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tealheart9

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A member registered Jan 31, 2021 · View creator page →

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That would be pretty good, give some additional diversity to the personality of characters without having to get into dialogue interactions.

Already this game is showing great promise to actually turn into something great. My only gripe with the current build of the game is the very animated idle animations. It's very fluid with a lot of swaying but it doesn't look great with masculine body shapes. If there could be an option to reduce or remove the hip sway would help in making some of the bulkier body shapes look more comfortable.

On another note, is there currently a roadmap or a planned content forum that we could reference? I don't want to add myself to the massive pile of "Could you add X, Y, and Z, into the game?".

Man, would be fun if this game was translated into Latin though.

Flowpix, any updates on development?

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A LOT of inspiration from Captivity I see. Are there plans to implement to fix what Perveloper tried in his game but ended up as buggy and seemingly unfinished?

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Still, a lot of people would enjoy for Perveloper to release another project. I guess like his last update memo said he's taking a step back from NSFW development for more professional career focus. But it seems like Flowpix is picking up the torch.

Yes, only 2 maps and a small handful of ghosts are currently available. This game is still VERY early in development and doesn't yet have much content. More stuff is planned in the next update around the corner like more girls, a new asylum map, and hopefully more.

     As it stands the little shuttle you start on provides the player with almost everything they need. Are there any plans for future builds for the player to either find, purchase, or even take over different space crafts? What about a possibility of customizing spacecraft interiors with stations you build/place?

     I would love to see a feature where the player can build systems or even subsystems inside of rooms that could change how those rooms function, even if the feature is limited to certain locations systems and subsystems can be installed to limit their use. Like adding something like a "Mass accelerator" system to the cannon which we could say drains energy per shot but increases damage and places a little console inside of the weapons room that takes up space. Or having a ship with a dedicated living quarters where we could build and install a shower for a way to go around having to constantly craft a cleaning kit or a decontamination bay to do the same with purge kits.

While not entirely a "soft lock" in the actual term it does make it really hard to recover from early mistakes. When I was first starting the game I was getting caught quite a bit as I was finding out controls and tools even with the guide screen. After a little while I found myself with little funds to purchase equipment like the incense to get out of those precarious situations. It gets a bit more tricky as I found the ghost can see you enter a hiding spot from across the long hallways where you cannot see the ghost. This makes it a bit tricky to dash into the closet in the entry hall and if close behind you it can easily trap you in the bedroom, living room, and garage where it could be a bit difficult to get to those hiding places before the ghost enters the room.

It didn't take me too long to learn the patterns of the current limited number of ghosts to the point I had everything found out within a minute and could catch them in the first hunt so I am no longer having that issue, but it did make it quite difficult to recover. Also at the time of writing I failed to catch that the game literally tells you what the ghost is after the first time it catches you so you could just take that information and run to at least get the 100 cash on mission completion. So I guess that's just a little hint for the idiots like me who overspend and need some cash to recover their losses.

For an initial release this is already quite solid. It has all of the foundation in place, a gameplay loop that is playable, and as much game as sexual content. I absolutely love the more dynamic gameplay style as what you are pulling from your inspiration, Phasmophobia. What I find is that when being hunted the current map is way too linear and filled with dead ends, this makes it absurdly difficult to complete a mission without purchasing the Incense and could even be a cause of soft locking later on.

I do look forward to the father development of this project in parallel to HTA as I love more dynamic gameplay games and will be eagerly awaiting more ghosts, maps, and even side characters if those are planned.

For that exact reason I would really like for there to be multiple exclusions and for an easier way to even put on exclusions than having to type in the "?exclude=tg." I've been using for a good while now.

It's been 4 years Leafo, where is the fully implemented tag exclusion?!

For an alpha demo this is really fleshed out, not any detectable bugs in the actual play area of the game (I'm going to ignore the debug room because you're not supposed to play in it).

While this game will be great as a standard platformer, like Grimhelms Alien Quest Eve, with the atmosphere and the reactions of the aliens to enviromental factors such as the flashlight I could see it played out as an entire space station with more random alien placement rather than hard set with your story happening around the station rather than just farther into the level, and having to go to different portions to restock on magazines and repair your space suit, or even detox from the aliens to not get the game over and even to progress whatever story you are planning.

The enemies are not much of the problem with difficulty in the game, okay maybe the frequency of some enemies like the marksman in the jungle and the Abby in FER get quite annoying to quite difficult to deal with and the fact the Orc can act as a massive shield gets troublesome with the map layouts. The maps need more vertical movement since it's on a 2d plane and there's nowhere to go but into hordes of enemies. Expand the maps to allow more vertical movement so people can train and kite enemies around to either buy some time or separate enemies for those seemingly impossible missions. With a larger map size you can place more weapons around and/or have an ammo purchasing system like CoD Zombies for those high number rounds where you're basically guaranteeing to dump all of your ammo to be left with the starter pistol that anything past round 5 you're screwed with no chance of recovery.

Aside of the map layouts that need a bit of attention the weapons could use some balancing. for costing 3K the LMGs severely underperform the SMGs for a lower cost as well as having a reload time much too long to help with anything when the enemy can still push you backwards even when laying into their heads. In my opinion, reduce their ammo pool and increase their damage drastically especially with that flamethrower on the space level, picked that thing up, used it for 5 seconds and sold at as soon as that round ended. The B4A1 I believe you called it is fine as is except for it's long and unreliable reload speed.

Other than those gripes, this is done quite well.