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Very good art direction, character/monster designs are excellent, top-tier atmosphere and environmental art, however, some animations seem stiff (walking and H, mostly).

Good gameplay foundation, though it could use a bit more in the way of offensive options: charge attacks, jump attacks, slide attacks, follow-ups to parries and rolls, etc. The parry should probably be less forgiving timing-wise. In exchange, it could be faster/more explosive while staggering other enemies besides the target which gets knocked down. You might also want to add some kind of stamina system.

H-wise, animations seem stiff/perfunctory, here's a short list of games that I think are good examples of animations:

  • Night of Revenge by D-Lis (DLSite RJ405582), top-tier multi-stage animations, quite possibly the best all-around.
  • Hidden Realm of the Enchantress by TFANCS (Steam/Itch), single loop, amazingly fluid/juicy animation.
  • Troglofauna by White Dog Studios (@KhangBakaPixel on X/twitter), multiple stages, very simple graphical style, fluid multi-stage animations with varying poses and great sound direction.
  • Warrior Girl by KooooN Soft (DLSite RJ253103), excellent multi-stage animations, monotonous sound though.
  • Ecchi & Craft by Azcat/Dr Vermillion (DLSite RJ434109), multi-stage animations with good sound direction.
  • Seal of Luterllaria by uzuraZanac (DLSite RJ01042384), multi-stage animations.

If I had to point out specific aspects of a good H-animation:

  • How many different parts of the characters are affected by movements/physics/touch.
  • Reactivity: moans, jiggling, deformation, twitching and particle effects.
  • Multiple stages with variations in pose, rhythm and sound.
  • Good sound direction, variation in moans, smacks, grunts, etc.

I hope this is helpful.

(+1)

Thank you! we will do a big improvement for bad endings animations in demo v0.2.