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Oof... Not a fan of the 0.1.4 version.

The first thing I noticed is the slight redesign for Conney. In the last 2 versions, she was cute. This updated design seems to be aiming to make her look beautiful, but it doesn't look right. And her idle stance also seems like she's leaning towards the "sexy/beautiful" trope. I think its the lipstick, for the most part?
I still think her 0.124 design was perfect.

The spinny kick move, not a fan. I think Conney needs to have a stationary form of attack. Several times I mashed the button to struggle out of ropes only to input one too much presses and go flip-a-dip-flinging myself off the stage. And the fact that her roll-attack is performed by moving and then hitting the crawl button means she has two moves in her kit that serve the same function.

And lastly, the rope/bondage aspects now seem like more of an afterthought than a game mechanic. This could just be because its a very early demo showing how things will work, but again, 0.124 was the perfect mix of platforming and bondage. Freeing each set of limbs opened up your movement options, similar to a Metroidvenia.
In both 0.1.3 and 0.1.4, it feels less like mechanic and more like a fail-state you can mash to remove.

Keeping my eyes pealed to see where you take it next.

(+1)

I'm sorry to hear that.

I had to make some changes to the expression system, so I had to redraw all the eye shapes and mouth. At the time I thought that giving her lips would be an improvement. In anycase I'll try and make her more cute for the next one.

I wanted a move that uses her hands on the ground, but attacking enemies directly with her hands (e.x punching) didn't fit her very much. To me the cartwheel was the best option. If you have any suggestions for stationary attacks I'll consider.

As for the "flip-a-dip" issue, it's something I'm working to fix for the next demo since a few others encountered it as well.

Conney in 0.124 didn't have any abilities other than jumping making it bland a fairly bland platformer. So for the newer versions I started adding more to her moveset with the hopes of making platforming fun and enjoyable. I had to side-line bondage mechanics temporarily to do that. But I assure you I'll focus on bondage mechanics more and more as I make the levels.

As for the bondage Metroidvania idea. I do plan to use it in Conney, but as small escape segments of the game. There needs to be more variety in gameplay scenarios and the way bondage affects the game.