CREATE YOUR AI CUM SLUT ON CANDY.AI TRY FOR FREE
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4.30 star(s) 53 Votes

Trongle

Artist, writer, game designer.
Game Developer
Jun 16, 2018
301
796
Can't agree with something like this more really. Just anything that allows us to better experience the actual sexual aspects. I've read you do have a mechanic/integration of sex/hentai in mind that will be more prevalent it seems as far as development goes, but this is probably the biggest gripe is that seeing any of the actual sex itself is pretty difficult, and only leads to largely still images. Huge sucker for combat sex so anything that adds to that I think would personally be fantastic, whether its just extending and animating/adding sound to the current cut ins when being groped and the like, or something entirely new.
Right now, "animating" every single enemy sex image is just not possible.

1687509759310.png

Animation is COOL, yes. But to put this in perspective, there are 30 unique sex images (not including the groping ones) split among only five enemy types in the just this demo so far. I am a very quick artist and I can draw a nice looking image in around 30 minutes to an hour. But if I were to animate these with the same level of quality as I draw the art it would take somewhere around 6-9 hours per animation.
If you allow me to do things my way, I hope to be able to make T-O-N-S of still image content in short amounts of time, where if it was all animated updates would definitely take a long time.
(not to mention the insane amount of memory storage that many animations would take up)

There is good news though, while I'm not going to animate the enemy sex images, there is a yet to be implemented mechanic planned which I already have made some sex animations for, and I do plan to make a lot for it. So yeah, there will be sex animations later if everything keeps going as planned.
 

MRN64

Member
Apr 29, 2020
220
674
Animation is COOL, yes. But to put this in perspective, there are 30 unique sex images (not including the groping ones) split among only five enemy types in the just this demo so far. I am a very quick artist and I can draw a nice looking image in around 30 minutes to an hour. But if I were to animate these with the same level of quality as I draw the art it would take somewhere around 6-9 hours per animation.
This is VERY much an issue with people with little to no understanding of how things like game dev work. So many just think devs are magicians that just wave a wand and POOF a game is made. The reality of it is whatever the amount the average layman thinks something takes is a silly fraction of how much work actually goes into it. People will see some fancy animated live 2d somewhere and just assume that its really easy to slap onto anything and everything or they will stumble over a game that is years old that has had THOUSANDS of hours poured into it and just assume that is the barrier to entry.

Just to put it into perspective even something as simple as having a two frame animation DOUBLES the art work required. You want something that looks "reasonable" thats six frames which is six times the art work. Something that starts to look good? Well thats twelve frames which you guessed it is twelve times the work. Granted high quality traditional animation is never a good idea for games like this though. Its live 2d, poseable assets, or 2-3 frames and thats it.

I will say though that even something as simple as a two frame animation is huge for improving presentation. Any movement is infinitely better than none at all after all. Whether or not its worth the doubling the art workload is another thing entirely. It is also something that could be added in "relatively" easy after a certain point as long as the art styles dont change drastically. It might still be worth thinking of "lazy man" animation though like two frames that cycle. Doing that you can keep much of the image the same and just alter the bits that move slightly. Like a groping animation that is just the hand squeezing and relaxing with maybe another small detail like a mouth or eyes moving. A simple thing like rotating an image slightly with an insert and uninserted whatever into whatever else with a facial change could likely be done with "relatively" small amount of overhead. Just new layer a slightly different variant of a piece of an image on top of the original. But still overhead is overhead and nobody should be demanding or disappointed when someone chooses to not do any of it. Its their project after all.

The original darkest dungeon is a masterclass example of what i call "lazy man" animation. Each character is only a handful of sprites with either no animation or sprites broken into pieces to make poseable assets. Just the action of having a different defending and attacking sprite does so much for presentation. Almost every attack in the game is a "two frame" animation. You start with the default standing sprite and swap to an attack sprite and then back. Its genius on how much work it saves and how amazing the final product looks. Breaking up and animating sprites is a real pain in the ass though so thats probably a waste though.

As i edit this for the second time id just also add that feature creep is the number one killer of projects. It is ALWAYS best to keep the project slim and simple and to not expand the scope too much unless you are EXTREMELY comfortable doing so. That is also something people never understand. Too many "What if we did this?" and you end up with star citizen. All bloat no release date.
 
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mrgrgrgrgrgr

New Member
Oct 4, 2020
1
1
pretty fun! loved it and looking forward to more.

The push/pull aspect of the battle system is awesome.
With how difficult the game is, it's very rewarding to pull a good turn off using the push/pull skills to manage your board or deal a good combo.

However I think the enemy spawn rate (or their health at least) is a bit too much and ends up being at odds with the push/pull mechanic.
As the board fills up there are too many units that get wedged in between another so attempting to strategize around pushing/pulling them is pointless when they can't even move.
If you aren't picking the AOE skills then your board gets cluttered earlier in the run, and any skills you picked that involve the push/pull mechanic that aren't AOE become useless. And if you are late in a run where the board is becoming cluttered even with aoe skill spam, no way in hell are you going to pick a skill that is mainly pushing/pulling!

Don't get me wrong, I do love the fact that your strategy becomes limited as you make more mistakes and let the board fill up. That unique aspect of losing the benefits of push/pull works great with the bondage theme of the game. Not being able to properly use certain mechanics adds to the feeling of helplessness and panic; especially when teammates start to become incapacitated in one form or another. It just feels like the inevitability of letting your board get swarmed happens too fast and not a result of your own trash decision making.

This might just be a skill issue tho as I haven't figured out any other way to consistently clear the board lol


a minor complaint:
I wish you could wait a bit until the gameover screen shows, or have to click to go to the gameover screen. The consolation prize of seeing all three being captured or tentacled or what have you is barely visible for like a second before it just wipes the screen.
 
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Goatman129

Newbie
Oct 18, 2019
88
109
Right now, "animating" every single enemy sex image is just not possible.

View attachment 2717576

Animation is COOL, yes. But to put this in perspective, there are 30 unique sex images (not including the groping ones) split among only five enemy types in the just this demo so far. I am a very quick artist and I can draw a nice looking image in around 30 minutes to an hour. But if I were to animate these with the same level of quality as I draw the art it would take somewhere around 6-9 hours per animation.
If you allow me to do things my way, I hope to be able to make T-O-N-S of still image content in short amounts of time, where if it was all animated updates would definitely take a long time.
(not to mention the insane amount of memory storage that many animations would take up)

There is good news though, while I'm not going to animate the enemy sex images, there is a yet to be implemented mechanic planned which I already have made some sex animations for, and I do plan to make a lot for it. So yeah, there will be sex animations later if everything keeps going as planned.
god bless you
 

Raikoblast

Newbie
Aug 10, 2017
73
88
The game is a pleasant surprise and is quite fun to play (especially since this is just a demo). The art is fantastic, the animations and attention to detail are great and the gameplay loop can be quite satisfying to play, it's mainly suffering from skill RNG, how tough the monsters are and how little opportunities there are to get items.

I'm also really not a fan of "Lose to see the porn", which seems to be the main way to procure it in female protag games unfortunately. That being said, it actually takes way too long to get the girls down to a point where they can actually get fucked if they don't have a skill that uses sexual resistance. A lot of improvements and QOL stuff have already been put forward in this thread, so I'll just add a few more here:

Enemies are way too hard to kill, even after multiple playthroughs - this can be rectified by spawning less of them, reducing their health, fixing the skill RNG or giving the girls more chances to increase their damage. Obviously this is a roguelike, so dying and being overwhelmed will be inevitable, but even with introducing new items and stuff into the game via Fuu's shop it just feels like such a slog. I think having more options for increasing attack and having it be +5 at least instead of +2 will be a major improvement.

Introduce more recovery methods - if the only way to see scenes is to lose your resources, then there should be far more ways to recover it during battle instead of just 1 or 2 items you get once in a blue moon.

Enemy tooltips - this is actually a big one that will help with strategising since so much of the game is RNG. If I can see how many squares an enemy will move and what type of attack it will do, I can plan a lot better, e.g the wolf moves 2 squares and deals damage to your stamina when in the Red Zone. If it's already in the red zone, I know it's a good shout to either get it outta there or use a sex resistance move instead of stamina, so that I don't overextend my resources.

Introduce skills to Fuu's shop - this could either be giving a girl a permanent skill through all playthroughs, increasing the beginning skill pool from 2 to go up to 4 or 5 options, letting you start with more than 1 skill or increasing the chances of getting skills just through playing.

A bestiary/enemy journal - this can serve as a gallery as well as hosting enemy information if you don't want to have them as a tooltip in battle. These can either be filled out as soon as you first meet the enemy or they can have progress bars that fill out with more information the more of them you kill, Monster Hunter style.

Opportunities for rest - you can introduce a resting skill to each girl that can only be used once per playthrough - Swordgirl gets "Log Toss" where she barrels the enemies down with a log and the party makes a hasty retreat; Ninjagirl gets "Substitution Jutsu" where the girls get replaced with logs that have big balloons for boobs that are actually smoke bombs; Archergirl gets "1000 Traps" where she throws a barrage of things like bolas, caltrops, bear traps etc. This gives the girls a respite where they can camp, converse, recover and potentially have naughty scenes as well as allowing for things like wandering merchants etc. If 1 skill per girl is too much, maybe just have an item that allows you to do this instead.

Overall, I'm really looking forward to seeing this flourish and expand on itself. It's got a really solid base with engaging mechanics and a fun loop, it now just needs to be expounded on and polished. Keep up the good work, devs!
 
Oct 12, 2018
175
249
Right now, "animating" every single enemy sex image is just not possible.

View attachment 2717576

Animation is COOL, yes. But to put this in perspective, there are 30 unique sex images (not including the groping ones) split among only five enemy types in the just this demo so far. I am a very quick artist and I can draw a nice looking image in around 30 minutes to an hour. But if I were to animate these with the same level of quality as I draw the art it would take somewhere around 6-9 hours per animation.
If you allow me to do things my way, I hope to be able to make T-O-N-S of still image content in short amounts of time, where if it was all animated updates would definitely take a long time.
(not to mention the insane amount of memory storage that many animations would take up)

There is good news though, while I'm not going to animate the enemy sex images, there is a yet to be implemented mechanic planned which I already have made some sex animations for, and I do plan to make a lot for it. So yeah, there will be sex animations later if everything keeps going as planned.
I fully realize how much of a workload that'd end up being, realistically the only reason I even brought animation into that part of the topic was more of as a means to speak a desire, and as a way to solve the issue that exists currently in the demo version of the game where its pretty difficult to really enjoy any of the sexual content, if that makes sense. Honestly if groping/sexual images largely lasted just a tad longer, I think they'd be great, but they usually flash by a bit too quickly to really take in. Granted, its great for gameflow/gameplay I will say, but maybe having an option between allowing them to sit there either till the player progresses by pressing a key, or just sit there for a second or so longer before moving onto the next enemy action would be a pretty nice solution I feel.

I know its likely not the intent, but definitely not trying to tell you how to make your game ultimately, more of just tossing out ideas or wishes of mines, and I'm super excited to see whatever you do have planned for the game, but at the end of the day keep trucking on as you are. You guys have something great on your hands here honestly. The fact I've played it as much as I have without really being able to fully enjoy the sex content that's currently available, let alone the fact its just a snippet of the game with it being the first stage and all, says a lot to the actual quality of it, and the base gameplay loop.

All in all, keep on as you are, games definitely got a solid start so far, and again, looking forward to seeing what you can come up with from this point!
 
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Oct 12, 2018
175
249
This is VERY much an issue with people with little to no understanding of how things like game dev work. So many just think devs are magicians that just wave a wand and POOF a game is made. The reality of it is whatever the amount the average layman thinks something takes is a silly fraction of how much work actually goes into it. People will see some fancy animated live 2d somewhere and just assume that its really easy to slap onto anything and everything or they will stumble over a game that is years old that has had THOUSANDS of hours poured into it and just assume that is the barrier to entry.

Just to put it into perspective even something as simple as having a two frame animation DOUBLES the art work required. You want something that looks "reasonable" thats six frames which is six times the art work. Something that starts to look good? Well thats twelve frames which you guessed it is twelve times the work. Granted high quality traditional animation is never a good idea for games like this though. Its live 2d, poseable assets, or 2-3 frames and thats it.

I will say though that even something as simple as a two frame animation is huge for improving presentation. Any movement is infinitely better than none at all after all. Whether or not its worth the doubling the art workload is another thing entirely. It is also something that could be added in "relatively" easy after a certain point as long as the art styles dont change drastically. It might still be worth thinking of "lazy man" animation though like two frames that cycle. Doing that you can keep much of the image the same and just alter the bits that move slightly. Like a groping animation that is just the hand squeezing and relaxing with maybe another small detail like a mouth or eyes moving. A simple thing like rotating an image slightly with an insert and uninserted whatever into whatever else with a facial change could likely be done with "relatively" small amount of overhead. Just new layer a slightly different variant of a piece of an image on top of the original. But still overhead is overhead and nobody should be demanding or disappointed when someone chooses to not do any of it. Its their project after all.

The original darkest dungeon is a masterclass example of what i call "lazy man" animation. Each character is only a handful of sprites with either no animation or sprites broken into pieces to make poseable assets. Just the action of having a different defending and attacking sprite does so much for presentation. Almost every attack in the game is a "two frame" animation. You start with the default standing sprite and swap to an attack sprite and then back. Its genius on how much work it saves and how amazing the final product looks. Breaking up and animating sprites is a real pain in the ass though so thats probably a waste though.

As i edit this for the second time id just also add that feature creep is the number one killer of projects. It is ALWAYS best to keep the project slim and simple and to not expand the scope too much unless you are EXTREMELY comfortable doing so. That is also something people never understand. Too many "What if we did this?" and you end up with star citizen. All bloat no release date.
Trust me, I definitely understand how much work goes into animating things having flirted with it throughout my youth, and even now as an adult as a hobby. Me mentioning that was definitely less of a "this needs to be done" and more of a "it'd be cool if its done", but its something I 100% understand isn't the most viable option, especially when you're running a 1-2 man team for a project like this. Mostly, as it stands, with the current sexual content that is implemented, I think the only issue with it IS that it kind of just blazes on by before you have a chance to sometimes even fully take in whats actually happening. While it could break up the flow of the log itself as well, another good suggestion might just be to add some text to the combat log of what's happening to the girls, mostly to add flavor if nothing else. Again, not really me saying it *needs* to, or *should* happen, but its something I've enjoyed in the past, and its more of me spitballing a potential solution to what I view as the biggest issue the game has currently.

NATURALLY, the game's only a demo though, and I'm more than content to just see how it ends up progressing. Its funny that you do mention Darkest Dungeon though, as this is one of the few H-games I've seen that draws my attention that sort of feels like it takes some inspiration from it, and if there's any indie game to take inspiration from it'd definitely be DD ultimately. That all said even, again, what the devs have managed to show so far here has me more hopeful than not that they'll make something unique and fresh, and most importantly, something they enjoy that will just end up being a lot of fun to mess with once its all come together. Its certainly one of the H-Games I'm looking forward to most in the future, whenever that future does come at least!
 

Trongle

Artist, writer, game designer.
Game Developer
Jun 16, 2018
301
796
NATURALLY, the game's only a demo though, and I'm more than content to just see how it ends up progressing. Its funny that you do mention Darkest Dungeon though, as this is one of the few H-games I've seen that draws my attention that sort of feels like it takes some inspiration from it, and if there's any indie game to take inspiration from it'd definitely be DD ultimately. That all said even, again, what the devs have managed to show so far here has me more hopeful than not that they'll make something unique and fresh, and most importantly, something they enjoy that will just end up being a lot of fun to mess with once its all come together. Its certainly one of the H-Games I'm looking forward to most in the future, whenever that future does come at least!
I've never played Darkest Dungeon, but now i might since we keep getting a lot of comparisons to it, haha.
 

tempboi7

Newbie
Aug 2, 2020
41
14
I've never played Darkest Dungeon, but now i might since we keep getting a lot of comparisons to it, haha.
Consider this a compliment after all, darkest dungeon is a legend in roguelikes. Though yes I admit I hope there is no more live2d unless it is images you are really proud of and want to implement it. More bondage>one bondage.
 
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XxEdgy_NamexX

Newbie
Aug 7, 2018
37
58
Very much liking the game. Rare to find new ones popping up that have an enjoyable gameplay loop and use personalised art rather than a model maker. Nothing much else to say that's not already been said; difficulty can be rather inconsistent, the transition to your destination can feel real weird even with the little counter in the top left corner, etc etc, but this is still a demo and that can all be tweaked in later releases.

Weirdly enough I haven't seen much mention about the custom cursors. They're pretty cool visually but, and I'm not sure if this is just normal on some computers or if you can change it to be so, the way they're leaning towards the left-hand side instead of the right just feels slightly jarring. Got used to it, but still a bit weird compared to what I'm used to.

Did run into a softlock though against the most amazing power couple. Used the lasso ability to drag Beholden(?) into a stun trap and the game seemed to have just froze, maybe since Beholden can't take their turn now? Picture attached
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Bulbanych

Member
Oct 13, 2020
357
941
The game is a pleasant surprise and is quite fun to play (especially since this is just a demo). The art is fantastic, the animations and attention to detail are great and the gameplay loop can be quite satisfying to play, it's mainly suffering from skill RNG, how tough the monsters are and how little opportunities there are to get items.

I'm also really not a fan of "Lose to see the porn", which seems to be the main way to procure it in female protag games unfortunately. That being said, it actually takes way too long to get the girls down to a point where they can actually get fucked if they don't have a skill that uses sexual resistance. A lot of improvements and QOL stuff have already been put forward in this thread, so I'll just add a few more here:

Enemies are way too hard to kill, even after multiple playthroughs - this can be rectified by spawning less of them, reducing their health, fixing the skill RNG or giving the girls more chances to increase their damage. Obviously this is a roguelike, so dying and being overwhelmed will be inevitable, but even with introducing new items and stuff into the game via Fuu's shop it just feels like such a slog. I think having more options for increasing attack and having it be +5 at least instead of +2 will be a major improvement.

Introduce more recovery methods - if the only way to see scenes is to lose your resources, then there should be far more ways to recover it during battle instead of just 1 or 2 items you get once in a blue moon.

Enemy tooltips - this is actually a big one that will help with strategising since so much of the game is RNG. If I can see how many squares an enemy will move and what type of attack it will do, I can plan a lot better, e.g the wolf moves 2 squares and deals damage to your stamina when in the Red Zone. If it's already in the red zone, I know it's a good shout to either get it outta there or use a sex resistance move instead of stamina, so that I don't overextend my resources.

Introduce skills to Fuu's shop - this could either be giving a girl a permanent skill through all playthroughs, increasing the beginning skill pool from 2 to go up to 4 or 5 options, letting you start with more than 1 skill or increasing the chances of getting skills just through playing.

A bestiary/enemy journal - this can serve as a gallery as well as hosting enemy information if you don't want to have them as a tooltip in battle. These can either be filled out as soon as you first meet the enemy or they can have progress bars that fill out with more information the more of them you kill, Monster Hunter style.

Opportunities for rest - you can introduce a resting skill to each girl that can only be used once per playthrough - Swordgirl gets "Log Toss" where she barrels the enemies down with a log and the party makes a hasty retreat; Ninjagirl gets "Substitution Jutsu" where the girls get replaced with logs that have big balloons for boobs that are actually smoke bombs; Archergirl gets "1000 Traps" where she throws a barrage of things like bolas, caltrops, bear traps etc. This gives the girls a respite where they can camp, converse, recover and potentially have naughty scenes as well as allowing for things like wandering merchants etc. If 1 skill per girl is too much, maybe just have an item that allows you to do this instead.

Overall, I'm really looking forward to seeing this flourish and expand on itself. It's got a really solid base with engaging mechanics and a fun loop, it now just needs to be expounded on and polished. Keep up the good work, devs!
I so support the bestiary inclusion, because I'm a huge fan of various in-game databases, it'd be a great addition !
 
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bethrezen0

Member
Jan 27, 2022
208
305
Finally another actual game on this website ! And a good one at that, actually is enjoyable to play.

I like the overall gameplay loop and combat is quite fun. But what caught my attention in the first place before i tried the game itself: is the good quality of art, art style that both fits well with porn and also doesn't look like generic anime, and interesting character designs. I don't think i saw a female character in this game that i would say i didn't liked how she looks.(Archer is the best girl)
I especially like how all of them are quite thicc and have ass/boobs on bigger side. Very rarely see it like that in h-games.

There aren't that many animations in a game, but what is animated, done very well. Character portraits move very smooth and pleasant to look at. Animated stun attack from plant enemy and archergirl's animated sprite after buying her out of slaver guy is my favorite. I understand that animation is a very time-consuming process and animating all the content there already is would take forever, but it still would be very nice to see more animated content, like special attacks/sex from rare enemies and bosses. Attacks of puppet enemies especially, their attack arts are exceptionally very good !

And now to the less pleasant aspects of the game.
First thing is the game balance. Enemies for me were fine with exception of a mage, who i saw here a lot of people found Overpowered too. He's a common enemy, the tankiest of them, and also can buff other enemies. Game also just loves to spam them.

Some people complained about RNG with the skills you get, but i believe that it's the actual skills are the problem. Some of them are just so much worse than the other. And simply AoE skills are mostly just better than many of the gimmick ones, i think they should have at least more damage to them. And support skills being the worst if you pick them at the begging of a run. Sometimes i just chose to reload the game instead of trying to start the run with what i had, since i knew i probably would just lose anyways.
My first completed run was with the all AoE except for ninja, 3 arrows skill on archergirl, power sweep on swordgirl and lasso on ninja. And it was easy. Also swordgirl have many skills she can only use in her zone, and those skills don't offer much in return.
She just can't simply deal damage most of the time, in my runs if a lot of enemies got to the red zone that probably means that i'm losing. It would make more sense if skills like that were on archergirl since her zone is on the frontline. Ninja don't have the same problem too, because her zone-tied skills can either affect the squares of adjacent zones or just too good ("Chain blade combo" is probably best skill in game, can be both AoE and single target guaranteed 50 damage ) and her zone being where most enemies would be located helps alot too. And in general gimmick skills should have more synergies with each other and game should have more viable builds.

As many people also pointed out, you can hardly see the the groping and attack sprites since they are like on a screen for couple of frames and you can barely see what is happening there before it's gone, they definatly should stay for much longer then that.

Stamina mechanic in a bit flawed too, You absolutely have to use skills to kill the mobs when they are many or they will completely overwhelm you and that's game over, but when they are many they probably also attacking you, depleting your stamina. Which means alot of the times where things start to get out of control, it just snowballs from there to even worse, with slim chances to make a comeback. Sex bar in this regard is better since if it is depleted to zero, your character at least is not potentially permanently out of the game.

Clothing mechanic on the other hand seems useless gameplay-wise, i really haven't noticed what is the difference between having them on character or finally ripped. Which is also incredibly hard to achieve, i finished runs with all characters that still had more than 50 clothes HP on them. The only way i know is to fight the slaver guy, and even then i had to purposely let him live on low-hp and attack, sometimes it takes even long enough to get to the next destination point. I think clothes need to break faster than they currently are by a lot a lot.
Also fighting him is the only safe way to see bondage on your characters since you can also leave him low hp until the girl is captured and finish him so he returns her her back, full stamina recovered even if i'm not mistaken.(For real the best guy in the game, actually wants you to see the booba and the only one who can give you your characters back when they are defeated and with a cool new "outfit" too)

Actually capture mechanic could be improved too, if character is captured and there is no slaver guy on path or he was on the first destination point its a guarantied game over. I believe it would be nice if characters could escape when you reached the next stop, and bondage debuff to sex bar would stack each time the character would come back, instead of constant -50%, it would be like -25% for each instance character is defeated. And slaver guy could instead fully remove the debuff and bondage for money or bring back the cap to 75% if it's lower if you fight him. Would be also cool if something was happening while characters have been captured, like each turn there is 50% chance a random monster on the field would perform sex on
captured character adding additional -1% to sex bar cap.

There also could be more destination points in a path than 3 imo, and maybe more initial paths to choose from that could also intersect with eachother, i think it would make it more interesting. Overall all that said i believe since it's a rogue-lite game which you complete in runs, it should have much less moments where you know you will certainly lose. Defeat in these game shouldn't be easily foreseeable, or there is not that many motivation to try completing the run in early game. I have found myself restarting the run much more times than i would like.

And finally the bugs or things i probably didn't understand.
There are couple of game breaking bugs that can softlock you that i encoutered. The most common is the fight with the bomb guy. For some reason destroying the bomb he dropped youself just softlocks the game. Can't choose a character and do anything after that while game is not frozen.

There was also a big miniboss guy, one that i saw only once, looks like those triangle head demons but bigger and grey i think. don't remember quite well. But he just softlocked my game for no reason, The moment the stepped into battlefield.

Sometimes mobs stack on eachother in the same square, and one time there was a stacked dog that the next step moved outside the battle area directly on top of character portrait, game softlocked after that too.

In my first playthrough the shop owner in the hub area(where the dojo also is) Sold absolutely nothing, just empty shelves.
When i started a new game from the main menu i haven't encountered same bug, shop had items this time.

And there also a bug where settings don't open in the hub area. Game music is quite loud and settings do not save after you close the game, it would be also beneficial to have settings in main menu with also an option to make the game windowed.

The dojo for some reason tries to sell me the same skills i already had bought, maybe it's supposed to be like that, but i believe i still saw those skills in the starting choices even tho i haven't bought them the second time.
Also is "Chain blade combo" a skill avalible from the start ? Since i believe i saw it in the dojo too, but when i started a new game it was available to me in my new first run.

And that is my experience with this game as of now. Despite much of this post is about what i found negative, i really liked the game and for a first public release this game is better than 90% of other demos and countless 0.X versions of games on this site, even better than some "finished" games. This one is actually has the "Wow, so much potential" and it was more than worth my time.
Best of luck to the devs, hope the game would receive enough of the public attention and support.
 
Last edited:
Feb 18, 2020
111
77
I've never played Darkest Dungeon, but now i might since we keep getting a lot of comparisons to it, haha.
Love your art style, it feels familiar though I don't know why, other than that, I do hope there are challenge modes in the future but yeah I wish you and the other developers have a wonderful day!
 

cherryCola100

New Member
Jun 23, 2023
7
4
Game refuses to go to my main monitor, followed what people said but still won't go on the right one. Gonna give it a pass until it's fixed
 

Invisovsky

New Member
Aug 30, 2021
8
3
I like the game, especially art design. It's still have some issues, but it's very nice for a demo build. Thank you!
 

anvimur

Newbie
Apr 11, 2018
20
10
This would be a lot better if there was literally any kind of meaningful progression at all beyond whatever the current endpoint is

And while I realize that this was explicitly outlined in the introduction, the game is hard enough that it's worth bitching about.

I download porn games to jerk off, not strategically minmax multiple character builds for a marginal chance of getting .25 seconds of an attack animation that might tickle my dick
 
  • Angry
Reactions: laugh

deekinftw

Member
Mar 22, 2018
310
166
I think another way to tackle the images not lingering thing might be (if you didn't just make a setting to adjust the delay or a toggle setting for it needing player input or both) to have it stay on the new image until something else changes it, and have the reset to neutral only happen at the start of your turn (instead of resetting to neutral after every change). Pretty much like how some H-RPGs handle it. The problem may still happen if a single party member is getting focused, but at least it'd be much less of an issue.
 

SaltyAF

Member
Jun 21, 2017
141
174
Hard to interact with the slave market when it feels like if you lose one girl you're pretty much doomed to wipe since you can't interact with their corresponding zone that meaningfully, which is a shame because I want those outfits. Unique art style though, looking forward to seeing how this goes with more polish. Though I wish the blue enemies didn't spawn so much, considering they have 40 HP and let other enemies attack outside their zone.
 
4.30 star(s) 53 Votes