Create and Fuck your AI Cum Slut –70% OFF
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torolatorre

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Jul 31, 2020
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Ok, if the debuff is a part of the cumflation kink then that's fine, but I need to make sure it's the case, have you seen it in other games too?
Not in a combat kind of game like, is mostly on visual novels where there isn't a real impact on anything that happens to the player, but a pose change can be implemented without affecting the overall movement, it will be a visual effect that completes or complement the inflation kink.
I now that on final stages of pregnancies some woman feel the weight and it has an impact on her postures and amount of activity so it is not far fetched that a cum inflation would have similar effects
 
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torolatorre

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Jul 31, 2020
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I am not interested in the idea or the visual of inflation, stomach bulge or pregnancy. I'd recommend a switch to turn it off (the option settings may already have that, but if so, I haven't seen it).
I've enjoyed playing Sombionic, and am awaiting the release of the next level.
setting > kinks > pregnancy (have an on/off switch)
 

Nayenezgani

Member
Jan 5, 2024
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I am not interested in the idea or the visual of inflation, stomach bulge or pregnancy. I'd recommend a switch to turn it off (the option settings may already have that, but if so, I haven't seen it).
I've enjoyed playing Sombionic, and am awaiting the release of the next level.
Hi, fleet. It's turned off by default, in order to turn it on you must go to settings (or press "K") and turn it on. Those fetishes are optional of course and new levels are my highest priority right now.
 
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Nayenezgani

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Jan 5, 2024
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Because this is mostly a real-time action game, you will need compensation if you are punishing the player. You can dodge or reposition if your speed is halved.

Idea: the healing while fighting is greatly reduced and continues slowly while removing the semen in the womb. (can also continue while in sex-mode -> uses the time of the player not continuing the game)

Maybe there are mods or genetic adaptations to have a bigger womb and hold more content. There could be a lot of mechanics you could implement, but Nayenezgani doesn't have unlimited time. I would like to increase the baby mechanics to maybe cling to the breasts and survive longer. This means you could use a limited count outside of your body, relative to your breast milk production. Then you need time to birth more, but only if there are some in your womb.

If all relevant things have a weight, you can calculate how encumbered the player is. Would also limit heavy weapons and armor or you will need something to increase your carrying capacity. I would prefer a gradual reduction, maybe reducing max stamina or something.

Remember: Maybe there are some people that do not like the idea or the visual of inflation, stomach bulge or pregnancy. I would like to hear their input and ideas.
This is interesting, we can discuss in DMs with more ideas just so I have a starting point when I start working on that, but it will be after the next release, because I'm finishing the first part of a new level right now :D
 
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Nayenezgani

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Jan 5, 2024
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I'm working on a new level - just the first 1/3 of it (and bringing back a reworked intro level), it takes a lot of time and the patch notes for this new build are pretty big, so I'm planning to release by the end of the month, current target is 27th Nov.

Then I've planned one more release for this year (or might actually be very early January because of holidays), which will be shorter and will focus on animations, Melany's ultimate ability (finally) and making an endless inventory (or a 2nd, but much bigger stash) since some users already have their inventories full.

To those who haven't seen, I've been working on lipsync on the side too, here is a GIF preview and the full video with audio at this . BTW: This is not Melany's voice, it's a random text to speech, that lets me test. Also her cheeks need to be animated as well while talking

output.gif
 

arobotbrain1

Newbie
Sep 28, 2017
69
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I'm working on a new level - just the first 1/3 of it (and bringing back a reworked intro level), it takes a lot of time and the patch notes for this new build are pretty big, so I'm planning to release by the end of the month, current target is 27th Nov.

Then I've planned one more release for this year (or might actually be very early January because of holidays), which will be shorter and will focus on animations, Melany's ultimate ability (finally) and making an endless inventory (or a 2nd, but much bigger stash) since some users already have their inventories full.

To those who haven't seen, I've been working on lipsync on the side too, here is a GIF preview and the full video with audio at this link. BTW: This is not Melany's voice, it's a random text to speech, that lets me test. Also her cheeks need to be animated as well while talking

View attachment 5434800
The sex animations will definitely benefit from facial expressions.
 
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IonDistorter

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Jun 17, 2020
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it sort of is but is part of the kink as well IMO. I mean usually stuff related to it end up with the girl unable to move and or barely walking as in carrying a heavy load, like you were going to start a squat and had to start walking, back slightly bending forward and bending knees.
if you play Manaka i like when she have the vibrator on high (sorry to mention another game here by way) they add a huge speed reduction and disabled running tho
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Another options is a separated option for the buffs effects
as far i know, it's okay if you cite other games as reference or example on the thread as along it remains on topic, what isn't okay is making active comparisons and double it for the review writing.
 

Scud74

Active Member
Oct 12, 2017
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Good visual, kinks and animations. But the whole level design, combat and sex mechanics are bland and inconsistent one with another. But I see you work a lot on implement new things consistenly, so I think you just need time to put things together.
 

Nayenezgani

Member
Jan 5, 2024
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Good visual, kinks and animations. But the whole level design, combat and sex mechanics are bland and inconsistent one with another. But I see you work a lot on implement new things consistenly, so I think you just need time to put things together.
I'm working on a new level now and I'm doing everything myself, level design is my weakest point (my degrees are in programming fields) and I work on improving it. The good thing is that I made tools that alllow a non-destructive workflow, so at anytime i can edit parts of the terrain without breaking the whole thing (like I did a few times with level 1). That being said, yes I expect a couple of iterations of each level until I get it right including the new one.
 

arobotbrain1

Newbie
Sep 28, 2017
69
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I'm working on a new level now and I'm doing everything myself, level design is my weakest point (my degrees are in programming fields) and I work on improving it. The good thing is that I made tools that alllow a non-destructive workflow, so at anytime i can edit parts of the terrain without breaking the whole thing (like I did a few times with level 1). That being said, yes I expect a couple of iterations of each level until I get it right including the new one.
While my training was mostly in coding as well, my hobby in tabletop rpg design got me thinking about adventure/area design a while ago. If you want to talk level design, feel free to reach out.
 

ich0

Member
Dec 14, 2018
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I'm working on a new level now and I'm doing everything myself, level design is my weakest point (my degrees are in programming fields) and I work on improving it. The good thing is that I made tools that alllow a non-destructive workflow, so at anytime i can edit parts of the terrain without breaking the whole thing (like I did a few times with level 1). That being said, yes I expect a couple of iterations of each level until I get it right including the new one.
While my training was mostly in coding as well, my hobby in tabletop rpg design got me thinking about adventure/area design a while ago. If you want to talk level design, feel free to reach out.
Disclaimer: I don't know the later levels.

If you want to go beyond an arcade/platform game, you need some kind of story for the environment. The question is: Where are you and what's there? There should be at least some consistency in this world building, even if it doesn't have to be completed.

Maybe I am wrong, and our dear developer doesn't only know how to display his thoughts in a "good" environment/terrain.

Sorry for the long text. I am only wondering how to help and with what.
 
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arobotbrain1

Newbie
Sep 28, 2017
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Disclaimer: I don't know the later levels.

If you want to go beyond an arcade/platform game, you need some kind of story for the environment. The question is: Where are you and what's there? There should be at least some consistency in this world building, even if it doesn't have to be completed.

Maybe I am wrong, and our dear developer doesn't only know how to display his thoughts in a "good" environment/terrain.

Sorry for the long text. I am only wondering how to help and with what.
I get what you're saying. I like to think about the physical space of the adventuring environment as a place having purpose and history - and that history may change over time. A long-abandoned dwarven tomb which is now a goblin warren, complete with an off-limits portion where their shaman's magical experiment went horribly wrong. That sort of start gives you what you need to add the detail that make the place feel real.

That said, for Sombionic, it might be that the place is alien, and the consistency it has doesn't match the player's expectations. It might be better than to work in themes. Like, do you want the place to have a feeling of peril and danger? Perhaps closed, tight environments make sense. Freedom? More open. Do you want the players to feel like encountering a foe is a battle, or a hunt? And if it's a hunt, who is the hunter, and who is the prey?

So yeah, there's some broad strokes to consider in this regard. Still, if he is focusing on the tech and foes, leaving level design "functional, but uninteresting" is fine for now.
 
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Nayenezgani

Member
Jan 5, 2024
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Disclaimer: I don't know the later levels.

If you want to go beyond an arcade/platform game, you need some kind of story for the environment. The question is: Where are you and what's there? There should be at least some consistency in this world building, even if it doesn't have to be completed.

Maybe I am wrong, and our dear developer doesn't only know how to display his thoughts in a "good" environment/terrain.

Sorry for the long text. I am only wondering how to help and with what.
There's already a story and plenty of worldbuilding I've done, but haven't published it. I think a .pdf "book" would be a good idea, but it's wasn't a high priority until recently.
 
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ich0

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Dec 14, 2018
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There's already a story and plenty of worldbuilding I've done, but haven't published it. I think a .pdf "book" would be a good idea, but it's wasn't a high priority until recently.
If you want help with specific things, then some of this information is necessary.

The question is what you want to outsource. If all agree that something like "building a jungle environment around the map" is good, then there is only a new task with a lot of work and/or needed knowledge. This is an extreme example, but it shows a problem that needs communication and priorization to solve.
 

Nayenezgani

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Jan 5, 2024
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IonDistorter

I just saw your review. The game is NOT a multiplayer live-service game it's a singleplayer only game, not even co-op. The boss war / death match will be with AI like you can spawn bots in cs 1.6 and play. I don't know what is your computer, but I've tested it on my 13 year old laptop with a very old GPU and the game runs with 30-40 FPS, on GTX 1060 (nearly a decade old gpu), it runs with 60-75 FPS. I have a player on Mac who is running windows as a VM and gets 50-60 FPS and on my RTX 2060 the game runs with 200 FPS. It's either your GPU, drivers or something else that I don't think I can optimize since you mentioned it runs bad even in the menu that only has a single character and a UI, maybe press '/' and check your console logs, if it spams errors then it might be because of it.

The music - calm transition to combat is like I mentioned the style of Doom.

I'd be curious to see how you can slap a few assets together in unity and create this in an hour though.
 
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Nayenezgani

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Jan 5, 2024
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v0.3.10 is OUT!

Full Trailer →

Highlights:

•3 New NSFW Animations: Melany x Kryth/Artilor

•Melany climax + VFX

•New Campaign Level 2 (25% completed)

•New Recovery Level

•Customize eyebrows color and lipstick

•Naval and Nose piercing

•Collectables & Secrets

•Melany solo shower in Level 2

FULL NOTES:

•3 New NSFW Animations: Melany x Kryth/Artilor

•Melany climax + VFX: Melany now uses the same climax framework that male characters have. During animation scenes, players can trigger her climax through an interaction prompt.

•Melany Solo Shower (Level 2 Secret Animation): A hidden shower scene can now be discovered in Campaign Level 2.

shower_emote.png


•Collectables & Secrets System: A new collectables framework has been added. Secrets are the first collectable type and they are hidden across each level and reward players with higher level score. The scoring system will be expanded in upcoming updates.

secret.png


•New Campaign Level 2: The second campaign level continues Act I’s desert theme, but expands it with tall rock formations, dried riverbeds, denser vegetation, and new environmental hazards

•New Recovery Level (Level 0): A new introductory level that explains how the player arrives at Level 1. This level includes key storytelling, early gameplay guidance and a few hints about the larger narrative. It introduces themes that will be expanded later in the campaign.

mel.png


•Level 1 Intro Rework + Cinematic: Level 1 now begins with a cinematic and dialogues. The opening terrain has been updated with new cliff models.

•Eyebrow Color + Lipstick Customization: Players can now visit the Store > Customization section to modify Melany’s eyebrow color and lipstick.

eyebrows.gif
lipstick.gif

•Naval and Nose piercing: New items in the store.

•New Emote: Sit on a chair with crossed legs.
sit chair.png

•Organ Failure Notification: Organs now decay over time. Once an organ becomes damaged, it will begin to negatively affect the player. A new monitoring system alerts players when an organ reaches a decayed state.

•Hotbar Scale Customization: A new accessibility option under Settings > Accessibility allows players to scale the hotbar size.

•New Achievement: “Human Enough”: A new achievement tied to the new Recovery (Level 0) area. Completing key dialogue interactions in this level will unlock it.

•Leech mini-boss.

•Auto-Pickup Loot: Players can now enable automatic loot collection under Settings. This includes categories such as currencies, organs and more. When activated your character automatically picks up the selected item types upon proximity.

•Menu UI Redesign: Multiple sections of the main menu have been visually updated for consistency and readability/


game modes.png

•Recovery System for Lost Items Between Versions: A backend system that restores potentially missing items when loading old saves into newer game versions.

•Inventory Organ Slot Fix: Fixed an issue where organ items could not be properly equipped because the slot shapes were not loading in the correct order.

•Actor Name Display in Dialogues: Dialogue boxes now display character names using their assigned actor IDs. This includes new references in the Recovery level, such as Melany’s father.

•Level 2 Puzzle: A new environmental puzzle has been added to Level 2.

Blinking Control: Characters can blink at varying degrees, as seen in the new animation where Melany’s eyes are partially closed.

•New Desert Vegetation Models: Rocks, cactuses, trees and additional desert vegetation.

•Virtual GPU Compatibility: Improved support for users running Windows through virtual GPUs, such as Windows on Mac. This resolves several graphical issues reported by players using VM environments.

•GPU Error Display in Splash Screen: If the game detects an unsupported GPU, an error message now appears during the splash screen. The message includes troubleshooting tips to help users get the game running.

•Emote Localization Support: All emotes now support localization.

•Main Menu Weapon + Head IK Fix: Resolved a bug where Melany’s gun sometimes appeared in the main menu and her head IK failed to activate correctly.
 

MrCharismo

Member
Feb 28, 2023
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IonDistorter

I just saw your review. The game is NOT a multiplayer live-service game it's a singleplayer only game, not even co-op. The boss war / death match will be with AI like you can spawn bots in cs 1.6 and play. I don't know what is your computer, but I've tested it on my 13 year old laptop with a very old GPU and the game runs with 30-40 FPS, on GTX 1060 (nearly a decade old gpu), it runs with 60-75 FPS.

The music - calm transition to combat is like I mentioned the style of Doom.

I'd be curious to see how you can slap a few assets together in unity and create this in an hour though, or let's be real I can give you a year to make 40% of it.
Dude don't listen to that guy. I've been heavily following almost every 3d fem protagonist game here, and you're one of the most consistent devs. You also release updates in a timely manner.

I mean hell... The dev of delta zone hasn't released content since June or July? And his big update is just adding grenades and a hand blade lol.

You, the dev of HardStuck, and Viktor Black are some of the best in general when it comes to updates and communication.

I hate that your game is stuck at 2 and a half stars because of the issues at the beginning. I hope that changes as your game gets more popular
 
2.80 star(s) 20 Votes