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User_12345

12
Posts
A member registered Aug 23, 2021

Recent community posts

Help would be good. Doing everything alone for a long time can turn people to hate their once loved projects, so hope you do what you can to continue loving what you do.

You will have a lot on your plate, do you have a team to help you?

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Could there be an option to customize Ori's expressions or add more expression varieties during interaction? Or maybe some different themed interactions like aggressive, hypnosis, etc.

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Saw the gallery showcase and thought of a little something for it. Maybe an option to change out the standard grey background with a still of the level environment the animation can be seen on, specifically for the enemies.

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Back again with a new idea, this time regarding that buff wolf we see in the artwork of the gallery. If a story about him has already been made then you can just ignore this idea.

The idea for this wolf character to become Arma's rival during the quest by being jealous of her. He would be motivated to prove to the king and the kingdom that Arma's is nothing more than a sl*t by slaying the dragon before her, to show Arma as a fake to everyone. He could appear several times to sabotage Arma on her journey, like collapsing a tunnel that would've allowed her to skip a stage, separating her from Gerbera, or even stepping in to fight Arma himself. As a rival boss, he would operate as a stage-wide boss fight with three battle areas to encounter him at, and be very difficult each time. Each time you take his health down a certain percentage he would retreat to the next area, allowing for Arma to recover between battles. He would also include two victory animations and two defeat animations when you win or lose to make him a unique encounter as he would be the only enemy who can do that. While fighting, this wolf character could taunt both Arma and the player by saying things like, "You have no skill, only sexual bribes." or "The only reason you're here is because people want to see your tits bounce, pathetic!"

Just a little idea to help with the story building, but like I said if you already have a plan for this character than you can just ignore this.

Crys could be a traveling merchant. In alignment with the suggestion of him being harassed by monsters, maybe add a broken down wagon in the background with several defeated guards on the ground. This would show that he and his guards were ambushed and overwhelmed, leaving Crys as the last survivor when Arma shows up for the rescue.

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You got a lot more added in a short time than I thought you would, nice!

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Bug report and idea time.

First, the bug. When fighting the boss I had something strange happen. I was one hit away from death and was in the middle of some aerial attacks when I got hit. Suddenly and very quickly, Arma just zipped into the wall and stood still. My health was gone but I was not dead for some reason. I couldn't move and the boss kept attacking the now immortal Arma. Had to restart the level to fix it.

Now the idea: Love the merchant but felt a little off that he was just standing there in the middle of nowhere with a stage infested by monsters. So I figured an introductory sequence would be decent. Simply put, you would find the merchant being harassed by the monsters and Arma would slay them. The merchant would then express his gratitude for the rescue by offering his wares at a discount (no actual discount needed).

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Idea/Feedback Time!

First I wanted to mention some instances in case there maybe something in the code to help for future projects. In the demos, the latest one you are able to interact with downed enemies like normal, but in the first demo interacting with some downed lizard enemies a second time can cause the animation to go on infinitely. Something in the code might be enabling that where it is absent in the latest demos. Second, and I'm not sure how useful this is, but in the test stage I found that you can climb the wall above the last lever and allow you walk above the exit point, though it is very difficult.

Ideas now, first is simply a volume option for Arma's voice for those who don't like how she sounds or think she's too loud but still want other sounds to be enabled.

Second is a new gameplay function, loss of Gerbera function. I mentioned earlier about enemies targeting Gerbera, like a plant monster. Since she is a succubus, vore is likely unpleasant for her. So these enemies would be hidden in the background of the stage and lash out as the player passes by, grabbing Gerbera in its jaws. The player has a limited time to free Gerbera before she is eaten. If she is eaten then the player will have to continue forward without any of Gerbera's benefits like health restore and purple energy.

Third idea is non-NSFW enemy interaction. Normally with NSFW mode turned on, you can press up or down for two sex animations while non-NSFW mode just drops an orb. This idea would introduce a new looting animation for Arma only which involves Arma squatting down to pat down the corpse for loot, pressing up for Arma to find food on an enemy and down to find a drink, both have the same effect. This would allow the enemy interaction option to remain in both modes, just with different animations.

That's all for today, until next time!

Btw, is there a button that you can hold down to make the animations last longer or something? Gallery is nice but I'd like audio with it.

No Game Over screen yet, but maybe in the future when the game expands, which has given me another idea, a big one with multiple features and mechanics.

A Village/CastleTown hub. Likely wouldn't be made anytime soon but something to consider for the future. This hub will serve as the main base for Arma and Gerbera to aid in their quest. It would include a Shop, an Academy, a Pub, and Arma's home.

The shop will include items to improve gameplay experience such as: (When inventory is implemented)

  • Health potions
  • Non-cosmetic weapons and armor to upgrade attack and defense
  • Gaia Stone map - reveals the location of at least one Gaia stone in the level
  • Purple Gem - allows you to start off a level with a full purple bar
  • Flash Bomb - instantly stun all nearby enemies for a brief moment, useful against future higher tiered enemies like a black armored lizard archer (same as the green one but tougher) that can't be staggered normally.
  • Net - for Gerbera's s*x dungeon/gallery, defeating an enemy would no longer be enough to unlock them in the gallery, you would have to use the net on a downed enemy to capture them then find them in Gerbera's dungeon
  • And more...

The Academy would serve as a place to unlock skills like the current Dash and Parry, new skills like aerial parry, aerial attacks, block, and more.

The Pub would be the place fore more world building and other useful things like tips and tricks, and even hints on where to find some of the more well hidden Gaia stones.

And then lastly would be Arma's home, which includes Gerbera's s*x dungeon in the basement. Some of the other arts can be purchased from the shop to hang up as paintings in Arma's house, as well as additional world building.

I can think of a few more things, like tiered enemies, and hostile flora that target Gerbera to drain magic, like a venus flytrap kind of thing, but I've rambled enough already. Like I said, this game has a lot of potential.

After playing the 0.3.1 build, I got a few ideas for future content.

First idea would be a custom arena that players can control the spawns for via switches to spawn a certain number of enemies for custom battles.

Second idea would be a new way to integrate the gallery into the main game. Basically you would enter Arma's home and descend into the basement where Gerbera has here private s*x dungeon to have access to all the enemies Arma has defeated.

Third idea would be a Game Over graphic. In it, Arma would simply be in a full body cast with Gerbera toying with her.

That's all I can think of right now. This game has plenty of potential and I think it will do great.

Game looking great so far, and I have some suggestions/feedback.

When engaging with a downed enemy, I could only do it once as versus the first demo. When I die I can engage the enemies again in the first demo but cant in the second. I have to restart the level if I want to get the purple bar back up.

The sex animations are too short, so short that the action button to force progress the scene is hardly needed. Perhaps a longer animation for the force progression to be more useful, or infinite loop and the action button can let you skip the scene.

Audio options, like enabling or disabling voices. And gallery audio would be nice.

Defeat animations, as mentioned by another person's feedback. I know it could be a bit much to do that, so instead save it for Arma's rival battle (that wolf in the art fighting Arma I'm assuming is her rival), two victory animations and two defeat animations so it could be a unique encounter.

Coins, in the future they could not only be used to purchase armor and weapons for Arma, but maybe dye her colors too for player customization, though this would be in the far future of development.

Hope this is helpful and good luck on future developments.