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Fenec250

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A member registered Jul 04, 2021 · View creator page →

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A good game with some issues still:

- The AI tends to get stuck. In my run where I made everyone fall the Boss was stuck moving up and down, I think it was trying to path around the Crystal behind which the downed Vara was. In my winning run the Lair Guards were stuck in a similar fashion.

- The HP numbers are a lie. If a character has 3 HP, I expect them to be hit for 1 HP per attack. If enemies are going to hit for 2.8, change the values to 30 HP and 28 damage instead.

- The line of sight is wonky at times. One time I was advancing some distance away from a doorway, I spotted a Lair Guard. The line of sight was such that it has line of sight on the square I just left (where I could not see them) but not on my current one (where I could see them).

I like the update! As the Dragon, it makes you impregnate 3+ maidens and visit most of them every Festival instead of doing mostly self-impreg every day. You can't make Emily do everything, she really feels like a backup witch even when she takes care of Tammy for free. You are still incentivised to focus on a handful of characters, but that handful is nearly half the cast instead of yourself and one other. The number of characters you need to take care of will also grow as more get added, which is good.

In terms of balance this is a nerf to the Dragon's very efficient self-impregnation, they can't spam it like before. They are still the best for now, but as more characters get added the Harpy will take back their place as the fastest growing race.

Suggestion 2: I meant converting dracomana to 1 regular mana and sending it to Ollie, as a compensation when you can't get under the conversion threshold. There are times where you have 85 mana and can't get under 34 with the available maidens.

Suggestion 3: making Emily store charges would really improve this feature. You get to keep access to all maidens until the day of the Festival instead of having to plan in advance which maiden you won't have mana for.

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Adding more characters doesn't change the optimal way to maximize Mana growth, but . It is optimal to impregnate the most mana-efficient character and assign everyone else to Emily. The discount makes them even more mana-efficient, there's no incentive to switch to interact with other maidens until you can Hyper the discounted character.

That's not true, I'm wrong. The story, meeting other characters, seeing their various images, advancing their storyline, those are all incentives, only they are not (currently) improving your mana growth. This could change if there are characters that give mana more efficiently locked behind a quest. In Albero Verde the double impregnation sessions gave twice as much mana for the cost, but some of them required a quest first. There could also be one-time mana rewards for some quests, that's an incentive that can work.

But those incentives rely on you finding out about them, in my case I jumped straight at the obvious way to maximize mana, which is making Emily work overtime and holding a Festival every day. With those hidden mechanics I would get penalized for ignoring the story, which is entirely fair.

Actually, another way to incentivize interacting with more characters would be to make the Festival take a full day, wasting that day's mana, not even sending it to Ollie. This would make it optimal to spend roughly 25 days before the discounts add up to the mana you would lose by holding the first Festival. This gets faster on subsequent Festivals (as discount take up a bigger part of the remaining mana cost), then once characters reach max discount the optimal duration gets longer again.

Suggestions

- after impregnating the last maiden, offer a lint to Festival instead of Rest.

- give a bonus (10×min impreg growth) when reaching 50% discount with a character. This makes it optimal to work on everyone instead of focusing on reaching Hyper with characters already discounted.

- alternatively, gate the discount with tiers. Pregnancy can lower it to 75%, Heavy is needed to reach 60% and Hyper to get down to 50%. This would make it optimal to follow a progression curve instead of jumping to Hyper after 10 regular pregnancies. It adds a sense of the character getting confortable to the size to the mechanics.

I checked out the Harpy a bit more to compare with the Dragon.

My Dragon save is on day 61 with nearly 1000 mana and 243 dracomana and is on turn 1660. I focused on self-impreg before working on the maidens. At this point I can Hyper myself, all Surface folks, Randy+ and I have spare to get discount on the rest 

My Harpy save on the same day with 860 mana on turn 1260. I focused on Emily before working on maidens. At this point I can Hyper Emily and all Surface folks. I just finished getting the full discount on Randy.

The Dragon is faster not only because of the starting 15 dracomana but also because of its boosted self-impregnation. Regular impreg with max discount increases mana by 4%. Dragon gets 5% because she gets 1 mana on top of 1 dracomana per egg worth 100 mana. The simple outfit boosts that to 6.25%, and you can spend up to 480 mana on it. The Harpy penalty leaves her at 5% growth on self-impreg, barely more than her normal 4.8%.

But the Harpy spends less time juggling mana around to trigger dracomana conversion. She got to day 61 in 30% less turns and with much simpler maths to optimize her mana growth.

The Cat could reach 600 mana by that point, thanks to the Outfit bonus and the early boost to discounts. The Fox would follow behind, having no bonus, even her acclaimed fertility is behind the Dragon's.

Suggestions:

- after clicking a Rest link, check the player's mana and give them a short text about being unable to sleep if they no longer meet the rest condition.

- when you Rest with unspent Draconic Mana, send it to Ollie with a 1:1 conversion.

- Emily could have a limited number of spells per day? If she has 3 spell per day and is assigned to 6 maidens, the next Festival will be at least 2 days after the last even if you take care of the remaining maidens whithin a day.

- the Festival button could appear as soon as Emily can cover the remaining Maidens, saving you the hassle of going to each one to request Emily's help. In the current version it would appear as soon as you and Emily are pregnant. With the suggestion above it would be when Emily has accumulated enough spells since the last Festival to take care of the remaining maidens.

Cool game! I mostly ignored the story, but I can give my toughts on the mechanics.

I went for the Dragon start. I tried the Harpy for a bit afterwards, but the extra 64 mana per day is simply much stronger when you know how to set it up. It looks like it can be abused a bit: if you have a Rest link available before you Convert you can send to Ollie more than your maximum mana. The Dragon's self impregnation also gives both 1 regular mana and 1 Draconic Mana, making it the most efficient way to raise your mana.

The other way to maximize your mana gain is to assign almost everyone to Emily and Festival everyday to take advantage of the discount asap. This is annoying because every assignement takes you to her, you have to navigate back to the city. This is only going to increase as the number of characters increases.

I prefer how Festivals worked in Albero Verde, needing a certain number of candidates. You could ignore certain characters without having to interact with them (to assign them to Emily). You didn't have to meet with everyone before your first Festival. You couldn't start doing Festivals everyday right from the start.

In any case, I look forward to see how Amber Burrows develops!

Thanks for the detailed feedback!

I'm working on an unrelated project at the moment, but when it is done I will fix the typos/inconsistencies you highlighted and investigate the display issue.

The Dryad scene is technically correct. The cock growth is random, the Heat gives it to one of the partners and you just happen to be the designated female when you meet Bunny. And Thea. And Huntress. Yeah, it's not shown properly, I get how it is unexpected.

I tried making pixel art, but got discouraged. I had a few AI images when I started, but I removed all of it. Adding simple images of each character is a good target, I should be able to make it before it becomes a chore, once I resume this project.

Again, thanks for the feedback!

0.2.9.4

A nice start, but not yet enjoyable.

- the Love Essence amount persists after restarting the game until you restart the application

- I'm not sure how someone who hasn't played Lab Rats 2 would figure out how to make money. You need to create the potion, activate its mastery research, and research it a couple of times, then you need to select it in Production and Sales, buy Chems from Procurement, then go to HR to reassign Maya to production and then sales. This is a lot.

- Not being able to Produce and Sell is annoying, you need to constantly reassign Maya to make money. At least you can buy Chems manually.

I suggest starting with 100$, 450 units of low grade potions worth 2$ each and Maya assigned to Sell them. This way you see your money go up at the start. Once the stock runs out Maya can tutorialize researching potions if you have not researched one yourself.

I get that there's exciting systems you want to implement, but showing the player how to interact with the prerequisites is important.

Great little game!

Here's some feedback:

- The Linux version works well.

- The AI is not great, it never comes close to winning. It's only benefit is buying cards from the center row, giving you more options or punishing you for not buying a card you want.

- The starting deck is not great. Boardgames like these usually start with 8 economy cards and 2 other cards, ensuring you have something at the start. Here you have 6 economy cards, 4 other fleeting cards and 5 basic clothes, AND the economy cards stay in play. Your total R&D before your first shuffle you can vary quite a lot, between 17 and 7, and it's especially frustrating if you have no R&D in your first hand and lose great cards to your opponent.

- The Erin cards are not very good. You need more Manuf overall to play the basic Amelia cards, the great Shelly and Lynn cards. Paying 4 Manuf for merely +1 Marketing is a worse deal than Jackie's 3 Mkng for +1 Manuf and it rarely makes the difference needed to play good Melody cards. I would rate clothes power this way: Lynn > Shelly > Melody > Jackie > Erin > Amelia

- when you buy a card the new card appears before the bought card is removed, making the shop row shift during the animation.

Suggestions:

- remove a sewing machine and a magazine ad from the starting deck, but start with 1/1 right away

- remove 3 drawing boards from the starting deck, reducing its size to 10, and start with 1 recurring R&D

- change Amelia clothes to give temporary R&D: and cost different combinations of Manuf/Marketing: panties could cost 1/0 giving 1 R&D while the pants cost 2/2 and give 4 R&D

- make Lynn clothes costs lean towards Marketing and make Erin clothes refund +2 marketing

- add a Cycle button that removes the leftmost card for 1 R&D and increase this cost by 1 for the turn.

Ero Dungeon felt different from DD thanks to curses and personal goals, at least the versions I played, I didn't play the final release yet. The focus was on collecting equipments, figuring out how to level characters qnd getting that blasted ring off, not just completing dungeons efficiently.

Lust Hunter, it's not very good.
Astral Lust is not on Itch and is abandonned, the equipment part isn't very good either.
Across the Obelisk (SFW) has some equipment as well.
My issue with equipments is that it's easy to make them give flat bonuses, which ends up trivializing other parts of the game or punishing you. An enemy attacks you for 24, your breastplate increases your Block cards by 3, you can play 3 Defense and take no damage. Later in the same run an enemy attacks you for 40, you have found no upgrade to your breastplate so your defense cards are too weak to be effective.

This has me worried a bit. There are a lot of erotic StS clone attempts, including ones with an equipment system. I hope you find a good way to make it distinct from StS like Ero Dungeon was distinct from DD. Good luck Mado!

There is no M/M content in the game and I don't plan to add any. I want to keep the game focused on femme characters and impregnation, I don't want to add male and mpreg fetish to the game.

There are males and mpreg in-universe but I don't want to explore that in the game.

Try to last as long as you can without staying idle.

When you use a skill it gains experience, the two bars in the skill background. After it fills up, when a Cycle ends it will gain levels, increasing the progress multiplier for this skill. Bloodline levels are permanent while Generation levels reset when the next generation starts. The table in the end-of-generation recap shows how many Bloodline levels you have earned as well as how many Cycles you spent using each skill. Try spending as many cycles on one skill to level it up faster.

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After breeding Bunny at least once, "Finish mating" to continue towards the Forest.

If your Determination runs out too fast, try playing trough from the start. The "Reach Bunny" button is convenient but wastes any speedup you gained since the last time you reached that point manually. If the "Idle" stat in the recap exceeds 3 it's probably time to refresh your route.

Please let me know if this solves your issue. I think those are the most likely points of confusion, but if your issue is something else I want to know.

Anything you want to share.

Typos,and bugs are straightforward, but I have played the game so many time that I am blind to them.

Inconsistencies in how a character is described or acts, parts of the text that make little sense, bad writing, and ideas for how to fix them are welcome.

If you have ideas for story beats you can share them as well, the current story is mostly a pile of encounters with no real goal or ending.

I give no guarantee that I will implement your ideas but I can guarantee I will read them.

Ah! I jumped straight in hard mode, I didn't notice easier difficulties would change the copies limit.

Thinking about it more, the Boredom already penalizes you for having multiple copies of a card. I thought the card limit would be 2 on all difficulties because adding a 3rd Fondle is shooting yourself in the foot. There's only a few cards that can benefit from more copies. The Fingering and Fuck cards have their Dildo equivalent already, it's only Take Off Her Clothes that runs into that issue because it is necessary, has no alternative and doesn't care about Boredom.

If the Hard difficulty limits you to 2 copies intentionally, the duplicate cards rewards make sense. You can still win the game despite it, the Retry Bout lets you recover from terrible stripping RNG.

Maybe? I ran out of motivation working on this project for now. I need something to get back into it. An inspiring suggestion, a list of typos, a mind-boggling bug report.

Feel free to share your ideas or point out things you want fixed!

Congratulation on the 1.0 release!

I like the deckbuilding, being able to store cards until you have a combo with more powerful cards available separately as boons.

I think there's a few issues still:

- The limit of 2 copies of a card mean picking additional copies of basic cards like "Take off her clothes" simply wastes your pick.

- The fixed 12 cards and limit of 2 "Take off her clothes" means the only way to take off clothes faster is by getting the Rip card.

- If you draw both your "Take off her clothes" in the same hand it severely slows down the stripping.

- The limit of 2 copies of a card is bypassed by the Combo cards, you can have 2 "Fuck her pussy" and add "Fuck her pussy & Fondle her tits".

Suggestions:

- Trade one of the starting "Take off her clothes" for a "Ask her to strip" witch removes her clothes and deals Arousal to yourself. This will enable you to pick and add cards that strip your opponent from card rewards.

- Do not offer cards that you have 2 copies of in the card rewards.

I found this game through another site. It looks like it's not listed on Itch yet, I figured you could use a notice. I think you need to publish a Devlog before it shows up in the search results?

Enjoyable, but not a great take on this kind of game.

When you reach the level goal it increases enemy HP faster than the Gold they give. This makes it better to end a level with 1 enemy left than go to the next level before you're loaded with upgrades, you can get a reliable 14 coin at level 2 and drop to 27 because you reached level 3. This means the Timer upgrades actually hurt you, they force you to wait longer before the level resets.

Godot, according to the "More Information" section.

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Congratulations for releasing your first game!

I like the idea, but the RNG to strip is ruining it.

- Out of the 14 starting cards only 4 can be used with a clothed opponent, leading to frustrating turns where you have to skip
- Only 2 of the 14 cards actually help you unlock the 10 that require nudity to be used
- That means you need at least one shuffle to disrobe a character with 3 layers, more if you draw both in the same hand, and adding cards to your deck makes it even longer
- The opponent has the same issue, if you retry a bout enough times you will end up with a good start and your opponent a bad start and you will win

Suggestions:
- Remove the 4 Ass cards from the starting deck
- Add 2 Grope cards to the starting deck, dealing 1-8 arousal reduced by Clothes
- Add an Anal reward package that adds 1 Fuck her ass and 1 Lube, which adds 3 Ass lubrication reduced by Boredom
- Rework the opponent decks to have more clothed options as well. A Stripshow card that deals lots of arousal but takes their own clothes could work well.

Playing on mobile, I can't Prestige with either of the two buttons.

Nice little game!

The controls on Android are not perfect but quite enough to beat 10 rounds, beat the boss and view the scenes.

Playing the Android 13 version 0.2, I'm not sure how to exit a Gallery CG.

Version 0.3.1, on Android. I'm stuck on quest 9/18. It asks me to talk to Margaret. Margaret only offers the Leave option. The book shows Margaret's quest at 0/3 asking to progress with James, who is at 4/4.

Also, when I give Rose a second foot massage the pleasure bar starts full, the minigame is not reset properly.

The game has design issues.

- The UI for Hubs showing up before you unlock them.
- Once you have a few lines it is impossible to tell how much money they make, which one you should invest in.
- When you do unlock Hubs it is similarily impossible to tell how much income they give.
- Not being able to remove stations and hubs makes some Missions potentially impossible

This game feels like an exercise in shooting yourself in the foot. If you start with a long line, you are stuck for a long time because income does not scale with line length. If you optimize your income by buying lots of small lines, Missions that need you to craft special lines become hard or impossible to complete. If you set up diagonal lines to cross outside nodes and make Hubs there, you can't.

Suggestions:
- Add a Destroy button to the Line upgrade panel
- Add a Earnings counter to the Line upgrade panel, to give the player a way to track which line are earning faster.
- Enable the player to change which Line is selected for upgrade by clicking its station.
- Make longer lines give more income, or make Hubs increase the income of its lines in addition to car speed

This can almost be played on mobile. The buttons are rather small and it can be difficult to grab a core from the edge of the screen, but the real problem is that you cannot open the Spin-forge.

I was able to reach the Sun, but not being able to Forge makes it impossible to make more than one Zeta to push forward.

Are there plans to support other OS?

A Linux version should be easy to compile. An Android version should be possible, the Web demo works on phones but the UI is messed up.

Here's a few suggestions to make the combat more engaging:

- add a front-facing pose when you are aiming up, rotating the arms and upper body

- hitting a melee-immune ennemies with a melee attack could stun/push them

- firing the gun could give a small amount of exp, a consolation prize when you waste a shot

If you intend for the sex to be mandatory it could be used in a few ways:

- eggs could be throwable items that distract enemies

- changing the gun to be an experimental biotech weapon would open the door to you gestating various ammo types

- some puzzles could require you to bait an enemy to a specific spot or birth a specific offspring

The awkward controls make this game more frustrating than it needs to.

- turning every time you change direction is awkward and frustrating. The character should backpedal while turning. 

- being unable to shoot up forces you to waste bullets when clearing ambushing enemies or the big wasp

- being unable to shoot down makes the Spider much harder to shake off

- the run animation is awkward

I like the game idea but I find it too complex for a porn game.

It's frustrating to lose a run because your Search revealed two non-Trinkets when you have nothing to Return. With 1 Mark slot you have to keep the first card you can to get out of this situation.

When you have to reset you have to start back from the beginning and can't collect trinkets or gems until you have gone trough the full deck again. The first cycle feels like a chore.

The pace feels too slow. I have played many rounds, enough to buy a second Mark. I can reliably get Gems and feel like I have made significant progress. I feel like I should have reached a lewd reward by now, but I am still far from winning a round.

Suggestion: use different decks control difficulty. The full 53 cards right away is too difficult for your average adult games player.

What's the gameplay like? The description announces real-time combat with keyboard and mouse but the game has an Android version and there's no screenshot of the gameplay.

What engine is this made with? Unity, Godot, RPG Maker?

Are there plans to support other OS? Linux, Android?

Are there plans to make builds for other platforms, such as Linux?

If the ongoing purge of incest games hits this project there is an easy way to remove incest. A character gained from the portal do not need to be related to the pair that fucked to summon them. Only the Infusion has explicit pregnancy, that makes it much easier to ban incest completely without too much of an impact.

Version 0.40 allows incest between siblings and between grand-parents/children. Fully preventing incest would be much easier if the only family bonds are between specific characters and their direct children.