Hi thank you so much for playing and enjoying the game! :D There are 2 other endings, one where you chose to agree with Willow in the mines and another where you walk back and chose not to face the eye. The willow ending changes a good deal but I'm not sure if there are any "good" endings so to speak, perhaps in the sequel haha
Multby6
Creator of
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Hello hello sorry for the trouble I released a hotfix patch hopefully this loads the localization text for the title screen and fixes the issue! I'm glad there's no error message too upon downloading! I moved the engine to a newer version of unity so there shouldn't be that error and now there's no unity splash screen upon boot up!
Merry Christmas to you too I'm so glad you liked it! I'm hoping it does well too yeah I poured a lot of care into it and I'm hoping to make it even better!
Before succubus hunt I had drawn outside of pixel art for awhile as well as tinkered in unity but I was still forced to learn a lot while making the game! I think the Live2D stuff is definitely something I'd like to improve a lot on just like how I had in Succubus Hunt with pixel art! The drawings at the start are rough but you can see the later girls become a lot more detailed which I'm really proud of so hopefully a similar trajectory could be achieved with this new animation style too!
I'm really glad to hear you enjoy the campfire cutscenes too! I think they're a nice call back to the chatter between Astra and Willow in Succubus Hunt!
And yeah I'm using live2d for those it's definitely a gamble since I know people are used to my 2D Pixel stuff but I wanted to try something new (plus I think it's a good way to break up the other 2 scenes) I do have a few ideas for my next game although that's well down the pipeline it's gonna be full steam ahead with Destined Desires for the foreseeable future I'm hoping to have a content update out every 2 months so sometime in January v0.2 will be released with a handful of new girls, a new area, and story progression!
Hi thank you so much for your thoughts! I'm really glad you enjoyed your time with the game! I'm hoping to add a good deal of content in this project, probably not 100 girls like succubus hunt had but each girl is getting a lot more love and content each so I think it'll be a happy medium. I'll be updating the game to v1.0 so 10 more content updates at the bare minimum!
And yeah I think the biggest complaint in succubus hunt was the lack of connection with each girl so this game I really wanted to address that! I'm hoping to get better with each game I release so hopefully people will enjoy this game as more content rolls out for it! ^^
I'm sorry to hear you had a problem with it! Were you playing on the latest 0.19 patch? I made it so you could select or deselect with the mouse buttons as well as preventing keybinding the same buttons together! Either way I'll try and look into making the controls less confusing although I'm at a loss since succubus hunt used the same control scheme and I didn't receive any issue!
The map is pretty small for the first area so having the tiles respawn makes it easier to farm items/enemies/etc. The interaction button being swapped is a good idea though I'll try that out see if it feels better.
I haven't fooled around too much with the player hitbox, the enemies do take awhile to strike but if it's difficult I'll look into shrinking it if it's egregious, I haven't looked too heavily into it. I'll see about making allies stand out more too in battle as well as figuring out a way to let players know how much health they're at or if they need attention.
I see your point about revives, in the next content update I'll roll the idea around about splitting the item into a version that revives in battle, one after battle, or maybe just bringing all dead allies back once a battle is won at 1 HP not sure yet. Either way it was intended to be the game's way of telling you to work WITH them to fight till they get stronger but I can understand why that would be annoying to keep having them go down.
The village does have armor for all 4 classes as well as the ability to gather most of the resources required for the armor inside. So it could be farmed if none of the other rooms are giving the materials for the equipment players want.
The volume stuff is intentional but I'll probably adjust it to be more traditional next content update. Also there is a way to go back to the main menu it's in the save box under "exit" I'll rename it to title as I can see the confusion there.
The patch has been released! You can confirm by ensuring it says v0.19 on the title screen or testing to make sure you can select options by clicking with your mouse!
Changing the enemies to be more transparent on death is a good idea and was an easy change so I threw that in too! (You might need to redownload here since I just added that)
For two handed controls I'd recommend the mouse and WASD although I've gotten used to shift and space bar lol
This is really good feedback thank you! I suppose I was focused on having one-handed controls I didn't realize it would be difficult! I'll be working on a patch to address the key remapping soon hopefully it'll be out today or tomorrow!
For balancing; the goal is to keep your party members alive generally. There is a revive in the first room and they can be purchased in the village and they will instantly revive a downed member, I'll probably add them in the overworld shop too that way it'll be more transparent to players. (There's also berries around the first level that can be used to heal party members I may just set it up so allies glow red or something when they're on low HP)
The healer healing outside of combat is a balancing thing they're already pretty overpowered if you have one on your team.
As for the levels they do directly tie to battle stats so giving a party member items makes them like you more and makes them stronger it's the same number. The heart is just used as an icon to show how close they are to leveling up which I might change if it's spurring confusion.
The bad end scenes were requested to return but losing in battle isn't the only way to get them, you can recruit enemy and merchant NPCs if you use the StrangeStone in your inventory and build houses for them. This will be fleshed out and introduced properly in v0.2 but the groundwork is in the game now.
All the campfire scenes being similar I can see between Nyle and Anubis (which was intentional) but the other cast I'm pretty sure has a unique flavor to their lines. I'll try to add more variation I suppose!
I do appreciate your response though I wish I had it sooner so I could have remedied these issues prior to release. I'd love to hear your thoughts on combat yeah the next update I'm hoping to flesh it out even further!

