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UsagiSabita

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A member registered Jun 05, 2018

Recent community posts

So does that mean supporters get access to the scenario player?

Given the current rate of progress I'd expect 1.0 to be in mid-2027/early 2028.

So I don't think you'll get a ton of support that way.

You'd probably do better having a demo version that limits the character creation options along with positions or similar functionality in the scenario player for public. That way people can actually experience some of what you have to offer.

Yeah I concur it doesn't really make that much sense to complete scrap an existing model. 

The easiest way around that sort of thing is to just give the player agency in allowing them to make custom characters even if just through parts. 

Can't be Asking for Coco without Tawna.

Might seem like a strange suggestion, but I think accelerometer control options for this would be great. Rather than just swiping on Android the user would shake their phone for a more interactive experience.

I think the request here is for balls deep full penetration. Which definitely seems like a valid ask imo.

I'm kinda in the same realm with this. 

Do you guys have a timeline expectation of when new positions will be added? Having a least Cowgirl would make a huge difference.

The Live2D one is by NEET CEO & has a couple different titles given translation. But is easy to find on their Itch, as I think it's the only Android app. This has the accelerometer function which makes it really quite good.

The 3D one is Orks Ryona and the function is only the camera shift unfortunately. 

Do you mean Mac OS or iOS? Either way the Google Play store & Quest store don't have NSFW games, thus users need to manually install. It's the same for MacOS, though I'm unsure about installing/building games for iOS. 

I'd assume there has to be some way for users to install apps outside of the app store.

Is it not supposed to be able to manual save or is that a bug? It seems kinda like a bug, cuz if it were intended it wouldn't be sensible to be able to access the save menu in the first place. Plus it locks completely aside from typing.

Android version specifically.

Yeah I guess it was my imagination and I confused it with the auto-mode.

If you think you could implement these features I think that would definitely create a more interactive experience.

I'm not sure how programming for sensor controls works, or how difficult it is though... so I don't want to make any requests that add extreme stress to your process.

I do know that sensor controls for the up-down thrusting are possible though, based on a couple other games. The NejiSim series some by NeetCorp others by YabukaRadoo.

As far as shaking her head I'd think tilting either direction, choking to the right but further and after a slight pause in motion. Release to the left.

Yeah I tested it by turning the button on and off and rotating the phone plus checking it in VR. And while it is having an effect. It's only on the camera. 

Maybe I'm just imagining that swipe controls were also integrated with the accelerometer/gyroscope sensor controls. But I recall playing this and tilting my phone to choke/shake her head. Along with just moving the phone to thrust. 

If that's a false memory then I guess I'm going crazy 😅. But if that *IS* how it's supposed to work, then that function is not.

I've got a Motorola Edge+ 2022 running on Android 14.

Either due to Android 14 or the newest update the best feature no longer seems to work.

Being the accelerometer control. 😔

Wow, the Gyro cam actually works pretty well. I bet this could run in VR (and I do mean Android Mobile, not Quest) given that technical functionality.

Well I was able to get a Bluetooth Controller to work with the game and that honestly improved the gameplay like tenfold for me.

I'd say for the most part on the right side the buttons feel too close together and clustered.  It felt very mashy & just hoping for a response or the correct response.

I also think the colors could pop a little more. Maybe give users an opacity slider for the UI? 🤔

As far as actual adjusted arrangement. I don't think trying to describe in words is the best bet so I'm doing a simple edit from a screenshot.

While the Live2D art definitely looks really good (even though it's AI and therefore morally bankrupt), I would have really rather the game stuck with 3D models for many reasons in terms of variety of possibilities for lewd content.

All that said. I think I'd still consider supporting the game if the button controls on Android were at least a little more ergonomic. The right side layout just feels extremely uncomfortable.

Ahh I thought they were free cuz the artist has some free models.

But they are super cute 

https://www.patreon.com/Hibby3D/shop/eeveelution-girls-full-models-1199981

I mean they don't necessarily *need* to stick to this model style. They could switch to something different if that was something they wanted to pursue.

This definitely looks promising.

I hope there are plans for Evolution mechanics in the Game, or the possibility of simply just meeting all other Eeveelution iterations and having them as a Harem.

While I don't know if they are available for use in games, I'd personally suggest considering Hibby's (Will link in reply) Eevee Models. They look pretty darn good & seem like they might fit this. 

*See's page has been updated since last time I checked* 

No actual new update. Main page comments/commenting removed. 

Sucks to see something with such potential get abandoned. But even worse for the Dev to only return to silence criticism.


The phone Version could be VR. Just you can't have controllers/hand tracking. 

You'd use eye-tracking selection.

I'm very aware that it would be completely new/different art needed for such a thing. And thus be a lot of effort. Though I think the most difficult thing would be the Piston position adjustment from such an angle. Not only would the art need to be new, but it would functionality need to be redesigned in terms of game mechanics/UI.


Thus why this is more suggestion than request. 


Overall my point & perspective is simply that Lewd game's that aren't PoV are useless for me personally, and thus I would never buy/support one that isn't.

I love the art style and mechanicals of this.

However I'd love it more if the art were more of an overhead PoV angle above the piston block & for it to be portrait over landscape.

Obviously this is from a mobile play perspective though and that likely would suffer for desktop platforms in style/visual appeal . 🫤

I'd love to see more content like this.

Even moreso though if the controls for Android (specifically the angular "camera" shifting & the manual paizuri touch controls) could be tapped in to the device sensors of gyroscope & accelerometer.

There's a couple games here on Itch that also use sensor controls in the way I'm referring.

One is 3D & the other is also Live2D.

I get the impression you don't get crystals unless you are a patreon supporter because it says 0

So you've got an Android Version and a Quest VR version

Is there any possibility of an Android VR version.

UI & controls would be significantly different & limited compared to Quest. As smartphone VR doesn't by default support interactive hand controls with location tracking.

Will this be available for VRRchat only, or also for Blender?

I think they probably wanted to know if it runs on Quest Standalone.

And based on that answer I'm guessing that's a No.

Given that.

Are there plans for it to be available for Quest standalone in the future. Or is it set in stone as PCVR only?

Seems kinda interesting. Kinda sucks that the Android phone one isn't actually VR though. But I guess programing the UI for that might be harder 🤔

Well that particular style of Anime type 3D model often needs specific angles/lighting & shaders to not look really strange and give that whole uncanny valley effect.

It's essentially the lack of any 3 dimensional geometry for the nose & lip shape. 

If each set-up has a static head position then you'd definitely end up with it looking off in a free cam at different angles. You could possibly set-up a follow -camera (with limitations obviously) function for the head & or eyes. I know I've seen this in at least one game... Can't recall what it was though. 

Different shaders might make this better as you could end up with a more consistent look, but it'd be that uncanny valley vibe consistently. Granted some people seem to be fine with that given content I've seen.

Lastly you could shift to (or ad the option of) a different head/face style that is still anime, but doesn't have that issue. The best examples I can think of are Naruto, Fire Emblem: 3H & Dragon Quest X-XII. There are definitely other examples out there including mobile games that have solid model to take inspiration from.

I apologize if this is not what you mean by "looking ugly" it was mainly an assumption based on geometry and how sometimes things just look off when the geometry is wrong.

Is there any possibility you might consider making an Android Mobile version?

I only played the demo so idk if the full has other preset camera options. But like none of the positions are have a direct PoV cam. So while a freecam might be difficult to set up in terms of controls/UI/code, a static PoV angle might be a simpler option. And might satisfy at least some people asking for freecam in the short-term.

I'll premise this in that I don't recall what game (or games) they were but there was definitely something I played that allowed the player to actually reposition and resize the orientation of the buttons.

I may not have been built in unity though 🤔

I think one major issue is the blue arrow for the next stage.

It ends up directly between two attack buttons and thus often unpressable.

I think the next stage arrow being near the top of the screen would be more accessible.

Based on what i'm reading it seems like maybe the Scenario Player is a separate program and launcher? If so you could potentially make a forked version and design/ implement VR controls & UI for it. 

I imagine that no matter what a VR UI for a scene editor/creator is gonna end up kinda clunky, so that could probably be skipped. 

It's Very unlikely that any mac still running on 10.13 (Myself included) is going to have a metal driver GPU. 

Knowing that metal is required for the Mac version tells me i won't be running it. 

Are the General Sys Reqs/ expectations listed somewhere?

That's a terrible response for a game dev to give.

This Is often an issue with a lot of Indie game devs who don't have Mac's to Test on, the unix executable file in the app package ends up as plain text. It's some sort of issue/error within unity itself, not sure if bug or just like multiple extra steps for the mac version that aren't intuitive at all.  I wish it were clear what the it was either way though, maybe it could be avoided.