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I found some bugs:

If you use the flex skill, in certain cases you can cause enemies to levitate.

For some reason, there's a 1 second frame hangup right after you enter the cave. 

Not really a bug, but getting 2 monsters (the cave right before the desert) right on top of you is basically a death sentence, even the flex skill won't help unless you get insanely lucky. Player needs increased "stand up" immunity.

Overall feedback: Definitely a lot more fun than the previous version. Though I think the combat will need some additional animations to make it "feel" right, which unfortunately means an increased workload for you. So I hope you don't mind that.

Combat suggestions: A crouch, with options to crouch kick/punch. Some kind of kick input in general. A dodge/block/parry to avoid, block, or even counter a monster grab. Different monster characteristics. Right now monsters basically all fight the exact same. I know this is mainly because the grab animations haven't been done yet, but it would be nice to see, for example: Slimes being more resistant to damage, Goblins being more "punt-able" AKA flying further back and taking more damage, but also doing cheeky stuff like throwing lust vials, or dodge rolling to get into a better position, and cats being able to break stuns and dodge hits on occasion due to their reflexes.

Minigame feedback: Right now I think the quick react one needs a slight tweak to increase the time window. It feels a little too unfair right now. Add a starting highlight around the first key in the "complete the sequence" Minigame, I was originally trying to read it right to left, but the actual starting input is left to right. A highlighted first key would've prevented that confusion.

Cumming in a monster should, at least partially, clear the player's "lust"/stamina meter. Alternatively, an item found later that grants this ability.

(+1)

Ah I see if you flex on the catgirls mid-jump it stops her arc and leaves in that new y position. I'll hotfix that in a bit.
I'll see if I can add some invulnerability frames for the player post-minigame.
As for the hangup, I'm afraid thats just the background music loading on browser, not sure how to deal with it, I'll look into it.

As for more combat moves, I know! The basic A-B combo is just the fastest I could come with so the Demo stands on its own while I work on many other things. I'll see if I can sneak in a few new moves but only after setting up the player with a new state machine and some mid air stuff.
Thanks for the feedback, I appreciate you giving the demo another chance!