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(1 edit) (+1)

In short, very nice mood and visuals, but gameplay is exceptionally frustrating in so many ways xD

In long:

The good:

  • The art direction is very good. It has a very NES vibe to it.
  • The animations and larger resolution arts are well rendered and I wish there was more interactions like the suplex ability to show things off.
  • I like the horny, but I feel it's in the weird middle ground where there isn't enough of it to count as a lewd game, but there is enough of it to push off players that may not want it (that powerup gain animation, though). May need to pick the side.
  • Sound effects all feel good, and the music choice as well (even if you didn't make the music yourself)
  • The controls and platforming are responsive for the most part, but certain mechanics need work, as mentioned below.

The bad:

  • Why is the only upgrade I get a more risky way to instakill enemies that I can already kill instantly with the blade?
  • The pistol is not worth using. When it can hurt enemies, it's too weak and a sword works better, and where I wish I had it because the enemy is too dangerous to get close to, they have shields.
  • The green walker thing that was mentioned by the guy below indeed led me to just baiting it out of the way and whacking the walls away. I can manage to kill it properly, but the dodge window is too tight to do reliably, and I need the health for later.
  • The lightning power up usage is at the mercy of your pickups, and it would make more sense to get a bit of the gauge when killing enemies. It lasts too short anyway, and only benefits being speed (potentially also damage) and bullet immunity, it doesn't have too much of a utility with most enemies charging at you or using lasers.
  • There should be more of a visual indicator that you are hurting the enemies/walls. The same type of indicator you have at the end boss with the lasers in the corners (the little poof). If I had sound off, I wouldn't know those destructible walls were destructible. At least you show when pistol is useless.
  • Sometimes, controls would get stuck where I would keep moving right (mostly happened in the boss fight, and usually just after I revived) and if it happened on the wall, I couldn't jump off at all.
  • Would be nice to have a pause button
  • Wall jump height/speed is very small compared to the regular jump, feeling very un-intuitive.
  • There should be a way to get off the wall without jumping upwards where danger may be (holding down and jumping to drop maybe).
  • I didn't like the boob pushing minigame, because me and my keyboard don't like button mashing xD
    (would have preferred if it was timing based)
  • Sometimes in stage 1-4 it is hard to tell which parts of the environment are walls and which are not. May be a tileset issue?
  • Font is the only high resolution thing in the game, so it stands out. In my experience, low resolution fonts are a challenge to fit, but if you do it good, it will help the mood.
  • That boss fight was very reliant on random chance due to the lack of options the player has. All I can do is hope he won't charge into me at high speed while bullets block my escape paths. I can't reflect the bullets, my hitbox is huge, my weapons do nothing, and all I can hope is he hits the lasers in the corner more often than me (I did beat him though, but I did not have fun doing it)
  • Credits/extra page could really use a back button xD

All in all, there is potential here, but I wish frustrating gameplay was the least Ninja Gaiden thing about it :p

About your bad points:

  • The upgrade for instant kill originally is planned to be an "invulnerable" frames, becouse  in the old version, there is a part you need it, and it will be an important point in the game (If I finishee
  • Pistols are not really usefull on this version, but I wouldn't have put it if I didn't have plans for the gun (and other future weapons).


  • The green tripoid it need to be dificult: otherwise, it would be to easy to beat em...  But in really is not nothing hard once you find the way.   


  • Lighting Mode make you invulnerable to some enemies, not just bullets.  The lightning bar are incremented when you kill enemies and there is items too to do it.  Is not a resource to spam it :(    Besides, not only increase the velocity, in increase the jump and the speed move and speed attack


  • About the visual indicator of the enemies, I will put it.  Dont worry  BUT:  for the boss, I will not put it;   if I tell the player how to beat the boss, then... no, sorry but not ...   Come on people, dont play like a zombie:  notice the enviroment U_U

  • Stuck in the walls of the boss?  in what part exactle? A screen shot or gif would be better.


  • Of course a pause button is obligatory ... if the game were complete, but is not, is only an alpha version and one level, so I considered innecessary option (for now)


  • wall jump (heigh and speed) dont need to be necessary equal when you are in floor :)


  • "To get off the wall without jumping" ... Nope, sorry but not :D


  • "boob pushing game"?  No, no, no: "Bounce Her Sport" :D      Well, in your case, that is not my fault XD 


  • Stage 1-4 it is hard to tell which parts of the environment are walls and which are not.   I will fix that to be more visually accesible. 


  • About the font of the game, yes, I should change it, but is more work that I didnt want to do becouse time and becouse not necessary too.   But if the game would be finished, I will change it, of course. 


  • Boss is, in part, randomly moves, but in the most times, it can be avoid.  Pleasy, analice find the boss.   Besides, you can destroy the bullets with the second upgrade ability.    Trust me, the prototype is not so hard.


  • A credit back button? For what? you finish the prototype?  Even if you enter to credits in the main menu, just refresh the page ...  There are stuffs that are not necessary for a demo, becouse consume time and are not really usable.

Many people talk about the dificulty, but I really dont understand them.   Im not putting something impossible.    I have played many side plataformers and to be honest: any of that games has really challenge me.  Absolutly any of that games.

Games like Celeste, Blasphemous, The Messenger, Hollow knight had been badly accustomed the players now times.  Are games too easy.   Are very good games, but at least for me, dont represent any challenge. 

Look, here I show you that kill the green tripoid is any hard to do it.  Bullets are uselles in the head, and if you shot the legs, the bullets dont destroys, the bullets keep going ... that should tell something to the players if they look good. 

(I had to reduce the size of the gif due the size)

You see?   Is not has dificult has people say

The same with the boss.   Yess, the boss will hurt you sometimes, but is not a rule to always avoid damage in games.    In some point, the battle with the boss is a challange for how die first:  Zayra for the bullets, or the boss for the beams on top °tik tak The time is running, Sponge Bob"  :D 


Well, thank you for the suggests, but remember there will not be more updates if people dont help my goal.   People ask me and ask me to do changes, but never support.   This second version was a nightmare to do it and sorry, but I will not keep doing stuffs for free.   I only presented this prototype: if people like and support, I will continuing improving for do a complete game.  If not help, then this is closed uwu

Chau!

(by the way, is not a nsfw/lewd game)