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Busyman4this

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A member registered Jan 29, 2025

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I guess the Deep Woods NPC needs some type of item to push for positive interactions. Or perhaps she's intended as an RP challenge. Hard to say.

I'm no Breakout master, so I don't really have much to offer beyond what I've seen from a Youtuber who played them. The two levels that stand out are the first one, and the one with the unbreakable box. The first feels too "light" for a first level, like it's hard to stack dice without a hit, and the box level feels way too easy to get into softlock where you have to hope desperately that your balls get out from the box if you don't have any outside of it.

Powerup wise I think just the ball multiplier is fine for a game like this. Perhaps if you keep up using Breakout you might explore some kind of tree system with different powerups.

Does this still have the random dialogue system? I didn't see it mentioned this time around. I actually missed some of the characterization about her enjoying the view of the pool and the like. Now it felt a little boring in comparison. The writing seemed mostly misspelling free, though it felt like it shifted a lot on how actions were formatted and who's POV we were supposed to be experiencing.

The poses could do with some shake ups, as her just staring at the player and not even having her arm in another position makes for a very static experience.

The shading felt inconsistent in the blow job scene compared to other scenes, where it looks like both parties are fur-covered during that, but earlier and later scenes looks more skin-like on both. I've seen Egyptian characters that go for the "furless furry" look, and that's what I assumed was going on with the Princess (with the MC being either human or kemonomimi, depending on choice). This could easily just be a miscommunication on intent, though. 

I don't think the male's body in the sex scene scales with how he's portrayed in the pre-sex scenes, looking almost gigachad tier in comparison to his short scrawny stature in the kiss scene. My own vibe is he's a bit too hung too, but I get that "small but hung" is a vibe of it's own.

Aw, that's cool that you made an anthro/furry version of these.
Model looks really cute with a good amount of soot for the rest of the kemono proportions. Good job!

Glad you like the ideas and glad the game is still being worked on. Is the game going to be moving towards less AI Assets? Because from you talking about Duel Arc that seemed to be the idea there. IMO I don't mind either way.

Also, just to be clear, but it IS intended behaviour to just teleport back to the lake if you try to move south, yeah? I got a bit confused when that was happening.

Not generally into XXX Parodies, but I'm seriously considering it just for Aramando's wife...

This question felt a bit too "counterbase" to ask on Firestarter, so I'm also going to ask here. I do like that you made the MC being a dragon an actual major part of that game's plot, as a lot of Furry games make the anthro MC have zero real reason beyond looks. Nevertheless, I'd be curious to know if you'd ever consider making a game with a majority anthro cast, but with a human/human-ish MC like Lucky Guy, or do you see yourself keeping the two solely separated, so Human MCs would be reserved for something like this.

That's very nice to hear! The artist's I mentioned handle is ReckfulAbandon

They mainly do artwork for the image board general I mentioned, which I will let know about the game (The general's theme is Human-Anthro content, in both casual and romantic contexts.)

About the endings. I overall got that vibe from the intro. The only worry I have is the fear that routes of characters I like ending up being locked behind turning anthro, in comparison to escaping, or there being a disparity between the sexes. So for example: There being 3-4 female characters, and only 1-2 has a route where you escape/stay human, compared to 5-6 male character routes having 3-4 that end in escape/staying human. Hopefully it is foretold well before you are locked to the route whether it'll likely lead to escape or TF.

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Hello. I hope this comment is in English, as you requested. I attempted to play this game to the best of my ability, using both screen translation software and my own phone using Google Translate. However I was stopped basically right after the encounter with the doctor with this error.


I wish I had more to comment on, as I am not sure how much content I missed (I saw the 2 characters in the first screenshot.)

I don't like to be overtly requesting, but perhaps you could consider adding an English translation to your next prototype, if it's within your ability. Even a raw copy of the script in Russian would work, as I could translate it faster and get a more complete picture of the plot.

Like the other person who commented, I thought the characters were quite well done! Their style remind me of an artist who's a regular on an image board general I frequent (They have a handle if your artist wants to look, but I don't want to be unwarranted.) Are the backgrounds AI Generated? If not I don't want to cause offence, but if they are I would suggest changing them to something else, like 3D renders. Though It might just be a prototype thing.

Oh, and I think the doctor should have a Sprite, but that's just my personal opinion.


Like I said, I only have a tiny bit of the plot to go off of. Is this going to be some kind of Changed-like game with the MC at risk of transforming, or is it just a plot hook to explain the MC escaping? The point I'm asking if the MC is going to stay human throughout the plot.

Another thing, do Anthros exist normally in this world, or is it weird for the MC to meet them, because the little I saw of his first interaction he didn't seem very freaked out to see anthros.

Anyway, that is all for now. Hope to hear from you soon.

Oh, I'll give slight feedback on what I read, though I imagine some is lost in translation! I thought the basic plot was pretty decent compared to a lot of first time projects. I didn't notice too much swearing, but again, it might be my translation hiding it.

I'm sure you had a local mindset for it, but here in my part of North America there is a major family doctor shortage, so someone looking for a private client to get a sick note and falling for what they think is a "cheap" option is quite believable.

A Doberman Succubus is pretty neat!

Is Project S related at all to this, or a totally separate story in it's own universe?

Not bad so far. Is the choice purely one and done, or will it affect future events?

Hopefully we see Petra actually teaching Viktor something about machines, since I find that a common missed situation whenever a teacher/master character shows up in works, where we're just more or less to assume it happens and not actually see it. I kind of hope at least one of the paths has him being a bit more assertive eventually, but I dunno if the game is intended to split like that.

It had a vibrant style compared to some of the stuff that shows up in the adult catagory, so it's a major shame it didn't garner much attention. In terms of casting, you kind of shift between Anime and stuff in the more MG-Furry direction, and likewise in a limited story/more connected story direction. Maybe a focus between both, 50/50 anime and MG/Furry, with a long, interconnected story? Just a thought, and not meant as direct advice.

Yay, the dogs finally came out!

Both the artist and the coder/writer (can't remember if it was the other way round) went MIA around early 2025 and haven't been seen since.

Amazing Potential so far!

Still working on this? Haven't really seen you active on here or IW.

The only thing I could really suggest right now would be some "virgin hunter" style encounters, and perhaps a Love Interest build around Imperia being the 'expert' and them being a bit clueless.

Agree with this. Should be either a toggle or a random chance depending on the species.

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That's good. I just hope for another furry girl that isn't restrained to just the brothel.

Like I said, I assume it would be too hard to do a toggle for Luca since she has a huge amount of renders already.

Is this game still being worked on?

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!

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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.

Damn, didn't expect THAT from this update. Pretty good! I kinda hope there's an animation for them to cradle them afterwards (probably reversed for when the "game" portion is added, as you said.)

Who exactly are the Blonde and Brunette foxes that appear in the icon and the previews? They don't seem very present in any of the other character shots.

Hey, congrats on getting #2 in the Jam.

someone made some fan art of Mara at my request

Cheers!

Seems nice, but, uhh, is there an English TL planned?

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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!

Is Fenrir the end of current content?

I know all 8 stories probably feature wolves because of the marketing (well, the emoji usage, but that counts) but I hope you add a human X Judy focused story/stories if you ever update, since there's not really a lot of maledom human X Judy stuff in this style.

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.

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'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.

Yeah I think it's better to approach Godot/Unity with a fresh game.

Hmm. I didn't even notice there was an update on Oct 30th. Was that related to the "thing" that's been talked about in the discord announcement channel that effected HH on steam for a bit (which seems to have been cleared up now)

Yeah actually I just noticed that enemy change. It's a big improvement!

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.

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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.

I'll be honest I have nothing really against it in principle since I get kinda bored of the exact same hyper member proportions in H-games, but it IS kinda jarring when you compare, say Gobby, to the Anubis.