Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags
Deleted post

1. "The box contents in battle" - do you mean the inventory items? In battle, that's the Digest command. Mechanically it works like the in-battle items menu of basically any other RPG, but consists entirely of things that have worked their way into Nathan's stomach one way or the other, thus it's "digest items" rather than "use items".

2. I don't really have any sort of response to this aside from just saying that AssCaps is my personal preference for fonts; I don't like lowercase letters at all, so slightly smaller uppercase letters work best for me.

3. The Equip menu displays Attack, Defense, etc. stats when changing equipment and the Status menu displays these in addition to the experience levels. Did you never open the game's main menu?

4. Again, main menu. It's labeled Guts outside of battle and allows you to digest, shuffle, and excrete any items you're not currently equipped with. It's the top option when the menu is open.

5. MP refills if you digest candy or rest in the pool in the first room. MP restoring candy is spawned anytime you cast spells, so casting spells like Starlight on enemies and then resting in the pool lets you stockpile MP recovery for later. MP also refills completely if an enemy beats you in battle, and costs you nothing beyond the inconvenience of teleporting back to the start room.

6. Confuse functions as a Stun effect on enemies, making them skip their turns. I'd have liked to make it a little more involved. Swallow is that if your Maw stat is higher than the enemy's current HP, you automatically grapple them and swallow them whole, defeating them and adding them as Prey to your inventory (or sometimes candy/equipment depending on the monster).

7. Aside from Maw (which is just a word meaning "mouth") I figured their names were all generic enough that they didn't really need an in-game explanation. ATK = physical attack damage, DEF = physical damage mitigation, INT = magical attack damage, WIL = magical damage mitigation, ACC = attack accuracy, EVA = evasion, AGL = Agility (speed, who goes first on a turn), HIT = bonus hits (an unreliable chance to hit extra times with basic strikes).

The main menu opens with any of the Escape key, Alt key, one of the main face buttons on controller if you're using one, or the right mouse button if using the mouse to play. Basically no matter what device you're using to input your various confirm commands, the other half of the controls should be an immediately adjacent button.

Anyway, thank you for the comment, I always like to hear feedback.

Deleted post

I'm still actively developing some other game projects right now, so hopefully you'll enjoy some of those because they're still retro RPGs even if they aren't based around fetish material.

Deleted post

Right now my best game is probably Athe Quest, though that one's also my first (and so far only) monetized project. What little feedback I've gotten on it has all been very, very positive, thought!

Projects in development include a throwback to the Game Boy ports of Dragon Warrior 1 & 2,  an RPG that uses graphic icons exclusively without relying on my usual usage of heavy flavor text and wordplay, and (down the pipeline) a tutorial on how to use this same engine I use to make games of your own. The last of these has a sort of messy prototype available on another site I used to use before community toxicity drove me out:

https://www.slimesalad.com/forum/viewgame.php?p=138030

That tutorial game does a pretty decent job at what I set out to do, but I was going through some awkward changes in my life, worked on it for basically a week straight with little sleep and no breaks, and it served as a little bit of a vent journal and game design blog in addition to its intended functions. I'm hoping to remake it in a higher quality, but I've been stalled on my textless RPG for about a year and busy with my day job.