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OP
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As a self-taught Solodev there's certainly going to be approaches that people disagree with as I figure out the best ways to make all this work both on the Patreon side and the game side, but it's all part of trial and error right now. Regardless, I do agree that more up-to-date free builds should be available, but they'll never be the most recent builds. I'd like to make something out of this after all.

With that being said PublicBuild v0.1.5 and MainBuild v0.2 are now available. They include new enemies, introduce some new mechanics like the parry system, and also include a little more clarity visually for certain stuff like what button to press to escape H-scenes.

Regarding DevelopmentBuilds, they're smaller bursts of new content but typically indicate that a new Public and Main build are on their way soon. Here's the links to both the and the . If you like what you see please consider supporting the project.
 

Caernarvon

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Really liking the way the damage system seems to be turning out, where it's more based around grapples rather than just getting hit--struggle system is nice, might be worth a QTE escape system if its the main source of damage though like where it's a rhythm game?

Looking forward to more
 
OP
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Her there. Sorry for the slow updates here, I do most of them (almost daily) over discord. I've been pretty busy in general, but there's a new public build out now. It contains two maid-type enemies that were missing from the last one along with a bunch of foundational features in regards to menus, saving, teleporting, pickups, so on so forth. Feel free to check out the post, it explains it all a lot better than I am here. There's another MainBuild too but it only adds the new large-type enemy, only get that if you want to support the project, you're not missing much at all with just the public build. I'm gonna hold a public poll soon on patreon so I can gauge where people would rather I focus my efforts. There's a lot I want to get done but there's so many things that want doing at the same time, it makes it pretty difficult to do what I think people want.



 
OP
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Hey there. Latest Public and Main builds here. I'll try to keep the post here short, if you want to read more feel free to click the link for the public build.
In comparison to the previous Public Build, the new one includes 3 new enemies with the usual 3 h-anims each and more of the dungeon area opened up. I'm currently going to be working on a gallery mode and the death mechanic next to try and get more structure to the game itself.



 
OP
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Hey guys. This build's out sooner than usual but mainly focuses on bugs and features and less so on new content. There is a new Gallery mode on the MainBuild and a new enemy for the Publicbuild. Death is also a thing now, and there's a new main menu along with a bunch of major bug fixes. If you want to read more about the changes you can check out the public posts either on my or .
 

J300mer

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I'd probably recommend lowering received damage a little bit-- otherwise you'd have to spam room changes to get back to full health.
 

cybeast

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Hey guys. This build's out sooner than usual but mainly focuses on bugs and features and less so on new content. There is a new Gallery mode on the MainBuild and a new enemy for the Publicbuild. Death is also a thing now, and there's a new main menu along with a bunch of major bug fixes. If you want to read more about the changes you can check out the public posts either on my or .
The damage is a bit too high, and some of the... attack has quite weird hitbox / animation, because Dragon Guard sometimes hit me twice, catching me off-guard :(

Also, it seems that it's a bit buggy, since sometimes the animation is played out from different enemies (for ex, getting knocked down by Dragon Guard lead to Succubus animation, breaking free and getting captured again seems to fix it though).

Also, this is just my opinion, but wouldn't it be better that the animation was cycled instead of random? So animation 1, then if I broke free and got caught again, animation 2, and 3 and repeat to 1 and so on? It's sometimes quite... tiring to mash the button free to see all the animation because the enemy keep spamming the one you've already seen.
 
OP
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The damage is a bit too high, and some of the... attack has quite weird hitbox / animation, because Dragon Guard sometimes hit me twice, catching me off-guard :(

Also, it seems that it's a bit buggy, since sometimes the animation is played out from different enemies (for ex, getting knocked down by Dragon Guard lead to Succubus animation, breaking free and getting captured again seems to fix it though).

Also, this is just my opinion, but wouldn't it be better that the animation was cycled instead of random? So animation 1, then if I broke free and got caught again, animation 2, and 3 and repeat to 1 and so on? It's sometimes quite... tiring to mash the button free to see all the animation because the enemy keep spamming the one you've already seen.
Thanks for the feedback. I've heard more than one complaint about damage being too high so I'll likely make enemies hit for less damage in the next build. I'll also look into the hitboxes, haven't had many people making note of those yet.

As for animations playing that shouldn't play, it seems like a bug I keep getting rid of but it keeps reappearing, usually because I forgot to do something and less so an inherent issue with the code, I'll double-check I set it up right.

As for animation cycling... That, unlike the others, would probably require me to restructure quite a bit of the code for how animations work. I'll see if I can't put some kind of failsafe in where enemies can't perform the last animation they used, but I can't make promises on it until I mess around with it.
 

cybeast

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Thanks for the feedback. I've heard more than one complaint about damage being too high so I'll likely make enemies hit for less damage in the next build. I'll also look into the hitboxes, haven't had many people making note of those yet.

As for animations playing that shouldn't play, it seems like a bug I keep getting rid of but it keeps reappearing, usually because I forgot to do something and less so an inherent issue with the code, I'll double-check I set it up right.

As for animation cycling... That, unlike the others, would probably require me to restructure quite a bit of the code for how animations work. I'll see if I can't put some kind of failsafe in where enemies can't perform the last animation they used, but I can't make promises on it until I mess around with it.
Third point is... fine? XD It's just a simple pet peeve of mine.
 
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