Det.DanDMan

Newbie
Apr 5, 2018
19
42
23
So far this game is surprisingly entertaining, with clearly a lot of potential if the number of enemy types, animations, and maybe maze interactions, are all increased and varied. But I do have 4 notes:

1) Up until about floor 8 of the second dungeon, purifying enemies would pause both the danger timer AND the world around me. After that time, it now only pauses the timer and the world continues moving, even if I go back to earlier floors or other dungeons.

2) The third Dungeon contains Gold versions of the statues. Are these meant to behave as the stone ones? As they never seem to move.

3) Though rare, opening a door only to run into a wall is always interesting. Luckily I've had an alternate path each time. EXCEPT ONE! The final exit room on floor 10 being inaccessible.

4) The laughing enemies need a nerf. Having more than one attack or worse, the stalker and one, is beyond infuriating. Dying to skill issue, fair enough. Dying to an annoying stun lock because she's laughing and the Stalker is shooting you... Not so much. Tits are great though.
 
Last edited:
  • Like
Reactions: Holdin' Cross

bomb2022

Member
Mar 3, 2022
198
309
187
Completely agreed, once my approach to Sin Spire changed to the Soulslike approach of 'you are completely meant to die multiple times and return multiple times to collect your stuff before continuing - this is intentional use of mechanics and not failure', my experience with the game changed for the better!
comparing this to dark souls just means you have skill issues...

seriously this game is too easy
my inventory is full of stuff... they need to add a carry limit
i can simply gun/fight/fuck my way through the floors

also i wonder what v1.0 will look like... with all this content in a v0.0.5a
 
Last edited:

pepote

Newbie
Nov 12, 2017
66
33
221
First dungueon was hard, narrow corridors made it very difficult to escape enemies. Second one made it much easier to farm items. I think the first one need a review on difficulty to make it more of a slow slope.
 
  • Like
Reactions: Holdin' Cross

Ankhesenamun

Member
Dec 17, 2017
462
1,504
246
comparing this to dark souls just means you have skill issues...

seriously this game is too easy
my inventory is full of stuff... they need to add a carry limit
i can simply gun/fight/fuck my way through the floors

also i wonder what v1.0 will look like... with all this content in a v0.0.5a
Don't bother giving attention to the noobs. Just post this.

 

Artix0

Well-Known Member
Modder
Jun 26, 2017
1,206
2,347
401
comparing this to dark souls just means you have skill issues
You've misread the comment.

Borrowing a Soulslike mechanic =/= "dark souls difficulty"

Just because a game uses the mechanic of 'death drops your currency and you can return to pick it up afterwards' doesn't mean that a game is as difficult as Dark Souls. Those are two entirely separate things.

1755914448071.png

Unless you mean to say that Vivi shouldn't have died once and anyone who lets themselves die has a skill issue? In which case, sure, it's an opinion. I just think it's more efficient early game to let yourself die if necessary and sprint back, rather than trying to stealth everything etc.
 
Last edited:

AnimeFionna

Newbie
Mar 22, 2022
32
38
69
Guys, the Dev Log got dropped.

Sin Spire - Dev Log 35
Hello everyone! I’ll be keeping today’s Dev Log brief as I don’t have too much to discuss openly. First, though, I’ll address the absence of last week’s Dev Log. As some of you know, I had some non-dev obligations that resulted in me being away from my computer for a while. The length of this period was actually longer than I had anticipated and as such I was gone for a little over a week. Previous to that, I hadn’t made much progress since the last Dev Log.

Since coming back, I have been trying to get back into the groove which is proving more difficult than expected due to distractions appearing quite regularly (again away from my computer) but I’m hoping that’ll clear up soon. I have gotten some work done but considering how much I wanted to get done before the end of August, I’m very far behind.

So, let’s go over what’s actually been worked on:

Final Cutscene(s)
I briefly mentioned my original plans for the game to have way more cutscenes but I cut back on them for a variety of reasons. Well, I’ve decided to cut back even more on cutscenes (where the camera is outside of the player’s view). The reasoning behind this is quite simple: to save time.

The introductory cutscene for the final boss is one of the more complicated sequences due to it being affected by multiple variables that occur through gameplay. An actual cinematic is not really possible due to this cutscene needing a choice system as well as having elements affected by previous player actions.

Instead of a cinematic cutscene, I’ve decided to keep everything confined to the already existing dialogue system with some cutaways for key reveals/moments. It’s not ideal but I think at this point I need to be realistic about what’s achievable.

I will note that I did try to use my previous method but got a headache when it came to having to rework systems or make new systems to introduce the choice based elements. So, I decided to just do without so I don’t spend another few weeks making a bespoke system for it.

Of course, there are still some things to figure out and smoothly transitioning from dialogue to those ‘key reveals’ will be something I need to work on. For now, I’m cutting up the recorded audio and setting up the dialogue that’ll be used for this final sequence before working on the actual animations for the reveals.

Boss Fight(s)
The two boss fights have not gotten a lot of love in light of all this narrative work. As such they are not really in a playable state. They’re both using placeholder boss fights (Mangler) in order to get the surrounding logic to work but obviously I plan for the two bosses to have their own attacks and move sets. Admittedly some of this is tricky to figure out but I do have a good idea of what I want to do, I Just need to figure out how to actually achieve it.

Boss fights have not been my favorite thing to work on for this game, so working up the motivation is tricky to say the least. Animation is tough and the fact that it’s going towards something I don’t really like doing definitely leads to me procrastinating a bit.

Final Goodies
So, there are a few more sex scenes planned for the game. Ophelia’s which will happen at the end of her quest (currently there’s placeholder dialogue for her) and a couple of scenes with the final boss. None of these have been worked on yet but they are planned to come in the future as they tie directly to the story.

Kind of an obvious thing to mention but, as I said, I’m behind on where I should be and I don’t think I’ll be able to reach the August deadline for version 0.1. I apologize to anyone who was hoping to see the story wrapped up by the end of the month. As I’ve said before, the closer you get to the end, the longer everything seems to take.

I am still keeping things vague for now but will try and get some images for my next Dev Log as I’m sure you guys are tired of just seeing walls of text. Anyway, that’s all for today. I’ll see you guys the next time I have something to mention. If not next week, then the week after. Have a good one.
 
Jul 17, 2022
2
5
13
Honestly one of the greatest games I've played that had sexual content within it. seriously I enjoyed this game so much and it's so well made it's amazing. Although a little grindy and lots of skill is needed but got easier with experience. For me this is an easy 10/10. (only problem is I can't find the green pendent)
 

KingBlarg

New Member
Mar 28, 2025
11
23
3
Honestly one of the greatest games I've played that had sexual content within it. seriously I enjoyed this game so much and it's so well made it's amazing. Although a little grindy and lots of skill is needed but got easier with experience. For me this is an easy 10/10. (only problem is I can't find the green pendent)

my best tip is after you have done a boss on a level then run the level over and over again and clear all chests, you are no longer limited by the clock anymore so you can roam around and loot as much as you want
 

uwuowoqwq

New Member
Nov 26, 2022
7
1
53

bjcklo

Newbie
Apr 13, 2019
18
14
44
Butcherette has a duplicate of her only sex animation. Mistake or a placeholder? Hoping it's the latter.
 

Det.DanDMan

Newbie
Apr 5, 2018
19
42
23
Butcherette has a duplicate of her only sex animation. Mistake or a placeholder? Hoping it's the latter.
Definitely hoping it's a placeholder. Monsters need more than just the one.

The "Stone Virgin" (statue) from the mansion, also has a gold duplicate in game. So far it only appears in the Slacker dungeon and doesn't appear in free-roam. You can still interact with it, but it doesn't move or attack. Also hopefully just placeholding.
 

ViviX12

Engaged Member
Jan 5, 2019
3,206
5,028
698
Butcherette has a duplicate of her only sex animation. Mistake or a placeholder? Hoping it's the latter.
Multiple animations for enemies has been stated in the plans before. Unlikely for release, as that's focusing on finishing story content first, but afterwards.
 
  • Like
Reactions: Klingr

theorangefox

Newbie
Jul 14, 2020
45
76
28
Maaan what a good game. Just finished the first bossfight. Fantastic work on main character being a horny menace to local monster women populace. Truly peak of gaming. Hope this tone keeps up for the next two dungeons!
An ounce of criticism - bloody trek to the spire and 'tutorial' before this were so boring! Only the slenderman-like white chick made me push through the 500 mile walk from hut to spire (And I didn't get to bed her! :cry:)

Really made me feel like this guy:
Fk7Bo9yWQAQ0FEc.jpg

... fantastic work dev!
 
4.30 star(s) 75 Votes