Yay, the dogs finally came out!
Busyman4this
Recent community posts
Hey, just wanna say I think being able to select both the player's gender and a wide-range of species is a really great choice to appease everyone, and, can technically make this a HMOMA or HFOMA game, which are both really rare in the VN space, surprisingly! I'll definitely recommend it to the former if I can. Also, damn, I'm surprised how common the trope of some form of scaly working at a gas station is!
I kind of wish you could toggle the monster girls to be full-on furry tbh. I know it would require re-rendering a ton of scenes, like the intro with the wolf girl (Luca?). Whether that's worth it would be up to the dev I guess. IMO right now the easiest "fur toggle" would be the sheep girl, if the dev would like something easy to test how do-able the idea is.
Hey, I know this project is likely dead, but I drew what I thought Tali's werewolf pup would grow into (and intentionally a love interest of Johnny, because that's cool!)

I imagined she'd be kinda petite at the start, though look closer to her mother later on. And she'd likely become a hunter like her, though whether she's more proficient then her mother would depend on the player's actions/choice.
Anyway, you'll likely not see this, but enjoy it if you do.
Hmm. Did you mean Chapter Story as in, an additional update/chapter to this? or did you mean another title in the series? Not against either of those!There's definitely enough setup ideas for something multi-chapter like this, just with Human/Humans X Judy scenarios, but something smaller scale could work too!
You should probably better explain that "Real Dirty Talk system", because right now it just sounds like "the dialogue is dirty", which I wouldn't call a "system" so much as a writing choice. Should probably mention what the other files are like as well if you actually want people to buy them. No one likes blindly buying something and hoping it's worth it.
Yeah sorry for coming off a bit unbecoming, as I know Jams are very rushed and usually pre-face feedback on Jam titles with that in mind, but I just thought I might as well give feedback as it was a full title, since it was pretty well-put together for something made in 9 days! I actually did get the "0 kills 0 alarms" ending afterwards, so that was fun.
The lack of being given even a bit of a layout of the mansion in either a rudimentary map being shown at the start, or even a text description of what rooms you'll need to enter kinda sucks, even if it's probably somewhat intentional with the story. Mansion itself is pretty linear, not bad given the lack of informed layout, but also lacks the fun of "this route is faster, but riskier" options if it was less linear. Also kind of ruins the realism since it becomes more obvious it's a video game location instead of something people could've realistically lived in at one point (especially with how wide some rooms are.)
There are corners that realistically should cover Maria from view, but don't. Not really a bug I think, but perhaps care could've been given to allow the guards not to see her if she was in those spots. Guards themselves rotate in a rather unorthodox way that I think was done so players couldn't hug them as easily but it doesn't look that great, though it's generally forgivable, just looks a bit silly. Lack of view cones was probably an intentional choice, but annoying since you just have to guess if they have side vision or not (they do!)
If you make a longer version/future one perhaps consider having preds and prey species have different view cones so players will have to ID the species and plan accordingly (general differences between them would be fun too, like Lizards taking more bullets from lower powered/non-AP guns, mice/rats sensing vibrations and detecting the player walking behind them, or rabbits/bats being able to hear suppressed shots.)
I assume there's at least 2 endings but are there more than that for getting 0 kills/0 alarms? Would like to know before I try those runs.
Ah yeah that makes sense. Are you using Machine Translation or something similar for that? it can catch most of the issues, but it really needs a secondary check to go unnoticed. I know there is some rather expensive software that can translate while making it sound more "natural" but I have no experience with that.
'i' should be capitalized. 'buy' should be 'but'. Arguably 'Soo..' should be 'Soo ...' since that's the correct usage of ellipses (applies to other uses as well.)
'i'm' should also be capitalized.
I think the 'he' in 'If you behave yourself, I might let you have a little, he' was a dropped 'h', but I don't know
'*I sniff the perfume on her wrist*' is kind of awkward because of the first person usage after just hearing her talk to the player.
'If you must know, I do have a weakness is to eat honey' is very awkward/unnatural phrasing. 'If you must know, I do have a weakness for honey' or 'i do have a weakness for eating honey'
'They remind me of the afternoons when the sun turns the palace walls golds' is fine grammatically, but I think 'They remind me of when the walls of the palace turn gold in the afternoon' might read/flow better. Just what popped into my head and merely a personal suggestion.
'I like how they melt on the tongue' What, Honey? Shouldn't this be 'I like how it melts on the tongue', but honey doesn't really work like this, unless it's made into a candy...
'Hmpf?' Should not be a question mark. 'hmm?' Works with that, but Hmpf IMO does not. A full stop, maybe.
Another suggestion 'But don't look at my astrology scrolls, they're not for servant's eyes'
'*Smiles Mischievously*' Is, again, a little confusing, given the previous bit, but I now notice that apparently the dialogue is randomly selected each playthrough, so I'll end my spell checking session here for now.
Non-concern to most, minor annoyance to some, and major dislike to me: I don't like the player being a cat boy, though as I said, it's a thing someone like me would complain about. I also don't like broadly suggesting alternative selections, since it comes off overly demanding, but would it be very hard to make it a toggle if it's only noticeable in that one CG?
Anyway, the gameplay definitely needs work as the NG comments. A Breakout system would definitely help as you said. On the "hints being stepped" worry, perhaps the player could have access to a notebook to easily reference her likes/dislikes.
Another few suggestions: The NPC/interaction button should be Button 1 instead of button 2. Since you can't attack NPCs already, this seems more natural, though perhaps it should be an optional toggle for some who don't mind.
The party NPCs kinda blend in with the environments/enemies when saturated, some stronger, thicker outlines might help with this.
I know you said you were thinking of having the characters flash (which is a good idea) when low on health, but I think overhead HP/MP bars help separate the Party from the mob NPCs and would really help.
I get it's probably an intended part of the gameplay loop, but IMO the tiles should have some kind of delay to how long they take to repopulate. At least a few in-game days. Though I currently don't know how big the map is, so maybe this is needed or else the player will run out of tiles to farm.
I still need to run through more of the combat (the other player classes as well) but right now I feel like it could be a few factors like the player's swing pulling them forward, or perhaps the hitbox, but it feels like it's waay too easy to get hit when trying to hit the mobs. It could be that their range is too high in comparison to the player. I can't quite nail down what it is, but it's definitely not feeling right with the warrior class.
I understand wanting to balance the revive item (which IMO is overpriced, it should be at least half of what it is now) but I think there'd be nothing wrong with NPCS reviving at 1 HP after clearing a tile. Revive could instead be a "revive the NPC while in combat" context sensitive item used on interaction with the downed NPC to get them back in immediately at full health. At least have this as a perk for levelling up an NPC to a certain threshold (Like level 20 or something)
This kind of goes hand in hand with the tiles instantly respawning as I can already tell it'd be easy to get into a death loop where the player cannot properly progress into an area without losing an NPC that they want to stay with and being forced to return to the village only to be blind-struck by a boss and die, erasing any progress they made. Granted this is a worst case scenario and not likely to really happen, but it DEFINITELY gets annoying to constantly lose an NPC one title from the village. This also might be an issue with the first village not having armor for every character available, but I'm not 100% on this, it might have that.
I don't know if this is a bug or intentional, but the volume control doesn't function apart from getting louder. It starts at 0/10, when really, shouldn't it start at 5/10? or 6/10?
I'd also suggest adding a "go back to main menu" button to the menu, as that seems to be lacking.
Once the remapping/controls are fixed I'll take another objective, more in-depth look at combat/balancing, since it obviously was colouring my perspective. One change that honestly would be preferred is the enemies to perhaps have a slight different looking defeated state as it can be hard to tell they're actually dead or not. A different frame/animation is too much for the amount of them, but perhaps at least a darker colour (or the colour it is now, but a quick fade to near black)
Like I said, I have nothing but good things to say about the art, it's just the gameplay that irked me, which yeah, if you didn't get feedback, it's hard to actually know it's a problem or not.
...Okay, I haven't progressed too far yet, but I'll give some critique right now, and this is pretty major.
DO NOT USE SHIFT AS THE DEFAULT PRIMARY BUTTON PRESS!
Yes: I know it can be changed, that does not matter, IT SHOULD NOT BE THE DEFAULT UNLESS TRIGGERING STICKY KEYS EVERY 3 SECONDS IS A GOAL.
Now, the general combat seems alright, but I can already see a lot of balancing issues with difficultly and party management, or rather party control. I assume party members are 'actually' dead when they hit zero, and the goal is to return to a resting spot, but perhaps you could make this a little clearer? Also, why aren't their any forms of healing at the start beyond finding a healer? And the Healer has no form of out-of-combat healing either. The sex/relationship levels are also completely disconnected from the combat stats, which feels like a big missed opportunity. Getting their desire Level up should help the player in the rest of the game and not just be a gatekeeping method for scenes. I'm also sadden that pixel art scene exist that require the player to intentionally let himself get hit, and even worse, secondary bad end sex scenes. There has to be an organic way to integrate those into the game without the player having to do that
The party/camp scenes I also find are a bit... samey, if that makes sense. I assume they're supposed to be femdom themed, and I get a bad ending scene to feel like that, but aren't these supposed to be mutual scenes between the player and the npcs? I get some characters being a bit dom-y, but all of them? Though I'll admit, this is unfair because I only completed the first tier on the first four party members I found. perhaps this is 100% intentional and I'm just "missing the point" since it's intended for someone that really loves femdom and wants only that. Me, I like a variation, especially when it's supposed to be a mutual thing between player and NPCs.
Sorry for this being very negative, I actually really love the art and the characters, but the shift stuff really got on my nerves and colored my experience. I also like the simple 2 button setup and I *think* I'll like the gameplay if it gets some improvements. I can give some more detailed feedback on the combat itself if you wish.
Hey, this is an odd question I don't expect an answer too, but one that leaves me curious anyway. I also don't intend it to be judgmental either.
Is there a specific reason you went with an anthro MC and not a human/ambiguous species one, or is it more a "we just wanted to" kind of thing?
More or less just curious if you would ever do a future game with a non-anthro MC or not. But either way I respect what you do
Man I absolutely love the bunny girl. Banger design you picked for her.
Mechanically it's a bit samey since they have (from what I can tell) the exact same mechanics of Tease, then Plap, then Pound. Teasing could use some addition options beyond just rotating the mouse(speaking of which, a mouse/rat girl would be nice!) Some type of hand interaction like headpatting would also be neat. I absolutely love the screen effect when they orgasm, 10/10. Cuminflation I'm neutral about. I do like it, but it would be nice if it was a toggle.

