You know what...5 stars. You put more thought into the plot of this game, than that bimbo put into the actual show's plot. Good job. I hope this gets a LOT of attention, because the concept of focusing on sinner abilities, and it being lust, great idea. I love it. I love the writing, despite the occasional typo, and the characters seem to actually be acting on brand. Good job sir, or madam. Hope development goes well, because this has a lot of promise.
AzureArchangel
Recent community posts
This is very nice. The art is lovely, and the idea of werewolves transforming you that way, very fun.
It's a bit of a shame this is just a test demo, and you won't work on this. An actual game like this, needing to fight the enemies off, classic ff style but with the chance of being taken, and then needing to use potions to revert those changes...pretty fun concept. Hope development on your new titles goes smoothly.
You make a good point. It's sad so many people get so...hostile, regarding this. Personally, I like the look of certain Ai artworks, but I also understand how it is a touchy subject. Not steering one way or the other on whether there is ai generated content in a work, I think whatever the dev wants the most should be what happens, as that usually will lead to a better product...within reason. Still, thanks for pointing that out, I misread what he said, and came to a different conclusion.
Just wanted to let you know that this game is really nice, I played through it and appreciate what is there. I really, in particular, loved the way you were approaching skills. 'Learning' the skill, in a natural, organic way, as opposed to unlocking a skill by leveling up, which is the more traditional thing for an RPG to do.
I hope that you continue this game, the B E aspect is nice, I like it, and having it be explained in lore is fun, it might feel more natural if other characters had this kind of thing happen, if the Elements, fire water, light, etc, had other aspects that can be explored....But I'm getting ahead of myself.
Good script, not perfect but good, helping the refugees was nice, the castle's layout was a little confusing, but not bad...Honestly, I really see this game becoming something big.
For a comparison, I'd compare this game to Renryuu. It reminds me of that game in a way, I hope yours can become as huge as that game is. I really look forward to it, and to any images that come in association with the theme. That said, whats here is very promising, the way you fleshed out characters, the introduction to lore, concepts, and so on, the explanation of things as simple as why the city was abandoned, these are good things I love to see in writing. It was fluid, understandable, I don't think I saw any typos...I want you to be proud of this work, Definitely eager to see more.
I was wondering if future iterations of this game would have some larger font, to see the art better, and maybe AI art would show the 'evolution' or 'devolution' of certain characters getting drainned, or buffed in level, like what Furry Chronicles did?
Also, the entire idea of leveling down a character to the point of mind break is a very kinky thing, I'm kind of happy to see that kind of game spring up.
Just want to leave this comment here, while the game is still up. Hopefully the puritans can get beaten back.
This game is awesome, the art and animation and sound, I really hope development is going well for you. I hope you get tons of support to continue to work on this and anything else that inspires you <3
Very nice little game. i look forward to more content being added. I really like the story of a demon war, and a bunch of naturally horny anthro characters. Could develop that plot point, as a touch of corruption in everyone adding to the libido...or I dunno, Do whatever you feel like doing, just happy to find another fun visual novel.
Very glad you aren't removing the AI generated art. I'm happy some artists are getting to draw for this game, I just like the images you came up with, and the 'design' lets say, but that's just personal preference.
Also...this is a bit of a minor issue, but do you think you could align the 'encounter enemy' button, with the 'attack button' when the menus transition? eh it's not a big deal
Anyway, keep up the good work, this is a nice little time waster of a game. Hope for more crafting options, and lore as it develops.
I would normally agree, but it's not that big of a deal yet. especially since most of the content is barely 18+. the art is pretty censored in terms of assets on display, and the situations are not as fleshed out, it's very much more focused on the combat and exploration... If you wanted very detailed bad ends with lewdness and even artwork, I'd suggest Fenoxo's games.
This game has a lot of potential. I genuinely mean that. It is incredibly early in it's development in terms of actual content. I'd say only the first peninsula is fleshed out in any meaningful way, but what's there is good.
It lays out the world building in a somewhat okay manner. I'd personally scrap the 'virtus' singular good and evil entity idea, and go for a more broad, generalized 'natural elements' style of description. Either that, or lean wholely into the Religion aspect, the way FF did with Altana the Goddess of Light, and her guardian Carbuncles. Things like that. It would probably be a better idea from a writing standpoint. It also takes the burden of showing us this Virtus, or placing a 'final boss', being the epitome of evil on the board away.
Ok, that's all I'll say on the story side, it's rough but it works... Now onto the combat.
While the class systems are good, and I can see a lot of room for growth, it does look fun, and I'm glad you added a class tree like this, I want to say the balance aspect is a problem. A swordsman character can learn Quadruple Slash, allowing them to deal 3000 or more damage in one turn, while a character who is the same level of another class can only dish out 500 if they're lucky. It's a scaling difference that comes with having two attacks, then multiplying that. I don't mind Quadruple Slash staying in the game, I love it, but I'd make it take 100 TP or something. There are other issues as well. My character was a Cryomancer, but all 3 of the cryo spells are...well, to put it bluntly, garbage. They do not do anything different from each other, they are not very powerful, and they don't seem to have a reason to exist when Unaligned Energy or whatever the second Unkindled spell is does better than them.
I'd rework how you approach spells in general, I thing it's fine for now, but a better way to structure this system is when you unlock a spell, it leads to other spells in that class tree.
A list, or page depicting this for each class would also be welcome, so players can browse each class' spell list and make an informed decision. Not just for their main character, but allies that join them. SO they don't need to make a save file 3 hours back, and reload, if they made a choice they disliked. A way to just see which classes are healers, which have spells they'd enjoy, that would solve the issue, and then the player that makes a bad decision, or regrets it can only be upset at themselves, and not the developer when the tools they needed existed.
Hm
Ok, that's enough about the combat...
My final issue is the quests...which I guess are fine. Having the person who gives you hints at the bar is a good thing. I'd add exclaamtion points to NPCs that have a quest, similar to how you did it in the Adventurer Guild. This would make it a little less tedious to talk to every npc to find hints on where to go. However, if you want the player to not be so jaded and blunt, or direct, then every NPC would need to have something interesting, or unique to say. Something that'd point them in a direction, and make the player feel callous or dumb for skipping talking to every npc.
I am the type of person who talks to every npc in a game, because i want to, but their existence should be meaningful to help suck the player in via immersion. Even if just for a moment.
Oh, also, the Tragedy in the well quest does not seem completeable. Not sure if that's intentional or just an oversight. There doesn't seem to be a way to scale up the walls to kill the last zombies. Also, while wandering around i discovered not only are the Cryomancer's skills broken, but so are the Heretics. His 'no encounter' spells do not work. The enemies still ambush you every 5 steps. Personally, I am a fan of the new age rpg system, where random encounters do not exist, and instead enemies appear as sprites you can bump into. This makes it the players' issue whether they want to grind or not. It also renders the no encounter spells non essential, unless you want to use them to make enemies not run at you anymore, which is also a valid tactic. I am talking about this here and not in the Combat paragraph, because walking from one end of a map to another with 3 encounters feels like a bit much, but without the ability to grind, it could also make leveling harder. Which goes to the question of Balance. Again, having the player be in charge of what they run into solves that issue, and lays the question of power scaling entirely at the player's feet. So if they enter a region and the enemy is too strong, they can avoid it to hunt for treasure, or grind earlier sections to get stronger, leaving you, the dev, free to think about other things.
I hope this game is actively receiving some love, I think it'll become great given enough attention and love. God bless you.
First of all, love the Edwardian hypnosis. I am a massive, massive fan and I wish it appeared more in your other games, but I understand it's hard to get that kind of thing across with only 'scenes', you need a dedicated storyline to break down someone's mental barriers using that tactic and word association
Speaking of, i love it.
I mean really~ loved it, I was hanging on to the narator's words. Also, FABULOUS storyboarding. The backgrounds just happen to be sunset bathed GOLD and ORANGE ...ahh, classic, hinting that this is all just an illusion, or a hypnosis induced recall state, put together by a CERTAIN cat~
My goodness, I could gush, the writing is fantastic. It's a little bit sad that the story is- as most mind washing stories are- railroading your choices to be meaningless. But that's okay. I like it. In fact, I find it endearing that you made the story address this, IN THE NARRATION that certain key elements to an otherwise very normal fantasy story opening would be glossed over, and thus help the reader dismiss these illusions of choice~
I am...Not, a pawslut...shocking, I know~ but the scene itself did not feel bad or like a pain to get through since you layered it with more of that Edwardian hypnosis, (My goodness I hope I'm referencing the right guy) with the word association and the color usage helping inform the reader of how their perceptions change and the notes about breathing and adjusting thoughts~
Wonderful work Cit~ simply fabulous!~ Hope to see more where the protagonist is turned into a submissive toy <3 <3
This game is awesome. I love it, but one big thing is...so many of these songs...are so obscure, I've never ever heard them. Their original version, i hate, but this sped up, hyper version, I love~
So...thank you~ I get to hear some interesting music, in a format I enjoy, while staring at giant monstergirl asses <3 God bless you~
Just wanna say you're doing great. Please keep it up. The grammar fixes, the combat improvements, the dungeons, the story. I want to keep seeing this game improve, and become more. I love it. The characters feel great, love their interactions, even if wulfrick can be a tiny bit cringe at times, he's so cute and hot I can't help but love him. That and the moments where he has a genuinely smart thing to say makes him seem more like Ed from Ed Edd and Eddy. Seemingly dull witted and preoccupied, but then inspired in a blink and you'll miss it way. Not sure if that's what you were going for, but that certainly is how it comes across, and I love it. To say nothing of the way you're addressing so many things in the world, like the strange difference in tops to bottoms.
Overall, just love how you're making the story go so far, with the demonic backstory and so on. I really want to see it continue and intrigue me. Grove, to compare one M/M game to another, has a simialrly gripping setting, very intriguing. I feel it almost drops the ball with the 'an ancient advanced civlization was here before' twist, but with your storyline, it being demons, and the Maneland being very advanced technologically, but a lot of that just not catching on, it has a very Roman Empire vibe to it, and I love that approach. The way the party gets stronger, and it's noticed by characters and plot points, it's so great~ I'm gonna keep playing till I get to Platinum rank now, because...well honestly, because I don't feel too well, and I'm not being asked to move boxes, so it's something I can legitimately spend my time on and.. yeah, I want to spend my time on it...Sorry for rambling. Have a great day, God bless you~
Looking great. if I could add two things, I'd say; Making being able to change classes a thing. For the Main Character and the bunny robot. I think that'd add a fun dynamic, since you could swap classes. At the moment, i just went full Damage, Ranger Ninja, and despite being squishy, because of all the nice full heal checkpoints, I don't feel stressed about healing.
Also, when selecting a key item, such as a bit of art, maybe you could make it Return to the key item location. But because of RPG Maker being finicky, I understand if that's not a thing that is easily done.
Either way, nevermind, love the game. The first game was amazing, and this one is shaping up nicely.
Also Merry Christmas!! <3