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Been waiting for a demo for years, personally loved it! Super solid framework, the cut-ins are what I loved about Lewdest Labyrinth and I'm glad to see them back. I really like that every enemy has one (minus the probes that seem to appear in every level, foreshadowing?)

Question: Will the cut-ins get lewder over time? Only the giant has penetration so far. That said, I don't mind it because I like a gradual build-up.

Also something funny I noticed about your games is that when the PC dies the game just kinda fades to black real fast. Makes losses feel very abrupt. I think maybe a freeze-frame on the fatal hit + the music stopping and a sound playing or something could be cool.


Also gonna dump some ideas and suggestions if you don't mind, no need to comment on them but I'd love if you consider any of them; 


- How about letting enemies "grab/hold" the PC? Same way the slime puddle applies a hold on her that's represented by changed idle art. 

- Or how about enemies  that can set fields on you themselves? Imagine an Elite version of a slime that will spit slime on the floor in regular intervals. Or a spider enemy that applies webbing on random floor tiles around you.

- Trap tiles that spawn enemies around you if you step on them, maybe they only become visible when you're right in front of them, punishing people who don't look carefully where they're going.

- Status effects such as paralysis, poison, lust (which makes grapples deal extra damage), each represented by a different idle pose.

- An enemy with tentacles that can pull the PC towards them from ~2 tiles away.

Hey, thanks for playing.

The plan is for cut-ins to get lewder as you progress

The game overs are abrupt now for sure and should be addressed in the future.

-Enemies grabbing and holding you is a good idea and likely will get added in later dungeons

-Player status effects aren't in yet but will be

-Nice trap idea, it's in lots of these types of games and would be nice to have it in this game too