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Liz Aardt

44
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A member registered Oct 29, 2016

Recent community posts

Thanks for the reply!

That sounds right up to my alley, so i'm waiting for the nexts versions :) 

Played the public version, it's nice !

I have some question/concern regarding the latest version : are the person in the gloryhole scene supposed to be futa? Looking at the game description, I assume it' a "yes". I'm sad to report they does look way more more than masculine (I assume it's due to how the image are generated, but hiding the body would definitively help preserving the futa fantasy).

Side question : will all (romancable) character in the game be futa ? or will there be some yuri romance too ?

Keep on the good work o>

All of these new content and announcement seem promising, keep on the good work !

Any idea on when it'll land for the mass / non patreon people ?

Did you get more detail on what was done exactly ?

(my guess would be "having a really high rating from a decent amount of people at every release", which may be sketchy depending on how it was done)

I wish you the best.

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I'm not doing anything special, just runing the game from a terminal (something like  `wine Game.exe`) ; with the default wine included in my distro (I'm using Nobara, which come with wine-9.7 staging)

That sounds rough...

Would restoration patch deployed outside of patreon would be feasible ?

Bug(?) on the latest version! With 4 allure, yin magic only give +2 lust to Theo or Melorn ; while it give the +4 bonus to others

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Questions:

- is there a way to hide the text box (renpy-like) ? the picture are often hidden behind these, which makes me want to hide these to take a peek

- Does lust on the main protagonist does anything? If no, it would be nice for them to not appear as a target of lust raising things.

- Is there any way to change the "skip current dialogue" to another key ? I do love my ability to skip a scene i've already seen, but I have the muscle memory of using space to progress through dialogue normally (which... work on pretty much every rpg maker and renpy game you could play, afaik), so it's annoying as heck to press the space key to see the next line of dialogue and have the entire scene skipped

- (not yet done with current content so I may have missed bigger difference later in the game) What are the differences between the futa & male route ?
I do assume only the main story event and the character sprite are changed - and the rest of the event are kept as-is ; which is fine, even if would like the pronons to be correctly set for the futa route (ex: cass 20 use male based pronoun "him" and "master" ; and it's not the only place i've saw that in a lot of early event you can replay, or keep for after you can transform)
Edit: and just after posting this, i've checked Joseline 20, which does really seems to be written for female/futa's MC. This may be a bug in cass route then?

- And more of a feedback than a question: the rythm of the middle part of the game (post transformation) was pretty off ; it felt bad to have to do multiple chapter in a row, without the ability to get back to the base and save/check the thing you wanted to check. I personally think keeping the structure "do one chapter > get to the base" would be better here too.

Thanks ! Works as intended now

(environment : linux/running the game through wine)

While updating from 8.2 to the latest version, Game.exe fail to launch because it's missing steam_api.dll


It seem to be related to the game engine intself, and an upate to SRPG engine should fix it, I think : https://steamcommunity.com/app/857320/discussions/0/6297799547305481192/#c629779...

(a downgrade instead, to not force to have that api would be even better in my book, but i'm not sure it is doable)

I see a web build have been uploaded 3h ago, but the itch page says "The developer has not uploaded a game yet...".

Did something go wrong with the webgl build ?

Just finished the french version.

I... didn't count how many time I just felt the need to nope out and close the game, and how revolted I was by thinking people have to live through that.

Thank you for sharing your story. I do hope you fare a bit better, and than game will save some people from a similar event.

(disclaimer, didn't test the game - yet)

- I never say no to female (or futa) protagonist when it come to courting ladies!
- please release the game as a zip! Renpy can run from other OS than windows, so having to download a renpy game using an exe hosted outside of itch feels... Weird?

As long as you don't have too much NPC to corrupt, that does pretty solid!

And thanks :) (both the the explanation picture and looking at some potential f/f content)

Interesting start, indeed!

As other said, the atmosphere/aesthetic is spot on ; tho the map is a bit hard to read at a time (the fact I tend to have pretty low luminosity on my screen may be the reason)

Content wise, I fear it'll quickly become repetitive - especially since how long combat animation last : as good as they, I think they'll quickly overstay their welcome. Having reason to use different skills ; or fight that end quicker could help.

Having to fuck everyone is... A thing, I guess ; but again, with each goon sharing the same skin/animation, it's leaning more on the "chore" side of thing.
(plus fucking dude, and worse every dude that come the MC path is not my kink. Maybe it's not just the kind of game for me, sadly since I am really appealed by the aesthetic). Having option to aviod sex on multiple occasion would be a good point in my book.

And, unless dev have zero appeal to that sort of content, please add some f/f action that are not just draining other succubuses! Women deserve some love too...

In summary: Great aesthetic,  a bit too light on content so it may become repetitive, overall a nice demo.
And I'm definitively jelly : that damned succubus stole Isabella's sexy time, give it to us!

You're more than welcome! I do enjoy bouncing idea regarding game design, so I have to say, my pleasure!

I definitively can see how doing more damage on critical break would make the combat flow better ; my main grip with it is it didn't felt that rewarding with how many HP mob had ; I was just looking at it as a bonus if you managed to save all of your power more than something to really aim for. Definitively happy with that change!

Somehow, I wonder why I did not expect than protag would get a bit mouthy with other body too - it's in hindsight pretty obvious that is bound to happen, and indeed having different body doing different things make sense. I'm a bit concerned on how it would affect the narration (partially because I liked the flow between maggot and protag (which doesn't mean other character would not be great to have as brain-friend) ; and partially because if you have the choice to which body bring at which part of the game may lead to an to a pretty huge number of alternative dialogue to do)

As for the holding card mecanism, IMO anything that would increase player choices would be an interesting improvement - currently the combat is like one minipuzzle after another, each disconnected from the last - kinda like you have a hand, have to react to that, and that's only what agency the player have on combat, which is not much.
Anything that allow how you did a puzzle affect the next one (like, which card you did held, which effect you did not break, or any ressources sytem (like mana) you used or not) may make the combat more engaging, because it gives more agency/choice.

I'm not sure I understood how these hidden defense slots are supposed to work ; is it like, defense slot with a ? on these and you need to use any card to show them?
If yes I do think that mecanism may be on the frustrating side: I can see myself burn a card to reveal it and now don't have the right card to critical break it, which would feel a bit too RNG heavy and may not be that fun. As a gimmick for specific enemy, it may work at making them (frustratingly) memorable, but I hope it either won't work as I expect it to do or not be a recurring mechanic.

You're welcome again o> And thanks for taking the time of explaining a bit on what you're aiming for!

You're welcooome!

On the combat department: currently, it did indeed felt less frustrating, sadly not yet engaging.

The more I think of the combat, the less I see how to balance it (guess writing my thoughts about it gave me some inspiration, sorry for the essay~) :  if the card roll does not give you enough power, or a winning combination, it does just feel frustrating. I don't remember how monster damage is computed, but I never had the feeling I could do something to minimize the damage taken. It felt more like "roll a dice? no luck? you're screwed that turn!"

On the other hand, when the cards are too generous, it become so easy to break the seal and keep 10+ damage than having the right number don't really matter anymore. - in that case it's on the bland side by the lack of challenge.

The card matching is only enjoyable when your available resources is pretty close the the monster's card ; in your favor, so it become a puzzle of "how can I break all rack as much damage as I can" - however it is not that rewarding since you're only able to rack 2 or 3 extra point of damage on a pretty big health bar, and I do assume that will become stale pretty quick too.

In all cases, I think this system is, for now, a pure optimisation problem that sadly don't propose the player any meaningful or long term choice.
Note than I have zero idea on the kind of player you target, nor if having a challenging/brain racking fight are your objective - having something simple that change for the story may be your goal, in that case it's pretty spot on (even if not my cup of tea) - in short: please stay true to your game vision! I'll be happy if any idea below inspire you or are used in the game, but only do so if it is in line with what you had in mind! (and also beware I have zero clue if these idea would really be fun, nor how long they would take to balance)

Not having enough resources to break everything could be OK, or even fun, if each card to break had specific effect, and you're tasked to decide which to destroy (like, "deal 3+X damage on player (X being the current card value)" ; "deal 20 damage", "this card heal the boss by 10" ; "when breaking, that card inflict 2x the extra amount as damage to the boss, up to 10" ; "if broken the boss will have 1 less card the next turn", "can only be broken by matching it value exactly, do XXXX")

Having more long term decision could also be nice. It could be done with card that last until destroyed ("deal 3 damage, then the card take 5 damage, does not disappear at the end of the turn") ; or the ability to player to retain card from one round to the other and draw X between round - up to a certain hand size (this way they decide to either spend their card now, or have more card the next round).
That ability to keep card would mesh well with some vision on what card the boss will play on the next turn (it create an "should I keep my card to counter that big attack that is coming, or should I try to dump as much damage as I can now?")

On alternative (or additional) idea to give more interesting decision to the player would be to give a "power" to each card. Currently, each card have a "if it stay in your hand, deal cardValue damage to the boss".
Instead they could have a variety of effects ("draw an extra card next turn", "deal X damage to the boss" (that may not be the same value than what is on the card), "next turn, all extra card give +1 damage to the boss if kept in hand") to give the the player some thought about which card they may want to pick ; or if they prefer matching the boss's card value for the extra damage or keep specific cards instead.

Unfortunate indeed, I did really enjoy that game., so thanks you for your hard work!

Barista check: done ! Thanks for that (and why am I not surprised by the answer there~)

Somehow, combat felt way easier that playthrough! I don't think there was more than two round when I didn't get enough power to beat the opponent, which was radically different than last time. did the number were adjusted slightly, or was it just a very different luck?


> The goal is to have affinities with things like “War” and “Death” affect in-combat numbers

That's a pretty interesting idea! I do get more violent choice does increase war level, but Death level felt a bit less clear in what would increase it, and if they were a good or bad choices (like, asking maggot what will happen to her when you bite does increase your death score - which did not make me associate death with a negative choice. Since bitting her without saying a thing increase life, stats may have been reversed there?)

As for the flooded cave, some element that does disturb me is actually the description of the cave on your second visit: The text mention nothing moved at all - which is not exactly what would I expect from a cave visited by a huge amount of pretty insistent water suddenly entering.


Keep on the good work! I'll wait patiently fore more content o>

Don't be sorry, and thanks for the heads up !

This, I must say, was a pretty nice start ! I'm a bit ashamed we can't use the time to visit the town to check on what happened on coffee gal. There is a bit too much thread left open so I'm waiting for the continuation of the story!

However, I have to say that I was less appealed by the combat. The idea itself is pretty fun, but the implementation was not my cup of tea: at the end of the day I just felt like clearing or not a combat round was entierly at RNG's mercy, which is not exactly fun to play.

One last nitpick: what happened to all of that water in the basement? (fair warning: it's pretty late here, so I may have dumbly missed the explanation, apologize if it is the case)

Itch does says the game was updated 3 days ago ; but I don't see any patch note anywhere, so I am curious if anything changed/got added!

(spooky season stuff maybe?)

The first girl only die if you take the collar as a collateral, IIRC

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Review of this, because it kinda obsess me a bit and I wish the best future for that game. In short: I only recommend to buy the "full" game if you LOVE the demo and want EXACTLY more of the same (including the "to be continued").
I have zero clue what the "deluxe" version give.


Pre playing review: I do LOVE the art, the concept does sounds interesting, and a certain screenshot certainly drove me in.

I love(d) this.


Demo review and feedback
- The intro is nice and enticing, and make me curious of the game story.
- the UI is OK and servicable too, the use of a calculator is a nice touch. What does the book, calendar and mirror does tho.
- The loaning process is not great. How am I supposed to know how much I lend before knowing how long they have to give back?
Why can't you ask for the collateral and ask more detail on each of these before deciding the lend value?
Plus I have zero clue on how much value have everything in the game? (that may be a lack of cultural information that the bookshelve could provide)
In short, it just feel like a game of guessing, without enough information. That may be intended, but it doesn't feel fun to play in it current state.
- Trying to see if you can roll back ; I realized the "menu" button does quit the current game and send you straight to the menu. No fine choice save, no ability to adjust the sound or UI, and most importantly ; you have to restart your current "client" from scratch

And after seeing a mysterious two silhouette, and a To Be Continued without any other form of feedback, that was the end of the first run.

Poking more at the demo, I can add the following:
- if you succeed a client, it'll show a check-mark at the end.
- depending on the choice you made, client made have "bad end". This is great, but give me the feeling than doing more run will be needed
- with two clients, re-playability is already a chore. There is no fine way to save, no way to auto skip the talk until choices ; and you only know if you "checked" a client after ending the week/going through the full demo.
It just make the game feel like guessing on what you have to pick without providing enough clue, nor enough reward for trying.
- I did give up to "ticking" the first client, not finding what may make her happy with her loaning.

Post demo: I'm thorn between liking the mood of the game, and thinking the current game loop just ruin any enjoyment I can have in it.


Fast forward some days, and with the lack of hope of having more people posting feedback here, I decided to buy the game. Opinion on it:
- The game end on a "To Be Continued" after the first week. That is NOT what i expected when buying  a "full" game. Either I am blind, or it is not stated the game is still in development on the game page.
- First week is 8 clients, in a row. Having two client before knowing if you managed to get them right or not already felt like a chore, but 8?! That's feel like too much.
- I overall enjoy the cast of character, and feel like there is an interesting underlying story.
Sadly the gameplay does not make me want to dig deeper for it.
- At least your aunt come to see you at the end of the week to provide some more story elements/clues.
- The game bugs at some place, including one that grayed out a lot of ending's section.
- even more than the demo, it feel like an early version and not a full game release (may be bad communication on the page)
- No lewd in sight, I may simply not have picked the right choices (likely), or they are in the deluxe version. I do not know yet, and am not sure I have the will to try to bruteforce a game with 8 clients.
- No gallery in the "full" version, either it's an unlock, or for the deluxe version.

Post game; The game page does not seem to advertise it correctly, so I feel like I just bought something else than what was promised, which does not feel good.
I just hope the game will be updated until that impression is replaced by the love the art and character deserve.

I hope this feedback will be useful, especially for the devs ; and to whoever stuck here to the end, thanks you for reading.

You can try to use the space key to advance throught the talk, even if they don't show.

Can also confirm this does happen to me.

First and foremost: I do eally enjoy that game! And as some other noticed, thanks a lot for the non "vanilla" version/gender choices!

I do however have some questions about it:
1. Would it be doable to have a way to export/import save? I get you want to keep the download version of the game for patreon only ; but it would be really great to be able to backup save outside of the browser (for free players). Some people are kina a bit too much into private browsing an cleaning browser caches ^^"
It may also be convenient to be able to transition between the web version and download version of the game.

2. Is there content exclusive to patreon players? Latest update say one scene is added only for patreon people, I was wondering if it was an early access for them or exclusive content

In any case, I'm looking forward to see more of my favorite domme!

Thanks for the future fix with the lactation spell !

For the keyboard stuff, there is kinda two part :
- doing shift + shortcut and releaseing shift closely after (it seem the one that pop a cut in in the sex scene - like "Eat Her Out" in a yuri scene) does hide the text panel until you press shift again
- shortcut not display. From your explanation, I assume "key" in your exemple correspond to the physical key location - which is kinda great for having shortcut put at the right place on the keyboard / not put shortcut at pretty weird places, but have the side effect of having a desync between what is shown and the key to press for user that dont use qwerty keyboard. I'm really not sure if there is a way to ask for user's layout and customize the shortcut accordingly.
And you're welcome

I'm not sure I understood what you meant about the lactation. I'm fairly certain I've saw somewhere you can use the lactation spell a second time to turn it off ; so I assumed the spell act as an on/off switch for milk production (as in, it add or remove the milk action), but again the spell does not seem to be castable a second time
(I have no clue where i've read that lactation thing, and hope I was not just dreaming)


As for the shift key, on some non-english keyboard (let's take azerty as an exemple), you need to type shirt + & key to type "1".
Using shortcut that way (with shift held down) often hide the chatbox when picking a choice (this happens fairly often in sexy encounters).
It's also a pretty natural things to attempt when you use shift to look at a shortcut.

On that note: it seem shortcuts works on the key location on the keyboard and not the character itself, which make pressing the "&" key work to access the "1" shortcut (since it's the same location on keyboard) ; which entierly circumvent the bug.
It also means some shortcut are badly placed on other layout (ex: q and a are swapped on an azerty keyboard), but I dont think it's worth trying to correct the shortcut's display for all keyboard layout, unless an automated way to do it exists.

*govel for yuri mode*

And appreciation aside, some bug or questionable things in 0.0.5a, web version:
- i'm pretty sure i've read somewhere you can use the lactation spell again to turn it off, but I'm not able to (may be me that is dumb)
- click and space bar are both counted when performing a block. If you do a correct timing with space, then click, you'll have the failed result
- when the "Hold instead of mashing" setting is set to of, you can still hold space to fill the spirit deflection bar REALLY fast (so fast you even get a javascript error after the fact ; which does not seem to block the game)
- if you use shit + digit, there is a change the text will disappear after picking a choice. It reappear after hitting shift again (note: some keyboard need to use the shift key to access number). The game shortcut work even when not using shift, so it's not really an important bug
- melia is too cute ! can't wait to be able to interact with her

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Oh, thanks for the detail/post (and more importantly the yuri mode), it does indeed looks great!

I'm definitively looking forward the update!

This update looks stacked with a nice variety of content! ...

And more importantly... Y-Y-Yuri mode?! Count me in!
(If I understood correctly, it allows to only sleep with women and avoid to be locked out of content? If yes that's more than great!)

*cheerfully poke Iris*

Thanks for your reply!

I'm not sure either. I doubt it since the game is searchable, so I don't see why they would block follow but not search. It's especially weird since the mail notification still work (as other user said)

As an user, I didn't see any option related to following someone, so I am at loss between a "miss"configuration somewhere or itch acting weirdly.

Am I the only one with news of that game not appearing on itch's feed ? 

I didn't see it appearing on my feed for ages, and was (pleasantly) surprised to see it's still alive and well.

(didn't find any relevant option, so if it is a dev's config to have it appear on feed, turning it on would be welcomed!)

Nice game, keep the good work !

Seeing the tags, I assume this will not stop at some spanking, right ?

Don't forget to drink a lot before playing !

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Oh, a certain game is back ! ... Or at least that's what I feel.
The drawing are not top tier, but they are still nice and that doesn't make that demo any less fun !

So, first, suggestions :
1. The Minotaur are rather annoying if they decide to come too often. Having a "cooldown" between each visit would be nice ! (if there is one, I missed it)

2. Knowing how much you have to pay them (would be nice : it's not that fun when they spawn the day you're low on money... (yes, not everyone enjoy some big minotaurs).

3. Adding a way to know what do each stats and trait without having to consult the book would be nice, something like a pop up on click.

4. The "tease" and "angry" traits seems to be downside more than anything else. I do think these traits should not increase the monster's price (in their current state)

5. Having a "menu" button may be nice for tablet users... (or one hand play, but don't say that)

6. Being able to see the value & max value of the stat could be somewhat useful ; especially since said value are also shown to the quest requirement.

7. The "tease" trait may use another name ; I would have assumed/hoped it was the kinky kind of tease ; when the actual trait is more being picky with their mates.
(it would have been pretty fun to either let the partner tired after a teasing session, or pent up and wanting for more... but I digress)

8. The UI may use some improvement. Being able to gather all would be one.
The buy/sell button town is also a bit awkward (I clicked multiple time on "buy" to try to buy a monster instead of "ok")


And then,since I'm curious to what the game will be in the future, question time !

9. Will some monster have genders ? (for example, wolf girl & wolf boy)

10. Is there any futanari trait planned for monsters ?

11. Will a couple or female ; or male monster could "breed" together ?
(not as in making children, but as in increasing each other stats. Since the breeder have + in all stats it could be useful if she could give a fun time to the female monster)

12. Is there a male or futa breeder planned ? (my personal preference are female breeder, or futa if it's the only way to interact with monsters,

13.  Have you planned to add more mechanics to the game outside of breeding and stat raising ?
Including things like compatibility between monster, and how they are willing to breed to each other ?

14. Any idea of the scope of the game, and how much you plan to add ? If yes, how big will it be ?


That being said, I'm looking forward to the next version of your game ! This first version was enjoyable to play, and now I'm left waiting for more content, and eventually a more polished UI.

You are very welcome ! Thanks for taking my through into account ! And yay, update \o/