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Fluffy_Kaeloky

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Sep 1, 2020
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Hi ! Thanks for playing the game and writing what you thought about it ! I assume you played the demo available on Itch, not the EX build. Some things have changed since the release of the demo. :)

You're right in the sense that our idea is to prioritize gameplay before the lewd stuff. Of course, we're not blind either to the fact that it is a major reason as to why people play the game, so we're listening and trying to improve on that without compromising our idea of the game at the same time.

Not going to lie though... Now that you say it out loud, yeah, the grapple of the cock-hugger should damage the player on a cycle... I don't know why it didn't occur to me beforehand. It makes a lot of sense, and I'll definitely make a note of that ! (y)

The one point that you're not the first to mention are the jumps feeling awkward. Although, not going to lie either... I'm kinda lost on this one.
Maybe it's the fact that we've played and tested the game so many times that I myself can't even begin to hear the music without having to mute it instantly (except Flooded Brazza... This one's chill), but I can't find myself to find the jumps awkward or miss them. I've added plenty of features to make the jumps as seamless as possible, including invisible forces when you release the jump button, coyote jumps, and input buffering, yet it doesn't seem to be enough (Not that I'm arguing, I just don't realize what we are missing.)
If you can elaborate on that, I would really appreciate it to get a better understanding.

For the map, you are absolutely right ! The latest EX build was shipped with a placeholder static map just for that reason !

1754450989556.png

The reason we are taking so long for the second milestone is that we are working on everything that was missing in the demo, in terms of core functionality, which includes an interactive map, which is exactly what I'm working on right now :)

View attachment 2025-08-05 05-19-18-1.mp4
















Doesn't look like much right now, but the core functionality is there, and I'm building on top of it. Don't mind the programmer art of course, this is NOT final.
 

ThatWeirdGuyWithaWeirdHat

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May 25, 2017
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If you can elaborate on that, I would really appreciate it to get a better understanding.
My problem, and probably most people's as well, is that nearly every jump in the game requires a full button press. If either the standard jump just had 2 to 4 pixels more of max height or most of the platforms were lowered to not make people constantly have the button mashed down, it'd probably fix a lot of people's issues.
 
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Fluffy_Kaeloky

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Sep 1, 2020
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My problem, and probably most people's as well, is that nearly every jump in the game requires a full button press. If either the standard jump just had 2 to 4 pixels more of max height or most of the platforms were lowered to not make people constantly have the button mashed down, it'd probably fix a lot of people's issues.
Thanks, I'll try to see with the team if we can increase very sightly the jump force without breaking the current level design we have. We'll try to see how it affects the jumps. (y)
 
Mar 18, 2019
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- snip 2 -
Hey! Thanks for responding to my giant text wall! Since I posted that, I have completed the demo, so I can elaborate on some points.

Yeah, the main awkwardness with jumps is that every single jump requires a full press, even just scaling up normal platforms, when it feels like it should be quicker than that.

My main issue with the gameplay boils down to the lack of weaponry options. Exploration is only ever rewarded with more health upgrades, which while that's fine and good, the default missiles are very weak feeling, and there's no alternative weaponry like Metroid's Super Missile equivalent. I imagine it'll be something done in the future, though it may be good to retroactively replace some of the early health upgrades with a "missile" equal (If and when something like that is made). It got a bit tiring finding nothing but health upgrades wherever I looked.

I dunno if I should make any lewd-wise requests or hopes, since I know it's not truly that kind of game (Sex update wen).
 

Fluffy_Kaeloky

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Sep 1, 2020
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- snip 3 -
We might have already a couple things in mind in terms of weaponry, including one that's technically already in the demo, but not unlockable through normal means ;) (Not that you'd find it very exciting, it wasn't really polished or balanced in the demo, so even if you find a way to enable it, there's a couple things that needs fixing. It's a really neat exploration tool though as well !)

Only having health upgrade is definitely an issue we're trying to fix. Right now, we're not quite sure how. We added oxygen tanks upgrade with the latest EX build, with the fluids rework and flooded Brazza.

One idea I have in mind is also maybe a flat damage reduction upgrade to go along with potentially stronger variant of enemies.

Lewd-wise, there's already a few new animations in the game with the EX build ! They are all freely posted on e621 with the tag Star_Spawn.

We also doubled the chance of spawning a purple cock-hugger that will grapple you. We felt it was too low over time.

Feel free to check them out. I put them in spoiler.

You don't have permission to view the spoiler content. Log in or register now.
 
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ThatWeirdGuyWithaWeirdHat

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We might have already a couple things in mind in terms of weaponry, including one that's technically already in the demo, but not unlockable through normal means ;) (Not that you'd find it very exciting, it wasn't really polished or balanced in the demo, so even if you find a way to enable it, there's a couple things that needs fixing. It's a really neat exploration tool though as well !)
One idea is going the Metroid weapon upgrade route, like having stacking upgrades that enhance the base attack.

Another idea is going the route of having different weapons to find that you can cycle through that do better against certain enemies, like an ice-based weapon for the mud looking enemies.

I'd prefer the upgrade stacking personally, but that's to fulfill my end-game power fantasy. Which, in my opinion, should be completely justified after picking the map clean.
 
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Fluffy_Kaeloky

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Sep 1, 2020
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is EX1.01 available yet?
It is available to our supporters, and here if it ends up being shared. We're working on making a new private release soon. We at first wanted to have another EX, but with the recent events and IRL circumstances slowing our progress, we'll release a private build as soon as we can, followed by another private on the first milestone of the roadmap.

1760080203689.png

Also, we do have a proper map with exploration now :)
(I used a dev cheat to explore everything here)
 

hellcatblack25

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Jun 25, 2025
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It is available to our supporters, and here if it ends up being shared. We're working on making a new private release soon. We at first wanted to have another EX, but with the recent events and IRL circumstances slowing our progress, we'll release a private build as soon as we can, followed by another private on the first milestone of the roadmap.

View attachment 5328276

Also, we do have a proper map with exploration now :)
(I used a dev cheat to explore everything here)
I even thought that playing without a map was part of the difficulty (it doesn't make sense to play without a map because it's really very labyrinthine).
 

Fluffy_Kaeloky

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Game Developer
Sep 1, 2020
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I even thought that playing without a map was part of the difficulty (it doesn't make sense to play without a map because it's really very labyrinthine).
Well, we're working on releasing an update to the public demo, with all the features of the EX1.01 and more. It'll reflect the current state of the game much more than what's currently available publicly.
We set our deadline to between the 15th and 20th of December, and we're in a round of playtesting the game a lot, and adding polish with tons of small details here and there, as well as fixing any small issues we can find (A tile that was erased here and there, layering issues... small stuff.)

The map is there in our dev build, it's done, it works. You'll have a map with the update. Mayyybe even a hint system not unlike Metroid Prime if I finish it in time, but don't quote me on that. I'm focusing on small details and bug reports from playtesting. :)

Following some recommendations here, there's also a content selection now to enable/disable types of animations based on preferences. Note that for gameplay reasons, it will NOT disable enemies, and enemies may still show graphic parts. It will simply stop you from triggering the interactions with them.

Also, I should mention that I switched over from Windows to Linux as a daily OS, so I am now fully able to test and release the Linux build in contrast to the previous one, that was kind of build and pray. I already fixed a few things with it and made Vulkan the default rendering software on Linux, fixing some rendering issues regarding OpenGL.
 
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Fluffy_Kaeloky

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Sep 1, 2020
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Finally, new Public Demo !
A lot of the feedback that was posted here was taken into account with this build. I really hope you'll like it :)

I posted a devlog in Itch.io. Here's a copy below, along with the changelog, to the best of our ability.

(Also, sorry, couldn't make the hint feature into that build :<)

----------


FloodedBrazza_Update_Advert.png

Hi ! Finally ! Public Demo 2.0 !
You've been asking for it, and we heard it. Finally, the game has a map !

We've worked really hard on this one. the changelog is quite big from Public Demo 1.0. Also, we have a new team member, Kohu, in charge of audio design now. He's working on replacing some musics in the game already.

Let us know waht you think ! We really hope you'll have fun with this one ! :)

We've compiled to the best of our ability the following changelog, although there's definitely some details we missed.


Changelog from Public Demo 1.0:


From EX 1.01:



  • Added new enemy BoneHead(hentai interactable medium enemy) placed in Meteo and FloodedBrazza.
  • Added new small non-interactable enemies: Flea Guillotine, Shield Bot, Torfin, and Jelly.
  • Updated Rask(orange reptile medium enemy) charge animations and charge->grab->throw behavior.
  • Added sub-zone FloodedBrazza rooms #1-9 + Alt #1-2 + Save #1-2 - Added Meteo rooms #9-15 + Save #2
  • Added experimental simple map popup window(press M on keyboard). > We have a new map system for Public Demo 2.0 :)
  • Added new powerup BLJ(Backwards Long Jump), useful for crossing large gaps and moving very quickly while platforming.
  • Added new passive powerup Acid Armor immunizing the player from burning liquids.
  • Added new passive powerup Wet Suit freeing the player from liquid physics drag.
  • Added new passive powerup Oxygen Tank Upgrade to increase the time the player can remain submerged in liquids.
  • Added new mechanics with underwater forces and streams.
  • Updated lighting.
  • Adjusted tile placement and platforming spacing.
  • Improved room camera bounds and transitions for hidden rooms.
  • Added new unique passive creatures and plants for FloodedBrazza.
  • Added new liquid audio and visual effects.
  • Added physics drag to the player in liquids.

Public Demo 2.0:


  • Added an interactive, full map of the world area, along with completion tracking.
  • Added glyph (controller and keyboard sprite keys) support in tutorial popups.
  • Modified the player's jumping mechanics to have a minimum jump height and tweaked the input buffering. This hopefully will make the jumps feel more snappy and less sluggish.
  • Brand new soundtracks for the following zones: Zennia Boss, Meteo, Meteo (Lava)
  • Added a new, medium sized interactable swimming enemy, the Skewer and his spear ! (Not that one, the metal one. The other one too though.)
  • Added a new interactable version of the Centipede with a different palette.
  • Added a new, non-interactable robotic enemy, the Walker.
  • Added a feature to modify and randomize pitch on timeline SFXs, which includes interactions.
  • Added a new screen to select interaction preferences when starting a new game, or in the options menu.
  • Added AStar pathfinding to swimming enemies. No more braindead Torfins ! They will track you, they will find you, and they will boop you.
  • Added splash damages to the player's rockets.
  • Added a new plant platform, with a variant being more dangerous :)
  • Added two variants of slowing and damaging roots in flooded environments.
  • Added a humming noise when you are near pickups.
  • Added the options menu in game.
  • Added a new options menu tab in-game to change difficulty settings and interaction preferences.
  • Added a new rendering distortion effect to liquids, as well as high heat sources.
  • Added a new palette recoloring feature to our shader.
  • Added a suit message when switching zones.
  • Added computers to level design to attract attention to save points.
  • Added animated details and sprites in a few places.
  • Added a new idle animation to the Cockhugger.
  • Added normal maps to FloodedBrazza.
  • Changed the splashes in liquids to use the same color as the liquid itself.
  • Modified Rask's dom interaction end loop.
  • Reworked how interactions worked to fix an audio issue. Interactions should loop in a much more stable way.
  • Made interactions potentially flip depending on player's direction.
  • Overhauled backdash's and BLJ invulnerability. The invulnerability time has been greatly extended, and should now be way more forgiving.
  • Modified some enemies placement in level design.
  • Overhauled the Jelly behavior.
  • Modified some of Zennia's boss hitboxes to be slightly more forgiving.
  • Modified some UI colors to be more readable.
  • Added some SFXs to the Crawler.
  • Made Rask's charge attack stagger when hitting a low step instead of just have him stagger on a shoulder height wall.
  • Improved Rask's initial fight in Brazza.
  • Modified how some messages are displayed.
  • Modified level design in multiple zones.
  • Updated to Unity 6.3LTS
  • Fixed an issue with the offscreen alerts when killing a Cyclops about to fire a laser.
  • Fixed an annoying bug where tick damages such as the laser before the boss room would reset the player's Y velocity.
  • Fixed an audio issue and improved all audio sources with a better dropoff.
  • Fixed a ton of other bugs.
  • Fixed some codec issues for tutorial videos on Linux.
  • Fixed some rendering issues on Linux by switching the renderer to Vulkan. Moreover, many more tests have been made on Linux to ensure an equivalent experience than on Windows.
 
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4.00 star(s) 10 Votes