Re: Wolfenstahl
Uhm, first of all, the game shouldn't be a "free" game when it's done.
But there is lots of contend to come, and I already improved the fighting system quite a bit.
Regarding the fact, that you can't hit multiple enemies at once.
(except with "slash attack")
I did that totally on purpose, not to do a "fake difficulty".
But to give the "slash attack" a legitimate reason to exist.
This might be, because I think that in most fighting games it doesn't really matter what attack you use, since they all do the same... they just look different?
That's how I feel most of the time, so I thought about doing it a bit differently.
(of course trying new stuff, often happens to run into a lot of resistance)
Another reason for doing this would be:
Most games where you can hit multiple enemies, are games, where at least 3-5 enemies appear on screen at once, sometimes even more than that.
I want to place only 2-3 enemies maximum, at all times.
So the number is noticeably smaller, and I think it would be waaaay to easy to deal with this small amount of enemies, if you can hit them all at once.
Regarding the AI.
There are Paperheads who can attack you from behind.
And there are some that will try to get behind your back.
But since the stupid sewer stage has those "edges", the AI works only inside of the rooms.
(where there are no "edges")
Else the Paperheads would run walk over those "edges" just as if they wouldn't exist.
So it's kinda a level design problem, no issue with the AI, or the lack of an AI.
(of course I'll add some more stuff to the Paperheads later on, it's not that the game is done yet, and there are several subtypes of Paperheads to come... and the subtypes are not counted into the "4 enemy types")
I also realized that several people are too confused with the Grab-System as is.
So I decided to heavily simplify it for future games.
There are just too many options and possibilitys.
Of course it's nice, when you figured out how it works.
But I think, simplifying it will make more players happy, and we (the devs) can invest the time into other stuff.
But the Grab-System will stay the way it is for the Paperheads game.
Of course we will improve the visuals or add something if necessary.
I just don't want to throw it away and build it up completely from scratch.
The problem is, all those animations are just cosmetic and not part of the gameplay. They could be, however. Instead of just watching for a giant "!" to appear and simply press C, you could have the attack animation starting, and the player would have to push the right direction to stop it. You see the tentacle heading for her mouth, you push Up to slap it away in time. You see it going for her pussy, you press down to kick it away, right or left if it goes for her breasts, ect.
That's what I thought to do at first.
(when I planned everything out)
But it would overwhelm most players even more, than the current Grab-System does.
At least if I add it on top of it.
(and that's what I "originally" planned... but it was just too much, so I cut several things out, and this was one thing I cut out)
I just want to say it again:
The Grab-System will be modified in future games, so yeah, this could be a possible outcome.
When the time comes, I'll talk to the community and see what's best.
This way, not only will the players be looking at the animation for queues instead of giant obnoxious exclamation points, but all your little swell animations would be part of the gameplay itself, making them more useful, noticeable and making the grappling more interactive. It's obviously a costly approach animation-wise, but if the game really is focused on grappling and that the animations already exist, why not put them to good use? It could also be used by itself as a "minigame" of sort in your next game (To finish off a boss or some other uncommon event, so that you don't have to spend all your time doing animations for grapples and keep them special and something to look foward to).
To keep it short:
I guess the Grab-System will be a rare sight in upcoming games, since (from what I know "now", what games we want to do) the heroines mostly have long range attacks.
Making "grabs" a more rare occasion.
(yes, it was also totally intended, that in "Paperheads" the heroine has not even one ranged attack, after all I wanted to draw the Grab-System a bit more into the spotlight... or so)
So if it's being more rarely seen, I guess it will feel fresh most of the time.
It's by no means a bad demo/game, but it's not exceptional either and it feels like it could definitively be more entertaining from a gameplay perspective. What I did see left me pretty hopeful for your next game though, and I'm still definitively going to play the full version of Paperheads when it comes out. I'm sorry if I've been too mean in my commenting!
I don't think that your comments are bad.
I think they are honest, and I like to hear honest oppinions.
You should just take into consideration, that I'm trying to do a hentai game with at least decend gameplay.
(I don't plan to "top" all those genious indie-game devs, who all work so hard and to some "genious" games that are really impressive... I'm just someone who wants to do some good "hentai games")
And I'm no programmer, in fact I'm just an artist.
(my programming skills are pretty weak, but at least I understand the basics)
So I kinda have my limits on all this stuff.
But at least I'm overall satisfied with what I'm "able" to do.
(of course this is my first game, I never tried anything before ^^")
And I think I can really do some hentai game, that a lot of people will be able to enjoy.
Or at least that's what I hope for.
I think many of your comments are correct. Many of your suggestions are constructive, and in terms of gameplay, it's not as good as your standard final fight type game. But I think you're doing the wrong comparison here.
The gameplay is better than most H-games. The character responds without delay, you can actually move around the screen in more than 2 directions, there's an actual move-set, etc. It's not Kurovadis, where the gameplay quality was comparable to console games of the same genre, but really that's the exception rather than the rule. Browse through the games available on this site, for instance, and I think you'll find Paperheads is definitely ahead of the curve. There is still room for improvement, but this is just a demo. The only really annoying thing is the infinite-grab loop, but the author is already stated he's fixing that.
The real gem in Paperheads though is the actual H-content. The animations, images, and character design are amazing. It's spot on for what I would want in an H-game. If the full game has artwork of similar quality, it will probably end up as one of my favorite H-games to date. Actually, I can say that unless something goes horribly wrong, it will definitely be one of my favorites.
I guess you understand my intention with this game.
Kyrieru's Kurovadis for example is really great.
(I played it myself, and I love it)
But I'm not trying to copy him, I'm trying to do my own stuff.
And yeah, I'm more into hentai content.
I felt that Kurovadis lacked a little bit on the hentai content (CG wise).
But this isn't bad, because Kyrieru didn't intended on doing a whole lot of great CGs.
He focused on the gameplay itself.
While still maintaining some good CGs and hentai contend.
I guess I'm a bit more into the other direction.
While I focus on the hentai contend.
(more CGs and hentai animations)
I lack a bit on the gameplay side.
It's up to the autor, how to balance out/place the focus of the game itself.
And I think it's pretty much impossible to cover "everything" and make an overall perfect game.
Well... if several people with great skills in different things (programming, drawing, etc.) are gathering, you get even better results.
But as I already stated, I'm originally an artist.
So my focus is the graphics and CGs.
I'm trying my best at the gameplay stuff, but I have my limits.
(and I already failed at stuff like the "custom controls"... I don't know, whatever I tried, it wouldn't work... looks like I'm just not able to do this... but at least I was able to do everything else that was important for me)
Well, I'm going to bed now.
Thanks for the comments, and keep the commenting and critizsm up.
It's really helping me a lot.
(and the next demo release has a lot of fixes, I hope I made them accordingly to the comments --> more responsive controls, more fluid gameplay etc. but I can't judge it myself... since I was happy with the game like it was before, so yeah, I'm really depending on all the comments and on future feedback)
~Wolfenstahl~