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ACT Enty Fantia [Zell23] 『シロノヤカタ』/ Shiro no Yakata


Also, I disagree with the SA trend. SA's succubi lack originality and feel purely commercially designed. Nothing wrong with that, but I like SnY's feel better over SA's.
To word it clearly: the artist feels forced in SA. He does not (in the slightest) in FOBS or in what we've seen from SnY.
I disagree that Zell feels "forced" in SA.
If you go check Zell's pixiv, I think he actually has more of a preference for the more human monstergirls than you think. The monsters he did sex animations for were chrome and, the big-boobed little succubus, and the vampire girl.

His early monsters in Fobs were also more human than monster for the most part. The cat mage, kappa, and elf.

When he started working on Succubus Affection, he realized that Ansala ONLY wanted designs like that, so I can understand him getting a bit tired of ONLY doing those designs and wanted a way to express creativity in more monstrous designs.

I personally prefer Succubus Affection styled designs, because he gives those girls clothes, and they're allowed to show a lot of personality in just external designs.

The girls in SnY, don't really do that so far. All the girls have been completely naked.

I won't deny I prefer SnY to SA, cause I prefer female assertive sex, and SA is mostly maledom. I also prefer Zell's design sense as a game designer since he focuses more on gimmiks and merging the sexual content with the gameplay in ways where the girl's aggressive nature comes through. Stuff like your foot getting stuck in sticky liquid, remembering to not jump into a pit of a cockroaches, and making it back, finding secret mummy dolls to not get raped, and answering a quiz or getting ridden. These are gimmiks that lose their magic after they're solved, but the mentality is what's important to me.

Zell's design sense focuses more on the sex over the gameplay, and for the most part the girls feel more aggressive in their approach to the hero due to these mechanics.

Maken Ansala on the other hand. Well... after the gathering tutorial, you can legit play the entire game without seeing female assertive content. There are also no interesting gimmiks that make any of the locations feel like they have personality. Outside of music and appearance, the locations are all functionally the same.

I say this, but I still prefer SA's designs for the most part. Maybe I just haven't seen enough out of SnY to say, but the first pink haired girl is relatively boring to look at. She's just got pink skin and that's pretty much it, and so is the flying girl. I feel like... in order to make the girls feel like horrific monstrosities he's doing away with clothes, but he doesn't have enough experience in design to make the designs interesting without them.
 
New demo is out - features wolfgirl thing from the tweet.

Don't think there's anything else added besides that, but if i spot anything ill report back.

EDIT: Decoy seems to work with everything now. only notable thing with it is you can see the mushroom girl in her normal form during the act, which is kinda neat
 
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I love the new scene itself actually, the unique x-ray is also a nice touch.

Gotta say I find the health bar mechanic a bit weird, I was not really expecting it to be utilised. I feel if this monster was closer to the Wolf from FobS which just assaults you and immediately has her go with you it would also fit the horror narrative better. Although I think the horror aspect isn't worked out that well here either, I'd really like to see more progress on that.
 
Wolfgirl animation was okay I guess. You aren't missing much with this game. There seems to be no real puzzles or story just yet. Just rooms where you get fucked by different things.
 
Alright, I think I'm just gonna wait another two updates until some substantial progress is made. Then I'll buy another one of these.

No offence to Zell of course, these small changes just don't seem worth buying with each new update.
 
i dont think i know how to buy things on enty. i registered my card, tried to sign up for the month, aaaand, the option to pay with card disappeared. a bunch of refreshing later, okay fine. i'll buy your points. buy some points, will not accept points. option to pay with card is back but i want to use points now! third option appears: "buy points necessary for transaction." listen buddy, i got points. take them! TAKE. THEM. No. well....what about the post? surely, like patreon, if i click the post, it'll take me to a screen where i can subscribe. surely that says 500 yen a month on it, right?

Congratulations! you bought the post. Only that post, nothing else. you're not subscribed to zell. well sheeeeeeit. might as well download my $5 demo....hmmm, this can't be right, let me double check, SURELY i must have access to the other posts. Oh....the post with demo 1.70 is now locked again. it's asking for money again. WHAAAAAAA? Did that seriously just happen????

edit: "you are already supporting zell"
what? everythings got a lock on it though, if it works thats just confusing visual desig- it works...but only that one post and the ones that say 'limited'. i dont get past paid posts. well then.
 
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I just support him on pixiv fanbox and every end of the month he dm's a free code to get access to the latest post on his enty for a few days. The demos get posted on his fanbox anyway so its kinda shrug, but its alright.

The demo so far is just a collection of demo rooms, minus the one bit when you hit new game. Kinda lackluster tho I agree
 
Sticking around today to see if anything shows up, but with Japan's time I think I have to close out now or I will get charged again. Just ain't worth it. Glad I got to share some of it with other users, but even for Zell, this is a slow and sketchy way to continue making the game. One meh animation a month is just not worth the toll.
 
Yeah, I have to admit. I feel like a lot of what we've received already should have appeared as free demos. Or at least free demos after a month's time passing.

While the scenes and gimmicks are on full display, it feels like we're paying to playtest an early alpha.
Only a few rooms transition into other thematically, the way enemies are set up feels like H gallery, the way we instantly end up with abilities to test out.

Now... I don't know if Zell realises the way he's doing things is pretty much shilling people for minimum content, but I don't believe he's doing it on purpose.

Perhaps somebody could reach out to him? Have him put up demos when more substantial updates are put into the game.
Yeah, it'll take a few months longer but we'll get acceptable progress like how things were with FOBS.
I'd have happily paid for every update, because we got entire polished areas! Groups of enemies! Puzzles, secrets, gallery additions, all of that!

But uh, yeah. Even in the earliest stages of development, FOBS ALWAYS felt like a game, and never like a glorified debug room.
 
I like the guy (or gal), but when it comes to seeing how the crowd is taking things, nothing speaks louder than your wallet. If Zell's Fantia starts to suddenly all go towards the free support section, or even if it drops aggressively, especially after a potential "BIG UPDATE" drops, then they'll understand. I don't want to call early to mid FOBS the Golden Days or anything, but early to mid FOBS was legit. That was passion. This seems to be just cruising, and picking up that sweet Fantia paycheck every month in return for one, uninspired 10 second animation.
 
But uh, yeah. Even in the earliest stages of development, FOBS ALWAYS felt like a game, and never like a glorified debug room.
Not according to him. In a lot of his comments and messages, he never viewed FOBS as a game, but as a way to just obtain sex scenes. Shiro No Yakata is his actual attempt at taking design seriously.

I'd have happily paid for every update, because we got entire polished areas! Groups of enemies! Puzzles, secrets, gallery additions, all of that!
It's all the engine moves and stuff. After he got burned with 2DFighterMaker2nd when it came to FOBS's memory limitations he tried out that other game development software. 2D platform maker or something. Made by the RPG Maker guys. While it allowed him to do some stuff with the camera, it was a new environment and took him time to learn. Even then he consistently faced challenges when it came to doing what he wants to do according to his posts.

It's why when Succubus Affection came out, he said he'd focus more on that game's sequel. Seems he just wants to focus on art.

Personally I prefer his design sense and sexual sense more than Ansala's so it's pretty disappointing for me seeing him step so far down from the role of lead creative.
 
Not according to him. In a lot of his comments and messages, he never viewed FOBS as a game, but as a way to just obtain sex scenes. Shiro No Yakata is his actual attempt at taking design seriously.

Well I think that's incredibly short-sighted of him. He absolutely has a game out of FOBS.
Think about it. There are themed areas that transition into each other, there are obstacles that block your progress, puzzles to figure out and piece together, powerups to get past obstacles, secret collectables and locations to discover, and I guess the H gallery could be considered achievements seeing how awkward some girls can be to get.
And last but not least there are enemies and bosses in their respective areas, all of which are unique in how you they attack you. Is that not more of a game than what SnY gives us?

While I'm sure that SnY will eventually surpass FOBS in... maybe a year once everything's where it's supposed to be, FOBS is much more game-like than current SnY is.

Oh also. I fear that the new engine is going to affect SnY's interest. Its framerate is already drops in the emptiest of areas from the smallest of prompts.
Monster Surprised Yuki chan uses the same engine. It always sits in the low 20s in terms of fps unless the screen was completely clear of enemies and projectiles.

Don't get me wrong, my PC isn't a toaster. It can handle more graphically intense games and happily sit at 60fps, and the worst any unity engine title does is make it a bit hot.
I fear how this horribly optimised engine is going to work for other people's machines. Why does it demand so much and why does it run so badly? Did NASA design it?
 
Well I think that's incredibly short-sighted of him. He absolutely has a game out of FOBS.
Think about it. There are themed areas that transition into each other, there are obstacles that block your progress, puzzles to figure out and piece together, powerups to get past obstacles, secret collectables and locations to discover, and I guess the H gallery could be considered achievements seeing how awkward some girls can be to get.
I agree completely. It's his words not mine.

Oh also. I fear that the new engine is going to affect SnY's interest. Its framerate is already drops in the emptiest of areas from the smallest of prompts.
Monster Surprised Yuki chan uses the same engine. It always sits in the low 20s in terms of fps unless the screen was completely clear of enemies and projectiles.
Just like RPG Maker MV, it's a node-based engine, which means the code runs at a pretty "high" level.

In computer speak, high means close to the user, and low means close to the hardware. Lower level code is usually the most efficient, but high level code is the easiest to understand for humans.

The engine itself is high level, meaning code built on top of it, would face some trouble when it comes to speed. That added on to the fact that people who use plug-and-play code systems don't usually know much about debugging and overhead to the point that weird things would happen too often.

For instance, one thing that could slow down the game is how often the application is switching colors, and alpha channels. Maybe he's only using the CPU to render instead of the GPU. Version 1.05 of RPG Maker MV actually had that problem because they were using an outdated node package.

At the end of the day though, what matters to me the most, is enabling developers to create the project of their dreams. While I don't have too many good things to say about PixelMaker MV, it's objectively true that its simple interface, great documentation and straightforward design process is enabling a lot of creative people to work on projects they never originally thought they could make and that's wonderful. I feel, as long as users make a show that it's important the game runs well, Zell should challenge himself in learning the ins and outs of the program and pushing out higher framerates.

Still though... I'm not a fan of games reliant on Node XD.
Node by itself is like 90MB at least I think... Node based games are never small. My game, Sex Machine is like 7MB in comparison btw.
 
New tweet from him which in my interpretation translates to him planning to add more monsters than initially intended.

Happy times 🎉 I for one believe SnY in concept is zell's best game and his creative design could really bloom if set into the correct circumstance. Maybe it's a personal bias based on my preference of NSFW horror but this reinterpretation of an H-game is still pristine.

This is coming from someone who isn't supporting him monetarily anymore either though. Process on everything is sluggish and while I won't go as far as interpreting anything sinister into it I have to admit that the recent demos not even being set into scene and ambience really shows a lack of effort.
Unfortunately it's been like this for quite some time, I used to excuse it with his whole "transfering games and their game engines" but that's gotten kind of old at this point, it's been over a year at this point.
 
I agree completely. It's his words not mine.

Of course. I'm just surprised he doesn't see it as a game himself, it's a little saddening even.

At the end of the day though, what matters to me the most, is enabling developers to create the project of their dreams. While I don't have too many good things to say about PixelMaker MV, it's objectively true that its simple interface, great documentation and straightforward design process is enabling a lot of creative people to work on projects they never originally thought they could make and that's wonderful. I feel, as long as users make a show that it's important the game runs well, Zell should challenge himself in learning the ins and outs of the program and pushing out higher framerates.

Oh yeah, there's nothing more important than an engine even a stupid guy like me can understand. But personally I will always pass up an engine that is poorly optimised, no matter how simple and straight-forward it is. Dreams are nice, but consistent performance keeps people playing. Suffering through a few tutorials until you understand how stuff works is a small price to pay, and really worrying about how well your game performs should be a secondary thought.

Actually it's very curious. Why does Pixel Game Maker MV run so poorly when its node-based cousin RPGMaker MV works fine? I've screwed around a lot with RPGM MV, making sloppy edits and playing titles of varying modification. I've never had the same performance issues PGM has unless it's incredibly busy.

Anyhow, I hope Zell makes it a priority to figure out how to get higher framerates before much else. Putting off optimisation tends to result in never getting around to it, as is the legacy of a... certain simulation involving girls and the yandere trope.
 
Dreams are nice, but consistent performance keeps people playing.
We're talking about hentai games here.
The amount of creatives even willing to make games of this nature is already small, and it gets MUCH smaller when you account for sexual tastes. I don't know if I'm alone in this, but there are very few games that I'm actually sexually interested in. Even fewer that I'm sexually interested in, that I enjoy the gameplay of.

Dreams aren't just nice. They're by far the most important thing. I'd take a game with shitty performance over no game at all.

Actually it's very curious. Why does Pixel Game Maker MV run so poorly when its node-based cousin RPGMaker MV works fine? I've screwed around a lot with RPGM MV, making sloppy edits and playing titles of varying modification. I've never had the same performance issues PGM has unless it's incredibly busy.
It's because Pixel Game Maker can do more. RPGMaker is very specialized when it comes to making RPGs, so it's code is very efficient when it comes to handling that. Since Pixel Game Maker is general purpose, there's more avenues where things can go wrong.

Anyhow, I hope Zell makes it a priority to figure out how to get higher framerates before much else.
Me personally. Priority #1 is sexual content. #2 is general design of experience, and #3 would be optimization.
 
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Hey guys, long time FoBS fan here, I just found out this game exists and am really excited. Could someone please link me to the latest demo/release available? And does anyone know if Zell intends on making an English version of this?
 
@Chelli Lona Aphra Currently, demo access is restricted to project support through his fantia, and it's more proof of concept than an actual demo, though I believe you could end up with a late christmas gift if you look around in this thread. *hint hint*
As for an english release, I don't think much is necessary since Shiro no Yakata is very light on important text. There's a small amount of dialogue so far, but I'd hazard a guess that the translation would be fan-based, similar to FOBS.
 
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