Re: Wolfenstahl
The arrows seem to move too fast, I thought it was an indicator to mash them, not that it was a sequence to follow.
Regarding the freeing system (Continue).
You just have to press the directional keys in any random manner.
So yeah, it is an indicator that shows that you have to mash them.
(pressing only the same directional button all the time won't work)
I like the tentacle rapes (obviously, being a tentacle fan), and I like the Paperhead rapes but I wish they could group up.
This will be possible in future releases.
The regular Paperheads will get group hentai animations, yes.
The grab system was genius however, and I found it very easy to pick up and master. The arrow keys were a bit annoying but the X C V commands worked perfectly, aside from one thing; the amount of stamina used per hit compared to the amount of damage dealt. I would mash X and damage him untill I had absolutely no stamina left, but would only take out a third, maybe half of their health bar. Maybe increase stamina regeneration rate so you can attack more, or increase the damage dealt by each tap of the button so that it isn't as painstaking?
I'll think about decreasing the stamina cost.
Sometimes I think myself, that it's a bit too high.
(But I wanted to hear different oppinions on that, too)
Ohh man..
It fucking blew up my laptop!
Aside from that I got this error..
What kind of error was it?
Could you please tell me more about it.
Sometimes it seems near impossible to damage Paperbag's but it seems to get easier if I correctly block an attack or two from them, I assume intentional?
Yes, that's right.
If you block an attack or two, and manage to time the defense right, you're able to do a bit more damage to them.
I just have gotten the key from the boss and got out from his room and wanted to get to the save point but she said she needed to fight all the paper heads in this corridor first so I started to do that and after one of the grabs I killed the paperhead that was grabbing me (i think it was the third that spawned) and got this: (attachment)
Thanks for the bug report ^^
I missed that one when fixing that issue.
(so far I have 3 Paperhead types, that are actually the same... but programming wise they are different so they work for different areas... and I guess I missed a little thing on that one)
I'll fix it so it won't happen in the next release.
(as far as I recall, you could click on "ignore" and keep on playing? so it's not that crucial to fix it right away... but correct me if I'm mistaken, I just thought I'll fix it and release another updated demo with more content in about 2 weeks, instead of updating it on a daily basis.)
(but if it's a "critical error" I should fix it right away)
Edit:
Just fixed it, and I actually missed this on the tentacle monster too, I guess?
Anyway, I fixed it now, so it shouldn't occur on the next demo release.
Thanks for reporting!
Another possible request I remembered: would it be possible to make Verandi's attacks to hit all the enemies standing in front of her or would it break the balance / was it intended this way?
Yes, it was intended this way.
There are several reasons:
There shouldn't be more than 2-3 enemies on screen at once.
So it would make the game a bit too easy, if you can lure them on a spot, then kill em off all at once.
Another reason would be, that the "special attribute" of the slash attack (running slash) is "area of effect" which means, it's the only attack that can hit multiple enemies at once.
I gave all the attacks some special purpose, so it makes sense to swap between attacks in special situations.
The regular kick attacks are mainly just to keep an enemy away.
While the regular slash attacks are meant to be used, when low on stamina.
(so they are somehow a last resort, or when you're only facing one Paperhead alone)
wich is a bit silly, also dont know how to get any futher, I got the key... but then I had to keep fighting these guys, due to them coming back all the time... or me not killing them fast enough..... so was stuck there.....
Yes, there are some occasions where you have to fight.
When developing the game, I felt it was a bit too easy, if there where no special occasions where you had to "clear out" an area once in a while.
(especially while escaping after being caught)
When escaping, Verdani just has to defeat the Paperheads as fast as possible, and then she has to run away.
While on some other occasions (when you get the key, and some others) you have to defeat all upcoming enemies, and there is a set amount of them.
Most of the time it's around 8 or 10 enemies.
I also thought about implementing that the game counts which areas you cleared up.
And then on special events on a stage, a whole bunch of Paperheads attack (wave after wave), until you beat them all up.
The more areas you cleared, the less Paperheads will be coming.
I don't know if I should really implement this.
But it was one possible idea.
What is the fourth CG? I got the Paperheads GO, the Tentacle GO, and the bondage one when she walks into that one room.
So far only four CGs are ingame, yes.
One for the tentacle, one "game over event" and two CGs when losing to the Paperheads.
We plan to make several CG scenes for every enemy type.
So later on, the game will randomly pick between several CGs.
But it will also be depending on the situation.
It's a bit hard to explain... but I'll try:
Later on (not implemented yet), when Verdani passes out in combat, she will be brought to a different room.
The game then randomly picks a method how she is tied up.
(There will be different kinds, yes)
For example:
- Tied with ropes to a wall (already implemented)
- Tied to a chair
- lying on the ground, all tied up
etc.
At least those 3 are what I want to implement, maybe some more... but I think we shouldn't overdo it.
Depending on that, there will be different game over CGs.
We also want to implement different CGs where several Paperheads group up on her, as well as several bdsm CGs or such stuff.
So yes, when losing the game randomly chooses a CG scene, so it's not always the same.
(currently there are only 2 CGs for this, but we want to do a whole lot more)
Regarding all the other stuff mentioned in this topic:
I know it's a bit hard to satisfy everyone.
(okay... I know, satisfying "everyone" is pretty much impossible...)
So I hope people understand that I'll have to go with what most of the players wish for.
But in case the game is too difficult overall, I might have to implement another "very easy" mode?
I'm not quite sure if I should do that, but in case there are many requests, I could do that.
I tried to balance out the difficulty levels, and I think it should work out the way it is now.
But I know that everyone sees this differently, and of course I'm willing to satisfy as many people as possible.