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the game is seriously lacking animations

A topic by NarkomankoS created 64 days ago Views: 2,324 Replies: 5
Viewing posts 1 to 5
(+2)(-3)

the game really needs animations of tying, feeling and other actions that happen to the character during the turn. and I'm not saying to animate the character's movements, but instantly changing one state to another without effects does not look as good as with them. sometimes they paw me or play with me, but I do not hear the sound that this is happening, and I do not see the effect of a hand in the air on the character, for example, who is stroking me.

my only option is to look at the game logs, which are very small and there are so many of them!

we need a simple, easy solution for animations, so that they exist at all in principle.

putting restrictions on the character can be animated by the flight of a picture of an object or skin that will be applied to the character with a change in size and shape. this is easier to implement than drawing animations frame by frame and the effect is visible and understandable.

the character can have hands in a bag, they put cuffs on me under them, but I do not see it even with a change of frame. attempts to free oneself can be animated by cheap stretching or morphing the entire character rendering.

also missing the sounds of mooing from under the gag, but I think that's already in the plans.

but otherwise, I remind you that I liked the game as the best I've seen in this genre. thank you very much for your efforts and for the style that I like!

(+3)(-2)

I understand the sentiment, but at the same time do you have any clue how many actions can happen to you in this game? It's a little unrealistic of a request in my opinion.

(+3)(-1)

I don't think adding animations is a good thing……Especially for the enemies refreshed at each level of the game,After all, every step forward is accompanied by a huge animation demonstration……The existing elements already include several aspects such as restraint, scratching, hitting, wrapping, catching, pet sets, etc., each of which is further divided into ten different things. Can you be sure what the enemy will do to you?

Hundreds of elements mean that hundreds of different animations are needed,Don't you think this idea is unrealistic?

I like the idea of a some kind of abstract effect, like a generic hand in a certain pose appearing briefly over the avatar for groping and tickling. As is, there isn't enough feedback for those things, so it's something I tend to barely notice. 

(+1)

If you cast a vocal component spell next to an enemy, you'll often get a gag shoved in your mouth, which has

  1. a log message, like groping/tickling/spanking
  2. a cosmetic change to the player's image: there's a gag now
  3. an immediate gameplay consequence that's hard to overlook: you can't cast that spell anymore!
  4. further consequences: you have to take time to remove the gag, maybe during combat, maybe desperately

All of this gives bondage a lot of weight and meaning in the game. Bondage feels real because it limits your actions and forces some actions.

Of this list, teasing mostly has #1 and #4, so is much more weakly felt. #4 is sometimes a big deal if you become unable to fight and get jailed due to distraction, and there are some some other interesting effects like 'spending' distraction on a spell.

In a jail situation, an NPC adding bondage is a big deal and avoiding further bondage is a big reason to escape ASAP, but an NPC teasing the player is just flavor and you could 't' through the whole experience if you wanted.

If you lose to Fuuka and get her collar, the ghosts are spawned hostile and tease and slow you and become such a nuisance that I try to immediately kill them before other enemies, or start running away if I can't. The additional effect adds a lot of #3 that's missing from most teasing. Those ghosts are a menace!

I feel like there are some other subtle effects, like teasing make it easier to apply bondage, but it's not emphasized enough that I think about it, and there's no counterplay beyond potions: you can't try to resist a tickle. A run with or without pain resistance doesn't feel at all different to me.

Animations could improve immersion, but I think after you got used to the addition, you'd go back to mostly ignoring teasing without some additional gameplay consequences,

woah OK, I tried a warrior run with these perks:

  1. Persisting Desires
  2. Berserker Rage

and I suddenly had a much greater appreciation for distraction sources, because this combination is already nearly impossible. It's still hard to get immersed, but you at least can't treat distraction as a distraction with that perk.