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4.30 star(s) 53 Votes

Ornj-geus

Newbie
Dec 19, 2019
40
131
I was going to give it a miss... for now. But then I saw that the game didn't have a short name. Now I need to find out why.
 

Trongle

Artist, writer, game designer.
Game Developer
Jun 16, 2018
295
793
She actually mentions this. Can't remember exact wording, but from what i understand it is basically crit chance.
I’m pretty sure we put it in the tooltip when you hover the cursor over the basic attack as well to help people who missed it in the tutorial.
Lmk if this isn’t the case.
 

Trongle

Artist, writer, game designer.
Game Developer
Jun 16, 2018
295
793
It looks great. Am I wrong to say it looks like it takes a lot of inspiration from Dungeon of Erotic Master by Rusimarudou ?
While I do love some Rusimarudou games I had a hard time getting into that one, I actually got most of the inspiration from Moral Sword of Asagi by Ahriman, and Shin Sei Den by Fullflap. I wanted to make a game like those with much more engaging combat mechanics.
 

dazzlesp31

Newbie
Jan 6, 2018
60
57
Seems to be funny and well made. I'll give it a try!. Also, moral Sword of Asagi is one of my favourite games.

So, thanks for the Long Name Game Amytriangle :D
 

MilesKiyaAnny

Well-Known Member
Jan 18, 2019
1,565
446
wanna suggest for front gate shopkeeper of some kind
maybe bunch of enemy to talk to learn them (or exchange by SEX with them)
hope for juicy SEX mini game at front of gate heheha
also I dont know which one of them gonna LOVE to my heroine soo hope some sort of indicator
 
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Trongle

Artist, writer, game designer.
Game Developer
Jun 16, 2018
295
793
Seems to be funny and well made. I'll give it a try!. Also, moral Sword of Asagi is one of my favourite games.

So, thanks for the Long Name Game Amytriangle :D
You’re welcome! the coder could use your thanks as well, if not for him it would all still be just an idea in my head.
 

MilesKiyaAnny

Well-Known Member
Jan 18, 2019
1,565
446
Huh, was that a bug?? dev. if heronie fallen do they will be stuck in last attack type sprite they receive?? I pretty sure my crossbow girl were knockout/can not be interact with but before she gone her sprite was she using dark magic dildos
 

kark

Member
Jun 18, 2017
191
338
(hey psst, hey you, over here)
If you are unsure about the content levels let me explain a little better because we didn't really say this anywhere...
While there aren't any "sex scenes" yet. The focus on this first demo is the gameplay loop which actually has a lot more sexual content buried inside of it than you will ever see. There are 30+ different harassment images and 30 different battle-fuck images already inside of the game. They are hard to find, but i put so many to always give you something new to find, even after you've completed levels over and over.

In terms of gameplay content there are 7 bosses and 7 enemy types. Can you beat them all?

I understand if you want to wait, but I hope I have convinced you that there is plenty of content.


Sorry to the other comments that also would like responses, I was bug testing all day and I really need to sleep because I have to go to work in a few hours. If you want any tips on the game, or have questions, feel free to reach out and if there aren't too many I will respond when I am able. Thanks, everyone!
Good game actually, it has been a long time since i have seen one so good. The only downside i see is that i miss more build options(objects, skills, passive skills) to make every run more fresh. Also more events and stuff but anyways, i know its a demo so its ok.
The other thing that it might need to change is a way to... you know... enjoy the lewd side of the game easier, i dont mind hard games but one cant focus on both, the game and your... stick. Also while i really enjoy hard games, porn games are usually good to give a space for casual players, games can be both, hard and casual.
Then again, nice game, its actually fun and that is something quite hard to see around here.

BTW: I found a bug, the first time i play, after you get for the first time the skills. If the archer gets that trap which makes the enemy move and place one in front of the other(in total 2 traps) and one enemy step on it (archer enemy or wizard dont remember) and dies, the game bugs out and keep waiting for enemy turn forever.
 

MilesKiyaAnny

Well-Known Member
Jan 18, 2019
1,565
446
and that it. I hope when game finish it not just kick me back to the gate but maybe some cutscene talking with her Heheaheaha
 

garand_m12

Member
Aug 30, 2019
125
45
I think the red dot that indicate where the cursor is actually pointing could be bigger just to make it easier to spot amidst the animated and ever changing cursor icons
 

James Eveleth

Well-Known Member
Mar 22, 2018
1,477
2,755
The game is quite enjoyable, especially for a demo! My experience was generally positive, here are some thoughts and observations (important bits are marked, rest is thoughts and examples):
- The numbers on the UI are too small. I need to squint in order to see how much stamina or clothes durability a character has. Same for the steps.
- Regarding the steps, so far it feels like too much work for too little content. You spend 5 minutes battling enemies, 30 seconds or less on the event screen, even less if it's a reward chest. Then it's back to the battling. I don't mind the battling aspect, but adding a few more stops along the way would definitely alleviate this feeling of the game dragging on.
- Also regarding the steps, make the UI pop a bit more and make it clear how long it will take for you to reach your next destination. Is it 3 more waves, or 5 more enemies killed, so on.
- It is hard to see how empty the durability bar for the clothes is.
- Add options for game speed or animations. The current animation speed is too fast, so if you can't really see the split-second scenes. It works fine for a focused playthrough where gameplay is the goal, not so much for a one-handed gaming session.
- The cursor for the ninja feels off when trying to click on something. I know the sickle is thematic for her, but changing it to a kunai or similar ninja tool would help the player know at what place the click will happen and not have to guess.
- The breasts in the idle animations of the Ninja and Archer clip through their chests. Perhaps slowing the movement and range of motion a bit could improve that?
- It feels a bit too much clicking in each round of battle. For a basic attack you need to: "Select a character -> Select basic attack -> Select enemy". This is fine when you have 2 or more characters to choose from, but the moment when you only have a single character left I think the selection should happen automatically.
- In addition to the previous point, perhaps add an option for quicker play that automatically chooses the basic attack when you click on an enemy without having a skill selected. That would speed up the game by quite a bit.
- Adding some place to offer rest for your characters would be nice, especially if some of them have gotten raped/have really low stamina, but haven't been abducted. A hot spring/bathhouse of some sort, perhaps.
+ EDIT: There is an NPC you can rescue that sells waffles that do the same thing, so that works. Still, adding a hot spring scene/location would be some nice eye candy, even if it serves a different function.
- The dojo is a bit hard to find. The background or props (swords, skull) are more noticeable than it.
- Make it clearer when an interaction begins because you have entered a new location on the map. The first S.L.A.V.E. interaction happened during a miniboss battle and left me very confused as to who this guy is and why he suddenly appeared out of nowhere.
- When reaching a new location, make it so that you first need to click on it in order to visit it/open the chest, then selected your new destination. As it is right now, when you reach a chest you need to click on the next location first, then you open the chest.

Questions:
- Are there more main characters planned that you can swap between when beginning a new exploration? Perhaps different classes that offer different abilities, or changing the main class of the current main characters.
- Will you add different starting loadouts when beginning a new exploration? Basically beginning with a set selection of skills and a few items every time.
- Are you going to add a support character that jumps in when a party member gets incapacitated/captured, serving as a replacement while you bring them back? Perhaps a slime or a mimic that can fill in their slot in the composition and use their basic attack + items only? One of your party members going down usually leads to a slow and excruciating defeat as your enemies swarm you and you have less turns and attacks with which to deal with them.

Bugs:
- An enemy got stuck during the first mini-boss fight I had, soft-locking me. Screenshot attached:
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- Is the item shop supposed to be empty?
- The options wheel does nothing on the camp screen before embarking on an expedition.
- After interacting with the picture in the Witch Tent once, you can hover over it, but clicking on it does nothing.

I really liked this demo, definitely looking forward to the next version! Keep up the good work!
 
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Carryon

Member
Apr 19, 2017
128
614
What's this? An eroge rogue-lite with a fun little gameplay loop? Someone must've astrally projected and stolen my wishes directly from my brain.

Obviously needs more content and a bit of polish (game has bugged out and required a restart a couple of times, though it's not a huge deal since each run is relatively short), but in general I really like what is present! Art style is very charming, too.

If I were to suggest something, it would be an upgrade to get a re-roll or two on the initial skill selection, having the battle fuck sprites linger a bit longer (it's a shame to have the details on such pretty sprites get lost due to them only being on the screen for less than a second), and perhaps some sort of indicator on the enemies on whether they intend to attack your stamina or go for a grope for slightly greater player agency when it comes to forming a strategy. A slightly expanded tutorial or some sort of in-game almanac explaining the nitty gritty of the game's mechanics would also be nice (for example, I'm still a bit unclear on what getting stripped actually does).

Also, a nugget of advice for those having trouble (there seem to be a few in the thread): Be very liberal when it comes to using your skills! At first I struggled a bit since I kinda shied away from them due to the associated Stamina and Energy costs, but those regen on their own, so it's important to use them a lot and often to avoid getting swarmed (which will happen if you rely on base attacks too much). Another thing important to realize about skills that the game does not tell you is that they are not subject to the character's range bracket, and will always do full damage regardless of where you use themt. When I learned to stop worrying and love skill spam, I started winning more often than not.
 
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4.30 star(s) 53 Votes