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What additional animation9s) would you want added to the Raven level? Pick 2...

  • Dog threesome

  • Raven threesome

  • Dog finishes off Val

  • Raven finishes off Val

  • Raven Giant finishes off Val

  • Val finishing off Raven Giant


Results are only viewable after voting.

MoreNow

Member
Nov 25, 2017
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View attachment 2057835

Overview:
Val Karee and her girlfriends were on a camping trip when they were attacked by monsters. Her friends were taken but Val got away, and now she's back and fully armed and ready to be a hero. She can do it all -- kick enemies down, shoot them in the face, slide past their attacks, and blow them the fuck up.
She's tough. She's buff. And she's heading into the haunted forest to show them who's boss.

But Val's about to get fucked.

Join Val as she tries to survive the evil hordes and rescue her friends. Fight fast, fight hard, and fight smart, and you may just survive. Or just go ahead and get killed if you prefer -- that's kinda fun, too.
Thread Updated: 2023-03-02
Release Date: 2023-03-02
Developer: ValKaree ,
Censored: No
Version: 0.2.10
OS: Windows
Language: English
Genre:
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Installation:
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Changelog:
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Developer Notes:
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Thread needs a Guro tag.
 

hrkeegi32

New Member
Jun 20, 2020
8
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Very weird, no idea why it's happening. What are your Windows OS and machine specs? Can you try re-downloading it and seeing if that fixes it?

If that doesn't work I can try to make you a new build, it will be a bigger download but will hopefully work. Please let me know if you're seriously interested in trying it out and reporting the results -- it will take effort on my end and I don't want to waste my time, and I did something similar for someone in the past and they ghosted me which sucked.
if I change it to run with windows vista, it starts working but runs very slowly. otherwise it's windows 8 and it only has a black background and you can't play
 
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valkaree99

Active Member
Game Developer
Sep 7, 2022
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if I change it to run with windows vista, it starts working but runs very slowly. otherwise it's windows 8 and it only has a black background and you can't play
hrkeegi32, xxsevoxx99

hrkeegi32 On
Vista have you tried pressing the 'b' button during the levels to toggle the low-res background? I need to do that on my Windows 7 machine, otherwise fps is down to ~20.

I can't speak to Windows Vista/8, those are out of support OS's and if I was to guess it would have to do with WebView2 compatibility. But the game runs on my old Windows 7 x64 machine.

If you're getting a black screen, I created 2 new builds that use a different app container, try the first and if that doesn't work try the . Let me know how it goes.
 
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hrkeegi32

New Member
Jun 20, 2020
8
4
hrkeegi32, xxsevoxx99

hrkeegi32 On
Vista have you tried pressing the 'b' button during the levels to toggle the low-res background? I need to do that on my Windows 7 machine, otherwise fps is down to ~20.

I can't speak to Windows Vista/8, those are out of support OS's and if I was to guess it would have to do with WebView2 compatibility. But the game runs on my old Windows 7 x64 machine.

If you're getting a black screen, I created 2 new builds that use a different app container, try the x64 version first and if that doesn't work try the 32 version. Let me know how it goes.
if i make it work with windows vista i also added a picture. and if I press b as you suggested, I can already play. that the movement is a bit slow and much better than before. i have windows 8.1
 
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valkaree99

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Game Developer
Sep 7, 2022
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if i make it work with windows vista i also added a picture. and if I press b as you suggested, I can already play. that the movement is a bit slow and much better than before. i have windows 8.1
That's good news. Will the original v0.2.10 build work with the Vista setting? I just want to know if there's any benefit to the new build I sent you, and the original build is much smaller to download.
 
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DerTeller

New Member
Jan 9, 2018
6
13
I love the direction where this game is going. The new animations look pretty good. I think the duration of the combat H scenes where you can escape could be twice as long before it ends with exhausted and cumstained Val in my opinion.

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Keep up the good work cant wait for the next update
 

valkaree99

Active Member
Game Developer
Sep 7, 2022
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I love the direction where this game is going. The new animations look pretty good. I think the duration of the combat H scenes where you can escape could be twice as long before it ends with exhausted and cumstained Val in my opinion.
Thanks! By twice as long do you mean more moves/animations, or just have each segment run longer? The former is harder and requires more memory. The latter is easy to do but I don't want folks to feel it takes too long to get to the money shot/finish. One thing I was considering: a '[x] to advance, [c] to go back' option during the H scene that allows players to go to the stages they're looking for. They would still need to fight to get out of the H scene.

I have one question: In the Ashley scene, was it intentional...
Yes. There was yesterday re: that as well. I may add a segment that shows Val clothed, then fades out/in to the scene you know. Heck I may add a 'hugging' segment as well. I just need to be careful of adding too many frames due to memory.

Thanks for the feedback and glad you're liking the game! Join Discord if you haven't already, always good to hear players' thoughts and suggestions.
 
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SinfulFantasy

Member
Jul 31, 2021
171
439
I really liked this game before the overhaul. I really liked level 1 after the overhaul.

Then I got to the spikes and zombie hoard cluster fuck that is level 2. This game's controls are far too clunky for something that requires such precise inputs and timing. Half the time I try to fire and move quickly, the game just eats my inputs and I just stand there like an idiot and get hit. And when there's 47 spikes and 350 zombies on screen at once, and some of them spawing directly at my feet, that's pretty infuriating. I have no issue with complex gameplay in "porn games," but if it's going to be in the game, it has to be the main focus. It has to be smooth, it has to be intuitive, it has to feel natural, and it has to work 100% of the time every time. And this game as it is currently does not do that. Taking a hit to the porn content won't ruin a game, but abandoning controls and optimization, and then throwing an un-fightable hoard of zombies at the player while they have to make extremely precise inputs in a game that eats those inputs half the time absolutely will. I can't enjoy the game and its content if I have to spend 2 hours to get through one section of gameplay that's ridiculously harder than it needs to be for no real reason.

So, in closing, I just want to say that literally everything about the game except for the above mentioned Level 2 Menace has been great, I genuinely like it and any inflammatory language used above was used in an attempt at humor (think Francis or AVGN).
 
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valkaree99

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Then I got to the spikes and zombie hoard cluster fuck that is level 2...
First off, thanks for your feedback. And thanks for turning me on to AVGN! Now I know what I'll be watching tonight. Still haven't figured out what 'Francis' is tho...

You're in the majority re: game difficulty, that's been the biggest gripe and I'm always trying to find the right balance between beatable and interesting.

Some questions:
  • I'm assuming you're referring to the room after you meet the tattoo-chest girl? Is that the only room you're finding too difficult? How difficult were the rest of the rooms for you?
  • What issues are you having with the controls? I can see how having 5 keys on the left hand can be tricky to master but is there more to it than that?
  • "the game just eats my inputs…" Is the game not responding to your keystrokes? If so, what FPS are you getting? Just trying to understand if this is a performance thing or if it's something else.
  • I've been considering adding a tutorial level to teach the new player about the controls. Do you think that would be helpful for new players? The fact that you played the original Alpha along with level 1 makes me think you were ok with starting the game as is.
  • If the gameplay was simple (e.g. if there were way fewer zombies, if zombies died with 1-2 shots, if spikes were very spaced out, etc), would you still want to play the game? Or would you find it boring and monotonous?

I'm very open to feedback on this and other aspects of the game. You're also welcome to join the beta program, those testers' feedback is highly influential in game direction. I also started using Discord finally and there have been good conversations over there.
 

SinfulFantasy

Member
Jul 31, 2021
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Some questions
Francis is a rage character played by a YouTuber Boogie2988. ( )

Which room:
Yes, I am referring to the one after the woman that runs from you gets impaled. The area that has sets of three and as you run through them, a hoard of zombies spawns, a lot of them right beneath your feet, making it impossible to navigate to the right without getting hit. Then, after you get all the way to the right, once the zombies get past the spikes, in my experience, it's impossible to kill the remaining of the hoard since when I kite them back to the spikes, them break to the right to throw my grenade, the grenade throw is too far and it overshoots them, leaving me with no grenade and 5-7 zombies left to kill with just my pistol. And when 5-7 zombies are stacked on top of each other, only one can be hit at a time, and the rest advance. And when I only have half a screen worth of movement space to work with, it's literally an impossible fight to win. Then, on the one attempt where I did kill the initial hoard, I was low health with no clothes, so when the second hoard spawned at my feet while I was doing the stop-and-run spike run, I was forced to either get spawn tapped by the zombies and die, or run for it and die to the spikes.

Control issues, eaten inputs, and performance:
The issues I have with the controls aren't the layout, it's simply the fact that when I'm fighting a hoard with grenades, you have to kite them to the right range for the throw, turn around, and throw in quick succession to hit them without overthrowing them. When I attempt to do this, half the time I hit the arrow key to reverse the direction she's looking in, then hit the grenade button, the game totally misses my move input, so I throw my grenade in the wrong direction, totally wasting it. At that point, I then have to turn back and move through the hoard, taking a hit since the slide doesn't always cover enough distance to avoid them, or doesn't recharge fast enough to slide past the second "clump" of zombies, the eaten input costs me a hit. Also, as per my performance, I got a pretty steady 58-60 FPS when I went back in and checked, and that was with an IMVU 3D chat client open as well.

Tutorial Level:
It probably wouldn't hurt, but I personally don't mind it not having one since level one starts out with a good pacing for new players in my opinion. Off the top of my head, I don't remember if there's a prompt telling you the grenade button the first time you pick one up, but if there isn't one, perhaps adding one would be beneficial, but again, there is the controls tab on the main menu, so no big deal there.

Simplified Gameplay:
The number of zombies isn't the biggest issue, but when they spawn directly at your feet when your back is to a tree and a hoard on the other side of the screen, you literally have no choice but to take a hit either from running directly into the hoard or the spawning zombie. And when you're between really precisely timed spikes with a hoard behind you and a zombie spawning on your feet, you pretty much have to chose at that point to get hit by the spawning zombie, or by the spike. There's literally no way to avoid it since the slide has a cooldown.

If I were to make a suggestion, it would be to make sure zombies don't spawn within a certain distance of the player's current position, giving them time to act on the spawning wave as well as maybe an increased range on the grenade, and instead of a set damage value, it just kills anything within that range so that way when you have a big clump of zombies in a tight space, you can still have a viable way of actually fighting them, and when you throw a grenade into a tight clump of 15 or so zombies, it actually kills the entire clump, instead of dropping 5-7 of them, leaving you to fight the rest with just the pistol in a very uphill if not impossible battle.
 
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DerTeller

New Member
Jan 9, 2018
6
13
Thanks! By twice as long do you mean more moves/animations, or just have each segment run longer? The former is harder and requires more memory. The latter is easy to do but I don't want folks to feel it takes too long to get to the money shot/finish. One thing I was considering: a '[x] to advance, [c] to go back' option during the H scene that allows players to go to the stages they're looking for. They would still need to fight to get out of the H scene.
I meant the segments could be double the lenght no need for new animations in my opinion, I like the Idea of a advance or go back button or there could be a third option: you could keep the duration of the first scene before the cumshot but could double or tripple the animation time where they stick it back in and fuck cumstained Val until it ends in exhausted Val breathing heavily. But thinking about it a '[x] to advance, [c] to go back" would make more sense
 
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valkaree99

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Sep 7, 2022
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Dev update: There's been a lot of progress on the game over the last week. The next release will include the following:
  • New CGI Gallery
  • Several new CGIs
  • 16x9 resolution, optimized for 1920x1080 displays. This will allow the game to play in fullscreen mode and eliminate the black bars that surround the game on most players' machines. Example: Clipboard01.png
  • zoom in/out hotkeys (during gameplay)
  • 'h' hotkey to collapse naked without having to be hit
  • Ashley animation updates: additional animations/frames where there currently are none, slightly shorter dialogue
PM if you're interested in the beta.

BTW a release with Level 3 should follow shortly thereafter. .
 

valkaree99

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Sep 7, 2022
614
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I meant the segments could be double the lenght no need for new animations in my opinion, I like the Idea of a advance or go back button or there could be a third option: you could keep the duration of the first scene before the cumshot but could double or tripple the animation time where they stick it back in and fuck cumstained Val until it ends in exhausted Val breathing heavily. But thinking about it a '[x] to advance, [c] to go back" would make more sense
Gotcha, thanks. I have an animation gallery of sorts that I use to test/debug the anims, and it has all the controls to loop a segment forever, jump back/forward, increase/decrease speed, etc. I would need to simplify it for general use but I hope to have something in the Level 3 release or shortly after.
 
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valkaree99

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Sep 7, 2022
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Francis is a rage character played by a YouTuber Boogie2988. ( )
I'm glad I gave that first vid a minute because dam he got me laughing.

A couple takeaways for me:
  • increased grenade shrapnel range - that's easy and I agree the current range is pretty small
  • more spaced out spikes, at least in that room
  • zombies spawning at the feet - this will still be a thing in certain rooms as it forces the player to move, but I can think of a few rooms where I want to avoid/remove it. FYI a quick slide when they start to pop up and you're out of the way.
I read a post by the dev lead of HalfLife way back when, and what stuck with me was "you need to make games much easier than you think". I'm in that boat for sure. The room you speak of is pretty easy to me as is, but I know what's gonna happen and have probably played it 100 times, and the controls are 2nd nature to me. I can't expect folks to spend a lot of time building up their control skills or memorizing every room's intimate details, especially if they gotta die a shitload to get there.

But please tell me if I make the game too easy...
 

SinfulFantasy

Member
Jul 31, 2021
171
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But please tell me if I make the game too easy...
Perhaps you could add a couple different difficulty settings? That way people who have had the time to play the game and want that level of challenge can get that experience, but newer/less skilled players can play a toned-down difficulty level for their first time through so that they don't miss out on the content the game has to offer? I'm certain that given enough time, practice, and patience, I could get to the point where I can breeze past that part of the game, but between working full-time and other things going on with life, not everyone is going to have that time to sink into it. Especially if you intend to release the finished game on something like Steam or some other digital storefront, being able to tone down the difficulty with an in-game option menu would open up a much wider range of players with lower skill levels to purchase.
 
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valkaree99

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I've considered a difficulty system and may still end up doing it. It would have to be simple... the 'easy' setting could increase bullet power (zombie kills in 1-2 hits vs 3), reduce zombie spawn counts, maybe add 1-2 mags and grenades. The challenge is retrofitting something into the game at this point: there's already a lot of logic around zombie counts required to complete a room that would need to be redone, conversations would need to be adjusted, I'd have to add a settings UI, etc. It's all possible but it takes away from the other game development.

This game is nothing like what I originally envisioned, it's gone through so many changes and each change to the core code has been a huge drag. Difficulty level would be a core code change, so if I can avoid it and just make the game playable for all I'd be happy. At the end of the day it's an H game, and I'm sure most players just play it to get to that content.

I updated that spike room yesterday along with one from the Monica level 1 (where zombies spawned underneath you). Any others that you felt need adjusting?
 

SinfulFantasy

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Jul 31, 2021
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Any others that you felt need adjusting?
No, that one room I mentioned was the only one that gave me any real grief. There were a couple that I had to take a couple cracks at to get through, but having to retry a room a handful of times to get it right isn't an issue at all, just a good challenge.
 
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