What's new

Strange

Demon Girl Pro
Joined
Jul 24, 2014
Messages
1,256
Reputation score
486
Definitely looking good. And here I thought Red would be the Handjob girl.

By the way, I finally noticed the white arrows were somewhat randomized randomized every new game (making my notes useless :cry:)
Nice touch and good idea.
 
OP
TheUnsaid

TheUnsaid

Well-known member
Joined
Dec 28, 2019
Messages
1,481
Reputation score
574
Definitely looking good. And here I thought Red would be the Handjob girl.

By the way, I finally noticed the white arrows were somewhat randomized randomized every new game (making my notes useless :cry:)
Nice touch and good idea.
 

Aiolos1212

Jungle Girl
Joined
Jul 30, 2011
Messages
46
Reputation score
6
If Uramomo made Rouge that damn cute, I can't wait to see Vert and Bleu's.
 
OP
TheUnsaid

TheUnsaid

Well-known member
Joined
Dec 28, 2019
Messages
1,481
Reputation score
574
If Uramomo made Rouge that damn cute, I can't wait to see Vert and Bleu's.
He's already shown me a preview for Bleu...
The man has a knack for making the girls sexy cute.
 

IAmAKi

Well-known member
Joined
May 25, 2018
Messages
668
Reputation score
380
Alright. I know it's been a month since this game's come out but I'll throw in my 50 cents.
Sorry if I'm saying stuff people have said about before, I don't have the patience to go through all the posts.

Pros:
- Animations and art are really good, it's clear what everything is.
- Unique mechanics for a BF game. Pretty challenging overall.
- Some people say the slow ability is overpowered but I find myself using calm and the two recovery moves more.
- Easy to pick up mechanics. Tutorial explains all the controls just fine, and selecting continue saves you going through the tutorial over again.
- Enemies don't feel frustrating to fight, but they're tough enough to beat you should things go sour.

Cons:
- Buff/Debuff clarity is kinda lacking. I'm not talking about passive abilities in the menu, I'm talking about them on the characters. There's no key for the debuff/buff icons so it's easy to lose track of what debuffs/buffs you currently have. Attaching the icons to the list of passive ability descriptions would get around this.
- I don't like the buff/debuff sounds much, they don't really fit the futuristic theme.
- Speed cap on the girls feels a tad high. You could reduce it for a couple of them and make them do more damage on defense misses.
- Enemy hp being in the corner isn't ideal. I think you could have the PC hp underneath the sex animation and the enemy hp on top of it.

Suggestions (I figure you guys have a lot of stuff I'm mentioning planned, but this is on the off-chance you don't):
- Items would be nice. Or just a menu to use your skills outside of battle. I know this is just a demo things are placeholder but I'm curious to see what sort of things you guys will add.
- I don't think this game should level stats, that's too boring. I think it'd be better if you could just level up abilities instead.
- A no stamina ability to instantly lose. A decent BF game isn't complete without one!
- Add some variety to how fast girls in the overworld can chase you. Some could have specific patrolling patterns and others could pick up speed when they detect you.
- Being able to control the scene on game over (cum button, speed increase + decrease).
- Chance of the player getting buffs based on willpower loss, not just from always winning your defense phase. A bit of risk and reward to battles could be fun, and offer a chance for players losing fight to make a comeback. Something like increased willpower recovery for one turn. This could be disabled for fighting bosses.
- Ability to remove a debuff or more. Maybe it could have a chance to remove a buff instead.
- Seeing the % chance you have of successfully escaping a fight.
- An ability that allows you to see more of the randomised white diamonds.
- Increasing the lust decrease of meditate by 5. It's an expensive ability that I feel is slightly short of its cost.

Anyhow, I shall keep an eye on this game to see how it develops. The demo's left a good impression on me.
 
OP
TheUnsaid

TheUnsaid

Well-known member
Joined
Dec 28, 2019
Messages
1,481
Reputation score
574
Alright. I know it's been a month since this game's come out but I'll throw in my 50 cents.
Sorry if I'm saying stuff people have said about before, I don't have the patience to go through all the posts.

Pros:
- Animations and art are really good, it's clear what everything is.
- Unique mechanics for a BF game. Pretty challenging overall.
- Some people say the slow ability is overpowered but I find myself using calm and the two recovery moves more.
- Easy to pick up mechanics. Tutorial explains all the controls just fine, and selecting continue saves you going through the tutorial over again.
- Enemies don't feel frustrating to fight, but they're tough enough to beat you should things go sour.
Nice to hear Uramomo get so much praise... but... that means all the cons has to do with my design T_T
Why do you all hate me so...

I think people think Slow is overpowered because of its stamina cost. Calm costs more so people are more wary of it. The two recovery moves are indeed quite useful as well. I tried to balance out the skills to make it so there's usually a skill you can use in most circumstances.
Cons:
- Buff/Debuff clarity is kinda lacking. I'm not talking about passive abilities in the menu, I'm talking about them on the characters. There's no key for the debuff/buff icons so it's easy to lose track of what debuffs/buffs you currently have. Attaching the icons to the list of passive ability descriptions would get around this.
- I don't like the buff/debuff sounds much, they don't really fit the futuristic theme.
- Speed cap on the girls feels a tad high. You could reduce it for a couple of them and make them do more damage on defense misses.
- Enemy hp being in the corner isn't ideal. I think you could have the PC hp underneath the sex animation and the enemy hp on top of it.
They do appear in game though. The icons appear to the right of the scene for the enemy's buffs and debuffs and to the left for your buffs and debuffs.
Passive Abilities just do one thing and end. They don't cause a state change.

Ahhh... sound effects are hard. I'm doing the general UI design because both Uramomo and I aren't really good at it, we're purchasing tilesets, and I'm finding royalty free audio for the game. Since we just want to keep it the two of us, well... the quality of the parts we're not skilled at can't be fully guaranteed. We'll do our best though!

The speed cap feels too high hunh... Honestly, I feel like the timer doesn't play too much of a part unless the speed gets that high. Also, if I don't let let the speed get that high, then Calm would be too strong as an ability.

Regarding the enemy HP. Since we're not really good at UI design, we just put it in the same place as because we thought it looked fine there.
Honestly, we like the fact that the enemy's name is always showing and like that attention is being drawn to it. Hmmm... We'll think about it.
Suggestions (I figure you guys have a lot of stuff I'm mentioning planned, but this is on the off-chance you don't):
- Items would be nice. Or just a menu to use your skills outside of battle. I know this is just a demo things are placeholder but I'm curious to see what sort of things you guys will add.
- I don't think this game should level stats, that's too boring. I think it'd be better if you could just level up abilities instead.
- A no stamina ability to instantly lose. A decent BF game isn't complete without one!
- Add some variety to how fast girls in the overworld can chase you. Some could have specific patrolling patterns and others could pick up speed when they detect you.
- Being able to control the scene on game over (cum button, speed increase + decrease).
- Chance of the player getting buffs based on willpower loss, not just from always winning your defense phase. A bit of risk and reward to battles could be fun, and offer a chance for players losing fight to make a comeback. Something like increased willpower recovery for one turn. This could be disabled for fighting bosses.
- Ability to remove a debuff or more. Maybe it could have a chance to remove a buff instead.
- Seeing the % chance you have of successfully escaping a fight.
- An ability that allows you to see more of the randomised white diamonds.
- Increasing the lust decrease of meditate by 5. It's an expensive ability that I feel is slightly short of its cost.
- I don't think I'll be designing out of battle skills, but an item system does seem pretty necessary. That's currently in the works actually.
- Yeah, I don't want the hero to get too strong as well, but I don't think we'll have a traditional leveling system at all actually. You'll still have stats though. You can increase your strength and energy (stamina regen)
- Ah... forgot about the self insta kill move! What is wrong with me?
- Hehehe the plan is that girls in the overworld will have unique actions. Rouge will probably run you down so she might be scary.
- Control the scene on gameover? I don't know... That doesn't make much sense to me. I'll add a gallery mode though and there I'll let you be able to control the speed.
- Sounds like an interesting passive ability. I might do it, if I feel like it's a good decision. Might not though. Don't feel bad if I don't XD
- Ah some kind of cleanse ability right? You don't really have many debuffs right now though so I haven't made one yet.
- That's cheating. I need you to be scared to hit that run button.
- Getting more free arrows would be a pretty interesting ability. I have to think about how to implement that in a way that still offers challenge though. When I work on the passive equip system I'll probably do something regarding that.
- Sorry, meditate's a last resort ability. I honestly don't want people to rely on it, and it's too strong for me right now. I might buff it later if my experience changes but for it's current utility I like the number I currently have for it.
Anyhow, I shall keep an eye on this game to see how it develops. The demo's left a good impression on me.
Thanks for that. The game's a bit divisive so I'm glad you enjoyed it. I've gotten some 1 star reviews on itch.io of people saying the game's bullshit... probably from people disappointed the game was challenging when they just wanted a quick fap.
Still though, In my mind I keep thinking I failed these players somehow, by not offering a better tutorial, or telling them to play on easy if they suck at turn-based games...

We're going to add a tutorial review going forward though, so I hope that alleviates concerns that the game's unfair or anything.

Appreciate the kind words. Come join us on discord if you want a direct line to us and just want to chat about whatever floats your boat. I'm usually on, and usually responsive. I also post general update posts if you want to follow programming updates.
 
Last edited:
OP
TheUnsaid

TheUnsaid

Well-known member
Joined
Dec 28, 2019
Messages
1,481
Reputation score
574
Progress on the GAME MENU
Next is the terminal android.
She should have a few vital functions like saving and loading.

I posted this on discord a few days ago, but thought... what the hey. Might as well post some progress updates here as well.
 
OP
TheUnsaid

TheUnsaid

Well-known member
Joined
Dec 28, 2019
Messages
1,481
Reputation score
574
The Shop and Save system have been programmed, along with the assist system.

Honestly, I'm a bit surprised at how much these facilities affected the balance of the game.
The game is MUCH easier now. Not to mention that assists really make Igrec more powerful.

Saving doesn't fully restore you. That costs Bits.

Equipment can be a lot of help as well.

Populating the shop however is a bit of a challenge XD. What kind of items and equipment do you guys want to see?

________________________

I'll be working on Acier the first boss introduced in Uramomo's twitter post

Then I'll have to discuss with Uramomo about whether or not to do the unique overworld actions before the next demo. Good news is, we're getting closer ;)
 
Last edited:

caterkiller

Lurker
Joined
Nov 18, 2017
Messages
91
Reputation score
13
The Shop and Save system have been programmed, along with the assist system.

Honestly, I'm a bit surprised at how much these facilities affected the balance of the game.
The game is MUCH easier now. Not to mention that assists really make Igrec more powerful.

Saving doesn't fully restore you. That costs Bits.

Equipment can be a lot of help as well.

Populating the shop however is a bit of a challenge XD. What kind of items and equipment do you guys want to see?

________________________

I'll be working on Acier the first boss introduced in Uramomo's twitter post

Then I'll have to discuss with Uramomo about whether or not to do the unique overworld actions before the next demo. Good news is, we're getting closer ;)
you just got a new supporter my friend
 

Attachments

caterkiller

Lurker
Joined
Nov 18, 2017
Messages
91
Reputation score
13
manly the sprite art as a sprite artists myself I love your design tho the escape puzzles might need a little fixing *could not escape the girls grabs to save my life literally* I think its a amazing demo otherwise
 
OP
TheUnsaid

TheUnsaid

Well-known member
Joined
Dec 28, 2019
Messages
1,481
Reputation score
574
manly the sprite art as a sprite artists myself I love your design tho the escape puzzles might need a little fixing *could not escape the girls grabs to save my life literally* I think its a amazing demo otherwise
Escape puzzles?
Oh you mean the battles?

You couldn't beat the tutorial enemy?

Appreciate the positive words btw!
 

caterkiller

Lurker
Joined
Nov 18, 2017
Messages
91
Reputation score
13
Escape puzzles?
Oh you mean the battles?

You couldn't beat the tutorial enemy?

Appreciate the positive words btw!
yea could not escape the robo girls once I encounter them they tend to kill me. And I Appreciate your hard work making sprites like that ain't easy * not even adding in the animations* and I look forward to your work
 

Aesthetic

Well-known member
Joined
Jul 21, 2018
Messages
733
Reputation score
341
yea could not escape the robo girls once I encounter them they tend to kill me. And I Appreciate your hard work making sprites like that ain't easy * not even adding in the animations* and I look forward to your work
That's the main aspect in the game right now...
What are you struggling with in Particular?
 
OP
TheUnsaid

TheUnsaid

Well-known member
Joined
Dec 28, 2019
Messages
1,481
Reputation score
574
yea could not escape the robo girls once I encounter them they tend to kill me. And I Appreciate your hard work making sprites like that ain't easy * not even adding in the animations* and I look forward to your work
That's the main aspect in the game right now...
What are you struggling with in Particular?
Lol that's what I wanna know XD
 
OP
TheUnsaid

TheUnsaid

Well-known member
Joined
Dec 28, 2019
Messages
1,481
Reputation score
574
I mean, to be fair, at the moment there isn't a huge incentive to win... losing lets you well, enjoy the animations! :whistle:
Ah that's true. In these types of games the incentive to win is because if you keep losing you'll never see future enemies, but right now that's not the case. There's no wall to force you to get good at the game. Until the noob filter of the first boss is complete I guess that'll always be the case.

I guess this boss I'm working on is more important than I thought. I need to make sure it's awesome!
 
OP
TheUnsaid

TheUnsaid

Well-known member
Joined
Dec 28, 2019
Messages
1,481
Reputation score
574
OK, so version v.0.05 has been completed!


Change Log:
  • New Enemy: Acier our first boss has been completed. She's quite challenging. Even I struggle with her.
  • New Map: The exploration area for testing is larger
  • Balance Changes
    • Healing reduced from Psych Up
    • Non-tutorial Rouge deals more damage and has more health
    • Skill Sadism applies for 1~2 turns
    • And more small changes.
  • MAJOR: ITEM SYSTEM - This took me forever... The amount of time it took
    me to create the first demo, is how long it took to implement this.
  • MAJOR: SHOP - This took me a long time as well. But I think we did something unique with it.
  • MAJOR: Game Menu - Now you can press Back and get inside a main menu
    like most RPGMaker titles. Man... RPG Maker does so much for you it's easy to take it for granted, but this game isn't being made in RPG Maker so I have to do all these functions myself.
  • Assist System: The method to unlock the assists is not final. It's just a
    temporary method, so I'll keep it a secret how you get assists in this demo. These are the foreplay scenes everyone wanted :)
___________________________________________________

Because of Patreon's fiasco we're distributing the newest demo on our discord. The reason we didn't change the reward tiers on Patreon is because you can still technically get access to the rewards via Patreon. All you have to do is donate the correct amount, then enter You'll have access to the beta from there. I've asked @UraMomo to also post the newest demo on Fantia and Ci-En so if that's more up your alley then go for it.

I appreciate all of you guys who've been so supportive of us. We'll push forward trying to make the best game we can!
 
Last edited:
Top