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(+2)

Thank you for the honest feedback!

What you’re describing is exactly what I set out to build at the start: a rogue-like transformation adventure. However, I ultimately could not figure out a core gameplay loop that both integrated transformations and felt satisfactory. As you pointed out, it’s very difficult to balance.

So it eventually morphed into this! A platform of very linear TF puzzles. And yes; transformations will reset every level and present independent puzzles. I expect that such is not going to be everyone’s cup of tea, but it’s something I’m confident I can pull off, for what it is.

(+2)(-1)

Maybe like OPP you could have reduced lingering effects from previous TF's that you complete a floor with? A little horny incentive to experiment beyond the basic solutions

(1 edit)

alternate suggestion, maybe some tf are temp and some are perminant? or there are checkpoints that can remove 1 tf and you need to plick wisely based on the route you take. 

ill be honest i wasnt expecting anouther game from you at all let alone so soon after health potion and im excited to see where this goes.

i do hope to see more in the future.

edit: maybe tie in the idea of the first game a little with a hp potion to heal between fights but the effects are randomized based on certain things, like i pick a whip to avoid fighting this enemy but i know im getting a butts and boobs potion for the weapon pick.

(+1)

unfortunately, it would mean I need to prepare EVERY puzzle for “what if they picked a boob upgrade? Or a butt? or a lip? Or nothing?” It would be impossible to plan.

So nah. It’s going to be more linear. It’s not a Slay the Spire.