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Gregorius

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A member registered Nov 12, 2016

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I have no idea if I'm wrong, or if the game's wrong, but something's screwy.

I managed to luck out early by upgrading my "Ero-Cannon" as quickly as possible, netting me massive heaps of experience. Everything seems to go just fine—damage upgrades, speed boosts, magnetic field increases. The Growth stat doesn't feel like it does much of anything...

...but worst is when I start taking the other bonuses. I take a Health power-up at one level, and instead of "increasing my HP by 30%" or whatever, it cuts my total HP to 30%. Likewise, I take an EXP Gain power-up in another run (because obviously I died in the first one where I took the Health power-up), and at Level 40, I went from flying through levels to getting nothing from either the silver or gold EXP gears; progress stalls, I get inundated by the strongest enemies moving as fast as I move from all sides, and inevitably die... again... and again... and again. So it seems that at Level 40, the amount of EXP needed to gain a level just shoots up into the stratosphere, and is not a function of whether or not you have a busted EXP Gain power-up. That's on me for not knowing.

Having both touch and WASD controls at the same time can cause some pretty big errors in playing, as just one errant click could send you careening into a horde of chasing enemies. And I see a "Sync" bar on the side, but I have no idea what it does, how I'm supposed to increase it, or even if I can.

...am I missing something? I'm not seeing any "angels", not gathering any "dreams", and I sure as shit didn't see or get any "relief".

I like what you were going for... but you missed the mark by a mile.

Unless you're full-screened, the book covers half of the girl's body, which I didn't realize for a good thirty minutes; seemed initially like a very counter-intuitive design choice that you'd "show off your assets to not let them go to waste" and yet cover half of your girl until I realized what was wrong.

It's nice that you give us a list of recipes that we've found over the course of the game... but with no means to reference the items used to make it, we have to either write it down elsewhere or memorize it, making the list ultimately useless. Not to mention, some of the items just look too same-y (there are six white fluids to pick from, seven if you count the "nothing" item), and the hair is invisible as soon as it hits the table.

It's a good start to a game, but there are a lot more ways you could expand upon this. Better art would surely come with time and practice, but besides that...

  • a larger viewing area to admire Pau's figure and costume(s)—a 9:16 phone-sized display would be perfect for showing off more of her body;
  • more contact points to rub Pau—breasts and cheek are nice, but more space would allow for more places to touch like headpats, stomach, butt, between the legs (depending on the costume, either pussy or strap-on);
  • maybe some options to mix and match clothes—you buy clothes as a "set", but then can choose to wear one pair of pants or leggings with a different dress or top or something (in this way, you could also add new hairstyles); and
  • better hit detection on the 'Breakout' game—honestly, I have no idea what part of Pau's head is part of the "paddle", and I feel like I lose lives randomly.
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Good concept, middling first-time execution.

The size of the UI elements, and the way they're coded into the game, you effectively have 50% of a screen to work with. Personally, I hate when games display giant avatars on the side of the screen covering half the playable area, but at least you made the conscious effort to make it translucent when hovered over so you can see behind it.

It would also be nice if it just auto-selected your character at the start of any given turn, so you don't have to click them again or accidentally hit "End Turn" when you want to move or attack. Unless you're planning to add more playable characters, I see no reason not to do it this way.

Finally, I wonder if it wouldn't be better to have action points shared between movement and attacks. Five total action points, move using one AP per square, and attack using two AP. Then when you finally get to skills, you could have things like:

  • "Movement only costs ½ AP this turn."
  • "Attack a square [# of AP] times at 75% damage. Uses all AP."
  • "Attacks hit enemies adjacent to both you and target, but cost +1 AP."
  • "Increase attack range by remaining AP, but only in straight lines."

"Glory to not-quite-Arstotzka. Move along."

The "Papers, Please" style of game isn't quite my thing, but it seems solidly well built. I can't fault you for making a game in a genre I personally don't like.

Bit of a spoiler ahead, to anyone reading this:

At first, the game was relatively simple. There isn't really much way you can innovate and iterate on being able to move only four tiles, and the sound you make when "hopping" along is honestly kind of grating after a while. The biggest screw-you to the player is not giving us any sort of indication that you were going to implement unmarked teleporters into your levels. If you had put Level 7 (the three-tiered level) before Level 6 (the impossibly large grid level), I think it would've been fine. Then at least the player has knowledge of what to expect later... but just throwing us to the wolves like that without any sort of explanation in a level that otherwise looks impossible—especially after one where I have to take a certain number of steps to make the goal chest even appear, giving me a false notion of my actual objective and making me think my movements will make the real chest maybe appear somewhere more accessible—is just a massive gut punch. And then the game basically ends three levels later, leaving me wholly unsatisfied.

I... do not particularly like this. Part of me thought there was something more to this than just "play 'til you lose". The sprite art is fine, no complaints there; the end graphic has an interesting style about it, but it definitely looks like the work of an amateur artist. Maybe if this gets a more full-fledged version, you could commission someone to redraw the image. The biggest annoyance to me, though, is that the sound is mono—a singular channel, directly into my left ear with nothing going on in the right. I think a nice addition in the true vein of a "Princess Peach" type of game could've been the occasional smattering of a power-up to make you run faster briefly, or a time-limited jump and hover to escape Toads when they pile up mid-screen, or even just a limited-use defense weapon like her parasol or a frying pan. I'm not sure it truly captures the essence behind the game jam's theme, like some other titles.

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If I hadn't read the game's comments a few minutes into playing, some of the previously "blind" jumps would have just infuriated me. Knowing the browser zoom quirk made looking around at least a bit more bearable, but that's a heavy thing to overlook. This is the first game of this jam that I've actually enjoyed, so already you're a step ahead.

With the new Sapphire Speed being released, is there any hope that this is getting another look, maybe an update?

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Okay, I have to ask, are you and Zelmax the same person, or are you just coincidentally working on the exact same style of game with the exact same control scheme and pre-fab sprites?

Also, if you tap Jump on the springs, you get a massively boosted jump—in Level 3, you can use this to get on top of the cliff at the start and walk off the leftmost edge, falling forever. You may want to either find a way to include a "death plane", or make that cliff part much much higher, or add an invisible wall of some kind.

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EDIT: I just noticed another game released the exact same day using a similar tileset and pre-fab character sprite. Are you and this "XenoFalcone" the same person, or is this just some weird coincidence?
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I like it. It shows a great deal of promise, and the spritework is very nice for what I assume is a beginner project. Bit iffy about the mouse being used exclusively for attacking, but that's a personal gripe and not a failing point of the game; I'd probably prefer sprinting and attacking being on 'J' and 'K' respectively.

The only thing that annoys me personally is that sprinting is... inconsistent. Instinctively, you want to just hold the Shift key and run in any direction and keep momentum, but you can merely tap Shift and keep that momentum; sometimes, when you turn around, you immediately revert to walking speed, and other times, you will maintain that running momentum. Again, mildly inconsistent.

Oh, and one minor yet frustrating glitch: because the corners of pillars and platforms are rounded, if you jump on them right at the edge, you will sometimes carry your forward momentum across that flattened section. On long platforms, it's not a big deal, but on the narrow precision-platforming pillars, you might move a little too fast to stop moving in time. So I am at least thankful that the blue "death" areas just teleport you back to the start of tricky areas.

> poster says "no running in the GOO-L"
> one of the only places you CAN run
A tiny bit ironic, that.

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Certainly a fun little game in its simplicity. I think if this was ever further expanded upon, there are a few things that could be tweaked or added to make the gameplay a little bit better and more diverse:

  • slightly better range of motion on the girl's limbs for more varied poses;
  • the ability to use one "grabber" tentacle to tie two limbs to each other;
  • location "slots" to decide whether you want some or all of the tentacles to emerge from the ground as an anchor, or from the ceiling for suspension play;
  • a separate prompt for adjusting tentacles without removing them;
  • additional latch points for more diverse ties (knees for frogties, waist, neck?);
  • the ability to progressively insert the tentacles deeper, enabling things like stomach / throat bulges, or even all the way through.

Even just one or two of these ideas would give a lot more replayability, letting the player create even more unique and challenging poses for the girl to endure. The potential is certainly there, but the time constraints of the jam leave execution a little underwhelming.

Don't think I ever found the sixth and final Elysian Ring in multiple playthroughs... but at one point, I'm pretty sure I got "6/4 Bonus Rings". Not even sure how that's supposed to be possible, but I managed it, apparently.

An incredibly basic concept with infinite growth potential, especially if converted to a 3D environment (even just a low-poly version).

A really clever concept, even if it never has a proper "the end".

I'd almost like to see this redone one day with proper drawn graphics; fade-to-black transitions between some of the additions of the items; maybe even a handful of sound effects to accompany said transitions. But I think what I'd enjoy most of all in a re-release is the cat being able to jump or step on the pedals to make the machine operate, and have you (the player) control the speed at the end for either a slow torturous session, or a quick yet satisfying bang.

Per the request in your YouTube video I beat your time of 1:16.91 with...

My first clear time was around 6:30-something.
It's actually funny. One of my first attempts at trying to beat your time, I actually ended up getting a time of 1:16.9...2. Literally off by a frame.

Seconded on having separate attack and struggle keys, if not for the reason stated (since struggling no longer resets the meter if you stop for a while), then just so you can choose to play the game halfway or fully tied up for your own sense of fun.

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Even if there isn't as much bondage fun to enjoy in this iteration, there's still plenty of stuff to do. I personally appreciate the new additions of the attack moves, and I think they bring a bit of new life into the game, both as offensive and movement tools. The roll is (sadly) no longer cancelable from 0.1.3, but I did manage to find three new little quirks of the game engine to make up for it. You can choose to call these "glitches" or "bugs" if you want; I prefer to call them "movement techs".

The first and most basic is the aerial spin kick causing a sort of double-jump effect; using it at the end of a long run can help you get some distance to clear larger gaps.

Second is common in quite a few 3D Unity games, actually: since forward and horizontal movement each have their own set speeds, running diagonally causes you to run slightly faster than you normally do, like a pseudo-sprint.

Finally—and this one is actually something new to me—Conney actually walks faster or slower depending on the camera angle. With the camera tipped down at the floor, her speedy running pace slows down to more of a sexy sashay, complete with a different animation and softer (most of the time) footsteps. Faster than her belly crawl, but slower than her default run... the precursor to some sort of stealth-based gameplay? Or simply some devious plot by the Evil Witch to have Conney walk a veeeery specific speed for a prolonged period?

Either way, I love everything that's here in this version, and I hope you find a use for all of it in some way, shape or form. Keep up the amazing work.

Well, I am excited to see not just one new game concept, but part of two. There's a lot I like here, and a lot I'm a bit iffy on. I feel like 0.1.2.4 is the more fleshed-out of the two ideas, and definitely the one I played the most of... but I still like a lot of the movement mechanics of 0.1.3 like rolling and roll-canceling. Not to mention I just like the high-booted bunny girl outfit from 0.1.2.4 slightly more than I do the jungle explorer suit from 0.1.3—both are great, but a bunny girl in a bunny suit just works, y'know?

Regardless, I look forward to future releases if and when they come.

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It's a shame that development on this game has pretty much ceased, because it's kind of fun. Aside from the weird input lag that comes with some of the combo strings, I enjoyed it, especially doing the high-kick launcher into a basic three-hit punch string... or better yet, you can combo her →→KK into repeated ↑K attacks if you get your opponent into a corner. (It's basically a TOD combo if you get 8-9 hits in.)

Honestly, I just found this game now, and I'm saddened to hear that it's just gonna collect dust as is. A fully-3D bondage platformer is something I've wanted for the longest time, and this scratches every last itch. I do have just one teensy little complaint about the game as it stands now, though.

Holy f*ckplease never used inverted camera controls again (or at least give the option to switch between normal and inverted). I had to turn my mouse completely upside-down to play this game even somewhat normally. But on the same token, thank you for having an in-game speed controller so that the pace doesn't seem so dreadfully sluggish, especially during the hogtie parts.

Also, I got stuck on the "knife room" part as well, but I wasn't stuck, per se... the items you pick up have a slight bit of collision to them, so I used the screwdriver I carried over from the prior vent sequence or the key from the next room as a sort of stepping stool to hop up onto the smaller crate and then the larger ones. It took me about a half-hour just to make it up that first step and still be holding my item if I pressed Enter fast enough... and if you can manage to do that, you can slightly cheese the Arachnobot section by opening the grate beforehand; it kinda removed a lot of the tension, but those piercing red eyes will still haunt me. On the other hand, getting caught in the latex baths was fun to watch; alternate costumes for Normalin like a "rubber-slut" variant would be fun to watch bounce around for a bit.

TL;DR: I wish you hadn't stopped developing this. It has a lot of creative mechanics, and turning it into a Metroidvania of sorts by limiting the player's movement and abilities through bondage is by far the most novel concept in a game.