What's new

ACT [八角家] Mission Mermaiden - Hasumi and the Deep Sea Sisters / ミッションマーメイデン -ハスミと深海の姉妹- (RJ268920)


blood mane

Demon Girl Pro
Joined
Jan 20, 2013
Messages
313
Reputation score
175
im just waiting for that translation

also disappointed last boss doesnt have animation. and not much new enemies
 

Tenma

Active member
Joined
May 15, 2018
Messages
292
Reputation score
180
That's the real final boss. Pick up all of the hidden collectibles in the stages, then redo the final boss stage to see the real credits. Generally, if you just hug the stage walls you'll find where you need to go. If you're missing some in the forest stages, search up in the highest points of the trees. When you've seen the credits again, save; and the star by the filename should be filled in. Now, there's a few more things that you can do for completion's sake. Such as rising a plant from the pod monsters or playing the hidden hypnosis resistance minigame for a highscore (20K points). Although, that's all really optional. Collecting statuses is best thing you can do since that actually unlocks some options in the gallery.
 

Crackgear

New member
Joined
May 16, 2020
Messages
8
Reputation score
1
Alright! I finished the whole game plus the True Ending, It's pretty sweet. Especially on Abyssal Difficulty, The only differences are the boss's health and attack damage. It's so high, you could get one shot. CG's and Gallery Are Pretty Lit But the Changing from Hasumi to her Suit Form is quite a hassle so you have to press the middle arrows to cancel out any transformation sequences.

This game is less of a gallery and more of a platformer, In my opinion. Though its rather tough if you play with the controller, less fluidness to play and resist mode isn't even that strong.
 

Mick2000

Newbie
Joined
Aug 30, 2016
Messages
1,034
Reputation score
334
so how does this 'purifier' work exactly? game said it use to purify you from any status ailment but when i came home with one status (sticky for example) there's literally no option to remove it, tried different status like breast ailment and still nothing... one of the instruction for true ending is "register all status effect" but how?

also, how do you get this famous "parasite plant" exactly? someone said it's in the first level but i'm not sure which...
 

climhazzard

Jungle Girl
Joined
Jan 2, 2015
Messages
284
Reputation score
89
Unfortunately after playing the game on hard, I'm a bit disappointed. The H is pretty much entirely optional. It's kind of based around status effects, but it's to easy to remove them, and to easy to avoid them.

If I were the one balancing status effects. I've had made it so transforming removes less of them, and the rest could only be removed at the base. I'd also get rid of the non pleasure stages of all animations, or make all stages of an animation build the pleasure bar, so once the pleasure bar built up you'd get the status effect no matter how easy it is to break out of the animations. I think some animations should also drain the transformation bar, making it harder to transform to remove status effects if you keep getting caught by enemies. Also, higher pleasure would increase the difficulty of escaping animations, so you could see later stages of an animation, but still escape after the orgasm.
 
Last edited:

Tenma

Active member
Joined
May 15, 2018
Messages
292
Reputation score
180
1. Generally all status aliments, aside from the suit change done by the first mermaiden boss, can be removed by transforming. Restoring your health and removing all lust as well. To remove the suit, use the purifier.
2. Register just means you had it. The spot by exit for the base is where you can check and apply status effects. A good spot to get a lot of status aside from a few that can be found in forest is reactor boss where the flying headgear barrages you with aliments. Also you don't need to do all of the things to get the true ending. Just gathering all of the hidden collectables is enough to get the real credits.
3. Go get grabbed by on the pod monsters. After awhile you should get a special status effect, as mentioned purifying or transforming will remove it. Just to be safe get caught a few more times in the stage and let animations play out. Just don't let your health bar deplete. Return to base go Hasumi's room and there should be a cutscene, then you've got a plant.
 

DarkMist67

Jungle Girl
Joined
Apr 10, 2011
Messages
218
Reputation score
85
Did the full playthrough on hard, and my experience/impressions pretty much havent changed. Animations, sex, statuses, art, transitions, most sound effects are all well done. The gameplay however is borderline bad. Janky air movement, questionable hitboxes, clipping issues/bugs, and optional H during gameplay all combine to make the gameplay itself mostly pointless outside of boss fights. Bosses are the only highlights, and are the only thing that have any semblance of difficulty. Unfortunately. that difficulty just manifests itself as more boss damage and health, which is boring. The worst part though, is the fact that energy and cleansing consumables end up making you feel like you are playing the game on godmode....you can just spam transformations for infinite heals and/or the super blaster to do away with everything with no thought involved, especially with how generous the game is with currency and how you cant get status effects without purposefully afking.

So to me, this "game" is good but definitely overrated.
 

derakino999

Demon Girl Pro
Joined
Jun 12, 2010
Messages
1,463
Reputation score
616
To those of you who've played it, is there some fetish on transformation lose?
 

yuyuya

Jungle Girl
Joined
Sep 17, 2017
Messages
28
Reputation score
13
I finished playing the game on hard, and I think the game has potential.

Getting the good parts out of the way first: I like the concept of H scenes being revolved around status effects. Animations aren't perfectly crisp and fluid, but they are above average and look great. While limited, I like the idea of customizable equips. Transform mechanic was also an interesting idea, along with status effects preventing you from doing so.

The parts I liked but was a bit iffy about: the colors were nice but the contrast wasn't good enough, especially in the factory while transformed. Sometimes it was difficult to see what you were doing or where you exactly were. Sound was pretty great at first, until you realize a lot of sfx were repeated throughout the whole game, which was a bummer.

Now for the main meat of the impressions:

Nothing in the game was well-incorporated. H-scenes didn't have much to do with the gameplay. I think the status effects were supposed to tie them together, but it was too easy to remove them, and most of the restraints can be removed extremely quickly. Visor mask was a really interesting concept that crashed and burned because of the limitless potential wasted on the fact you can just forget about it after removing them in 2 seconds. I feel that the status effects can be a lot more weighty and punishing, at the cost of being a little less frequent to come across. Those vigor mask drones for example, are really annoying to deal with because they keep flying through walls and such, but if they weren't buzzing around like flies and make them actually challenging to deal with while keeping them sparse, I feel that it would've made for a better experience. Perhaps even force controlling the character to do negative things would've been pretty cool.

Most of the game was just far too easy. The bosses can be touched upon briefly to have a more satisfying experience, but I think those guys are okay compared to the rest, the "platforming." Moving around to the next objective just felt like a chore, and most of the enemies just died in one hit. The enemies blankly stare at me for few seconds before even doing anything to begin with, so I just walk up to them and hit them which oneshots them before they get to do any attack most of the time. I think the platforming section can also be more challenging. I don't think anyone would be upset to see actual death traps in the platforming, nor things like jump quest, as long as they are reasonable and not bullshit. The problem with this game however, is that there are quite a few times I can't actually see where I'm going to be because it's off some cliff and I can't see like 3 miles below where I'm standing, which has issues with my suggestion of death traps. I think keeping the game visually logical while also introducing challenges like those would be beneficial. Maybe doesn't quite need to be heavily influenced by Megaman like Rosenkreuzstilette did (although that was a pretty great platformer in my opinion), but it would've been pretty interesting to see that.

The combat feels honestly very disappointing, easily my least favorite part of the game. You can get stuck at ledges when you jump, you're stuck in animation lock when you just perform melee combos, the jump aerial is very floaty and awkward, transform beam attack is just full of nonsense (not being able to move or cancel while using the beam is just silly), list goes on and on. I pretty much bulldozed most of the game spamming jump aerial + downward slam as I was just running around. I honestly do not have a small suggestion to deal with these issues, there are far too many problems and nothing incorporated together to make for a satisfying experience. The game needs to decide whether to keep the player fast and fluid to give more power to the player, or to give them slow and weighty options, to increase the challenge of the game. I feel that the game tried to compromise and do both, which just made it feel sloppy instead.

Customization needed a lot more flavor. The equips were basically just passives. Having different types of weapons would've been extremely cool, kinda like Metroidvania, but right now, you just stick on 4 of your best passives and call it a day; it might as well not have any customization at all. Transforming also could've been a lot more interesting, but that was not the case either.

The parts I was disappointed in greatly outnumber the other two parts, but that goes to show the expectations I had. I still think the concept is interesting and have high hopes for the developer's next game.
 

Noble 6

Mystic Girl
Joined
Oct 11, 2016
Messages
1,152
Reputation score
2,356
I think the transformation acting as a purifier and a full heal fucks the balance a little.
NOBODY will ever accidentally find the 1-4 boss game over sequence, because it not only requires you to pretty much beat two stages after getting a unique status effect, but you also had to not ever transform after getting that status effect or want to clear anything with a purifier.
Probably removing the clear effect, or keeping her always transformed, would help the game feel a little more difficult and make some of the status effects more appparent.
 

Mc Swagger

Jungle Girl
Joined
Nov 3, 2011
Messages
115
Reputation score
232
I hope Mcswagger's still around for a final difficulty adjustment. I love the kind of stuff in this game but anything H-related is just barely a mechanic.
Fear not! From what I am reading here there are a lot of people discussing very passionate about this game. I will not repeat what others have already stated, but because of the gameplay shortcomings of the game in contrast to the excelent H-content I belive the game will profit from a mod. Sadly I have a lot to do irl, but never the less I already started to fiddle around with the mechanics of the mari boss fight (which I really like!).
TL;DR: I ll definitly mod this game. But it will likely need a few months until I can show something playable. Maybe I will share my thoughts/design ideas in a separate thread so we can discuss them... Stay tuned
 

WellIGuess

Member
Joined
Sep 9, 2018
Messages
60
Reputation score
17
Yep, I love this game. Sure, there wasn't much new stuff from the last demo, but that's understandable...given that it was already half the game. As a platformer it was still super choppy, but it was playable (especially considering this was Mizuku's first attempt at the beast that is Unity) and platforming is a secondary concern in an H-game anyway. The animations were great, the thematology was on point (if you're the sort who liked Tales of Undercrust) and there was just enough gameplay to keep you replaying. Easily a 7.
 

Tenma

Active member
Joined
May 15, 2018
Messages
292
Reputation score
180
If I had to score this objectively, among it's competitors (Mistletear, all other fighting game assets flips) Mission Mermaiden gets a 9, 4.5 stars. I've not seen an action H-game with such smooth animations that wasn't made with 3D models in Unity. I look forwards Mizuku's future ventures into actions games as even slight improvements to the platforming or action mechanics will easily make a 5 star game.
 

takeba

Member
Joined
May 18, 2018
Messages
31
Reputation score
18
When having played a lot of H-platformers in the past, I don't put my expectations very high because either the gameplay or controls are pretty damn awful. This game on the other hand actually had both going for it which is refreshing to see. Wish you didn't need to do so many air attacks to reach platforms above you and the game just being overall extremely easy would be the two big things I'd mark it down for. Also wish there were more capture traps instead of there only really being one. Something about it just made the H-content feel like it was missing...substance.

Apart from a numerous amount of bugs that I've run into, it's a very solid game. 8/10. I hope he makes more platformers in the future...or changes his mind and adds more to this game down the road apart from bug fixes.
 

Boxtie

Jungle Girl
Joined
Apr 26, 2017
Messages
256
Reputation score
169
I dunno why Hasumi can't just have a double-jump... Like why does it have to be an aerial attack required to jump higher?

Is this one of those "I want to be different for the sake of being different" kind of thing?
 

derakino999

Demon Girl Pro
Joined
Jun 12, 2010
Messages
1,463
Reputation score
616
If I had to score this objectively, among it's competitors (Mistletear, all other fighting game assets flips) Mission Mermaiden gets a 9, 4.5 stars. I've not seen an action H-game with such smooth animations that wasn't made with 3D models in Unity. I look forwards Mizuku's future ventures into actions games as even slight improvements to the platforming or action mechanics will easily make a 5 star game.
Mistletear must be a 100, 40.5 stas to you then (gameplay wise, ahegao always sucks balls)
 
Top