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Biomacchia

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A member registered Dec 27, 2021 · View creator page →

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Thanks for playing! The game will be getting bug fixes and updates til a full demo is out. Hope to see ya there!

Thanks bro! I hope so too haha. Even if it's not your type of game, I appreciate you giving it a chance

That's totally ok, thanks for the feedback still. Someone else gave me the same feedback about the font so I'll look into changing it for sure 

Hey Jan, thanks for playing! I used a couple of the songs you made for the demo, I'll update the description in the main page with your credits!


Sorry to hear about the crash, did it happen right after the first combat? If so, it may be a problem with the newest build perhaps. I'll check the code right away

Thanks for playing man! Sorry about the performance issues you were having. I don't think I had any other complaints about it so far, but that's 100% something for me to keep in mind. I'll need a lot more people to give it a shot and see if it's a one-off issue or if there's something that's making the game chug in too many PCs

About the combat: I'm completely redoing it after this DD. I wanted to experiment this type of gameplay and see if it was fun and interesting to play, but after putting it all together I realized it would be better to just have a normal gameplay loop. I'll keep the AI implementation as a side thing however, there's some good stuff in there already done under the hood


In terms of QoL, those are planned for the future, it would be a little unviable to include in the quick demo however, but it's on the list!

One small thing is that Rowan's eyes aren't drawn incorrectly, he only has actually one good eye haha. There is dialogue about it I had to cut from the demo to be able to release in time.

As for the corrections, thanks for pointing them out! I'll make another spelling/sentence structure pass later on an keep those in mind

Graphics were top notch. Really good ambiance and atmosphere. The models too were super well done. I really like that this game has a lot of writing, even though I habe a couple issues with it, I think the plague doctor guy repeated some information, and the overall writing could use a few more passes, but great effort. Things like the little world building items, the descriptions and all.

In terms of combat, I believe you want the combat to be very weighty and deliberate, but it felt super clunky to me to be honest. I was getting my ass kicked by the first guy in a way that didn't felt satisfying, it felt more like he was just wailing on me because the game didn't have a clean or responsive enough combat to allow me to defend myself, even though the tools were there.

I recorded a video I should be posting on the cord soon with my playthrough, but very impressed with the amount of work so far.

This is one of those games that REALLY need more sound work. Even for a quick demo, I'd super suggest taking some time to get basic sound effects, because I can totally see what you're going for and how much work and care you put on the cutscenes and action. 3D games are super hard to make, especially to get right with a low budget, so I'm quite impressed with the scope of it all and it's ambition.

Currently, I think the game lacks a ton of polish— sadly this is also one of those games that, since you're going so far into everything and putting so much work, the lack of polish shows even harder. Things like the aforementioned audio, the simplistic UI and placeholders detract from this harder than from a worse game would.
I think you have a great game hidden away waiting to be constructed in the future, but the way there is gonna take a long road to get to. Don't get discouraged, and I hope that in a couple years this turns into a super polished indie game!

Well I came for boobs and there were boobs. Two even, so 10/10 in my opinion.

Super cool! Played it a bit and recorded a video. I'll post it on the 'cord later. Overall really liked the models; the way the gore splats over the character is a great touch. I also like the character portraits and look forward to how they'll look when they're more worked in. In terms of performance, it took some hits here and there but I can't say I really felt it all that much— then again I'm used to playing games on consoles at 30 fps so what do I know :^)

Going forward I'd recomend giving the placer some movement options and perhaps make the game a bit faster paced, I think it would make the overall experience a lot more fun.
Oh, also a negative: The way you interact with menus and stuff is pretty janky so far. It could do with a little more tightening up, but overall, I had fun! Cheers

I don't know if it was a bug or I'm just bery dumb, but I couldn't control the game with a keyboard. The game showed me a Joystick layout, and I tried pressing a ton of buttons but only WASD worked. This may be a journalist-tier review, but in a sense, if I couldn't figure the most basic controls out right away than I consider that a huge demerit. 

I like the intro cutscene a lot, but the song that was playing super ruined the mood for me. It was too goofy and it felt tacked on and clashed with everything that was happening. The initial video and cutscene direction were nice, and I actually like the message you were trying to convey.
Overall though, the games was... "too loud". 
What I mean by that is that it felt like the game was visually screaming at me at every moment, with the super bright colors, weird design, metric ton of literal garbage on screen and weird dream-like stuff to look at.

I think the concept you were going for is better than it's execution. My feedback would be to tone it down in general. The game is trying to conceptmaxx so hard that it lost me. It could be a cute game with  a sweet message otherwise. 
I particularly think you don't even need combat for this game at all. What was there felt unecessary for the game in my opinion and it controlled quite bad. In my mind, it would serve the game better if this was a quirky "experience" more than a combat focused game.

Very ambitious game. I see the vision and wher this game will eventually end up.

Couple issues I had with it.

1.The boss died in 1 hit, he broke into a million pieces and I won the level. That was... odd.

2. The UI is still very primitive. I very much liked the main menu being animated in 3d (though the very first screen game me a big audio jumpscare), but the in-game UI could use some more polish and design to make it better on the eyes.

3. I left myself get shot for about a minute by the enemies without losing any health, then at some point I started losing health. I don't know what caused it, but I'd suggest it being something high on the "worth looking into" list.

4. The dash shot me like 3 rooms worth of distance lmao. While it's very funny, it's also totally game breaking hahah

Overall, a cool start! Give it some more sounds, animations and tighten the controls and this could go far. 

Thanks for the kind words! Really happy you enjoyed the game

I'm really happy you enjoyed the storyline! The whole story was written with a lot of care, but I wanted the ending to feel special for those invested on it. I'm not a fan of open endings, so I wrote the answer on this image to avoid spoilers for those reading the page.
https://ibb.co/2sPCn7Q

Thanks for the feedback! Criticism is welcome actually, It's important to know from players what they felt during the ending, even if it was negative.

The idea initially was to have two endings, with a choice leading to two different conclusions, but I wondered if making it possible to choose between two paths would cheapen the ending, so I decided to go with something more dramatic for the one ending that we do have.

Still, I'm glad you had a positive experience overall! I could've went harder on the lewd content, I agree. It seems to be a consensus from most of the feedback. If I end up making a second game, I'm sure to take that to heart!

Thanks for the kind words! I'm glad you enjoyed the experience

Sorry for the delay, I went through the files on the PC version, one of the archives got misplaced during the zipping. I just reuploaded the build, it'll be live in about 30 mins, you can download the game again and it should be working!

Hey! Thanks for playing it!

The other endings are achieved by following different paths, and choosing certain dialogue options. Some of the endings are actually achieved by failing a few puzzles. One of the endings lead chronologically to the last chapter that'll be soon released and updated with the game.

Have fun!

Thanks a lot! I'm very glad you've enjoyed it so far.
There's still a final chapter to be implemented that will have about the same lenght as the other two.
Development is almost finished on it, and I've just included a demo to the third chapter on the free download version.

It does not, sadly. I believe including steam keys on paid games from different stores goes against Steam's agreement.

That's working as intended! See because of the time dilation caused by the island core, the spider woman has the ability to-

Nah, I'm kidding. It's totally a bug. In fact, by your description, I believe I know exactly what's causing it too. Thanks for the report, I'll revise the code and update the build by tomorrow.

Not right now, but there's gonna be one in the form of an artbook I'll be putting out real soon with all the CGs, illustration and a endings guide

"Add more scary thighs next chapter."

Aaaaan noted!

Hey! Sorry for the late reply.

We'll still be supporting the android version! It'll be included in the standard version's ZIP in a few days. It just needs a little bit of extra tweaking since the port has to be playtested on a touch screen to ensure all the new mechanics work on a phone as well.

Nice! Really happy you liked it.

I had a couple people tell me the character "interruptions" were too fast. I made them a little longer to give people time to read them, but I guess they're still too short. I'll make sure to revise them on another update soon.

The character portraits showing some of the effects happening on-screen is definitely something I'll be adding for the next chap!

Thanks for the feedback, hope to see you for the final entry soon!

Thanks!

Have fun with the game. Let me know how your experience was afterwards!

I'm happy you enjoyed it!

Someone mentioned before that the naraka puzzle was indeed a little hard to follow. For the next chapter I've designed a couple other puzzles that won't be so vague. Hopefully that'll make them more intuitive.

Also about the name- well, all I can say is that they're setup like that for a reason~

Thanks for playing!

Yeah, there's a couple of mistakes like those people pointed out. I'll keep that one in mind when reviewing the script in the next patch

I absolutely love the concept.
The game, not so much yet.
It's way too rough, the battles are confusing and I'm just going though them without paying much attention because there's no feedback or animations, so I've no idea what's actually happening.

Still, the concept is godlike and there's A LOT you can do if you take it the right direction. Hire a good artist and work on the UI. Maybe slap a nice plot and you'll be raking in the big bucks.

I'll be writing this post as I play along the game so as to give my first impressions exactly as they come.

First thing I noticed as soon as I opened the game:
Instant ear rape. I had to mute the PC to get through the menu screen. I suggest you work on what kind of song/sound effect the player will encounter on critic portions of the game- the main menu is likely the single most important one (first impressions and all that).

Next thing I'd suggest is to be mindful of what kind of keys players will be pressing to return from menus. Most people check the options menu even before starting the game. ESC just throws you back to the story summary, which is unskippable (I'm aware you can fast-forward, but If someone already read the text, they want to skip it rather than FF it)

I like that you can kinda skate through the dungeon rather than be locked into every panel.

This is nitpicky, but the mandatory corridors are needlessly long, and the camera is angled way too low, feels like my character is depressed and looking at the floor constantly lol

The music in the dungeon is pretty nice, and the visuals are striking enough that, with a little more finesse in the art direction, it can feel very intimidating.
I then got into a battle, died in one hit and lost motivation.

Overall, I can tell this was inspired by SMT back when they were true dungeon crawlers. I don't know how far into development this is or what is your scope, but the premise, even if not entirely original, is good. Old SMT had a great vibe, and more games like those need to exist, but this needs a lot of polish to get there. If there's one thing I'd suggest focusing on is presentation. Even more so than gameplay (smt didn't had a great one anyway). Work on the characters, their models, the level design and the game will be much more fun and enjoyable.

Played the game for a little while. Through my first 10 minutes of gameplay I had no clue what to do or what most of the things on screen were supposed to be representing. Naturally, the game was probably meant to look kinda shitposty, and that can work (considering cruelty squad's success) but for the game to be fun, I'd suggest you work  on tighter controls and better level design. I felt like I was battling against the game to be able to kill most enemies, rather than battling the enemies themselves.

Fair enough. I wondered if opening the game with a fetish scene right away would be divisive.
That said, thanks for giving it a chance

I wanted to, but they didn't answer my e-mail
¯\_(ツ)_/¯

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Thanks a lot for the feedback!

I should be dropping the second chapter later this month if everything goes well. Hopefully I can make it in time for the next DD

Thanks, that was definitively the inspiration for the game's artstyle!

As for the bug, that's surprisingly something that never cameup during testing. I'll take another look at the code and figure out what's causing the issue.

I have a little bias with some of the fetishes represented in the game, not gonna lie haha

Taking the ESRB as a base, the game would be "M", 17+ for sexual content and strong language. 

With the next chapter's development underway, I'm also planning a Steam release very soon. That'll make it easier for people to keep in touch with the game and allow them to pay with different kinds of currency.

Also I'm happy another brazilian got to play the game! I hope you enjoyed some of the folkoric references.
A little trivia: Originally the game was supposed to have a complete translation to PT-BR. In fact, if you dig around the files, you'll likely find several translated assets. Sadly, the game didn't get as much traction with the brazilian community, so I decided to cut it and focus on different parts of the development.

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Unfortunately no. Both PC and Android versions are the same content wise, but I made the mobile port as a nice bonus to those who could contribute with some monetary support.