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Devilofanger

21
Posts
A member registered Feb 17, 2021

Recent community posts

(5 edits)

I think Lucia is pretty difficult even for that point in the game. After awhile I was barely able to win, but was "only" level 24. Sure she might have high stats and farming would've helped, but l think it has a lot to do with how fast she reacts and attacks, so you can get stuck in a loop where it's hard to do anything. Similar to the expert opponent in practice mode. I had a much easier time in the fight with Emerald afterwards.

However Lucia is easier in SFW mode since she still tries to rip your clothes off but can't, so she can't use her H attacks either. It just might take a little longer to win. Also I played again and got lucky enough to learn the Thrust and Pounce moves from the trainer which can help a lot. Still for the challenge fights it seems like you pretty much have to farm. Even the watch AI couldn't beat the first one.

Would've been good to know:

-Sometimes grabbing a knocked down opponent doesn't work like if they are about to recover (even if they haven't moved yet) or if you can hear them crying or their heart beating (have to wait a few seconds). If you try to grab too late or miss the hit box then you can get countered or even knocked down. But of course grabbing is usually no problem for the AI.

-The yellow space in the escape meter can be so small sometimes, and even if you stop it when it's in the yellow it doesn't always seem to work. In fact it seems to work better if you stop it at the start of the yellow range or even just before. Regardless you might be better off just letting the meter fill with auto escape turned on.

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It actually needed to be put in a separate line and under a function. The Start or Awake functions get recommended for random range. But with those functions, the random interval seemed fixed between attacks and only changed when a new game started. However the Update function works for changing it between attacks.

I didn't think it would take that much research and be that complicated just to replace a fixed number with a random range. But at least I was able to do it. I should be able to get quite a bit more fun out of this game now.

(4 edits)

Me again. I was playing this again and thought it might be more fun if the opponent attacked more often and at random intervals. I'd do it for myself. I figured out how to change it (and faster is fun) but not how to do a random range. I don't think you can simply put a one line Random.Range or Random.value function there like you can a single number. It will either say it needs to be done in the "main thread" or that it's undefined. Is there a simple way to do it?

Wow yeah, even if accounting for each level getting more expensive, is still probably comes out to 4x the normal price or more. I don't think it should cost that much just to save some clicking to get back to levels you've gotten your girls to before. Even if such a "shortcut" should still cost something, 2x the normal price would be plenty.

I have tried the invisible spiral but haven't used it much so didn't know it was glitchy. But the other spirals work fine anywhere even with high spiral power? I saw he added Assnosis which is great. There were other people that wanted it too.

If it takes 5-6 seconds to change, then the game  could be having trouble processing the change for some reason. Low trillions isn't even that high for this game though so would be surprising if high numbers are the issue. Also maybe the territories are not really set up for it to take 5-6 seconds to update Spiral Power, but it's not supposed to take that long anyway. Interesting find with the library bug too. Yeah I don't think levels should be more expensive after using the library.

I know there's a lot of display bugs and maybe bugs with girls taking off clothes in a different order than their pictures and such, but those are usually minor, it takes a lot of effort to find and fix all of them, and Changer has bigger things to worry about. But if it's causing game mechanic or processing issues then that is something to worry about. Ideally you would like adequate time to fix game bugs, read feedback and implement popular or good ideas. But if you have a lot on your plate then it can get in the way of doing that or stress you out. If it becomes a problem then maybe limiting how much you take on or commission is an answer. Pushing yourself too much is unhealthy.

How did you find out how Spiral Power is behaving in territories? Did Changer say something about it? But it's still a glitch right? Whatever Spiral Power or Click Power is stated to be is supposed to be true across the board right? How would it even be different unless there's a value for each territory that has to be changed?

I calculated 100,000x  because you said your spiral power was previously 10M but had increased to 1T after the update. 1T divided by 10M is 100,000. But I see it can still increase further. Have you tried Titnosis on the territory girls? If Spiral Power currently only has 1 / 1000th of its stated power against territory girls, 1 / 1000th of 1T is 1B, and for Titnosis that's damage per second (barring shop upgrades). If you have 4T spiral power and it's really 1/1000th of stated spiral power against territory girls, then it should be one shotting against 4B or less HP.


I don't think I'd want to program many big games at once. Or I'd want to take turns with them so that I'm only focusing on one to a few at a time and the feedback that comes with them.

(1 edit)

So it was buffed just recently, nice. I don't think I was the only one who said something about it but I've definitely been one of the most vocal about it. That's actually about a 100,000x increase which should help it keep up for a lot longer, or at least if you level every girl rather than just a few. Maxing out every girl might not result in more spiral power if there's a cap based on total levels, but otherwise it might.

When you say Spiral does nothing to the Campus girls now, does that include the City, Countryside and Beach conquest girls or just the College Campus conquest girls? Probably a bug either way. Helping against the conquest girls is one of Spiral Power's main uses. That includes having Titnosis keep doing it for you while you relax or take a break. So hopefully it's just a bug.

Alright got W+P+N to work, thanks. I think it was because I thought it was W+N+P which doesn't work, so order does matter. But I don't really want to use it unless I happen to lose my save again. Seems a little counterproductive that the skip button costs extra willpower. The whole reason you'd use it is to regain lost levels faster. Why still leave people with a set back by charging extra? But I'm doubting that you need to or are even expected to level the girls as high or get as much willpower as you did, because as you said when the numbers start getting so high it causes visual problems and slows down the game. Also the last achievement for total levels is 100,000 which you can get by leveling each girl to level 2000 - 3000 if you have most or all of them.

But you also used an autoclicker which isn't supposed to be necessary, nor do I think it should be. That actually only adds to my point I was making about Spiral Power and Titnosis. Titnosis is like a slow, semi-autoclicker or would have been, but Titnosis is not useful for draining willpower at later levels or even after the early levels, which is one of the main times that you'd actually want to use an autoclicker.  Also Titnosis and the regular Spiral would supplement your own clicking, if they actually did reasonable damage later on. But as you said, Spiral Power doesn't really increase after it reaches 10M. Meanwhile the Crystal Pendulum, instead of relying on Spiral Power, multiplies click power by about 20X with a well-timed click. So that 10 QT click power at level 400? That becomes about 200 QT with a well-timed click, while Titnosis and the regular Spiral become useless well before then. That's why Spiral Power should be much higher or increase at a rate proportional to Click Power.

I did notice that the Countryside and Beach conquests generate lots of willpower after awhile. But with the Beach it doesn't make sense that the Loyalty doesn't count towards pearl generation, and that despite not counting for pearls, it gets reset when you reset for pearls. Yes you can use Countryside and the other regions for pearls but it's still strange.

(5 edits)

So if you have a ton of pearls you can damage them by clicking anywhere? Interesting, didn't know since I haven't gotten super far in the game before losing progress and haven't gotten around to trying again. Still, you shouldn't need to have a crazy amount of pearls or cheat to go to the Elf Kingdom for the first time. Nor should the fights be hard to figure out and win due to a small, invisible, changing weak point and lack of a good explanation or hints about how it works (wow, that actually sounds kind of like quantum physics).

I wasn't aware the W+P+N cheat still worked because I couldn't get it to work. How exactly do you do it? Just press the W+P+N keys in that order? Do you have to hold all 3 down at the same time? Does Caps Lock or capitalization matter?

Are you sure the pink skip button actually costs more? I thought it charged the same amount for each level you wanted to skip per click. So for example if it costed 5000 WP for 1 level, I thought it'd cost 50000 if you set the skip button to 10 levels. Of course after each click the cost would go up, but per each click I thought it was the same for however many levels you selected.

 
While Spiral Power may become unnecessary after awhile, that wasn't really the point. I'm saying it should still have a reasonable impact, and that the Crystal Pendulum shouldn't become the only useful option. After all the game does have "Spiral" in the title. Also it would let Titnosis serve its purpose: Doing damage and/or earning willpower without clicking or by AFKing.

(3 edits)

Thanks for the compliment. Unfortunately I'm not a developer, but I am good at finding or noticing things, thinking from a new players' perspective and try to think things through. I know there's other bugs like with some of the loyalty bar displays on buildings, and the girls' outfits getting unlocked before or after you unlock the appropriate conversation scene with them if that counts. But those kinds of things are numerous, not as important, and he's probably aware that there's stuff like that.

Speaking of display things though, I do think the stripper pole and good girl club pictures should be in the girls' profiles with the rest of their pictures, so you don't have to keep checking the photo gallery to see if you've unlocked  them or to view them. They are even unlocked in the same manner as the rest of their pictures. They don't need to be "hidden" in the photo gallery, especially once the player finds out about them.

Adobe did end support for Flash but that was back in January. New versions of the game were still getting uploaded to play from here until just a few days ago. Some of us were still playing it with certain browsers or players. Why stop now unless there was some other recent administrative change? Maybe eventually new versions can be uploaded in another format like HTML.

I can't play it from this website at all anymore, I only have the option to download it. Wondering what's up with that. Are you still able to play it on this website from a desktop computer without downloading it?

(10 edits)

Changer if you haven't read my older main comments, please read the main points I put here for convenience. I know you said your notifications were being spotty. It's still rather long for a comment but shouldn't take more than a few minutes to read. Don't be afraid to tell me what you think and if you disagree with anything:

-Explain better what happens and what you keep when resetting for pearls (what about pictures, achievements,  money and item collection? and how about mentioning being able to re-level girls faster with the pink button?) I am also wondering why willpower is reset to a certain number (1.04 billion specifically?) since it doesn't count towards pearl gain. It would make more sense to cost a fixed amount or based on the number of pearls generated. Also wondering why click power upgrades reset since they also don't count towards pearls, and why beach loyalty doesn't count like other loyalties but gets reset like them.

-There's a bug with either achievement progress or the progress reports after resetting for pearls, at least with the 100,000 level achievement. For example if you got 51,000 levels before resetting, you'd keep the 50,000 achievement and the progress report for the 100,000 achievement would still say 51,000, but the actual progress on the achievement seems to be reset. That means you'd have to get to 51,000 from scratch before you start seeing it increase anymore, and then another 49,000 levels to get the 100,000 achievement.

-Buff spiral power to compensate for back when you buffed click power upgrades (or made them cheaper) in a past version. Because of that, spiral power and Titnosis fall way behind click power and the Crystal Pendulum (since it multiplies click power) as you make progress in the game. At one point for me,  click power was about 110 billion but despite also leveling my girls, spiral power was just 10 million. Click power was about 11000 times stronger. My higher level girls had 10+ billion health and conquest girls had hundreds of billions to trillions of health at that point. Spiral power at 10 million did nothing to any of them. While you could buff the spiral power increase factor by a proportional amount, I suggested that spiral power could increase with click power upgrades (rather than with leveling up girls) so that it doesn't fall so behind. It doesn't have to be a 1/1 ratio either, it could be 1/2, 1/5 or 1/10 of click power. I think achievements should also give a 5% bonus to spiral power like they do to click power. Titnosis would basically take that many seconds (1, 2, 5 or 10 respectively) to do the same damage as 1 click. Any of those would be way more reasonable than 11,000 seconds.

-Add Assnosis as an alternate version of Titnosis, yes it's a thing. It'd work like Titnosis but with Helen turned around and swaying her ass back and forth at you. The Titnosis upgrades in the shop would apply to it too. You could eventually even add an option and dialogue for it for when Helen puts you in a trance, to give it another purpose.

-The elf battles are tough to figure out for newer players. Even then, they can still be hard. They aren't explained very well and the sensitive spots are small and hard to find. Players may not know whether they're doing the fights right or whether they just don't have enough pearls. I suggested that when Helen is giving hints about the fights, instead of just saying "sensitive spots" she should say something like "sensitive spot that changes" and maybe something like "click it repeatedly", to better describe how the fights work. I also think the hitboxes should be much bigger, like a whole body part which is much more expected. For example the whole thigh, belly, face, breast or ear, though upper arm and lower arm can stay separate. Players would still have to find the one currently sensitive body part, it'd just make it more fair. If there are two of the same parts such as ears, arms, breasts or thighs, maybe clicking on either one should count. But just making the hitboxes bigger and having Helen give a better explanation would help.

(2 edits)

Wow that was fast. But wait, if you haven't touched this since 2017 and almost forgot it existed, then why does it say it was updated on September 2nd, 2020? I thought maybe that was when you wrote that you abandoned this project. But yeah for your videos "Example Video [Number]" or "Video [Number]" would've been more clear.

I wouldn't necessarily say people are still playing this just because I did. I was searching to see if a Keijo game was ever made and found this. I guess Keijo didn't do that well and never got an official game. But Dead or Alive Xtreme has a Butt Battle minigame which is very similar. Xtreme 3 even got Keijo swimsuits, but it never got released in North America and Europe. Probably because of prevailing cultural differences and/or because Xtreme 2 didn't sell as well there. A Keijo game might have faced similar problems elsewhere even if it did good in Japan.

"-Keijo's manga was cancelled a few months after this project was released"

"-Keijo is a copyrighted work so I might get in trouble later on"

I understand these reasons, but it's kind of ironic that both of these can be reasons at the same time. You might think that if something was cancelled due to poor performance, that making fan-based works for noncommercial purposes shouldn't be an issue. But alas, it's not that simple and the world can be a cruel place. At least my review serves as some feedback. Maybe it can be insightful for other games that you make or any other people that try playing this. Would like to see this worked on more eventually but I know that's unlikely.

(4 edits)

I know I'm late to the party and that you abandoned this, but thank you for leaving it up to download. I enjoyed it for what it is. Why'd you abandon it anyway? Maybe you and anyone else that wants to try it can still appreciate a comment about it. I see on Youtube you showed videos up to beta version 5, but this downloadable version says beta version 1. So this downloadable version is still beta version 1? Or maybe not much was changed between them anyway? Whatever version it is, for early development it's pretty good. It's playable and fun with the bare essentials, has decent character design and some nice jiggle physics for Nozomi (would've liked to see for Sayaka too).

Even though there's just one attack, it could take some time to get the hang of the game and controls. But the opponent (Sayaka) is actually a suitable difficulty for new players, as she isn't that aggressive and is pretty simple minded. Once you do get the hang of it or get good though, it becomes pretty easy to win. But that's probably for the best since this is like an introductory demo or test version, some of the controls or physics are weird or unpolished, and the attack has quite a bit of range and knock back. A more complete version would probably be more polished and have a higher opponent difficulty level or two, along with this beginning difficulty. There are also some glitches that you may not know about.

Sliding and Super Speed: I noticed that if you hold the up or down arrow key, after about a second your character (Nozomi) will speed up and slide around fast and unrealistically, for as long as you hold it down. But Sayaka moves that quickly or faster whenever she decides to move towards you, like at the start of a round or if you move out of range before she attacks. Even stranger, if you attack Sayaka and then immediately move farther away, she will move at near warp speed, away from you at first, but then towards you to get in range of you again. It's like seeing an afterimage.

Dodging: Nozomi moving to her left/right rather than your left/right takes some getting used to. But the sliding method I just mentioned may actually be a better way to dodge Sayaka's attacks than trying to use the left and right arrow keys, which usually don't move you far enough over to dodge. Also once Sayaka begins her attack animation, it's too late to dodge left or right, meaning you have to predict when she's about to attack and dodge before she begins her attack animation, if you want any chance of dodging. Otherwise just attack before she does when you're close enough.

Attacking: As said before the attack has quite a bit of range and knock back. But this may not be an issue by itself. It's more so that the attack has more range than it appears, because Nozomi and Sayaka don't even need to appear touching for attacks to connect. That goes for both distance and area of effect width, as in the left or right sides of them. That's also partly why dodging left or right usually isn't effective. But I realize that the attack's big range and knock back helps the opponent (Sayaka) fight more effectively and put up any sort of challenge.

Attack Glitch: If you spam the attack button fast enough or time it right, you can go off the edge of the platform without falling in the water, or get back onto the platform without falling off, though you may fall slightly between attacks. If you do this to move off and away from the platform, Sayaka will follow you to stay in range until she falls in the water and you win, at which point you also fall in. I have also seen Sayaka attack after pushing her off the platform. Of course she doesn't attack more than once before either falling off or getting back on the platform, but it may have gave me the idea to try it.

Visual Glitch: You may have already knew about this, as it's noticeable in some of your Youtube videos. When Nozomi or Sayaka is near the top center of the screen/platform, she may appear to be missing hair from the top of her head. It's more noticeable when she's facing towards you, or when she's bending over while attacking.

Exit Button: Having it on the platform is inconvenient. Not just visually, but because you need click to attack and may exit the game on accident. If you use the left mouse button to attack and have the mouse over the exit button when you try to attack, you will exit the game. It's happened to me a few times. It'd be better to put the exit button near the bottom left or bottom right of the screen, off the platform. Your email is also on the platform, so might as well move that too.

(1 edit)

Maybe not what you were expecting, but there's a guide for the boss weakspots here https://steamcommunity.com/sharedfiles/filedetails/?id=1868890259 It might not be perfect, but I think it shows the general areas of the weakspots. There's also more complete guides for the game there that include the bosses in one of their sections.

Ah. I don't use them so I don't know which ones would work, but people have apparently found ones that work. I've also heard that the game may not register more than 40 clicks per second, so maybe try limiting the clicking speed to that or lower.

(3 edits)

By the time you reset progress for pearls, you get a pink button near the options icon. It's not explained at all, but it lets you change how many levels that you re-level up your girls per click. You can set it up to 25 levels per click, and you don't have to mind break your girls through previous levels again. Also that's kind of what Titnosis is for. So a full fledged auto clicker built into the game isn't really needed and may trivialize the game too much. Besides if you really want an auto clicker you can still get one from elsewhere. But as stated in my main comment, it's true that spiral power (and therefore Titnosis) has become way underpowered compared to click power, so it should be buffed.

(50 edits)

The user experience has improved a lot over the versions such as click power upgrades being made cheaper. By the way I love Titnosis, how about adding Assnosis as a variation of it? Yes it's a thing. But aside from the elf fights, there are still some issues related to resetting progress for pearls, and with how weak spiral power has gotten compared to click power. I will explain in detail, so here's a "gold mind" of information.

Regarding resetting progress for pearls, it's not explained very well what happens or what you keep and lose. Resetting sounds like a drastic decision, so the player should know what they're getting into. But all you are told is that you keep unlocked girls at level 1 and pearl upgrades, and what affects pearl gain. That implies that you lose everything else, but that isn't exactly true. It also doesn't say whether money and items bought with money count as pearl upgrades that you keep (you need pearl upgrades to get money in the first place, so it makes sense but it's not clear). A more accurate and honest description would be like this: "Softly resets progress; You keep unlocked pictures and achievements, girls at lvl 1, pearl upgrades (specify about money and item collection here), and can speed up re-leveling girls." Before resetting, players would definitely want to know that they can speed up re-leveling girls after resetting. You could also explain about the up to +25 level per click button or give it a description.

There are additional unmentioned, even strange things about resetting for pearls. Although you keep unlocked achievements, progress towards achievements that you don't have is actually reset (most significantly for 100,000 levels), even though the progress reports on these achievements still mention the number you were last at. So there's a bug with either achievement progress or progress reports here. Also you lose click power upgrades, willpower and beach loyalty, even though none of those things affect pearl gain. You do retain 1.04 billion willpower, but why that amount specifically? If the idea is that you use willpower to reset, it'd make more sense to have it cost a certain amount, subtracted from your willpower. It could be a fixed amount, or based on how many pearls you'd get. But resetting willpower doesn't make sense unless it were to affect pearl gain. Resetting click power upgrades may make even less sense, but if it's going to be reset then it should also count. Beach loyalty should count anyway like the other areas' loyalty that get reset.

Regarding spiral power, it should really be buffed for Titnosis and the regular spiral (but not the pendulum, that's plenty powerful and can just multiply click power). Spiral power used to be about as powerful as click power (or later in the game half as powerful or less) if you upgraded both diligently. But click power upgrades were made cheaper without adjusting  spiral power to compensate for that. The result is that spiral power has fallen WAY behind click power. While you could buff the spiral power increase factor, maybe spiral power should instead increase with click power upgrades (rather than with leveling girls), to ensure that it doesn't fall so behind. It could increase 1 to 1 but it could also be a smaller percentage, like 1/2,  1/5 or 1/10. Even 1/50 or 1/100 of click power would actually be a huge buff compared to now, because it really has become that underpowered. Also maybe achievements should increase spiral power by 5% like they do for click power.

To demonstrate the huge disparity between spiral and click power in an example, my click power was about 110 billion while my spiral power was just 10 million. I mean, spiral power was about 1 / 11000 of click power, an absurd difference. At that point, several of my harem girls and the college conquest girls had 10+ billion mind barrier health. 10 million power does nothing to that, and that amount of health was actually nothing compared to the conquest girls past college. The conquest girls' health was a few hundred billion in the city, over a trillion at the beach, and it gets to a few trillion in the countryside just to complete it. Spiral power would've had to be 100x more just to have had 1/110th of click power or 1 billion power, which might've been ok (though not great) against 10+ billion health, but still wouldn't have even put a dent in the conquest girls past college. The disparity got even bigger as I kept playing. Meanwhile the pendulum multiplies click power massively, and the pendulum items in the shop are much stronger than the Titnosis and regular spiral items. So you can see why I think Titnosis and the regular spiral should really be buffed. Spiral power shouldn't be falling behind 1/100 or 1/50 of click power, and really it should be more than that.

(7 edits)

I'm going to address the elephant in the room here in detail (but please read my main comment about this game too). I think these elf fights are too cryptic, which makes them harder than they should be. Many of the hitboxes for the elves are too small and hard to find, and the way the fights work are not explained well. All that Helen tells you is that you need pearls and that the elves have sensitive spots, but there's nothing to tell the player that the sensitive spot changes (which is pretty important to know) or that there's only one at a time, or to hint at what they are. You have to think about it from the perspective of a player with no prior knowledge on this. They're expected to find the one small sensitive spot, figure out that they're supposed to click on it repeatedly, that it then changes to another small spot that they have to find, and guess whether they have enough pearls or just aren't doing the fights right? All through trial and error? That's expecting a lot, especially with how big a shift that is from regular, mindless clicking.

Helen should be more clear with how the fights work such as saying something like "sensitive spot that changes" and preferably add: "shortly after you find it". You may even consider telling the player a recommended amount (or range) of pearls, either for each fight or just enough for the hardest one, so that players do not have to keep resetting their progress just to beat them.

The sensitive spots should be easier to find. The best option is probably to make the hitboxes bigger, so that clicking anywhere on the body part that the sensitive spot is on counts (which is more expected), rather than just a smaller part of it. This might sound too easy, but it wouldn't be really. Players would still have to find the one sensitive body part, it'd just be more fair. For example the whole thigh (not just inner or outer), belly (not just the belly button), face (not just a cheek), upper arm (not just a shoulder or elbow) or lower arm (not just an armpit). Breast and ear hitboxes aren't as bad but they still may not cover the whole breast or ear, and they should. In addition, if there are two of the same body part such as the ears, shoulders, arms, breasts or thighs, maybe clicking on either one should suffice. I mean, how much sense does it make for one to be sensitive while the other is not? Besides, who actually enjoys having to click on both of all these parts, or clicking on one and then later finding out that you had to click on the other one? Another option is to have the hitboxes be outright visible to the player (instead of making them bigger) or provide an option for the player to make them visible. Not necessarily which one is currently vulnerable, just the hitboxes themselves.