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3.60 star(s) 5 Votes

Raikoblast

Newbie
Aug 10, 2017
73
88
It's alright, I get Astcit's post and still appreciate the fact that he does find the animation awesome. Thanks, I'll relay that to the artist :)
Most interactable enemies will probably be male/male. But we do have female/futa enemies in the works as well.

View attachment 4190196

Can't do anything about the furry part though, that's definitely staying :p
"Oh nice a fem enemy, she looks really cool, seems inspired by Toriel which is always nice, haha she's got a tiddy milk attack, that's so funn-IS THAT A HYPER BEAM?!"

Glad to hear there's futa planned as well though, having that in this animation style will be dope. Do you guys have a discord or is it just supporter sites for now?
 
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Todukudiu

Newbie
May 23, 2022
27
60
It's alright, I get Astcit's post and still appreciate the fact that he does find the animation awesome. Thanks, I'll relay that to the artist :)
Most interactable enemies will probably be male/male. But we do have female/futa enemies in the works as well.

View attachment 4190196

Can't do anything about the furry part though, that's definitely staying :p
TELL SES HE'S COOKING GAWD DAYUMMMM
 
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Fluffy_Kaeloky

Newbie
Game Developer
Sep 1, 2020
21
55
Do you guys have a discord or is it just supporter sites for now?
There is a Discord, which was Ses' original discord for his Patreon. The dev channels are supporters only, but we still can discuss openly in general chat about it. Dev voice chat is also public and we are often on it. Admittedly we have been really busy with the demo and haven't been communicating as much as we should have. That's something we'd like to change a bit.

 
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manscout

Well-Known Member
Jun 13, 2018
1,282
2,121
The protagonist's death sprite made me do a double-take for a second if it wasn't a futa protag game for a second. Either way he's got some nice boobies hidden under the suit.

Nice detail with the wormsnake boss having withered if you return to that room after the second mini-boss (unless that was actually only its shed-skin, and the damn thing is still alive and kicking for a vengeance).

I agree that for a porn game, even though the animations are very good, the ratio of enemies you can fuck x enemies you can't fuck is a bit too low. Populating more rooms with "middle enemies" would be really nice.

I have no intention of ever playing the "one shot" difficulty, but I would mention that some things that turned me off a bit on the combat is that the smoke trail for the basic fire is a bit too distracting, enemy projectiles sometimes go unnoticed while you are spamming your primary fire.

Also maybe skill issue on my party, but the deceleration when you try to stop moving could be upped a bit, the player character feels a tad slippery (there wasn't any super tight platforming yet, but I could see that being a bit frustrating if tighter jumps are ever demanded).
 

Reapergod36

Well-Known Member
Jun 23, 2017
1,049
954
Protagonist with huge cock raping enemies? FUCK YES, FINALLY!!!
*But then stops to read tags*
View attachment 4190018 ...fuck, why...
View attachment 4190019 ...NOOOOOOOOOO!!!
Look how awesome this animation is, why had to be full furry and gay... T-T
Hm,I'd like to see the sub version of this. I found the dominated options were more interesting. I only experienced the punchshrimp both versions. I got the 'great worm' and the checkpoint I had was still climbing all the way up from the brown guy area(which that area really sucks.) Just tanky enemies with really dead-on targeting with precision platforming(with shitty platforming controls that are slippery and really hard to judge your momentum or if you're actually on a platform or not). I died to the great worm at the very last section of his health bar and didn't want to platform all the way back up to try the fight again. OH ALSO: Great Worm boss fight was good for the most part. But when it comes-out of the walls, ceiling and floor. There's no indicator of where he's going to come from and he does so really fast. I suggest using the ground rumblings to indicate this. Instead of them just showing-up to represent he's in the ground. The ground rumblings could be specifically where's he's coming-out of.
 

Reapergod36

Well-Known Member
Jun 23, 2017
1,049
954
We have no plans to make common enemies interactable. There will be more medium enemies though as we call them overworld. They are not mini-boss only, mini-bosses are actually stronger variants of theses enemies. Our original plan was also to have more of them as you progress. For example, once you beat the punch shrimp, you can find a weaker variant on the very first room of the game, where you drop in for the first time. We want to have more of this, but we simply ran out of time, and we wanted to have the demo out for Halloween, which was our set deadline.
That is horribly disappointing, not a fan of platformers, sidescrollers for erotic games are my jam especially with parries and combo mechanics. But man, most of these erotic platformers understand most every enemy needs to be able to take advantage of you if you lose. First thing I did in the game was test it by seeing if dying to the first enemy triggered a scene. 'Dickhugger' was a big disappointment. But he also is called Dickhugger for what reason when he's just a bigger headcrab with no sexual animation?
 
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Fluffy_Kaeloky

Newbie
Game Developer
Sep 1, 2020
21
55
If you can, I'd recommend trying with a controller. Control schemes were designed with very Metroid-like controls in mind (Along with a smidge of Megaman). The jungle zone, is indeed the last zone that we made, included in the demo a bit late.
For the wall to wall attack of the worm, the dust particles will actually tell you where he will attack from, in which order :)

...First thing I did in the game was test it by seeing if dying to the first enemy triggered a scene. 'Dickhugger' was a big disappointment...
It was a conscious decision to try to stay away from that concept of 'dying' to an enemy to have a scene trigger. Instead, we have the power punch system along with medium enemies. Rest assured that there will be more medium enemies as the game continues development.

If you feel like doing so, I'd really appreciate if you edit your review to represent your feeling of the game as a whole, be it good or bad :)
 
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Astcit

Member
Jan 14, 2021
443
827
It was a conscious decision to try to stay away from that concept of 'dying' to an enemy to have a scene trigger. Instead, we have the power punch system along with medium enemies.
That's also awesome! I hate how most games always put that mechanic of having to lose to trigger the sex scenes.

Two great games so far (2D sidescrollers) that I really liked but have this "you must lose to sex" are ThornSin and Syahata's Bad Day. They are fun and also good animations/sprite work, but you're forced to be the victm for the scenes. Would be, to me, way better if they had something akin to that "power punch" system.
 

blitblop

Newbie
Oct 3, 2019
79
130
I haven't had a chance to try this yet, love the pixel work though. Is there any kind of player housing that you have? Ideally where defeated enemies hang out for fun times?
 

Gladmys

Newbie
Oct 13, 2017
28
38
There is a save station available before the first mini boss if you go down.
I encourage you to try the easy or trivial difficulties. They were made with that in mind :)
The game so far is very well made I just have 2 criticisms. One the save should be directly in front of boss. I am playing the hard difficulty in the get go and having to do some platforming before trying the boss again is very bad. I got the worm boss to 10% and died to the enrage animation that I still need to learn how to stop. Gonna watch your playthrough to see If it has the answer.

If this is fixed my second criticism is no longer valid that you have no way of knowing the boss mechanic on the first tries so you need much repetition in trying to fight them. So If the save point were directly in front of the boss it would not be so bad to try the fight again. The Final move of the worm boss could have a hint on how to stop it. If you got to it on hard and your reward is instant death. I just felt cheated of my win. Since to get to it you need to use the charged punch very well or your damage sucks in hard.
 
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ehhmeh

New Member
Nov 23, 2019
5
3
I think it's a good demo, currently played to the big snake boss on normal. Art and animation are obviously the main selling point and it shows promise. My main issues are with the gameplay, level, and QoL/misc stuff.

Gameplay is a little bare with solid fundamentals but there are noticeable things I'm not a fan of. The jumping is my biggest complaint, I don't think it feels good. Jumping up feels too heavy like the character is jumping through molasses with iron boots. Reaching the apex of the jump takes too long and the character immediately drops after just making it. Definitely have a cooldown for primary fire and maybe cut down on the smoke density.

The camera is either too close or the player is too big for the levels. I felt a little cheated on a few occasions cause of the camera or level. For example in the very beginning, I spent a bit too much time wandering left and right and didn't realize you were supposed to drop into the pit cause the camera/level didn't clearly communicate that. The enemy that clings to the wall and jumps out in a straight line, the idea is okay but some of their placement felt nearly impossible to walk by without getting hit.

I think a map would be top QoL feature. Would've been super useful in the brown area where everything kinda blended into each other. Being able to skip animations is the main gripe everyone has and I agree but I don't think it's too much of a concern.

Don't get me wrong guys I really did enjoy the game. Art and animation were solid and again it seems like you guys put the most effort there and it shows in the enemies. I really enjoyed the "Aha" feeling you get go through the level again as the shrunken version, it's got great potential for secrets and alternate paths and gameplay. I think you guys are well on your way to making something great! Good luck guys, can't wait to see the final product.
 

Fluffy_Kaeloky

Newbie
Game Developer
Sep 1, 2020
21
55
The game so far is very well made I just have 2 criticisms. One the save should be directly in front of boss. I am playing the hard difficulty in the get go and having to do some platforming before trying the boss again is very bad. I got the worm boss to 10% and died to the enrage animation that I still need to learn how to stop. Gonna watch your playthrough to see If it has the answer.

If this is fixed my second criticism is no longer valid that you have no way of knowing the boss mechanic on the first tries so you need much repetition in trying to fight them. So If the save point were directly in front of the boss it would not be so bad to try the fight again. The Final move of the worm boss could have a hint on how to stop it. If you got to it on hard and your reward is instant death. I just felt cheated of my win. Since to get to it you need to use the charged punch very well or your damage sucks in hard.
Thank you for your feedback !

Indeed, in hard, you have to use the power punch quite well. The idea is to deal as much temporary damage as possible, and finish with a power punch before you lose your window. There is a small reward when you do that well :)
It does require you to know the boss' patterns quite well, which is why I wouldn't recommend doing your first playthrough on hard. Normal is more forgiving.

For the enrage, there is no stopping it. To quote a wise person:
"It's what happens if you overstay your welcome, and the boss has run out of things to talk about and it just really ready to leave without being worried that you're going to steal all of his old Dreamworks DVDs."

More seriously, it's basically the end of the boss fight. My idea behind that was that if you reach this, then you have mastered how to survive the patterns, and now the game asks you to not only survive, but deal more damages while doing so.

I think a map would be top QoL feature. Would've been super useful in the brown area where everything kinda blended into each other. Being able to skip animations is the main gripe everyone has and I agree but I don't think it's too much of a concern.
I'm glad you enjoyed the game as well ! A map is definitely on our TODO list. Unfortunately, it's not something that we were able to pull off in the demo before our deadline.
 

Gladmys

Newbie
Oct 13, 2017
28
38
Thank you for your feedback !

Indeed, in hard, you have to use the power punch quite well. The idea is to deal as much temporary damage as possible, and finish with a power punch before you lose your window. There is a small reward when you do that well :)
It does require you to know the boss' patterns quite well, which is why I wouldn't recommend doing your first playthrough on hard. Normal is more forgiving.

For the enrage, there is no stopping it. To quote a wise person:
"It's what happens if you overstay your welcome, and the boss has run out of things to talk about and it just really ready to leave without being worried that you're going to steal all of his old Dreamworks DVDs."

More seriously, it's basically the end of the boss fight. My idea behind that was that if you reach this, then you have mastered how to survive the patterns, and now the game asks you to not only survive, but deal more damages while doing so.



I'm glad you enjoyed the game as well ! A map is definitely on our TODO list. Unfortunately, it's not something that we were able to pull off in the demo before our deadline.
The boss patterns are very well done and it is satisfying to win the fight. But there are 2 ways it could be improved. One is when the boss goes into walls he should not lose the temporary damage. Since it takes too long to come out. So we can't maintain it. And the enrage I suggest you could stop it If your temporary damage was in the threshold that you do that super punch effect. Since in hard I was able to win only by a hair. And I needed to keep the temporary damage in the beam and rock phase.

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The gameplay is solid I will support at the 3 dollar tier.
 
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Fluffy_Kaeloky

Newbie
Game Developer
Sep 1, 2020
21
55
*...* But there are 2 ways it could be improved. One is when the boss goes into walls he should not lose the temporary damage. Since it takes too long to come out. So we can't maintain it. *...* And I needed to keep the temporary damage in the beam and rock phase.

The gameplay is solid I will support at the 3 dollar tier.
It's... complicated. On one hand I understand your frustration, but on the other, I want the boss to be just a little frustrating still, encouraging you to do better.
The boss taking too long to come out to keep the temporary damages are on purpose. If you can't keep them, consume them with a power punch right before he goes down to hide :)

Keeping the temporary damages during the beam and rock phase is actually a very good thing ! We saw a couple people do that in our very early playtesting as well, and that's something I think that is amazing ! Taking risks to keep that damage up and deal a huge finisher !

And thanks for the support ! It means a lot to us (y)

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Gladmys

Newbie
Oct 13, 2017
28
38
It's... complicated. On one hand I understand your frustration, but on the other, I want the boss to be just a little frustrating still, encouraging you to do better.
The boss taking too long to come out to keep the temporary damages are on purpose. If you can't keep them, consume them with a power punch right before he goes down to hide :)

Keeping the temporary damages during the beam and rock phase is actually a very good thing ! We saw a couple people do that in our very early playtesting as well, and that's something I think that is amazing ! Taking risks to keep that damage up and deal a huge finisher !

And thanks for the support ! It means a lot to us (y)
Your welcome. I tend to support games that have nice animation and this work so far is pretty solid on the animation and gameplay aspect and deserves the support.

I only don't go higher because my currency to dolar exhange rate is pretty bad so I support up to 3 dollars and buy the game when possible.
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I got the hit effect one time in the fight. I believe I did about 18% of his health with this punch It was the first hp bar I waited till he would change into the second bar phase and when he did that animation that he gets the angry symbol I punched him. I spend my punches mostly in this animation.
 
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3.60 star(s) 5 Votes