2.00 star(s) 1 Vote
Mar 13, 2018
194
169
congrats on the first rewrite and this is the question though have you ever thought of using manga instead of a realistic style? i know it's your own uniqueness.

but hey just my suggestion give it a try not the body though but only the head the body is fine it's great actually.

good luck.
 
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JazzyJoint

Valley Breeze
Game Developer
Nov 14, 2018
22
348
thanks you plz increase time of minigame too or remove Z X key from it it was pain to pass it but was cool too just using thos key was wierd
Since this was a recurring complaint, I will increase the minigame time in the next version, and also remove Z and X keys. Thanks for the feedback!


I fixed the TV and stove, but can't find the fridge? there's the three items that look like fridges in the kitchen but I can only choose to eat from the white one. I feel stupid getting stuck on the first quest, but this feels like a bug. I restarted and had to go through the whole intro, but still it persists.

What am I missing?
Hi fitzclaircharron, the fridge is outside the house in the backyard.

Hello JazzyJoint

I really like the game:
The art is great, the visual effects are very nice.
Also the diversity of girls is a good appeal.

Please, can you consider two observations?
Real time passing is a stressing element that ruins the experience for some players (me included).
The same goes for the energy being consumed automatically.
Those two elements make the player to rush and can't explore with ease and calm.
Some players like to explore and enjoy the details without hurry.

Also, how can you replenish your energy? I tried to eat in the kitchen and the "30 energy" message appeared, but the energy bar is not filling.

Thanks a lot.
Hi fitzclaircharron, thanks for the feedback and suggestions!

As suggested by this thread, I will consider adding an item that regulates the speed of time passing (and consequently the speed with which energy is consumed), what do you think?

I hadn't noticed this bug in the fridge, but currently you can buy food from the vendor in the square, and also consume tea from the Trailer Park.

The game looks promising. And no NTR? Sold!. Now a few questions
1. Customizations? Like clothes, piercing, skins and hair
2. Preggo and preggo scenes?
3. Seeing this has no NTR. Reverse gangbang? Like 1 male and female group
Thanks for the feedback! About your questions:

1. I have already considered implementing a character customization system. For the pixel art character, it would be fine to implement. But, as this would also affect the scenes, it would require considerable extra work, so I prefer to keep this idea on a slightly more distant horizon.

2. Definitely!

3. Definitely too.

you can buy apple and cheese they heal stamina also a guy in trailer area sell 35 energy for 5 $
you can work at coffeshop for 40$ each 4 hour after progress quest in police station but that mini game is annoying
Hello Odino, I will make the mini game easier for the next version.

In fact, the idea is to make different minigames in each context to avoid repetition, but this is still not in the priorities. For now what I intend to do is improve the current minigame.

congrats on the first rewrite and this is the question though have you ever thought of using manga instead of a realistic style? i know it's your own uniqueness.

but hey just my suggestion give it a try not the body though but only the head the body is fine it's great actually.

good luck.
I'm testing different art styles, and I think I'll do a poll to define the one that will definitely be implemented from now on.
Thanks for the sugestion!
 
May 23, 2017
227
1,008
Hey, you should really change the size of the peepee as some virgin members looked a their own and still found it lacking.
 
Dec 3, 2020
27
449
Hey guys, this is an example of the new art style I've been preparing for the game for a few weeks now.

It's still WIP, but I think this more cartoonish style matches the overall vibe of the game.

What do you think?

View attachment 1937955
That is leaps and bounds better. I absolutely love the overworld tile sets and the sprites are great, but I don't feel enticed by the character/scene art. What you're showing feels like it has way more personality and isn't stilted traces of 3d models.

One thing that would push your game into the stratosphere is to include a few basic expressions for each major character (ones that get a lot of dialouge) that you swap between during conversations. The pose doesn't even need to change necessarily unless you're feeling like going that extra mile, but just a few expressions does wonders for conversation-heavy games.

I think the following would cover most of your bases:
Neutral
Happy
Angry
Disgusted
Sad/Dejected/Disappointed
Confused/Apprehensive
Flirty
Thoughtful

When a huge part of your game is about conversations, simply matching what the character is saying to their face helps so much, and so many creators underestimate it, and it actually saves you a lot of work in the long run because the tone of what the character is saying can be conveyed by their face rather than the dialouge itself. For example, if a character is saying "I don't think we should talk here", them having an angry face vs a flirty face has two very different connotations, but you don't need to rewrite the actual words, just swap a picture. If you're not some wizard with words, or english isn't your first language, a facial expression can compensate for that gap.

I really think your game could become of one the favorites on here, the tilesets are gorgeous, if you push the art like you are, that'll get you a loyal fanbase.
 

JazzyJoint

Valley Breeze
Game Developer
Nov 14, 2018
22
348
That is leaps and bounds better. I absolutely love the overworld tile sets and the sprites are great, but I don't feel enticed by the character/scene art. What you're showing feels like it has way more personality and isn't stilted traces of 3d models.

One thing that would push your game into the stratosphere is to include a few basic expressions for each major character (ones that get a lot of dialouge) that you swap between during conversations. The pose doesn't even need to change necessarily unless you're feeling like going that extra mile, but just a few expressions does wonders for conversation-heavy games.

I think the following would cover most of your bases:
Neutral
Happy
Angry
Disgusted
Sad/Dejected/Disappointed
Confused/Apprehensive
Flirty
Thoughtful

When a huge part of your game is about conversations, simply matching what the character is saying to their face helps so much, and so many creators underestimate it, and it actually saves you a lot of work in the long run because the tone of what the character is saying can be conveyed by their face rather than the dialouge itself. For example, if a character is saying "I don't think we should talk here", them having an angry face vs a flirty face has two very different connotations, but you don't need to rewrite the actual words, just swap a picture. If you're not some wizard with words, or english isn't your first language, a facial expression can compensate for that gap.

I really think your game could become of one the favorites on here, the tilesets are gorgeous, if you push the art like you are, that'll get you a loyal fanbase.
fitzclaircharron, your words mean a lot to me. I appreciate the compliments and your suggestions are equally valuable. I have no doubt that I will insert facial expressions into the characters - it was already an idea, but as the artwork of the first version was just prototypes, I preferred not to waste time on it.

Thank you very, very much, man! This kind of comment gives me motivation to keep working hard on my project daily.

I'll take the opportunity to keep updating you on the game project. This is the new dream scene with Susan (still WIP), what do you think?

Scene Susan Dream w BG.png
 
Dec 3, 2020
27
449
fitzclaircharron, your words mean a lot to me. I appreciate the compliments and your suggestions are equally valuable. I have no doubt that I will insert facial expressions into the characters - it was already an idea, but as the artwork of the first version was just prototypes, I preferred not to waste time on it.

Thank you very, very much, man! This kind of comment gives me motivation to keep working hard on my project daily.

I'll take the opportunity to keep updating you on the game project. This is the new dream scene with Susan (still WIP), what do you think?

View attachment 1940132
Looks good. I'd say it's giving me "3d model" as reference/trace vibes though. This is one of those ironic times that the imperfections of drawing completely by hand actually lend art that special something. I'm not suggesting you do all your art that way, since you have a schedule to keep and don't want to burn out, but the kind of stuff that'll push your art to the next level is to add small details at focal points; that is to say where the viewer's eyes will be. For almost any drawing of person, the hands and face are what people look at first, and in porn, of course things like breasts and butts and such. I'd say keep tracing/using 3d models as reference, but to actually draw the hands and faces yourself, merely referring to the reference for things like proportion, foreshortening and perspective.

For the facial expressions, try to go a little bit farther than what seems natural/appropriate (like 5%-10% over your initial instinct), because what happens with stylized art is that you lose a ton of micro-detail that even the smoothest real human faces possess. The kind of stuff that allows us to see micro-expressions, those fine, nearly imperceptible minute details. Since cartoons don't have that kinda detail, masters of cartooning use the limited anatomy they do have access to and exaggerate it in a very deliberate way to precisely evoke an expression. Eyebrows, eyelids, and mouth shape and the relationships thereof, mixed with posture is the bedrock of expressive cartoony art. For your character, she looks bored and uninterested, because her face is almost neutral in expression, like fucking is as interesting as picking what kind of milk she wants in her coffee.

The way I think of it is an economy of expression, to efficiently as possible tell the audience what this character is feeling. If she's turned on, draw her turned on. Unless you're fully animating the scene, you'll have a very limited opportunity to get across the mood and tone and vibe of a character, and to make them feel like a person. And when it comes to smutty games, that is incredibly important, because otherwise people could just go to look at animated gifs or photos instead. They want that emotional context and character acting, that storytelling.

I'd also reccommend studying real photos as reference for how flesh/bodies behave. The breasts here look like bolt ons, honestly, because real breasts are basically bags of fatty tissue with very little rigidity in them, so they are conform to the forces of gravity unless acted upon by something (like a bra or a pair of hands). These are kinda gravity-defying, which is a telltale sign that an artist is simply posing a 3d model and using that as their foundation. Study cartooning, especially facial expressions. You'll find lots of references on how to do it.

I hope this helps, I have faith you can turn out a great, memorable game.
 
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JazzyJoint

Valley Breeze
Game Developer
Nov 14, 2018
22
348
Looks good. I'd say it's giving me "3d model" as reference/trace vibes though. This is one of those ironic times that the imperfections of drawing completely by hand actually lend art that special something. I'm not suggesting you do all your art that way, since you have a schedule to keep and don't want to burn out, but the kind of stuff that'll push your art to the next level is to add small details at focal points; that is to say where the viewer's eyes will be. For almost any drawing of person, the hands and face are what people look at first, and in porn, of course things like breasts and butts and such. I'd say keep tracing/using 3d models as reference, but to actually draw the hands and faces yourself, merely referring to the reference for things like proportion, foreshortening and perspective.

For the facial expressions, try to go a little bit farther than what seems natural/appropriate (like 5%-10% over your initial instinct), because what happens with stylized art is that you lose a ton of micro-detail that even the smoothest real human faces possess. The kind of stuff that allows us to see micro-expressions, those fine, nearly imperceptible minute details. Since cartoons don't have that kinda detail, masters of cartooning use the limited anatomy they do have access to and exaggerate it in a very deliberate way to precisely evoke an expression. Eyebrows, eyelids, and mouth shape and the relationships thereof, mixed with posture is the bedrock of expressive cartoony art. For your character, she looks bored and uninterested, because her face is almost neutral in expression, like fucking is as interesting as picking what kind of milk she wants in her coffee.

The way I think of it is an economy of expression, to efficiently as possible tell the audience what this character is feeling. If she's turned on, draw her turned on. Unless you're fully animating the scene, you'll have a very limited opportunity to get across the mood and tone and vibe of a character, and to make them feel like a person. And when it comes to smutty games, that is incredibly important, because otherwise people could just go to look at animated gifs or photos instead. They want that emotional context and character acting, that storytelling.

I'd also reccommend studying real photos as reference for how flesh/bodies behave. The breasts here look like bolt ons, honestly, because real breasts are basically bags of fatty tissue with very little rigidity in them, so they are conform to the forces of gravity unless acted upon by something (like a bra or a pair of hands). These are kinda gravity-defying, which is a telltale sign that an artist is simply posing a 3d model and using that as their foundation. Study cartooning, especially facial expressions. You'll find lots of references on how to do it.

I hope this helps, I have faith you can turn out a great, memorable game.
Your tips are incredibly valuable. Thank you for that.
 
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jamieboy

New Member
Oct 6, 2019
13
25
Hey guys, this is an example of the new art style I've been preparing for the game for a few weeks now.

It's still WIP, but I think this more cartoonish style matches the overall vibe of the game.

What do you think?

View attachment 1937955
I checked back in and I am so glad I did. I responded earlier saying I didn't love the CG art. This is so much better. The overworld art already worked really well but this just fits so much more with the overall feel of the game. I am VERY excited for the next update.
 

JazzyJoint

Valley Breeze
Game Developer
Nov 14, 2018
22
348
Hello guys. From the feedbacks of the first version, I bring you a small update here.

The most important thing, above all, is that I finally adopted the new art style that matches the mood of the game much better, imo.

In addition, all reported bugs have been fixed, as well as some gameplay-related improvements.

From now on, I'll be working on adding new content (I already have a lot prepared!) and improving the art even more.

Thank you so much for all the criticisms and suggestions!

- Special thanks to Meowmadam ; groove888 ; odino ; JLuix and fitzclaircharron for the extremely useful and constructive feedbacks.
 

Misterafro

Member
Nov 2, 2019
424
176
Hello guys. From the feedbacks of the first version, I bring you a small update here.

The most important thing, above all, is that I finally adopted the new art style that matches the mood of the game much better, imo.

In addition, all reported bugs have been fixed, as well as some gameplay-related improvements.

From now on, I'll be working on adding new content (I already have a lot prepared!) and improving the art even more.

Thank you so much for all the criticisms and suggestions!

- Special thanks to Meowmadam ; groove888 ; odino ; JLuix and fitzclaircharron for the extremely useful and constructive feedbacks.
Do u have discord?
 

HentaiKami

Engaged Member
Jan 27, 2019
2,556
3,823
Decent start for the game, though needs more art for the scenes and more progress before i'll try it again. Not bad for a such early release.
 
2.00 star(s) 1 Vote