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A member registered Jan 20, 2022 · View creator page →

Creator of

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Awesome. Turns out I hadn't managed to save the Public option back then, so I tried again. Seems it's working :)

I have no idea why, in that case. That sucks

DO NOT CLICK 'OFFICIAL' LINKS POSTED IN THE COMMENTS!

There have already been multiple cases of scammers posting scam links here in the comments, pretending they are posting 'official' game updates. 

NO GAME UPDATES WILL EVER BE POSTED IN THE COMMENTS. INSTEAD THEY ARE ALWAYS ANNOUNCED ON THE MAIN SECTION OF THE PAGE 

I think it will apply to future posts and things

Not sure if this is it, but I do have this enabled:

Notifications

Configure how people who own this game get notified.

  • New uploads — Email owners when the game is updated with new files


But this next one was disabled, so maybe this is it - I'll try enabling it:

Privacy

Control how itch.io displays your activity.

Make my public activity on itch.io visible to my followers and other users of the site

Public activity includes things like adding games to a public collection, publishing a game, submitting to a jam, rating a public game

I have no idea, but let me try and have a look

Fixed :) and fixed another bug too while fixing this (but the game can probably run fine without the fix in this case)

thanks for the heads-up, i appreciate it

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I mean.. that's why I published the demo, so people can see how it works on their device. I have no idea what the requirements are to be honest, there are thousands of Android phone models out there, with various chipset and gpu combinations.

There are options included in the game that can help with performance, so it can run on something that's lower end (e.g. High performance mode that renders at half resolution). On the full version some of the effects like dirt accumulation on bodies can be intensive, but they can also be disabled.

I'd encourage you to download the demo and try it. If the demo works then the full version would work as well. If it works really well, then the extra effects it includes will likely work ok too (and they can always be turned off).

My Google Pixel tablet does 30-50fps on High performance/ half resolution mode and all effects turned on on the latest version.

If you're using Wine or similar, it probably maps the AppData folder somewhere. Then it's AppData\Roaming\Godot\app_userdata\Battlefuck Pit\Characters\

From a quick search, for Wine it's probably in ~/.wine/drive_c/users/[your_user]/Local Settings/Application Data

Thanks for sharing your honest impression. What about them do you find disappointing? How would you improve them?

Thanks for the heads-up. It's a known issue / somewhat by design. It used to be that you could do that, but when I updated to Godot 4.5 the functionality ended up breaking. The only fix I could find was to disable it. I'll probably try re-enabling it at some point - it could simply be a bug that needs fixing on Godot's side.

Right now there aren't any yet, it's still early days. There is someone who made one but hasn't finished/published it. Check the game Discord to see.

I don't have a Linux machine to test it on, so probably not. Tbh you're the first person asking about Linux

As much as I don't like disappointing people, I'm not really keen on having an extra build to maintain, and I don't even have a test device to make sure it works. It's also quite likely that the game would work poorly on 32-bit. 32-bit Android is quite old, there are fewer and fewer devices built on it, and is increasingly unsupported. I'd rather invest the limited time I have into adding new features and content tbh. 

No, it's compiled for 64 bits.

For Android you download the .apk file (BFP_demo.apk), preferably from your phone, and install it directly.

For VR, you need the Windows version (assuming you have a VR headset that connects to your Windows PC). There is an [XR] checkbox at the bottom right next to the Fight button, on the screen where you select the arena. If you check that you should get it to output to VR. Note that activating VR means you get to watch the match, but won't be able to control anything.

Hey! As much as I don't like disappointing people, having to maintain an extra build is an overhead that I'm not prepared to take on. I have limited time I can put into the game, and I'd rather focus on adding in new features and content. 32-bit Android is quite old, there are fewer and fewer devices with it and is increasingly unsupported. I don't even have a test device to make sure it works. It's also quite likely that the game would work poorly on 32-bit

Hey, thanks, I really appreciate the comment :)

Yes, if you have an AMD card the problem is actually with the drivers, and you need to roll back - there's nothing I can do on my end to solve it. 

It's a bug that AMD introduced in an earlier driver version. Downgrading to 25.6.2 should set things right until they manage to fix it.

You can see e.g. here: https://www.reddit.com/r/godot/comments/1mj6nma/psa_amd_gpu_driver_update_breaki...

Hey! I'm so glad you like the game :) and really appreciate your support.

There's a link at the top of this page, under CURRENT VERSIONS. You can also reach it from inside the game, from the main menu, if you tap on the Patreon logo.

I'm pretty sure Patreon accepts Visa and all major credit cards (it's them who handle payments).

If you haven't used Patreon before, be advised that what you're paying for is a monthly subscription. That gives you access to download all the new game releases for as long as the subscription is active (the releases themselves will never expire if you download them). If that's what you want then good, but if you only intend to get the current version make sure to cancel your subscription before a month runs out (you still retain access to download all new builds for the full month, even if you cancel immediately)

The Android version here on itch is a demo, and has certain functionality disabled (character management is one of them; the Gallery is also disabled, and there are also four arenas that aren't included). I'm also not planning to offer any updates for it. 

The full Android game is available exclusively to Supporters on Patreon, and is constantly updated with new capabilities and animations. The purpose of the demo is mainly to be able to test the game and see if it works ok on your device.

Ah, I realize that you're (also) playing Android. The free Android version here is a demo, and unlike the Windows version, it will NOT be updated every 1-2 months. For now at least it is considered a Patreon supporter exclusive benefit

That's strange, I haven't seen that before. Unfortunately the graphics engine is supplied by Godot, the game engine I'm using. I have no control over it, so I'm afraid there's not much I can do there :( Could also be a driver issue maybe?

Hey, I'm glad you like the game. The game is free, but the version that you download here on itch.io is always older than the latest Patreon version. New releases first come to Patreon and after 1-2 months become free and can be downloaded here. If you want the latest right away, then you can support me on Patreon. You can read in the description above what the differences are between the current Patreon version and the free version available here.

Think I might have answered this on Discord, but just so anyone who might be asking the same question has an answer: yes, the cpu vs cpu mode is available on Android as well. In fact both clients are built from the same codebase, the only differences are cosmetic, to accommodate better touch interactions. There is also a slight downgrade in graphics quality for mobile due to engine / mobile gpu limitations

Uhm, I have no idea.  I do get the occasional notifications of people supporting, so I think Patreon still works. The problem could perhaps be with your bank?

It's not really possible at the moment. I will add it to the list of things to look into, but it's unlikely it will happen soon.

Sorry, I completely missed the notification for your comment. Yes, you should be able to (probably minus some clothing, since the tops don't really map well over a model with no breasts - that will probably be fixed in time though), especially with the latest version that adds new body types. You can play any way you want, there are some predefined characters, but you can either edit or delete them, and you always get to pick your opponent.

That's strange, I checked in Discord and it's not supposed to expire. This should work: https://discord.com/invite/b7Kdy99Wa5

Where are you accessing the link from?

Hey, many thanks for taking the time to share your thoughts!

Let me try to address things in order:

  • The genital slider: Fixed now (for the next version). It was because the whole UI was regenerating as a result of different sliders needed if having/not having a penis. Re: why they work with the keyboard: that's how Godot UI widgets work by default.  I haven't even tried to implement proper keyboard support. Maybe in some future release.
  • The spiky hair: Fixed now (for the next version)
  • Zooming in on the face in the editor: no dedicated button (yet), but you can zoom in using Shift + mouse wheel. And you can rotate the character horizontally using the right mouse button. Middle mouse button resets the character rotation to default.
  • More colors: fair enough, will add :) 
  • Effort: the effort is capped for all characters. Currently all characters share the same stats, so you can end up in the situation where both put in similar amounts of (maximum) effort. The outcome of those cases is decided randomly. I'll try to fine tune things a bit, but I have to say I haven't had any issues when testing locally to maintain a pretty decent amount of control over my opponent. I'll see if I get more reports of this not working well. Will probably end up fine tuning it a bit more in any case.
  • Not enough actions: I know :) It's still a new game, very much a work in progress. I will start adding new animation constantly once I open up my Patreon page (if you don't intend to subscribe, the itch.io version will still be free and be updated, albeit a month or so behind the Patreon version)
  • Re: choice of actions regardless of being in a dominant position - will think about it, however it will change the game mechanic quite drastically. I'm not saying no, but I need to dig into the idea.
  • Orgasm animations: I agree. I have support for them, but have been busy implementing other things that were more important in order to get a complete gameplay cycle done as a proof of concept. Will add in time. Adding more actions will have priority though, at least for a while.
  • Characters slumping when tired: Not impossible, but a lot of work, and requiring a lot of effort. Not a priority at the moment, but I'm not ruling out. It wouldn't and couldn't be everywhere, in any case - or that would require 3x the number of animations - which I'd have to implement. Willpower is not about being tired though, stamina is. Willpower has an effect on the facial expressions at the moment.
  • Again, the fucking animation is the first post-defeat animation I had time to implement until now. There will be others, and the intention is to have control over what animations to play. That way you can end up with e.g. a kissing animation, before pressing Continue. The idea is to let users decide themselves when they want to end the post-defeat action.
  • Voice clips: yep, limited, and only relying on free content at the moment. If the game starts making money it will be nice to get some voice acting in. But not before that, and it's not yet a priority. AI could also be an option, but I have not yet found anything that could generate what I need.

I will continue to work on the game, and I really appreciate having feedback. Please keep it coming. Besides Patreon, I will open up a Discord server soon, and everyone will be welcome to add in their ideas.

Hey, thank you! 

Re: the poses. Do you have any specific examples of the ones that are missing?

They are generally the same, I haven't made any specific ones for men and women. The only limitations are that some animations might require someone to have a penis or a vagina (e.g. the cowgirl animation requires the actor to have a vagina and the target to have a penis).

Sometimes they do flag false positives. It's quite unlikely to be true. Maybe try a different antivirus, or scan the file online (e.g. Kaspersky has one that's free where you upload and it scans the file). Please report back if you get a similar warning about the same virus from two antivirus apps.

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  • Controlling the actions after defeat: yes, definitely, though maybe not in the first stage, where I will probably have just one punishing action playing. I'm planning to implement things iteratively over time, so expect incremental progress and, to your point, never perfection :)
  • Emotions: iterations as well. The first proof of concept I already implemented yesterday evening replacing the old one. I will work on it some more before releasing it though, so it is a bit better than before
  • Clipping issues: I can live with some, but obviously don't want anything too glaring :) As above, not aiming for perfection 
  • I'll look into how to implement your proposals, as they sound pretty hot :)
  • The hairstyles: I'm getting those on a CC Attribution license, so I'm not the author :) I tried, believe me, nothing good came out of it. But I can modify and adjust those I get from third parties and make them work for the game. That said, the clothes are a whole different matter, as they need to implement the same morphs I have in the game, and be tailored to the skeleton I'm using. So I can't get them externally and need to make them myself :D With the results you are seeing

Thanks for all the comments, it's been great to read them :)

Hey, many thanks for taking the time to write this, it's so nice to be appreciated. I'm always looking for ideas :) I'll keep them in mind and try to find a way for these to work. The difficulty lies in figuring out animations that work well for various breast sizes, otherwise there would be either a lot of clipping or doing things in the air in front of smaller breasts. That's unfortunately the problem with having customization. But I'll do my best :)

I'll take a look at the slap on the ground, it's possible I night have missed decreasing the willpower there.

Re: damage accumulated during the pin - it's possible. I haven't really done a lot of balancing. The body slam animation is random.

Re: the sound effects - I have effectively not put any work in them now. I've had them from a previous unreleased project from about 7-8 years ago. I will get to them at some point.

I think these are the priorities I have in mind at the moment (not necessarily in order):

  • have a few proof of concept animations for playing after defeat, where the winner takes the other as a prize
  • with the latest changes I now have a much better way to do expressions, so that's something I want to get in - characters should have reactions that mirror their feelings re: what is happening (e.g. joy, fear, dismay, anger, etc.); this should provide more immersion 
  • do more animations, and balance the existing ones
  • make more clothing items and wearables; I'm afraid these are always going to be pretty simplistic, as I'm a noob when it comes to modelling in Blender; that said, I'm still learning; still, complex items are a big way off
  • more hairstyles, and other types of hair (e.g. beards, pubic, etc.)
  • have some sort of story in place

I'd say likely yes, however don't expect a lot in terms of the actual visuals. Likely an action available in a few situations, something like a pulling animation, then the piece will actually be gone (best case I will have a separate model of equipment to drop to the ground).

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c:\Users\[Your User Name]\AppData\Roaming\Godot\app_userdata\Battlefuck Pit\Characters\

AppData is usually hidden I think, you might need to turn on Show hidden files and folders

I appreciate the offer, however it's not something I'm interested in. This is in essence a personal project that I decided to share publicly and will probably try to monetize in the future, once I consider it good enough.

That said, I do value all input. I try to respond to feedback and implement requests when possible and when I have time. Priorities might get in the way sometimes.

How do you see the preferred actions feature working? Just to give you a general idea about limitations: especially now when there aren't a lot of animations implemented, it might be hard to make this work without the game feeling repetitive. I can probably assign weights to actions, and make them configurable, but profile types and strategies will always take priority, so that might limit the impact. E.g. you might weight an arousal action heavily, but if the character decides they want to use preponderantly domination actions, that's that. On top of that, actions are grouped by intents, which adds another layer between the choice of preferred action and the outcome.

Yes :) Good catch