Ah, that makes sense. If you're only planning for the public release to have the forest level then could you clarify in the public release "Well, that's it for the public release if you want to go through more levels then you can unlock them via patreon" at the end when you talk to the guy again or something so there wont be anymore confusion like this? Also what about the different modes? I tried to play them but all options lead to the same dialog and outcome.
chase0w0
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So I signed up for the thing, ran through the forest, beat the level and ended up back in town and the guy told me to come back tomorrow so I rested and came back aaand ... same dialog. I also can't access any of the other modes. Is this a bug or have they not been developed yet? Not sure. Also the game, at least in concept it very fun but it's tedious and buggy, and the animations take forever. Plus kink wise I really do like the whole theme and would love to see this game succeed.
Cheers: some friendly internet stranger.
The taze is bugged and the game is too easy, plus once you get to the end (the bottom) you're stuck with one enemy. There isn't any clear objective either. Don't get me wrong, great concept and I would love to see a full version of this game with everything refined, even if its a short one level game or one of those games with multiple levels that don't really have a story. Best of luck
Just a quick reminder for everyone: Go ahead and give this game a good rating. I would encourage you to rate it five stars because of how much effort went into it and how amazing it is of a mystery dungeon NSFW spin off. I'm sure quite a bit of thought went into this considering how smoothly the NSFW aspects were integrated into what is essentially PMD so seamlessly with how well they blend together and bounce off each other. I have much appreciation to Feris and I think this wonderful work is pretty underrated.
Oh...I didn't download the manual booklet, so I...right.
Fair point, but there are still enemies that move into you by the time they are on screen, making parts of the game unfair. As for the double backing, the problem with that is it becomes unpredictable which further disrupts flow when doing good on a level.
Side note: Despite being hell, it was indeed "fun" in a hard to describe way. Even if there are things I don't like about this: thanks for making it and giving people the chance to enjoy your creation.
I mainly noticed this in area 6 level 3 (the place right before the final boss), but a lot of the enemies don't start moving until they come into screen and the movement is pretty...well...they occasionally double back randomly. It's very annoying and makes the game unpredictable. Aside from that and some hit boxes, it seems good in terms of bugs.
This game was hell...
First off: there is this really weird momentum mechanic that's hard to control which also makes you slide off of stuff which is extremely annoying.
Secondly: the lack of instructions at the start leaves players lost. They don't know what they can jump on, where they are suppose to go, what hurts them ect.
Thirdly: A LOT of the AI is buggy as hell. Things don't start moving until you can visibly see them, which leads to players getting ambushed literally nothing they can do, and that's not even mentioning the "double back" bug: the AI often doesn't make up it's mind on what path it wants to take and occasionally doubles back, especially on zone 6 area 3, where it becomes extremely annoying, and down right sabotages run after run.
Finally: The game is lack-luster and difficult as hell. 21 different levels including bosses, and your reward is...well, I'm not gonna spoil it.
I get it, this was probably a side project that you just wanted to get done and put a lot of effort into and for what it's worth, I could genuinely see this being a actual gameboy game in the 19th century minus some of the suggestive designs and dialog. (In spite of all the bugs and nonsense)
"*Rumple Stiltsken laugh* Oh you have no idea what...'MONSTROSITY' you've unleashed, deary."
(I wouldn't blame you if you didn't get that OUAT reference/joke. In any case, Deery visually looks fairly decent and as for abilities, looking forward to seeing what it is.
Just a thought here, but I think after you're done with however many other characters you're creating, you should take a break from creating characters and perhaps focus on a leveling system. Like my idea is that there would still be the mode we currently have, the bottom right option would be "levels", where whichever character you have selected, you get levels with a pre-scripted map and perhaps limited power ups already on the board and other things that are set, and after you defeat all the enemies/get a certain point mark, you unlock the next level where it would obviously be more difficult. This way you can include things like bosses and/or other special conditions that you normally wouldn't implement in the main game mode out of fear of changing the game play to drastically. This way it might also be possible to make a good/bad ending for certain levels. I would personally like to see this in the form of a boss "grappling" you instead of out right harming you, therefore not activating the escape charm, which can that have a NSFW piece of art and story attatched to it. Sorry for the long ramble, looking forward to what this game has to offer in the future.
Not sure how I feel about this one. Story seems decent thought a little long, I like the idea of the visual design and what you were going for though it...just doesn't look right for some reason, The power is cool though it's not to useful. It's a lot of mixed feelings about a lot of things. The dash mechanic is pretty cool, though I would like it if Squirly moved slower while dashing so you don't run into enemies that much but also for the dash to last longer. Aside from that, the game still feels pretty slow. I would like it if the spawn rates of enemies would continue to increase along with the spawn rate of coins and power ups, just to make the game ramp up more and so it does end.