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(+1)

Having played Lilith's Lair, I cannot begin to describe how much I loved Bellagarth as a character. She is the best! A pious, no-nonsense barbarian who is not jaded by her years of fighting and always fights for something bigger than herself. It's probably stupid to think something like that about a fetish game character, but her attitude is very aspirational.

Having thought that Lilith's Lair is the last time we'd see her in a game, I was still happy to have followed her short and concise story. 

To find out that you are making a full-length game about her future journeys where she meets so many new and interesting characters and takes a much more active role in her story, with a multitude of fighting styles and forms was incredible news!

Everything I could say about the gameplay/art/humour was said better by other commenters, so I'll try to say something niche, but something I feel deeply.

 I appreciate the richly-illustrated visual novel parts of the game. No matter how "mundane" the conversation, you punctuate almost every phrase a character says with a new picture-reaction. Even in Bellagarth's talks with the slime, you had like 5 different facial expressions for a faceless slime! You knew that most people wouldn't notice if you repeated just one frame a bunch and went all in because that way, the scene would be the funniest it could be. And how you animate text! No disrespect to VAs, but with text movement like this, you don't need voice acting, you just hear it in your head.   

The movement and dynamism of your art shines even more in this game, which is crazy since Lilith's Lair had fully-animated cutscenes. The escape from chelnoks with Dusk and Bellagarth leaping into the window was one of the coolest, adrenaline-fuelled experiences in this demo.

Yours and Bambi's character designs are absolutely incredible, seemingly cliché "fantasy" concepts that don't feel like anything else I've seen. The chelnoks, froblins and those frog ladies that inflate their breasts are definite stand outs. 

The chelnok city is INCREDIBLE! That short level feels so alive because of your fantastic work with citizens walking around, looking down on you as they pass. You've done something that I've felt in Zelda's Ocarina of Time: populate a small and technically limited space in such a way that it feels alive. 

The way your writing reveals some aspects of Bellagarth's world without turning it into lore (derogatory) is really fascinating. Haraman and Bellagarth's disagreement on whether the gods do magic comes to mind. You hint at the conflict without needing to go full Dark Souls loredump over it! And the chelnok butcher saying that froblins are lucky to not eat meat and not grow strong, because they don't pose a threat to the chelnoks and aren't crushed? Still think about that easily-missed dialogue. It's a perfect example of how you wrote the chelnok to be a war-like antagonistic nation without dehumanizing them! Maybe I'm reading too deep into this, but the writing is peak!

The fact that you've tailored the boss fight for different difficulties (I think) is also really cool. I've 100% the demo (gamer) and appreciated that Major's axe throw cannot be blocked for long, it just cuts through your defense. But in a Youtube video I've seen of the game I've noticed that a person playing on lower difficulty was able to block it outright. That's a really hands-on approach to adjusting difficulty, which is really cool!

People love saying "I can't wait for this game to come out", but not me. I would be happy to wait for a decade if it meant you and your team brought your vision to life. Thank you for continuing the story of Bellagarth the Brave and thank you for your astounding work!!! :D

(+2)

Wow, thank you very much for such an encouraging comment, it fills me with POWER to keep making the game!

A lot of the things you mentioned were active considerations, like the lore stuff and tweaking generic fantasy races to try and make them a little more interesting. I appreciate you having a keen eye and picking up on those things!