This game is solid, good pacing on coming out with the levels to keep engagement up. Voice acting and story for what it is is good too.
AlphaBravoCharlieDelta
Recent community posts
Game looks super good, I bought the game for a bit extra to help support it. I have some suggestions for the cum system if you'll have them.
Two parts one is gameplay and the second is graphics. I like cum working as a second health bar, and a way to dissuade people from having sex before two-shotting every enemy is a good idea. I think status effects based on how full the player is would make it a bit more of a fun risk. Either in making some attack rolls harder to land, or making hits that land on the player have a larger crit chance. Could also add more risk/reward by making rings that give damage buffs, or tome/wand charge faster the fuller the player is. Lingering statuses like being covered in cum after a rendezvous could be fun as well, with a random chance to drop a swung weapon on every attack. As it's pretty hard to keep a good grip when you're doused in fluids. Treat it like water staying on after you get out for a bit.
Now for graphics, I love this model and I think the cum bar filling up also being displayed on the character model would be cool. It would also make a nice visual indicator for how careful the player has to be about initiating more sex.
Hello again, this was another good update. The cowgirl's ropes are still an issue, especially for people who aren't as able. I've personally gotten good enough to navigate the menu and dodge enemies so I still enjoyed it.
I got to round twelve and ended up going through like three or more times, having fun the whole time. I had nothing else to do so I started seeing how much I could fill up the PC with cum without getting overan. Stopping when I eventually ran out of scenes and reached max fullness. I was curious, is there any interest in the PC getting filled past what the max is now to where it shows on the character image? I think it'd be neat to have something to do once we've run out of levels, but I don't know if everyone else would be interested.
Anyway, I continue to like what you're doing here and plan on supporting. Keep up the good work!
I like this game, the combat and inventory systems work well and I had fun playing with them. One issue is the cowgirl and her ropes. With the speed and pacing of this game, a lot of the balancing/combat was made around that. Her rope attack that hit the player slowed them down like many other enemy's attacks, unlike them they permanently hobble the player until they go into the inventory system to remove them. An inventory that causes the player to stop moving entirely while being chased by fast enemies, promptly knocking them out of said inventory before they can swap their weapons/armor back on. Eventually devolving into a loop of getting roped and rushed down by multiple enemies since you can't unequip the ropes and run in the grace period window.
I'd recommend one of three different reworks to that enemy in particular. One is, to make the player able to struggle out of the ropes mid-combat or during scenes through a QTE.
Two is just making the ropes a temporary slowdown like other abilities.
And three being treating the rope more like a rope. Whereupon getting hit by the rope it pulls the enemies toward the cowgirl, or the rope acts like a tether. Keeping the player stuck in a certain radius around the cowgirl. Set either by how far away the character was from the cowgirl at the time of the hit or a preset distance.
Besides all that I'd suggest that you make variances in the enemy walk speed. Not just for gameplay purposes, but because it'd make more sense. There's no way a witch would be able to run as fast as a cowgirl or the redheaded enemy that dives at you. She could, however, teleport distances to catch a player out.
I like this games h content and art style, keep up the good work!
The atmosphere this game gives off is similar to your other game, and man is it just as poignant in a three-dimensional space. You've done a damn good job making the set and using lumen in a way that doesn't make my fan sound like the afterburner on an f-22 so props for that. I like the subtle bits of character the ghost lady has, it livens the whole thing up. But yeah I just wanted to say I like this foray into unreal you've done and hope to see more of your work in the future.