this is pretty fantastic from what I played. and ambitious too!!! the hand drawn animations are super charming and the gameplay is very satisfying, with the eating the enemies bit. my only complaint really is the shop upgrades were hard to understand for me, i wasn't sure if i was upgrading something or not or building my way to an upgrade. its really only a nitpick tho! im looking forward to seeing more!!!
Amazing game, although I have yet to find out how to beat Pride's second phase
edit: I beat it, it took me a while to realize the mirrors surrounding pride didn't act as shields and I could just keep shooting her
second edit: I really like the game as is, with story, what could be called an "arena mode", along with endless mode, but I do wish you could replay the boss(es)
Feedback: - Lust Boss feels like it could use some tuning. Namely the mirrors can start attacking the player with bullets before they are vulnerable to be attacked in kind. Feels cheap when you're shooting at the mirror dead on, but your attacks pass thru while the mirror is freely able to attack you. - It'd also be nice if there was an indication of when your attacks manage to damage the boss or get intercepted by a mirror. A sound effect, a flash of a different color, anything. - An indicator of when the player's dash is on/off cooldown would be appreciated. - It'd be nice there was key remapping. Or at least the defaults changed. Dash being on shift really isn't erganomic. It'd be much easier on my hands if I could use space or right click to dash.
The mirrors don't actually destroy the player bullets and the iframes were necessary so that majority of the mirrors dont just get sniped at the very start. As for key remapping, you can find it on the options menu on the main screen.
love the game a lot! The Pride bossfight does feel like a difficulty spike compared to her domain; not to say I don't like the challenge in the fight, just surprising at first. I also would appreciate it more if there was a way to replay the fight (and therefore the lose animation)
So uhhhhhhhhh how the heck am I supposed to return to the hub between levels without using the menu button? Cause it seems like that should really be an option...
Yeah a lot of folks said that was an oversight. Addressing that issue by teleporting the player to the mission select between stages. It adds a few seconds of transition time between stages but seems more practical.
Ill post the updated version of the game on here soon.
Oh it must be because of another thing I was fixing today. I must've forgotten to reenable the canvas before posting. Just give me a few mins to fix and reupload. The save should work just fine if you redownload.
I think that you could have more than two Minotaur's without being over run is if instead of them having an indestructible force field it is instead a breakable shield but once its broken you get a 4 to 3 second window before they get their shield back and also if you don't break the shield it starts to regenerate and along with this, penetration like weapon like greed can penetrate the shield doing a small or medium amount of damage to the Minotaur and doing medium or large amount of damage against the shield, also when the Minotaur rams into a wall the shield is gone for only the time they are down, And also maybe instead of only getting health when leveling up or killing a boss is instead the health is percentage based and when you get "xp" you also get a small amount of health, like one or two percent per enemy so you still have to be careful and manage your health but at the same time it makes managing health a tad bit easier and also maybe the further along in the waves the enemy's drop a give a bit more health but only a few percentiles more. But that's just my opinion, and also Really great game and i hope this project get more and more recognition and support :)
Sadly no. I'd like to keep it for desktop. Porting controls for another system for a project this big is quite a task. Really glad you had fun though. Stay tuned cuz the new updates coming really soon.
wanted to say that I have a bug with the latest version : I don't have sound playing at all (even after clicking on "delete save" option and restarting the game).
Still going to make the doom clone inspired by this game, just ... thinking about how to make the whole thing. Had an epiphany about it and thought to state it here
I've been following this project here and on Eka's and I noticed you have a character who can devour the main character. Is he or she implemented yet? And if so, what stage number do they spawn?
First, have the character with a stamina bar. As the character moves around the bar depletes slowly, and recovers fairly quick when standing still. When the character takes a hit, the stamina bar drops by 25% instantly, forcing players to move to safety and recuperate for a second or two.
When the bar drops beneath a certain threshold, say 25% of 100%, certain enemies can do finishers if they get too close.
I was making this in unity unfortunately and it seems I'll need to keep using unity since I've already invested too much time into making it on the engine. Once I'm done with this I'll probably switch over to something like Godot.
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this is pretty fantastic from what I played. and ambitious too!!! the hand drawn animations are super charming and the gameplay is very satisfying, with the eating the enemies bit. my only complaint really is the shop upgrades were hard to understand for me, i wasn't sure if i was upgrading something or not or building my way to an upgrade. its really only a nitpick tho! im looking forward to seeing more!!!
Amazing game, although I have yet to find out how to beat Pride's second phase
edit: I beat it, it took me a while to realize the mirrors surrounding pride didn't act as shields and I could just keep shooting her
second edit: I really like the game as is, with story, what could be called an "arena mode", along with endless mode, but I do wish you could replay the boss(es)
Definitely a tough fight. My advice is always to keep track of where safe openings are.
still going to make that doom clone btw
Hey just so you know I cant click on the Eka's page link because the 'external link' notice moves the whole line of text lol
How to continue after beating pride?
Working on the other domains right now. lust was voted next in line by patrons
Fun game.
Feedback:
- Lust Boss feels like it could use some tuning. Namely the mirrors can start attacking the player with bullets before they are vulnerable to be attacked in kind. Feels cheap when you're shooting at the mirror dead on, but your attacks pass thru while the mirror is freely able to attack you.
- It'd also be nice if there was an indication of when your attacks manage to damage the boss or get intercepted by a mirror. A sound effect, a flash of a different color, anything.
- An indicator of when the player's dash is on/off cooldown would be appreciated.
- It'd be nice there was key remapping. Or at least the defaults changed. Dash being on shift really isn't erganomic. It'd be much easier on my hands if I could use space or right click to dash.
The mirrors don't actually destroy the player bullets and the iframes were necessary so that majority of the mirrors dont just get sniped at the very start. As for key remapping, you can find it on the options menu on the main screen.
had a lot of fun with this game. looks really promising when later levels are added.
i know this is more focused on vore and wg, but would it be possible to get larger breast sprites past level 15?
love the game a lot! The Pride bossfight does feel like a difficulty spike compared to her domain; not to say I don't like the challenge in the fight, just surprising at first. I also would appreciate it more if there was a way to replay the fight (and therefore the lose animation)
New update was pretty awsome, looking forward for the next update!
So uhhhhhhhhh how the heck am I supposed to return to the hub between levels without using the menu button? Cause it seems like that should really be an option...
Yeah a lot of folks said that was an oversight. Addressing that issue by teleporting the player to the mission select between stages. It adds a few seconds of transition time between stages but seems more practical.
Ill post the updated version of the game on here soon.
Updates posted, that should hopefully cover this issue.
Pride was hard, but I enjoyed it! Might have been a little much on the difficulty, though. That second phase killed me so many times.
CARNAGEEEE !!!!
I think Pride Level 3 has a bug where the HUD and even the pause menu isn't being displayed at all and if you die you basically get softlocked.
Oh it must be because of another thing I was fixing today. I must've forgotten to reenable the canvas before posting. Just give me a few mins to fix and reupload. The save should work just fine if you redownload.
Thanks for the report!
Try it now. I've reenabled the canvas and playtested it too. Should be working just fine
That did it, thank you! :)
do you have a discord?
The discord is available for patrons so they get access to early builds and votes.
oh okay
I think that you could have more than two Minotaur's without being over run is if instead of them having an indestructible force field it is instead a breakable shield but once its broken you get a 4 to 3 second window before they get their shield back and also if you don't break the shield it starts to regenerate and along with this, penetration like weapon like greed can penetrate the shield doing a small or medium amount of damage to the Minotaur and doing medium or large amount of damage against the shield, also when the Minotaur rams into a wall the shield is gone for only the time they are down, And also maybe instead of only getting health when leveling up or killing a boss is instead the health is percentage based and when you get "xp" you also get a small amount of health, like one or two percent per enemy so you still have to be careful and manage your health but at the same time it makes managing health a tad bit easier and also maybe the further along in the waves the enemy's drop a give a bit more health but only a few percentiles more. But that's just my opinion, and also Really great game and i hope this project get more and more recognition and support :)
I'd much rather not change the code for the enemy now and focus on new things first but we'll see down the line. Thanks for the kind words!
thats fair and i hope to see this game shine bright, Good Luck :)
I loved the game and the art, I just found it quite difficult, do you have plans to release it for Android at some point?
Sadly no. I'd like to keep it for desktop. Porting controls for another system for a project this big is quite a task. Really glad you had fun though. Stay tuned cuz the new updates coming really soon.
No problem!!, I will continue supporting the project
how do you download this game problely? i just keep getting a notpad file
it should be a rar file .-.
hi !
wanted to say that I have a bug with the latest version : I don't have sound playing at all (even after clicking on "delete save" option and restarting the game).
Did you check the options maybe the mixers been set to 0
ah yeah nevermind I got it fixed
great game btw !
TYSM! ^^ I'm soooo close to getting a new build out. Hope you stay tuned.
WTF with this link to eka’s?! When i try to click it - it moves to other location. I CAN’T CATCH IT WITH MY CURSOR!
that's weird... and a first. I'll post it here if that helps. https://aryion.com/g4/user/RSBH
Still going to make the doom clone inspired by this game, just ... thinking about how to make the whole thing. Had an epiphany about it and thought to state it here
Also wondering if you could add the character's pictures in the bottom left of the screen to the gallery
I'll need to overhaul the gallery eventually. I'm still working on some other stuff and would much rather put it all together in one go.
I've been following this project here and on Eka's and I noticed you have a character who can devour the main character. Is he or she implemented yet? And if so, what stage number do they spawn?
No not yet. I'll have to think about how I would go about doing that.
I have a suggestion as to how that can be implemented if you're interested.
Sure thing. If there's any information on how to make quick time events or cutscenes let me know.
So this is how I would do it -
First, have the character with a stamina bar. As the character moves around the bar depletes slowly, and recovers fairly quick when standing still. When the character takes a hit, the stamina bar drops by 25% instantly, forcing players to move to safety and recuperate for a second or two.
When the bar drops beneath a certain threshold, say 25% of 100%, certain enemies can do finishers if they get too close.
Also, what engine is this being made in?
I was making this in unity unfortunately and it seems I'll need to keep using unity since I've already invested too much time into making it on the engine. Once I'm done with this I'll probably switch over to something like Godot.