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Busyman4this

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A member registered Jan 29, 2025

Recent community posts

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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.

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Hey, there's also a bug with keybinding. It doesn't carry over to old save files Please fix this.

Edit: It doesn't carry over to new save files either... So it doesn't work it all.

...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.

Hmm. The player's 'member' seems to really shift a lot in size between scenes in the preview shots. Is that an actual factor in the game's plot, a character customization feature, or is it just how the animations turned out?

She's cute!

Fair enough, but I think humans and furries co-existing in the world would be pretty entertaining and have a lot of neat interactions.

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

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l like that the bird is currently the easiest to get off right now. Hair trigger is funny in games like this.

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Virtual Insanity GIF - Virtual insanity - Discover & Share GIFs
Legionaire's POV when I see them (I am going to pet them)

Shortstack Poppy from LoL counterparted with human male/males if there's threesome dreams

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.

I kinda wish there was an option to have dreams transitionally swap randomly between all the unlock dreams, for both the static pictures and the animations, if that makes sense.

The new mechanics are good, but I agree with the comment about the play area sort of dragging down the sex method. On the new mechanics themselves I think they'll be great long-term with certain characters (assuming there's more) having different likes and dislikes.

Dick customization, not just for looks, but changing the stats they do, might be an interesting idea. (btw I enjoy the fact that it's much more human-looking/species ambiguous right now compared to Monster Layer)

No one's really mentioned it, but the secondary animations and dialogue are great too. People sometimes struggle with sex talk in games but it works perfectly so far with the default character.

So correct me if I'm wrong but it IS possible to win the event, even if you only got to around 10 points in each category, somehow? Would be kinda funny if there was flavour text for entering with an extremely low score and winning anyway (and obviously text for 100/near 100 in one/more categories.

>Worldbuilding was written out by lack of acknowledgement

https://desu-usergeneratedcontent.xyz/tg/image/1751/90/1751908464534.jpg
Though it's understandable tbh. I'd hate to put thought into something and have no one actually notice or think about it.
Yeah that makes sense as a reason to not include them. Though it'd probably not happen if they only showed up within the last 5 minutes of the game, and perhaps just on a poster or something Clara showed the player. Though people are strange and probably would still ask

Definitely don't wanna be forced to see a bunch of anthro x anthro scenes, even if it's only temporary.

I tried that and it has an interesting system with the animations. Would love to see something similar down the line. Though I strongly disliked it being Pony X Pony. I think it's the only non-HMOFA game you've made too.

Okay so I don't know whether you prefer engagement on here or on steam, but I'll pick Itch for now and maybe post something in the pinned demo feedback discussion later. I have no idea if Steam community discussion actually affects metrics but I'd love to support either way.

There is a bugged symbol in the allure mini-game, though it might be a web-exclusive bug?

 I know it's a hard choice between making the skill up games start hard and become easier or start easy and become hard but I personally much prefer the former because it feels like a natural reward for the stats increasing. A nice in-between might be for it to ramp up, then around the mid-point (50, but lower like 30-40 would be better) and gets much faster/easier.

Not sure if you like this idea, but how about a random "Clara had a bout of inspiration" mechanic when you complete an event with no misses that gives double/triple the stat up from that workout?

I hope this isn't a game where if you don't get to a certain breakpoint the game just says "sorry, loser, no scene/good ending for you" and it forces you to restart from the beginning. And if it is like that, at least provide a general "you want to at least get to this score to stand a chance" goal.

I don't know why but that "discrimination movement" line really stood out to me and now I wish the PC had an option to ask her more about it. Was it ONLY related to the deepthroat challenge or was it a societal thing where certain species were looked down upon? I hope it's not just a throwaway line because it actually did get me thinking.

Some of the dating interactions are kinda strange with the context that the PC and her are kinda a couple but act like they haven't even seen each other naked. I figure they're not a couple but more FWB and the ending will end with them as a full-blown couple/married?

Some rival characters, maybe just during the competition that act like the typical jock/rival characters in sports movies might be fun.

I WOULD like to ask if you could get the game on GOG, since I prefer them over Steam, but IIRC it requires basically running a petition/voting campaign, which I understand you'd probably not want to do.

Anyway, that's it for now. Pretty decent demo!

I don't really like the current combat. I think you're going for a Rock Paper Scissor style thing and it doesn't work with an HP system like this. It's also a very static system due to Ren'ply and all the attacks follow the same pattern for the encounter, meaning you can prevent damage by metagaming and just dodging the pre-selected attacks.

The Big House intro needs to show of the title character more because it's too focused on other aspects instead of her. Since she has the option to talk to everyone later I don't know why it needs to linger on anyone that isn't Astra. Plot other than that is fine, though people are going to feel lost if they don't know this is a spin-off game with some of the details.

I'm not exactly sure if we're supposed to hate Hor but you honestly did a great job of that if that's the case. I really hope there's an option for Astra to tell him, politely or otherwise, to knock it off that he actually listens to, or makes him so mad that he basically stops talking to her. I know he apparently has a scene with her but the current dialogue makes it seem like that scene would be very forced/out of character for Astra to do and only exists for player reasons.

The animation system is really cool. I think the only thing I dislike is that it's Pony X Pony and not Human X Pony like the rest of your games.

Cute model! Gameplay's more silly than erotic, but there's nothing wrong with that.

Well, I'll be looking forward to the Godot version, whenever that is.

Ah, alright. Thanks for replying!
The idea I had in my head was the MC getting 'rescued' by a space pirate faction and being limited to the ship's environment for a duration (with maybe a chance to freely exit/re-enter it later) The thought of how they behave was similar to the Terran Empire from the Mirrorverse of Star Trek, which is basically a bunch of serial scheming to get promotions. That kind of dynamic seems perfect for a corruption-focused game, with the MC basically getting tossed around the ship from scheme to scheme with some control on how it all goes down and who ends up on top in the end (with the MC likely getting screwed over in the end either way to explain why the game goes on passed that point.)

I like the image gen model/prompt mix you used for this one quite a bit.

I don't supposed you'd consider giving thumbnail/watermarked previews of all the dreams in future versions?

Pretty disappointed it seems like there's no Human On Renamon in any of the dreams from what I see and I wouldn't want to pay 5 bucks to find out there isn't.

I'm pretty new to Cardbattlers, but I thought this was pretty fun so far. I didn't think RPGM would work for that.

The Semen=Post-run currency mechanic is a really good idea to make the sex scenes actually reward the player and connect them with the gameplay.

Main complaint so far that I think can be addressed is it's annoying to read the exact same description of events once you've seen them, like the house with the chest. From the gallery save I think you added some variant to repeat encounters, so yeah, it's understandable if those secondary ones have new text you have to read, but I got that house with the chest one like 3 times shortly together and having to read that description of the room again and again really ticked me off for some reason. So yeah, at least an option to "cut to the chase" with scenes that DON'T have linear progression would be nice.

Second complaint would be the length of the run itself. IMO 100 floors is way too much for (my) average session with how slow the gameplay feels. About 50 is what I could manage/commit too. Again, I'm just one idiot and I'm not even a Patreon, but that's just my personal opinion with what I played of the game. I'd even be fine if 50 or a lower number gave you a weenie hutt jr ending and the true ending was locked behind 100. The in-between floor section also kind of gives the player the wrong idea on how the game works IMO. it displays gear, but in reality the main progression seems to be your deck, events, and post-run progression, not finding new weapons/armor. Maybe this is just a 0.1 thing though.

Scene-wise I thought I might have more to say, but I breathed a massive sigh of relief when I saw there was a decent number of human encounters. A lot of these FMC games just have waay too many monster ones IMO. I know I'm an outlier on that and kinda hypocritical since it means I'm find with the gangbang ones (especially the bar and the adventuring group one, those were definitely high on my list) but that's just how I am. Only thing I'd really like to see would be a progressive one with a newbie adventurer, where either Garuru and him kinda just bang progressively, or maybe Garuru 'trains' him from being a clueless virgin at first to a chad at the end.

Wow, I think I remember the game this was inspired by! Is this directly connected to that, or just inspired by it?
Are all the future NPC types going to be tied to the village, or will they and by extension the new zones on the planet have something else tied to them?

Glad to hear. I haven't played the recent versions since I played that damn intro like 30 times and was a bit tired, but I'll probably check into the new content soon!