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aradinfinity

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A member registered Sep 29, 2022

Recent community posts

It's possible as is. Try judging based on where it's about to be rather than where it is, and take your time.

Having now 100%'d this one, it was pretty good, albeit short. I gotta say, the biggest complaint being "I want more" is a good sign. The other one that comes to mind is that the desert is rough- I might move a hint about the path to the village to the tower, if I was gonna change anything. All in all, I'd give it a 9/10; not perfect, but definitely exceeded my expectations, and I'm interested in your next project too.

So, having now played through all of Ero-Gen... I hate to say it, but it's not very good. The issue is that gameplay is too shallow for each style. That's going to happen when you have like five different games under one hood, none of them get the dev time they deserve. The platforming feels clunky, particularly in the indoor sections; maybe it was my install, but during the management sim parts the bandits flickered pretty hard, to the point that some were invisible, and making things to sell them is boring. Management goes on entirely too long in the last one; the first and second were decent lengths, but I'd slice off a quarter or so of the final payment. Then we get to the story.

It feels random, and a good amount of it- particularly before the first platforming section- is entirely too long and repetitive. I don't want to knock the parts where you try stuff that isn't entirely to put damsels in distress, those were interesting and I'd have liked more worldbuilding, particularly because you can really feel the game was written in one pass and the story not gone back and edited to account for new ideas. And if you skip the story, you're completely out of context.

As for what I liked... well, I enjoyed the gameplay in the fights and the dancing. The animations were decent to good, though the cum is too much like sludge for my taste. And the character design was good too. I've been following Ero-Gen since the first complete fight beta, and I wouldn't have if I didn't enjoy that part. It was, however, a little disappointing that it wasn't expanded upon since then; the fights work the same now as they did then. That's one that I want more of.

Overall, it's not bad (aside from how depressing the story and world are until the cliffhanger ending) but it's not really good either. It's honestly kind of forgettable in its full form, and that's a damn shame.

It's okay, got promise. It did crash when I alt-tabbed out, though.

i thought there was a new update from the comments so i checked it out but aside from improving the collision nothing happened, i still can't get any of them but the bj to do the bf content even if i just sit there and let 'em wail on me

When you're finally at the free roam, is there anything that can happen on the train?

Just beat it- took about six hours, according to itch- and got the good ending. It's a really good game, and if I had one complaint it's that unless I'm missing something you can't refight most bosses without keeping a save before triggering the battle. It feels like there's stuff I've missed, which is decent in terms of replayability but since I explored most every corner I could that makes it less exciting in terms of story. I feel like maybe exp rates should be pushed down a bit by default for normal mode, it felt like I was getting level ups pretty quickly (and I finished at level cap), but altogether that's all my critique. Like I said, it's good and I enjoyed it. My favorite scene was the initial testing of the new program with B4B3, and I wound up using the bow since I prioritized dex and dodging. Didn't need to do any modding, since I wound up not having any bits when I looked into it. Thank you for your work!

i'm the kitty, it's me

aria are you okay

i'm no sadist or masochist but it seems like you need a gf who can treat you like dirt and also treat you like princess

you are good enough for that

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Daisy fainted and resting at the inn didn't heal her; I took her back to the grove and dismissed her, then tried to recruit her again, and it didn't appear to work. The second time I clicked the button I got an error saying you can't have the same character in your party twice, and she does not appear in the party menu.

The three adventurers are also bugged; I decided on mage and took her stuff, then didn't unequip the sword (but did unequip the robe) before freeing them, telling them I had divine favor, admitting that I swiped the gear and returning it, and now when I click on either answer as to why I saved them nothing happens. They're also in the appearance tab twice each. Using the debug menu to restart the encounter, changing to say I'm a wizard doesn't help.

Edit: This is on 3.6.1.

You're both right. Fights are really annoying with the starter deck, but once you have a good number of Gather and Stockpile and big mana potions and etc they become real easy- I just beat the Elf Warrior on Hard without losing a second armor piece. I'm not sure what I would suggest for balancing that isn't just, "turn it into a different game."

Like, if you choose a squatting pose an NPC might initiate an oral sex animation based on that, is what I'm imagining. I don't know how complex that would be to code, but it would be really fun I think. Maybe you could categorize poses based on what parts they make available and NPC-initiated sex animations could require certain body parts to be exposed? Does that make sense?

I'll keep an eye out and see if I notice lag there. Here's hoping it resolves itself soon.

I know "it runs fine for me" isn't helpful, but I haven't noticed any lag myself. Is there any point where lag tends to spike?

There's a lot of potential here. I'd personally like a day/night system, whether that's a toggle or just a time function, and different kinds of lighting accordingly. Also, femme bystanders would be good too, and while I'm making wishes here NPCs taking advantage of your pose would be great. Character customization would also be nice but isn't necessary. All in all, it's pretty good so far, and could be really great in the future.

Very silly. The art seems to be AI primarily, which is unfortunate- a lot of them girls are a bit deformed down there, but the last one I unlocked did look really good. I also unlocked all the art in the demo in an hour, and I'm not particularly good at this kind of game. Good for what it is.

The Itch.io app doesn't know how to download the game. I was able to open the page in my actual browser and download it from there, but...

I remember like, two. (Anyone else reading, spoilers for Allurgard.) The first is that when you rest in a tavern to restore HP and go back out, it sets your HP to the same as before you rested- like, on the transition between town and the crossroads or forest. I think it also affects the orc lodge in the plains. The other is that Grimwood's den, the map is busted- the deepest area only has an exit further in rather than the way you came, and I believe it ignored my choice of genitals in the Grimwood sex scene. Oh, and Daisy didn't have anything to say when fighting Whitewood, and the boss battles both there and in the swamp were instead living vines, though maybe that's a placeholder rather than a bug? I think I remember something about leveling up not working right too but I couldn't tell you any details.

I hope you actually get the bug reports I've been submitting. I've got a couple, mostly around the latter half of Allurgard.

So, I've gotta say, the boss fight in Cleo's meownsion sucks. I like it up until and then past there, but it hits the really, ridiculously frustrating niche of "losing is forbidden until it is mandatory." If you've got to lose in the story, either make it so losing at any point progresses it (and defeating the boss gives like, a cool bonus item or something), or give an option to skip like with the drone hallway at the beginning, or just make it less overtuned. The first time I beat it I had to try around a dozen times, and I got through by the skin of my teeth; grinding is not very quick or fun most of the time, and most other bosses are of the "you're generally able to tackle them when you get to them" level, so this was a sudden wall that really didn't justify itself in the story for being there. The rest of the game is mostly good though.

You can actually outrun Frenni, it's just that you go faster diagonal than straight because it's adding the run speed to both directions you're pressing rather than just one. Doesn't seem intended though.

I think they can just open the doors. No idea why they're even there in the first place then.

Can confirm. They just don't do the thing.