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(+1)

I didn't say it before but I should say, I think Greed is currently the best weapon, maybe not in power but thematically. I love how greed's main gimmick is that it is a really week weapon you can waste a lot of ammo on a pretty inefficient weapon or charge it up for a really good one. having it be a weapon that puts you at risk, but also reward you, if your greedy and charge your weapon, as well as trying to line up the shot. I don't think it would be easy to do something like that with the other weapons but I really like that about it.

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Same btw greed is definitely my favorite in terms of gameplay and fun factor. Truly a gamble to charge shot's, true to the theme.

Also the weaker shot's have no fire interval so they shoot as fast as you click, meaning if you have decent click speed you can out DPS the base weapon.

There's definitely an need to improve the endless mode with more randomness of enemies numbers, or give them more of an adding weight to our heroine.
Also i'd like to say that at the moment i dont see any kind of weapons from upgrades better than lust, or laziness, also rage, but at least range should be a bit bigger, because its almost like you engaging the melee, while Lust have pretty good range and ability to return the shot, making it almost equal in terms of damage to Rage. So basicly we need to have more differences with weapons. for me more confusing was the Envy (Self locking shots), they are very slow at fire rate, have damage similar to basic attacks and very bad maneuverability. Greed is also a bit confusing, i understand it like Machine pistol, low damage, high fire rate, but its lag behind the pride(?) since they have similar damage, but pride give damage without end.
So about Pride improvement i think you can use it as blind debuff, making enemies stunned as long as you hold them in fire range, it will greatly counter the golem, but will be useless against the horde of normal guys since it stuns the single target and left it stunned for 0,5-1 sec after the shot. Well, thats for example as i see it. While Rage can be also have low shrapnel projectiles with lower damage after normal load reach it's range. For Laziness you can alos add debuff of fire rate to range units, while for flying imps it would make little difference for golem it would severely cut it's dangerousness, but not the Bonk boys if they cornering you, whic happens very often at last levels of main game.
But in general i like the game itself, question from me, will be there other characters or skins for demoness? Perhaps like Baphomet or smt, or diablo like demon and ofcourse will be there new kind of enemies in future? Because game almost demand it, even one at least, enemy i mean. Game have an greate potential from my point of view.

I've already replied to the concerns about the weapons in previous comments but a few things of note:

  • Envy's shots have always been the same fire rate as the base weapon and the same speed
  • Greed's main feature is the charge shot that instantly kills ordinary enemies and pierces 3 targets.
  • I'm working on reworking the enemy AI as I write this out, rest assured there will be many more enemy types.
  • All the weapons should be fairly balanced in the actual dungeons because of variety and less swarming, but it will take some time.
  • I'll add more weight levels at some point. It's just that the animations take quite some time to make (Hopefully that shows in-game, I tried my best to make the animations nice with a sense of weight and size)
  • Stay tuned, there's a lot more to come and even some concept art for bosses over on patreon.
(+1)

I will, this game is fire, despite this is definitely one of the Vampire Hunter copy in type of gameplay, but well, if you don't have an idea what game you wanna make, but have what will be there, just look up at already existing in field. Still, developing a game, even small one is hard and time taking work.

(+1)

And please, i saw many good made games go down to sewers, because of multiple of reasons, but the horrific one is this: hard drive go down, and go HARD, so you lose everything.
Also take a rest sometime, to not burn down, i dunno what is in the artists area of problem, but developing a game you love as your art is good, but i saw few guy almost saying that they are shit, but they are not, for large number of people, so if you feel down, ask and help of an expert, and remember, your health is priceless to you only.

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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.)

The camera function is a good idea. Coded it as soon as I could, as for the gallery having the player portraits, I'll have to put it on my to do list because I'm uncertain if the current layout is what I want to stick with till the end. I am doing a general overhaul and code cleanup for the enemies next but that may take some time, I'll be sure to add a telegraphed fire for the vermin.

(+1)

Big improvement in one update, honestly shows a lot of promise. I feel like there's definitely more to add to make it feel like a "full game," but honestly it is such a good base understanding and is fun for how simple it is. great stuff. im not sure if there is more types or parts of fetishes you want to add but it might be neat to tie them to weapons/upgrades, so that way its something you could avoid if you didn't like it, or focus on if you do.

(+1)

Yes, this is just the demo of what the game play would be like. As for the fetishes, most likely I'll be keeping it mostly SFW vore the way it is now and if it's not too labor intensive make ways of opting into certain related fetishes. It all depends on how much work that would add into making the game.

(+1)

I got through 0.1 pretty easily and really ejoyed it, but trying .2.1, I think it might be a little too hard for me. Or at least, I'd enjoy an easy mode or something. Also, is there a way to see what the weapons are before buying them? I felt like I was wasting my upgrades on weapons that then often seemed a lot worse than my main, though I might be missing something about how to best use them. Maybe an optional guide in the menu on these?

There are some notes in the devlog but for the most part tutorials on the weapons etc will be added later on in development, since it would take some time to make. Till then I'd say experimentation is always fun. The weapons and builds I've been able to come up with give a lot of replayability. Suffice to say, there's quite a lot of work left to be done so any continued support would help me get this game to where I want it to be.

Very good, but will the difficulty be a bit high?

The wave mode is set to be a bit difficult so it has a lot more replay value. Hopefully the story mode will be a bit more managable and engaging. I know it will be a while before even a single level of story mode comes in but it will be worth the wait.

(+1)

this game Rock! add more modes to make it more fun and Awesome!

Grand plan is to add a story mode but that'll take a while. Until then I'll work as hard as i can to get it going. Just be patient and keep following the project.

ok :D

(+2)

I use to play alot 🤣🤣🤣

I LOVE THIS GAME !

(+4)

That is absolutely absurd my guy! Vored 3222 enemies @_@ (I will need to animate new weight levels my entire life :P)

(+1)

I still could do more, if i wanted to do a BIGGER gameplay

hey... my antivirus thinks the most resent download is a "trojan horse". I haven't had this problem with older versions. are you using a new format that could be causing this?

I don't think so .-. I've downloaded it on other systems and it ran fine. Might just be the antivirus settings. Regardless you can hit the run anyway button and it'll work just fine.

Comparing the new version to v0.1, I have a small critique, but mostly praise, commentary, and ideas.

First, the critique: The level curve is not great. It's dangerously slow at the beginning, leading to a lot of early deaths on waves 3-5. However, once I managed to get past that point, it got too easy to get levels, due to an overabundance of experience and the safety of having so many devour range upgrades.

As for Praise: Limiting the fire rate was a good idea. In v0.1, it was possible to just slaughter everything as soon as it spawned, so stopping that was definitely for the best. I'm a little less sure on the removal of bullet collision, but it did make the game more fast paced.

Some other notes I have: The enemy variety is fine, but perhaps difficulty can be increased by adding tougher versions of the basic enemies after wave 4 instead of just increasing their numbers? Alternately, making the individual enemies a little tougher would also help, since the bullet hell of later levels is quite the threat and giving the enemies more health would mean that more enemies are on the battlefield at once.

Right now the enemy variety is very basic and limited. One of my next goals would be to increase variety and also the complexity of enemy AI. because the current code works with a static level but not one with rooms and cover. Patrons will be able to see and contribute to the enemy variety. And see early progress of the build. Suffice to say this is definitely not the final form or level of gameplay depth and I will hopefully get to keep on adding new content and balance changes to the game.

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I can not wait for infinite mode :D

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Endless mode has been added. ^^

Hell yeah!!!

(+1)

good basis. Would be very cool if there was an "overstuffed" status/sprite when you reach the maximum belly capacity X)

This game is so fucking good !!!

(+1)

This made my day XD (TF2 shitposts are the best)

Cool game but i was disappointed when it only had 10 waves... maybe someday it will have more?

Hopefully much more than just waves but yes. Currently working on the music then after that I'll probably start working on some level design. Said this on some other posts but I'm hoping it turns into something like enter the gungeon later. (Obviously not quite that ambitious because it's a huge company making the game, I'm just one guy :P)

Something Gungeon-like would be incredible!

very clean game, simple and short but controls worked great and i didnt find any bugs, wish i could keep going past wave 10

(+1)

fun game but i thought it will be more longer but no it's not

(+1)

Very fun, great themes, controls well. I wish it had a little more content, but I understand that this is basically a tech demo at this point

Pretty much, working on getting a patreon and itch donation stuff setup so I can take the concept further. So stay tuned ^^

Very nice job overall! The controls are responsive, and I'd call it challenging without being impossible.

It's really fun, but for me it seems to be really hard. Maybe that's the charm of it id

(+1)

I've had mixed feedback on the difficulty. Some people say its too easy others think its a challenge. So maybe i'll think of adding ways to vary the difficulty a bit.

Good work!

Thanks!

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