Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Seems promising so far.  Customizing the character is a pretty good idea and this is a pretty neat concept for a game, what with needed to go back to the start while carrying the princess. The music's also pretty great too. Also, there's no limit to how fast you can go during the lizard scenes, so you can very easily shift into maximum overdrive, which is funny. I'd keep that in just for fun.

If you plan to update the game, here's what I'd add:

  1. A death animation for the bats. The lizards fall over and disappear, but the bats just cease to exist after they die. Adding a death animation would make the bats seem more alive.
  2. Maybe nerf the difficulty of the final level if you want to add more levels after it later. The first lizard spawn on the lower route is in a very difficult position that has killed me more times than I can count. Also, the top route when holding the princess is off limits for me because it requires a really precise jump to access.
  3. Get the gallery to work. It didn't work for me when I played this game.
  4. I also couldn't get the non-human princess option to work, but maybe you just didn't add that in yet.
  5. Add something in the gray box that shows up when you complete the stage. It feels like there should be something there, but there isn't.
  6. More levels. Four levels feels a bit too short.

I'm very interested to see where development goes from this point on.

Thanks for the comment, glad you enjoyed the music, it took me a lot of time to find and choose them! Art wise, the game is still very incomplete, and it really shows (no backgrounds, weird player pants, slightly off tile stuff, etc). I'll keep working on it for the coming months, though I can't make promises on when the next release will drop.

> Also, there's no limit to how fast you can go during the lizard scenes, so you can very easily shift into maximum overdrive, which is funny. I'd keep that in just for fun.

Yeah, that's something that I decided to leave in just for the laughs, way back in september 8. It's also why I've put a "reset speed", in case you enter a "kilohertz vibration" speed, either positive or negative

  1. Yeah, it's something I've been lazing on and kept forgetting to add. I'll also look into adding a proper hit effect.
  2.  The upper route is supposed to be much easier to go and get back (except for the first kobold nest, which can be a pain depending on your position) and, save for the small gap short jump, the platforming there should be a breeze, just slow. Which part did you find the platforming difficult in the upper route?
  3. Nothing to see there yet, should have something on Release 2
  4. The option only works when the game (re)loads a stage. Just tested on the browser version, started the game, unchecked the box, restarted the stage, and the princess was lemon green with pointy ears. On another restart, she had an orcish mouth with light violet skin. This won't block human colors or ears from being randomly picked. If that still doesn't work, I'll have to take a look into it.
  5. That's the very next thing I plan to work on for R2, which is the victory with the princess rewarding the player. The reward will be different depending on how whether you've raped enemies. It should be a big animation akin to the 2 ones currently available with the kobolds, but slightly different positions

The part that I found difficult on the upper route is:

You know the area right after those wooden platform jumps? There's a small gap in the green and the ceiling has a part just before it that goes down just a bit too far there to make it back unless you're basically pixel perfect. It looks like this: -----| (the ceiling is flat for a bit and then suddenly dips down.)

(+1)

 -

This part, right? The upper part is a trap on purpose, you have to go from below.

It's a bit tricky, but the trick is to just tap the jump button, holding it will end in failure. It requires some precision, you can't jump too early, but it's not pixel perfect. You can also jump as soon as you notice the character is falling (coyote jump)