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Yelsavick

364
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8
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59
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A member registered Jun 06, 2016 · View creator page →

Recent community posts

this game is sick like it’s not much of a game but it’s really cool the new version also looks cool

Love the changes, it does feel a lot more balanced as a sort of level 1. I re-did the whole thing in no time at all, everything was fun and I kind of clowned on the demon a bit just cuz I knew all of his moves and magic missile wasn’t draining my stamina all the way lol.

Although I do think the magic missile right now is a bit too ineffective. I feel like maybe making it a slow moving projectile would be an interesting wrinkle, something that hones in but you can still out-maneuver it?

Either way the only real control issues I had was the blocking thing and finishers not being that reliable to proc (although I’m getting better at it!). Maybe it could be a control toggle as far as how blocking works? I like the idea of being able to block wherever but considering how much time will be spent moving around to not be surrounded, I find it a lot more useful to be able to reliably back away without turning around.

Still, great progress, loving it. Cheers!

Hell yeah New Raz sprites Every update is fun I’m glad to see it continue

I just beat the demo and MAN that final boss was fun. I thought at first, “holy hell he has a billion moves there’s no way I can do this on four hearts”. And I did the Dragon’s Dogma classic of using all my items, everything I got, did a bunch of jump attacks, knew the best spots to land hits (eye lasers was definitely the easiest). Also spotted some nasty stamina traps with the magic missiles, honestly better to save your stamina and take the one damage if you can manage it.

I actually heard the goblin sound effect, at least the squeaking one before, in another game! Shout outs to Exiled Kingdoms. Brought a lil bit of nostalgia.

But, seriously, a mix of Dragon’s Dogma with some very light Zelda elements was really fun. If I could go back to my greatsword days, it’d be over. Really reminded me of the fun of Bitterblack.

This is awesome! I think the hit detection is a little wonky and the input buffer for jumps could perhaps be a little retuned but this game already shows a lot of promise, charm, and fun.

This is a ton of fun, love it

I look forward to seeing more! I also particularly hope gamepad support is added soon.

Okay, as someone who really likes Legacy of Goku 2 and Buu’s Fury, this actually feels fantastic for a prototype. The game feel is really solid. I think the speed/enemy hitstun is pretty fast in comparison but it works fairly well since the movement feels faster too.

I’d honestly be interested to see if you could add more to this gameplay style, but as it is, it’s pretty good.

I remember the combat being a lot less slower/action paced (and to be honest, a little boring), but this new gameplay trailer with the UI looking slick AND stylish convinced me to wishlist. The game looks really fun now.

Congratulations!!! I’m glad you found more of yourself, and I’m glad Psycutlery is getting more updates too :D

This game is really damn fun wow. Throwing dudes into each other, it’s a fun amount of chaos.

These are some pretty good bones! Reminds me spiritually of something like Dragon Valor for the PS1. Your trademark style is brilliant of course and I think that’s a good direction going forward.

As far as the current gameplay goes - I would like to see enemies have a bit more of a threat range to them. Maybe not so rigorous as Final Fight/Streets of Range, but enemies with different kinds of gameplans. Maybe the King Slimes do jumping slams. Maybe there’s some kind of archer enemy or sneaky enemy that tries to get behind ya, etc.

Currently with the spin attack/normal attack I found that normal attack still does a good amount of crowd control. And generally it was hard for enemies to do anything with my wide attacks.

Platforming (and the camera) was a tad bit spotty. I often got caught on edges and sometimes trees would get in the way of the foreground. I like the idea of the look, with the actual 8 degrees of movement, it’s an interesting idea. I wonder if you could highlight characters that go behind objects.

Looking forward to more!

Health always comes first. I wish them well on their surgery!

Congrats on not being dead (lol) It’s amazing to see this game continue to be updated. Time sure flies!

Well, ya tried.

Definitely would love to know how the smoke works, lol

Y’all were doing this for free for the fandom and for yourselves. There’s no need to apologize if things stopped being fun. I think anyone who enjoyed the team’s work would not want it made under duress.

We’ll just be glad we got up to this point.

Woah this is cool as hell. Nice style. Insta-wishlist.

Oh hell yeah, hype to see progress.

Hopefully with less NFTs?

I got some crash when using the hourglass pointer toss and blade at once. I didn’t get the error code.

Hell yeah!!

Okay I figured out the treasure thing, that’s really clever lol, I was wondering how to get into that Other bugs that I forgot:

  1. On reload the save blur effect is applied and is gotten rid of by saving again.
  2. Controller right stick not moving camera but everything else seems to be working.
  3. Quitting and reloading while using a CHIP keeps the CHIP. This is just a funny bug.

Awesome! I’m glad to finally play it. Couple of points:

  1. Semi-Softlock when blowing up the red pillar to destroy the skeleton for the first boost pad. It didn’t trigger, had to reset.
  2. Permanent-softlock when in the chase scene I jumped and went out of bounds into a sea/skybox? On reset I was back at the seed and couldn’t get out the mech.
  3. On game close/open I could get out the mech but the same issue happened when I didn’t jump. Don’t know if that’s the end of the demo.
  4. The medium sized jumping charging enemies do not react when you shoot them at a great enough distance. Don’t know if the small ones are also supposed to not react.
  5. Game was very easy overall, I never really needed the crates, and the guardian did not react much to my shots. The most I took damage in was the chase scene.
  6. I would’ve liked an aiming reticle but since you’re supposed to lead your shots I get why that wasn’t really a priority.
  7. Could you actually get the chest on that exploding floor?
  8. Had a really fun time otherwise! Really great first showing, lots of cool things.

Trying is all I could ask! But I will say that I would be super interested in supporting NSFW projects from you, even games!

LOL, well, better the devil that you know I guess.

Not every artist creates just to make money, it’s so that they can make things they’re passionate about. You are asking for an entirely different kink than the one the devs enjoy, it’s just not productive.

Do you just walk into a restaurant and ask where they keep their batteries? That’s how you sound, friend. You see something you don’t like, you can just not interact with it instead of expecting it to cater specifically to you.

Is it too much to ask for much much more NSFW things like this from you

Y’know I never know when it comes to these patreon games - but are save games meant to be compatible with future versions? So like, theoretically you can do everything and then just update your APK/folder to see new stuff?

I for one am glad that the creator didn’t want to hide their main character in shame and instead went for a varied amount of dynamics and emotions.

Kind of sick.

Oh hell yeah, I’m glad to see progress.

It’s wild y’all are getting hit by this considering you’re not even a porn game but I look forward to the OVA stuff either way.

Snazzy! It’s very distinct.

Hey at least it was all a big learning experience

Where do you get your images from? Some seem vaguely familiar to me, dunno why.

Ohhhh STUNNED enemy. I thought it was just every enemy but I was approaching wrong.

This game has some staying power, I love the lewd content I tried. I like how much you see with the camera but I had a hard time understand where enemies were, I had a lot of trouble with ranged enemies. When ranged enemies aren’t at play it was very easy to just hunker down and attack the large clump before they fight back.

I didn’t understand how to use the grab, either.

But the gameplay was still fun.

Doesn’t work for RPGMaker for me. Can’t read a single line even on DX8.