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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)


jakob

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Has anyone encountered this bug where Hasumi "disappears" when colliding with the robot enemies? It doesn't occur all the time but when it happens the only way I could get out of it was to load a save or exit the stage. Does anyone know of a way to get out of it without having to restart the stage?

bug.png
 

Renestrae

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Any kind of "press buttons on screen" (or "quick time event") mechanic is a little hard to implement without some sort of tunnel-vision problem where your eyes are focused on the key commands and not the girl struggling for her life, which is where your eyes should be.
You're right and you just gave me an idea: someone should implement a QTE struggle mechanic that isn't based on reacting to random UI elements that are separate from the action, but to changes/variation in the actual H art.
If you make a decently complicated ruleset you could slow the pacing of the whole thing down, which reduces the mashing problem, and allows the animations to play longer. Maybe mouth,tits,butt,crotch -> up,left,right,down, unless you're over 50% arousal meter, then it mirrors every other input, so you constantly have to think? Idk if that'd be fun but my point is just to increase complexity to slow down reaction speed
 
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MoxieTouch

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You're right and you just gave me an idea: someone should implement a QTE struggle mechanic that isn't based on reacting to random UI elements that are separate from the action, but to changes/variation in the actual H art.
If you make a decently complicated ruleset you could slow the pacing of the whole thing down, which reduces the mashing problem, and allows the animations to play longer. Maybe mouth,tits,butt,crotch -> up,left,right,down, unless you're over 50% arousal meter, then it mirrors every other input, so you constantly have to think? Idk if that'd be fun but my point is just to increase complexity to slow down reaction speed
Sounds like a legit pain to make though. 4 unique animations per enemy. if there were 10 enemies, that's 40 animations just for the grapple.

If we take into account walking, attacking, idle, and of course sex animations, then that'd be whooping 80 animations, just for 10 enemies.

If it'd take 3 hours to make a single animation, then oh boy, that's atleast 240 guaranteed work hours just on animation. And it could be more because animation sometimes randomly takes longer than expected (especially when you're in the zone.).

Not saying it couldn't be done. It just feels like an unnecessary amount of effort for something comparatively small.
 
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noman

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Has anyone encountered this bug where Hasumi "disappears" when colliding with the robot enemies? It doesn't occur all the time but when it happens the only way I could get out of it was to load a save or exit the stage. Does anyone know of a way to get out of it without having to restart the stage?

View attachment 33790
No way to fix it other than quiting the level. The latest version on DLsite might have fixed it, but I don't have it.
 

Gryphose

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Missing a status, anyone happen to know where it's "obtained"? Thanks in advance.

Unknown.png
 

d2cmp

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Great game, i wish the prequel were translated
 

Renestrae

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Sounds like a legit pain to make though. 4 unique animations per enemy. if there were 10 enemies, that's 40 animations just for the grapple.

If we take into account walking, attacking, idle, and of course sex animations, then that'd be whooping 80 animations, just for 10 enemies.

If it'd take 3 hours to make a single animation, then oh boy, that's atleast 240 guaranteed work hours just on animation. And it could be more because animation sometimes randomly takes longer than expected (especially when you're in the zone.).

Not saying it couldn't be done. It just feels like an unnecessary amount of effort for something comparatively small.
Oh god no, I didn't mean completely unique animations!
I was thinking more like in The Girl in the Red Slave Collar, they use the same base art and have the different molestation types (boobs/butt/crotch) pasted onto that. That one's not really animated though, each pose is one static image, so it's manually done for each one.
I feel like a skeleton-animated ACT game (like this one) could have also done that though. I get it's maybe a little bit of a pain but just have her be in the same pose and if you don't want to rig enemy poses for the different attack angles, just use the sort of "disembodied" hands/tentacles/penises/whatever that hentai games sometimes use, and have them float in from different directions. Or if you hate that, mirror enemy standing animations for left/right side of her and rig the hand on their boob/etc.
 
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Slimeria

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Oh god no, I didn't mean completely unique animations!
I was thinking more like in The Girl in the Red Slave Collar, they use the same base art and have the different molestation types (boobs/butt/crotch) pasted onto that. That one's not really animated though, each pose is one static image, so it's manually done for each one.
I feel like a skeleton-animated ACT game (like this one) could have also done that though. I get it's maybe a little bit of a pain but just have her be in the same pose and if you don't want to rig enemy poses for the different attack angles, just use the sort of "disembodied" hands/tentacles/penises/whatever that hentai games sometimes use, and have them float in from different directions. Or if you hate that, mirror enemy standing animations for left/right side of her and rig the hand on their boob/etc.
I like The Girl in the Red Slave Collar a lot for the dice system and integrating hentai content with the gameplay, but the QTEs are without a doubt the worst part of that game and quite a lot of content is locked behind you failing QTEs which I never did without doing it on purpose.
 
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Boxtie

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All of this. Bondage as a mechanic, and honestly H stuff in general, flies in the face of a lot of basic game design, so it's hard to incorporate it into a game in a way that makes sense. This is true whether it's an action game or an RPG or whatever. The important thing to actually try to make some sort of sense of all of that is to provide incentive to take risks, which is something Mermaiden doesn't do too much of overall (there's a bit of it, here and there, like the energy-restoring chairs).
I mentioned this before but I hate it when the girl seemingly allows herself to be raped in H games, where she just sits there and takes it. I find Mission Mermaiden awesome, because most of the H requires Hasumi to be properly restrained or in a vulnerable mental state before the enemy lewds on her.

You're right and you just gave me an idea: someone should implement a QTE struggle mechanic that isn't based on reacting to random UI elements that are separate from the action, but to changes/variation in the actual H art.
Doing this is totally possible just takes a whole lot more effort, because you'd have to include extra animations for it. Harder for 2D because you will need to draw brand new poses but easier for 3D because you just need pose the character differently.
This is the reason why a lot of developers rely on button mashing or QTE. It's cheaper to just have arrows on the screen than to create varied animations.

I was thinking more like in The Girl in the Red Slave Collar, they use the same base art and have the different molestation types (boobs/butt/crotch) pasted onto that. That one's not really animated though, each pose is one static image, so it's manually done for each one.
I was just thinking about a "base animation" with multiple variations but I was afraid someone might think it's too cheap, even though reusing assets is kinda essential in getting shit done. Especially when you're just a small indie team.
 

Renestrae

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I like The Girl in the Red Slave Collar a lot for the dice system and integrating hentai content with the gameplay, but the QTEs are without a doubt the worst part of that game and quite a lot of content is locked behind you failing QTEs which I never did without doing it on purpose.
Oh yeah, the game definitely isn't perfect. While I do prefer the reaction-based QTE of that game to this game's mashing, I will concede that that whole system is one of the game's weak points also (I mean, when I played it I used cheat engine's speedhack to tweak the difficulty 😂). I was just using the baseCG+variations from that game as an example, I also wish they had done more with it gameplay-wise.

Bondage as a mechanic, and honestly H stuff in general, flies in the face of a lot of basic game design, so it's hard to incorporate it into a game in a way that makes sense.
I feel like there's still a lot of ways to creatively incorporate it.
This is true whether it's an action game or an RPG or whatever.
I think there are big differences between these genres. It's much cheaper to implement bondage into RPGs because ACTs require more animations while RPGs can sort of get away with implying a lot of basic actions. If the girl has her hands handcuffed, it would affect her: walking, jumping, crouching, attacking, getting hit... animations. Because it changes her arm positions you'd then need to completely redo all of those or at least parts of the animations (which would look a bit weird). RPGs get away with having static standing CGs which can be easily drawn over with multiple layers.
The important thing to actually try to make some sort of sense of all of that is to provide incentive to take risks, which is something Mermaiden doesn't do too much of overall (there's a bit of it, here and there, like the energy-restoring chairs).
I absolutely agree with you on that, but I feel like that's something bondage could offer. If you get bound in a way and it could affect the character with an interesting debuff that changes the strategy options the player has available to them (i got so many ideas for this):
  • gag, no special skills
  • handcuffs, change your attack pattern to a more simplistic, short range version
  • blindfold, you can only see really close to your character, everything else is covered by a vignette
  • nipple piercings/clamps with weights, you get very briefly stunned after you fall from any height (even a normal jump)
  • hypnosis device, charges up and every 10 seconds (very telegraphed countdown) you get one second of irrational behavior like moving towards enemy
  • ankle cuff, tied to a world object (maybe a ring in the wall, ball on a chain, tree) you can move normally but you're restricted to the area around that point, until you get enough time to untie yourself
I feel like all of these change play patterns in interesting ways. Then you could add benefits to having them on (more xp? enemies use fewer damaging attacks bc distracted?) or drawbacks to taking them off (takes a long time, need to be in a safe area? takes a key/lockpick, need to gather resource first? taking off device triggers alarm, attracts (special?) enemies?).

So my point is there's ways you could have good game design (that encourages the player to take risks or deal with consequences). I feel like the limiting factor isn't game developer's creativity though, it's mostly the work cost of implementation. Which is where I refer to my previous point about implementation costs in the different genres. I might be wrong in my assessment though.
 

Memory

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This wasn't in the game as a proper Bad End WHY again??? D:
 

Noble 6

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I LEGIT THOUGHT YOU WOULD BE ABLE TO JOIN THEM
You do, but only for Mari's bad end. Mari even explains that it means Hasumi wanted to join them.
Sucks it's only a fingering scene and then regular sex.
 
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