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fbFoxxo

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A member registered Jun 06, 2020 · View creator page →

Creator of

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happy halloween right back at ya
And yeah, I genuinely meant it  in the nicest of spirits; it's a lesson I've picked up by working with other mappers who've gone through the whole rigmarole of releasing lengthy ass games themselves, and it's just one I kinda like to share around when it seems appropriate, just cause of how much it's helped me.
but yeah, anywho, I'll leave you be, have a good spooky night

Hey, don't worry, I'm not telling you that you have to conform to how I personally prefer things or anything obnoxious like that,
was just giving my earnest feedback in a spot where most folks wouldn't see it, that feedback being that there's just kind a lot of empty unused space that it isn't doing much besides inflating travel time, which is conflicting with the flow of rpgmaker, it wasn't meant to offend.
By all means, stay true to your artistic vision; if having the levels be that large is doing something positive that I'm not seeing, great, stick with it

commenting here so you don't get negativity on your main game page
I booted up the game just to explore your work and get a feel for how you make things.
if I could offer one point of criticism/suggestion on how you could potentially improve on what you're doing, I would suggest maybe reducing the map sizes of future games
Just looking at this casually, I feel safe in saying that the maps are around 3 times larger than what would be ideal; at their current size, not only is it a giving mv a bit of trouble, it also just radically increases travel time, which in these kinds of games kills the pacing and makes things notably more tedious, albeit in subtle ways

if you would like advice or examples around how more concise mapping could be achieved, I'm happy to talk about it if you want

yeah, I messed with this pretty early when I started; the way I understand it, you kinda want to set a standard at the start of your project and then stick to it

the battler images in the site shots look as though they're done by different artists, that right?

I kinda prefer to avoid Hime's stuff, I much prefer to work with plugins only if they are 
A. super well documented, like Yanfly's stuff,
or
B. do a single very simple easy to test thing that doesn't interact with multiple different systems

pretty interesting, I could see it being pretty cool if developed
utterly wild how much having roll also be stomp messed me up tho

nothing particularly stands out about this currently; the main thing that porn games have that other porn media doesn't is the ability to provide a lot more context for the sex through more nuanced story telling and writing, but there just isn't much of that here
as for the gameplay, it largely just seems to be a fairly standard utilization of the base Rpgmaker combat structure

would be a lot more interesting if Diana had a stronger sense of character that I could take an interest in

hmmm, this was interesting to play around with, but it being incompatible with yanfly's region restrictions without scripting is kind of a deal breaker