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ztztzt39

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A member registered Apr 04, 2021 · View creator page →

Recent community posts

(3 edits)

Question: Do you plan a late game option to change traits?

Breeding to get the good traits (especially when you have 3 traits) can be a real grind, so a way to switch traits late game would be really nice.

Also, I think there is a mistake about the trait Thicks Skin: its +20% Magic Def, -10% Magic Att; Lazy has the same effect.

And there is a visual bug for big breasted (size 2 or 3) and pregnant (stage 2) Arachnee

I didn't try since then if the bug was fixed but here is the problem I had: example: I get 4R in run 1 and invest them to upgrade something 4 times (1R for each level), the 5th level is also indicated to be just 1R;

I complete run 2: instead of costing just 1R, the 5th level costs 4R (or 40Z) now; so reaching the 5th level cost a total of 8R; but if I reset the R, it would only cost 5R in total.

Basically, what I had was: if I invested R in an upgrade in a previous run, the next levels of this upgrade would cost the total of R already invested in it in the following runs instead of the normal cost.

I tested the bug multiple times and it always appeared

Also, bug: if you put R points in a stat, at the end of the next run, the cost of the upgrade will be the total of the invested points (ex: if I invested 4R in Shoulder Cricket, in the next run, I would need to invest 4R or 40Z to upgrade it by 1, instead of just 1R or 10Z). Resetting the upgrades fix that

Hi, I got the task "lose all your happiness", but it's nearly impossible: once your happinness is too low, you can't do any more happiness losing task, and thus, except if you are very lucky with the number, you have 1 or so in happiness at the end.

I would suggest to either make that the task is successful if you are under the minimum value for stat reducing task or that you can do a task reducing a little a stat if you are not at 0

Hi, sorry to hijack this reply, but I can't find an other way to contact you. Some times ago, you released a game called "scientific journey" but you removed it. Do you plan to rerelease it later?

Not a lot of animation were already done. Giver and receiver have often only 1 position done as of now, and both need to have it done for an animation to be shown

I want to ask: will it be possible at some point to get the monthly clothings from past months? I just discovered the game and missed some of them

First of all: I really liked the game. It has really great ideas and the animations are good.


Some comments: Put H (Hermaphrodite) for Futa instead of F, since F is also for Female.

Will traits affect something? If yes, put a description for them

The breeding selection is a bit janky when you only have 2 monsters. I couldn't select one of the monster without leaving.

It's not clear which breeding has animation and which hasn't, especially since pregnant sex is considered separedly, so you can't randomly test. I suggest that you put a similar screen to the breeding screen on the main menu telling you clearly which animation can be done (You select the giver on the left, it shows which female has an animation on the list to the right (either be not showing those without one or greying the name)). When the game is complete, you can even change that into a gallery/sandbox.

Maybe add an item that renders the female infertile so that you can mess as much as you want in the breeding pen. (No need to add a line in the infos, it can be a another state of pregnancy)

An item allowing to rename your monster would be nice.

Other recommendation: attack increase should be additive, not multiplicative. At the start it's okay, but past a certain point, you can one shot enemy of your level with that. Example: At level 1, a punch with 20 PA deal 30-10PD= 20 Dmg; at level 10, assuming  your PA increase by 3 and the enemy PD increase by 2 points each level: 50PA deal 75-30=45; at level 20 it's 80PA deal 120-50=70Dmg and it goes on. And I don't even talk about sunder. So I would suggest to only use additive or multiplicative in damage calculation but not both at the same time.

Another recommendation: Exp sharing. Grinding for your monsters is really annoying and slow. My 2 possible suggestions: 1) all your monsters not in combat (or the first 5 in the list) get "enemy level" minus "their level" EXP if the enemy level is higher than them; 2) Releasing a monster give super candy but it only work up to your highest monster level minus five

I don't know if it can easily be done, but adding a way to freely reorganize your monsters would be nice (but it's already possible by using set as leader, so skip that if it's too difficult)

I also don't know if it's hard, but a way of storing your monster would be nice. Even better if it is 2 storages: 1 remove from battle but not from breeding, the second removes from battle and breeding

Small bug I had: after sleeping at the house, while typing the name of a new monster, the dialogue asking if I wanted to rest popped up while pressing H

Another bug: if you selected your character in the last breeding, in the next breeding she is already selected. But if your directly breed after selecting a giver, the game softlock at the end of the animation

Bug: The Mimosa Quest (Horny Infection) can't be completed. I can't give the cure to the innkeeper and the receptionist. It may have happened because I interacted multiple times with NPCs and the fountain

Bug: You can increase penis/balls size on female; and breast size on male with no change at all

Small mistake: a monster can be born/encountered without any attack skill, only debuff

The game is quite early in development, but I really like what you have done so far. I will follow how the game progress

I understood that but isn't there a way if you contact itch.io support? The files are on their site, so I suppose they could do something so anyone can download it. Also, I was originally talking about this game.

Small bug (I think?): when you open the skill tree, it makes the enemies respawn.

Also, suggestion: make something to help see the girls behind the leaves. There is a lot of trees in the park section, making it difficult to find the girls.

Small suggestion, if it's not too difficult to code: passing an action make that the second action can no longer crit. It would help when you try to reduce the HP without killing.

(2 edits)

Small suggestion: make that the game doesn't remember your last command (at least make that the setting for that work). Since we often finish with heavenly finisher, you can misclick in the next combat by pressing the button too fast at the beginning

Small bug: if you use a solid soul and cancel when asked, you don't get the soul back.


Btw, is there a strategy for Blazing bellydancer? She is immune to every stun and since they are 2 flame sprites with it (plus her attack is also powerful) I always take a lot of damage to kill it.


Other things: -is it possible to get the toxic earring? I saw it existed in the file but never found it.

- The Grimoire can't be completed because it include the final boss and the secret encounter.

- Once you get the secret encounter, the title screen never change back to the original

The belly (pregnancy)

Are you still active?

(2 edits)

Smalls suggestions: allow to look a bit further. The screen is pretty close IMO, and you often don't see buller/enemies coming from below. I lost often some lifes because of that.

Put the face close-ups in the gallery too.

Make that the ranged enemies don't shoot immediately upon spawning. It would make less frustrating when one spawn just next to you and snipe you. I would also suggest that you add a small flashing or animation before they shoot to avoid being sniped when finishing them (Since you need being close to devour, problem that isn't present in other shooters.)

Could you make so that the game is downloadable? Your other 2 games are fun but it's annoying that you can't download them

Hi, the game is quite fun. I understood that you lost your login, can't you contact itch.io support to resolve that? Like that we could download the game. (A bit annoying to lose progress when clearing browser)

If it's entirely reliant on RNG, then sorry to say that, but it's pretty dumb. You could just roll a dice and it would have the same effect. If the player doesn't have a minimum of controls, it's just frustrating

Small bug: after the tutorial about immobile, in the hole on the whole near the skeleton, you can get infinite potion

Sorry, I didn't see

I can't get a score of 500 or above, at every attemps, I have between 420 and 480. Did I understand the score system wrong?

I don't know if you will still work on the game, but I find that having one attack to stun and another to damage isn't a very good idea. You kill the low health foes most of the times because other enemies are in the way when you try to eat them. IMO, you should make that low health stunned foes aren't damaged by attack or something similar

Also, why did you remove the save functions? the whole prologue is a bit annoying to redo

Soflocking bug: if you lose to the boss not only the boss fight restart immediately, but once it's game over, you can't return to the boss because you no longer have the cell key.

Your game is really good: good graphics, good gameplay and an interesting story/premise. I really hope that you win. 

Okay, the error seems to appear when the enemy strike first

I found a game breaking bug: I won 2 fights, and now the next enemies (the big one) keep crashing the game with the error message "type error cannot read property 'length' of undefined"

I don't think you can change the jam version, but you can do a post jam version.

Small bug: after zone 51, if you interact with the saucer, you get the dialogue from before zone 51 and get teleported on the world map but can't control anything.

Do you plan to change the controls? It's pretty much impossible to finish as of now, because you combined 2 hard to controls mechanics at the same time: flying controls by rotating and aiming in 3d with 2D graphics. If there was only one of those 2, the game could be playable, but the 2 combined make it impossible: going through the circles are pretty difficult and avoiding the shoots is just going up and down in a corner; you keep missing the planes because you can't judge correctly how far the planes is.

If I am missing a point, tell me, but for me, passing the first part is already a miracle, so the second part is just a dream

Small suggestion: make the ammo easier to access. I fell short of ammo rapidly and didn't know where to look

Sorry, do you want me to remove the strats? I put it because on my few first runs, I focused on XP+ and subweapons (Like I have the habits in other survivors) and failed pretty fast. I also avoided the seed since temporary buff is also something you avoid when you have the habits of survivors-like.

For those wondering: the max amount of liquid is 20L (but the furthest stable point before 20 is 19.24L)

You can fertilise the egg multiple times each time the guard is down.

I got the total score of 176 but it had the same ending as the one with 131

(1 edit)

One recommendation: remove +XP upgrade, it's pretty useless. You would need above 20 levels to make it useful if each level required the same amount of XP (which is not the case). Your final level is not that far from the 20 mark at the end, so the +XP is rarely profitable. In other survivors like, +XP is useful because one game last long, so the bonus XP is profitable, plus often you gain more stat with each level, so even you don't get enough the be profitable level-wise, it's profitable for the stats on level-up.

For those having difficulty: focus everything on + attack and + attack speed (with seed, jack and D-bug to pick as soon as they appear).

Only pick sub weapon if no attack option (except maid (half your DMG) and mermaid (knockback) that you can pick if you are confortable with your current DMG) (the subweapons don't get more powerful so they are pretty useless at the end)

Make sure that you pick 2 times +speed (+ the +speed per kill) near the end to avoid more easily the attacks of the final boss, and pick 1 regen + 1 defense if you want safety.

Pick 2-3 +pickup range when you are confortable.

Only pick +XP if you only have defense option and you already have your safety margin

A change I recommend: make that the ground and airborne controls match (basically make that flying is just moving left/right/up/down instead of turning). The problem as of now is that when picking a balloon, the controls change mid movement makes you go everywhere. You can also make that the pump are automatic, you just need to stop at it (pressing down when grounded suddenly change into flying backward. Not very ergonomic)

How does the earning work? It seems that the max possible per round is 3500, but there is no explanation on why you earn more or less

True, I got her wrong. But you need her turn 2, or else she is pretty useless.

I recommend that you add a tutorial box: the first time I played was really going in the dark. What's the energy? How many rounds does it last? What's the red drop means? What's the HP? What's the stomach capacity? ...

There is also a need of balance, Christina is pretty useless

But the idea is really nice and it's worth it to be expanded. I wait for your next version