The player's clothing take a while to break, not because they're tuned to gel damage, but because the game is meant to eventually have large environments to explore. It would be frustrating if armor broke on just one or two hits, wouldn't it?
 
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5.00 star(s) 1 Vote