<3
jay_hugo
Recent community posts
Honestly one of the best H-games i have played.
First of all, I just want to tell your whole team how good every part of the game is. The game design is great, and the game is very well put together. The design is clear enough that, for example, the map is very logical and won't confuse players. Additionally, the writing is very good. I should probably focus on the other parts of the writing, but the starting part when we got to the h-scene was hilarious.
The programming in this game is really fluid, and everything functions super well. For a beta, I usually expect quite a few issues with the actual coding, where even if stuff is functioning correctly, it may not function super fluidly. Yet, it is clear to see your passion for this project and your skill in putting everything together while making it work so well so early in development.
As a pixel artist myself, I know how much time and effort pixel art actually takes. Considering how many pixel art assets there are in the game, they are all great. It just shows your skill with pixel art and how much time you have put into the project.
The general art in this game, is super professionally done, and it’s an art style that I really enjoy. There is nothing I can say to give you input since it's already so perfect! I look forward to seeing more art from you!
And of course, you, Poruparu. Firstly, I'll just mention this: the character designs are amazing and more than perfect in my eyes. Yet what I want to focus on is the amazing team you have put together and how it's very clear that, without your effort producing this project, it wouldn't have come together so well. I can't wait to see more from you and your team with this project and your future ones too!
Now, the improvements that I could think of while playing the game. These are purely parts of the game I thought you could improve in future updates. I am well aware that the game is unfinished, and some things mentioned may already be planned and will likely be changed in the future:
during the h-mini games, I would say, make the lust-bar semi transparent so it's easier to see where you actually are within the lines (image 1)
I assume this is already planned but instead of this blue base character change it to the person you play as. (image 2)
May be nice to be able to click on certain boxes or whatever during general
exploration time and be able to find (for example) a dildo, and it ends up leading or gives a task that will result in another h scene. Maybe in the example below, you would have to find a chair or ladder or something before you can open the box and find it. (image 3)
also small edit: As much as I can play on the computer, I feel like this game could be ported to mobile, which would increase traffic to the game because it deserves so much more exposure.
btw i think i may know why its happening but ofc im not 100% my guess would be the skip button just sends you to the next scene that usually works but for example lets say you were in scene 7 (femdom scene) and wanted to move them back to scene 1 (lobby scene) but they used the skip button itd bypass the trigger to send them back to scene 1 and instead just send them to scene 8 (water monster fight scene)
ofc i dont know if this is the case but if it seems like it may be what is going on might be worth a look.
hey heads up. At least on mobile (have not tested on pc) I was able to bypass locks and go into scenes i have not unlocked nor purchased via the skip button such as all character scenes, all monster fights, all failure scenes, the succubus scene. Basically everything. if you want more info lmk, but this was performed on the latest APK release
Thank you for your response. ill try get it running on joiplay or whatever way i can figure it out but for the game running hot it is very possible but i guess most of that issue really comes down to how your phone runs. i have a quite old phone so if i could get it running id be a good test to see if it did XD the resolution may affect it thought of course and although my knowledge on porting to mobile is basically nothing if that were the case a fix would probably be either have a menu where you can change quality/resolution or if you wanted it to just change for specifically mobile (that you probably would want to do in this case) just make a duplicate of the game and just lower the resolution and upload that for apk. for controls wise and everything there should be no issues there since from what i know every major rpg maker or equivalent games have in built mobile support.
if you were wanting to give mobile support a try i know you can run mobile applications on this thing called bluestacks so you can test whilst still on pc.
For full transparency, this review has been written for the gameplay up to the first boss. Following content, I have not reached yet.
"Kiki Quest" is a game made by Dori (Nekori) and revolves around kiki, a rat girl, and is accompanied by her friend named Lilly (a frog girl), who, similarly to Pokémon games and referenced in the same way, is obtained from the "professor." These two go off and enter a cave, where they have to solve a few puzzles. After getting out of the cave, they see a goat (maybe wrong) girl who is in 'trouble' getting taken advantage of by a bunny boy and two bunny girls. Oh, no~
The graphics in the game employ a detailed, soft art style, which I find enjoyable. I've never seen an art style done like this in the games I've played, and it has a charm to it. Notably, many draw inspiration from animals, such as spiders, dogs, and bunnies.
The gameplay is well executed in its movement mechanics, using upgraded movement mechanics compared to many other RPGs, and is performed very smoothly. The path is relatively straight so far, with not many deviations from the path you're meant to take, so it's quite hard to get lost. In some parts, it's not super clear, but it does link to the story, which is why it's not super clear.
Although many NSFW images are available through playing in battles, the game has a great story that is not usual for a game like this and often has one or the other.
I will say I am eagerly awaiting a mobile release of the game since that is the main device I wish to play most of these games on.
In conclusion, I'd say "Kiki Quest" is a commendable game for what it aims to be, and I'm eager to delve deeper into it. I look forward to seeing where this project goes as well!
Overall, I'd rate it 9/10 thus far. A fantastic game!
I actually really enjoy this. What i was thinking through this though is i would love to have something like a story to it. Maybe past certain points and/or taking different paths could change the story somehow. An example could be if you go down an alleyways instead of the main path you may find healing but it may be more dangerous in its tiles and if caught by someone down the alleyways (naked) they may give you a different scene and continuing down the alleyways path you get another choice to go back to the main path that is go over the fence that does nothing and continues the path or you can go through a hole in the fence that upon doing so you get stuck in it and maybe someone goes behind and has their way. After the scene is over your skirt gets ripped (if clothed) and you continue. As well as this maybe skill point tiles that only certain actions/paths can be done with certain skills. For example you may need 5 athletic points to jump over the fence rather than going through that takes none but once again going through isnt the ideal route
I could write a large paragraph but really all i want to say is i completely agree with you (and any other devs of the game im not completely familiar).
I mean really all needs to be said is the past year and years in general have been rough on many people for many reasons. For example the Ukraine war but as well as this game development does take time and i although am not a game developer have a higher understanding since i have worked on game development in the past (non official or major releases) so i understand it isnt just as easy as shove some stuff in.
And i mean as you yourself said and as i personally wanted to mention grammar and spelling does not matter. As you can probably tell im not the best at spelling or grammar yet expecially on a porn game this is not necessary and your writing a story for people to fap too. If it was a major issue and/or you wanted to go over the writing after the whole story was written thats fine but the world wont end if there isnt an apostrophe or a typo saying "boat" as "baot".
Anyway hold your head up high and stay strong!
0.0.4
Heya! Sorry for taking a day, but for 0.0.4, there is a clear improvement. More rooms, seemingly. I don't know if I was just lucky in 0.0.3, but multiple paths, with some leading to dead ends. I'd have to check, but the gun seems to have been nerfed a bit. That is a good change, I'd say. Also, it seems more mobs spawned, which also brought up a bit of difficulty. Of course, no hit for me still because I'm too much of a gamer, but still noticeable. I have a few suggestions, but this time I'll message them over Discord.
Once again, great work!
0.0.3
Love the update. I don't know if you did anything movement-wise, but for some reason, it seemed smoother. Also, nice to see the level generation is working well! Honestly, everything done in this update has no faults and is a clear improvement from 2.0, and it's instantly noticeable.
Just while playing and between my last comment, I did come up with a few ideas that maybe you could explore in the next or far-future updates:
- Maybe a charge shot for gun types. Through playing, I was always wanting to hold down the shoot button to charge a shot that, of course, took some time but did more damage. Maybe while charging, your move speed could be reduced by half or something.
- Of course, this is more for a future update, but I'd be quite interested if the world had a story behind it. Certainly doesn't need to be "deep" or anything, especially for this genre of game, yet maybe you could do something where somehow you got trapped in a cave filled with monsters and they all "want you."
- Once again, more of a future idea, but I'd like to see some smaller rooms. Actually, of course, with this sort of game, bigger rooms are really better, but I would like to see the occasional one-screen room.
- Boss room: Of course, as I can visually see, you have an endpoint of the level set out, but like the games it's based on, maybe a big room with a boss. I mean, another idea to make it more unique is you don't actually have to fight the boss on a floor, but if you do, it provides a benefit. Of course, like on some of the floors, make it mandatory to do so, though.
Absolutely! It's awesome to see the potential this game holds even in its early development stages. There's a solid foundation here that piques my interest in seeing how it'll evolve down the line. Some games hit a wall when it comes to expansion, but this one seems ripe for growth.
This game definitely deserves more attention, especially as it keeps growing with future updates. I'm thrilled to keep an eye on its progress and will gladly pitch in more ideas as they pop up during updates.
Hey, just want to be upfront—I'm not writing a full-on review here, more like some thoughts on the game as it stands.
I'm pretty excited about this game's development and can totally see its potential. It's not often you come across something in this category, so it's unique in a good way.
While I'm enjoying the game so far, I've got a few ideas that might help improve things:
First up, having a general "Controls" section in the menu would be clutch. It'd help players figure out the button layout easily.
How about having a prompt (like a 'Press E') appear when you're over a dead monster or future items? Could be handy for newbies. And hey, maybe give an option to turn it off in the menu for the pros.
So, I noticed the enemy spawning indicator got added in version 1.0. Nice move! Maybe scale it according to the size of the enemy—smaller enemy, smaller indicator, you know?
To make it stand out more from games like TBOI or Enter the Gungeon, how about adding weapon durability? Since there seem to be plans for more than one weapon, this could prevent players from relying solely on one super-strong weapon. Maybe even let us carry two guns we can switch between—keeping that powerful one or switching to a weaker one based on the situation. And hey, what if there's a blacksmith in shops or a separate room where we could spend gold to repair weapon durability?
Just throwing these ideas out there. Hope they spark something cool for the game's development! Can't wait to see where it goes!
For full transparency, this review has been written for the gameplay up to the first boss. Following content, I have not reached yet.
"Succubus Hunt" is a game made by Multby6 and revolves around the MC, accompanied by a wisp named Willow, who alerts the protagonist when a succubus is nearby. Although not strictly text-based, it boasts engaging dialogue and a commendable narrative effort. Each succubus is endowed with their own distinct personality, avoiding the pitfall of recycling the same lines.
The graphics in the game employ a highly detailed pixel art style, which I find particularly enjoyable. I've personally seen this style done justice only a few times, and I must say that each character exudes a unique design, despite belonging to the succubus category. Notably, many draw inspiration from animals, such as spiders, dogs, and bunnies.
The gameplay is well-executed in its movement mechanics, and it's relatively intuitive to navigate. The predominant direction is forward, and I found the movement to be consistently fair. The mechanic where Willow hides in the presence of a nearby monster is a good idea, but regrettably, I completely forgot about it until halfway through the first boss encounter. Even when remembered, it offered only marginal assistance, as by the time Willow hid, the succubus was already on screen, leaving little time to react. Additionally, many succubi seem to employ similar attack and movement patterns. For instance, Teena, the spider-themed succubus, follows a routine of forward movement with regular intervals of hiding, rendering the wisp mechanic largely ineffective.
As mentioned earlier, the game lacks a direct overarching story. Nevertheless, each character possesses a personal narrative and distinctive traits that contribute to the overall world-building.
The sounds in this game are apt and fitting for its theme. Environmental audio cues are especially well-crafted, enhancing the immersive experience.
The first boss fight, while not particularly challenging in terms of strategy, presents a health management hurdle. Taking down one of the vines prompts another to grow, allowing the boss to replenish her health, prolonging the encounter.
In terms of price, it's slightly higher than I'd prefer, especially when factoring in additional taxes. However, I've paid more for games of far lesser quality.
In conclusion, I'd say "Succubus Hunt" is a commendable game for what it aims to be, and I'm eager to delve deeper into it. I also appreciate the inclusion of clever jokes and references, such as the nods to SpongeBob and Minecraft's Jenny that I stumbled upon after leaving.
Overall, I'd rate it 8/10 thus far. A really good game!
Hmm yeh doesnt seem like it should crash with that. Uh i guess you could try download the older versions and see if they work and if they do its something to do with this update in spesific. But it does seem to work fine on my phone that is a Samsung galaxy a21s. Did have like 3 crashes in game though but not at the menu. Also may sound a bit silly but like make sure you dont have like 100 background apps open lol. Hope you can get it sorted out somehow tho!
Wanna Peek: Milky and Honey
Rating: 7/10
Review:
Wanna Peek: Milky and Honey is a good quality, well-built game. Everything feels like it functions as it's meant to, maintaining a challenging gameplay. Every mistake you make feels like it was your fault and not unfair. The main thing that knocks it down for me is this frustrating key mechanic. If it were just 'kill the boss and then open the lock,' it wouldn't be too bad, but catching the key is really annoying, and you can't both trap the key and unlock the lock at the same time.
Crush Stories
Rating:8/10
Review:
Crush Stories delivers a good-quality game experience where you talk to characters and build a relationship with them. This game seems to be based on the 'Crush Crush' phone flings idea that I enjoyed similarly to this one. I do feel some features are slightly janky, yet they function to a more than playable state.