There's a solid concept here, and a good amount of time was spent making the UI feel good to use, but I think it needs just a little more time in the oven. Maybe I'm just a boomer gamer, but this felt genuinely hard from the get go. I love that the sprites update to reflect current level of bondage, and the undertale influence is really cool here.
I think my main suggestion would be to have specific attacks (maybe differentiate using color) that bind, and others that damage. Same lower your health, easier to tie thing, but that little bit of knowing exactly what's coming when you get hit makes a lot of difference.
4/5 solid idea, love to see you keep working on it.
Stan Andreas
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While the voice acting is a nice touch, personally I couldn't really get into this one. A few glaring bugs the dev kindly made me aware of in the description, but there's some wonky collision here to go with a pretty simple idea of key hunting. I'm not a big fan of the art style or petsuits either, but that is 100% a personal thing. I won't dog on it too much because of the time constraint and what is I assume limited game dev experience, though.
2/5 Keep plugging away, you'll get better with more practice.
A doom-like with decent gamefeel and some good progressive bondage stuff to play with, I like the art, and the variation on restraints assigned to each gun feel good to use. I found it a touch difficult to handle with no settings for changing look sensitivity, and this feels like a game that could definitely use a dash on shift, but all in all, well done.
4/5 would tie up girls in a lab again
In terms of objective quality of art and concept, this is a very, very good game. Not much to it, but for one week it's pretty impressive. I have just a couple issues that keep it from being a full 5 stars, the first being that when you get into the Zelda-esque tennis match, hitting the parry and getting the musical effect that tells you you got it should mean you don't take the hit. I imagine what happened is the hitbox of the ropes is still active the whole time and it doesn't matter if you hit the parry, it's just looking for contact with either you or the enemy. Especially with the final boss, major pain point.
That said, the atmosphere of the game is top notch. Could use some passes on the exact phrasing of dialogue, and I'd like to see some more iteration on the idea that enemies get tied up in stages, perhaps they throw different attacks in desperation, or the fights sometimes get easier as they lose mobility. Additionally, in future versions I'd love to see some more agency on the part of the player, or some rhythm game elements, since that's a lot of what this is in terms of gameplay.
4/5 vibes immaculate, some trouble with the execution
A solid little concept, the homage to ultrakill via the text crawl and cold open is appreciated, though it plays rather more like OG doom. The only real criticism I have is that the platforming is a little unforgiving and it can be difficult to tell with the lighting where the pitfalls are. The bondage elements are sparse in terms of actual interaction with the idea, in future versions I'd like to see progressively slimed enemies, maybe larger enemies that you can disable piecemeal by shooting arms, legs, mouth, etc.
4/5, well done.