- Aug 22, 2018
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Reporting any post with a link to the new version tends to help the mods see that a new version has indeed been posted.
So far the only 2 scenes are lesbian - the tavern-wench and the "Princess" you rescue.Looks good. Does it have lesbian scenes?
since they feed on sexual energy .......she will probably die soonSuccubus without sex.... Ouch....
not everyone is born with perfect visionThis is just my personal taste, but glasses are the best and quickest way to make an attractive character unattractive
Yeah, her need to find a good source of sexual energy is accounted for in the plot, and is the reason for her getting access to sex scenes with the waitress at the hero's guild.since they feed on sexual energy .......she will probably die soon
I have literally no idea why that happens. Nothing in the code for attacking interacts with the double jump counter, so I have no idea if I will be able to fix that bug or not. Apparnetly it can also be done with the thief's dagger throw from what I've heard.Fun little glitch you can perform, if a bit useless for the most part: Fawn's base form has a double-jump ability, but it's not high enough to clear some of the cliff faces in the game. If you tap the 'jump' and 'attack' buttons almost simultaneously (as in, jump a frame before you press the attack button), you lose a bit of height on the initial jump, but you can cause Fawn to jump multiple times in the air instead of just her normal double-jump. The same thing can be done with her Thief form, which has a higher base jump, though the timing is far tighter.
So far, my record is six jumps in Fawn's base form, which is enough to help you jump over the entrance of the Thieves' Den; and five jumps with the Thief form, which is enough to help you escape the room before Grant the Paladin's mini-boss fight by going up the way you came if you cling to the wall immediately afterwards.
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Yeah, I mentioned the Thief form in my post as well, but didn't bother demonstrating it then because it's a lot more finicky. Getting two or three jumps consistently is easy; four is harder, but still likely doable by the average player with good timing; and five is next to impossible, but allows you to reach places even Fawn can't in her base form. Like I said before, the "dead end" room before the Grant fight is the most notable application of this, at least in this version of the game. For all other intents and purposes, the trick is useless, only good for getting the player to places they normally shouldn't go.I have literally no idea why that happens. Nothing in the code for attacking interacts with the double jump counter, so I have no idea if I will be able to fix that bug or not. Apparnetly it can also be done with the thief's dagger throw from what I've heard.
Glitch-finding time for typical 2D Metroidvania. Now we are looking at a die-hard tradition.Yeah, I mentioned the Thief form in my post as well, but didn't bother demonstrating it then because it's a lot more finicky. Getting two or three jumps consistently is easy; four is harder, but still likely doable by the average player with good timing; and five is next to impossible, but allows you to reach places even Fawn can't in her base form. Like I said before, the "dead end" room before the Grant fight is the most notable application of this, at least in this version of the game. For all other intents and purposes, the trick is useless, only good for getting the player to places they normally shouldn't go.
I think what happens is that the game doesn't immediately take you out of a "grounded" state when jumping; that is to say, it still thinks you're stationary on the ground when you press the Attack button a frame or two after jumping, so while it plays the jumping attack animation, the game still has you flagged as "grounded", which enables the Thief form (which doesn't have a double-jump normally) to jump in the air again over and over. I can only assume that this is true as well for Fawn's base form.You don't have permission to view the spoiler content. Log in or register now.
And oddly enough, they're not the only ones with a slightly buggy jump. Fawn's Paladin form also has a bit of jump-tech as well, though this isn't really useful for height (since her aerial attack is a downward stab) so much as distance without having to change forms.Long story short, if you tap Jump with the Paladin, you get a short hop after a small bit of delay instead of a full-height jump. For some reason, as long as you're moving during this short hop, the game believes the Paladin to still be grounded during this time, even when you've been airborne for a solid second, which allows you to jump a second time with nearly the same height as a normal jump but with substantially increased distance.You don't have permission to view the spoiler content. Log in or register now.
"How is this useful?" you might ask. Well, since the game treats you as still on the ground, you could do a short hop off a ledge and still manage to pull off the Paladin's spin attack, allowing you to hit enemies that are slightly airborne like the cave bats in certain areas. In short, it basically gives you a much wider aerial attack.