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alias34

12
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3
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A member registered May 30, 2019

Recent community posts

(1 edit)

Some techical feedback
The sticker menu was a bit strange, hard to place what it is but I think it starts on an "edit" context menu even if nothing is there, and I had to press random buttons to find the "add sticker" prompt

Like I said the dryad boss is a little evil. I was hugging its vine base to pump damage and I couldn't see the vertical vines coming at all. Considering you die in 2 shots on Hard that's kinda mean. I think there's also some jank when you're ducking underneath a horizontal vine and attack your hitbox enlarges enough to get hit and killed.

I think there needs to be more visual feedback for the currency you get from enemies. I didn't even notice I was gaining any. I always like when killing enemies releases particles that slowly flow outward and then magnetize to your character, always satisfying.

Getting hit by the lizard is a bit too harsh imo. Was it intentional that you can't struggle out? And skipping its lengthy animation still has you watch 30 seconds of cumshots lol. It's a minor complaint though, I guess it's sufficient punishment for getting hit by its only attack before it flees lol

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Yo. I played the demo yesterday and I was super pleasantly surprised! Gonna just dump my thoughts here:

Great pixel art first of all. Music is also really nice. There's a feel to this game that's definitely more polished than "random ero game from the internet". I'd play this even if it didn't have porn, but luckily it does and that elevates it from good to awesome.

The Keyboard controls seemed strange, but luckily I switched to Gamepad immediately and therefore had no issue

The combat feels excellent, you really nailed the gamefeel. Combat feels well thought out in general, just little things like the short-hop cancels or the dash dealing just enough damage to finish some enemies off. Just the right amount of hitstop. Chaining a bunch of short-hop aerial slashes with the dagger against the big mushroom dude felt awesome lol. Or switching to a heavy sword against the dryad and dumping absurd amounts of damage on her with precise short hops.

I got super excited by the SotN-esque random drops, I've played so many Metroidvanias and I think this is the first one since Bloodstained that I've seen attempt this. The potion upgrades seem cool too, felt like the demo didn't give much space to experiment with yet.

The weapon selections are great too, the medium sword feels like a good baseline, the heavy sword feels nice and meaty. The daggers felt risky but I had fun with them since I love poison weapons (once I found the poison dagger)

Challenge level on Hard was very good. I felt like I was in enough danger to keep things tense. The dryad boss was a bit ridiculous since the telegraphs on the vines were a bit lacking, but after a while I got a good read on her and aced the fight.

Platforming has good flow, zero complaints there either

I'm really liking the enemy selection so far. I feel like a lot of western ero games play it super safe where even something like dogs and bugs are too "weird and icky" for them. I'm always a big fan of insectoids in particular. The lizard sure surprised me, I don't think I've ever seen something like this before in an ero game but I love the creativity. Not sure if its voice is my thing though lol

ALMOST NO FUTA, THANK GOD

The game has quite the disconnect between being cutesy and then having some genuine bad ends, but I kinda dig it. The protag is cute and there's a whimsical feel to the adventure, but if the girl loses things get kinda messed up, the contrast works well for me. I even like the writing in the bad ends, I'm usually the kind of person that skips through these texts because they just amount to moans and "she got fucked over and over" but here I thought they added good flavor and even slight horror in some (like the slime or insect bad end, really good stuff)

This is one of those demos that had me hoping it wasn't gonna end soon. I really hope development on this goes smoothly and that you don't compromise your vision.

Half a year since the last post - here's hoping we get a little more info soon!

Still one of the top 3 games I'm excited for. Hope you're doing well!

Hope we get to hear some news again soon!

Hey dude, happy new year! Year's off to a great start with an update from you haha. Super excited seeing those outfits, I'm loving the bunnysuit especially. Can't wait to see what else the game will have in store for us.

Praying for updates! Not trying to be pushy though, just letting you know there's still tons of people out there excited for your works. Hope you have a nice christmas too.

Hey man, sad to see you so demoralized... For what it's worth, I've been a fan of your stuff since the early beta versions of Lewdest Labyrinth and I pretty much never stopped being excited for whatever you were cooking up next, even before there was ever a teaser for Nights Labyrinth. I love ero games and feel like a lot of it has become really derivative and devoid of passion these days. Your project is one of those games that still has me really excited for its eventual release. I find that the gameplay and erotica in your games blend perfectly, and your stuff has a real handcrafted charm to it. Updates may be rare, but every time you post something new it's genuinely really exciting for me, and I'm sure it is for many others as well. Fingers crossed you can get out of your slump!

Hey dude, still excited for the game! Any sign of life?

Thanks for always being so receptive to feedback! Hopefully I/we don't come across as too negative or demanding. This is one of the releases I'm the most excited for these days, and each demo has been a blast so far.

Been looking forward to this for months, had a great time with the update!

Some thoughts and suggestions:

- I find the game has gotten too easy. I might be in the minority, but I liked failing the levels at first and gradually becoming stronger with each attempt. This time I cleared a lot of the levels first try. Perhaps a difficulty setting?

- Additionally; maybe the higher difficulty setting could put a multiplier on your earnings, or perhaps there could be a currency for unlocking the gallery in the full version, and the Hard mode lets you gain it faster. Just a suggestion, it's nice when a difficulty mode has an incentive, but I'd be happy with a simple higher difficulty too.

- The grapples didn't auto-progress for me, like they did in an old preview of yours. Is this a glitch? The settings didn't change anything.

- This is somewhat subjective, but I'm hoping to see some more intense stuff in the long run; the inanimate objects in the third level were pretty neat, but it felt like it scaled the lewdness back a bit. Might just be an unfortunate side-effect of me waiting for the demo so long, and this being the "final" level at the time. A problem this game wouldn't have in the full release.

- I think enemies that can displace you could be a lot of fun. Maybe one that carries you around and potentially puts you into a tight spot. Maybe something that knocks you back whenever it hits you. Maybe a tentacle monster that can lock on to you and then pull you towards it.

- Another idea; aphrodisiac status-effect that temporarily adds ~50 lewdness to the protagonist, then either vanishes or deteriorates over 3 turns.

- VERY subjective, but I hope we can see her full legs and feet more in future CGs. Real shame that she's wearing such lovely legwear and we never get to see her legs in full. But that's just me, can't hurt to ask lol

- A woods/dark garden area could be fun for a new biome. Would love to see more beastial/insectoid monsters or plants perhaps.

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.