TheUnsaid
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Description:
Mawaru Hagokoro is ExcessM's newest title still in production. It's going to be another first person perspective action title. ExcessM has stated that he wanted to make another game like Parade Buster, so it's safe to assume that the general gameplay direction will follow that title's precedent. This game currently has NO DEMO.
A Unity click-based, 1st person POV fighting game, much like the previous Parade Buster. It includes some strategy and RPG elements.
Story:
You play as a gutsy shota ninja in medieval Japan, a master of three martial arts schools, and as immature as he can get in matters of the flesh...
MC previously attempted to overthrow the big bad boss, only to fail miserably and be cursed with 「Enlightenment」, which makes him critically vulnerable to women' charms. And he was turned into the shota version of him, forcing him to spend five years to re-learn what he knew.
Now it's time for round two! It's just you against an army of assertive females, boosted by 「Empowerment」, a mysterious, mind-bending power. Luckily, as a ninja, you are an expert of both battles and schemes. Will you assault the enemy bases head-on, or outsmart the opposition before striking from the shadow? Failure will likely result in your being trampled underfoot, in more feet and more ways than one.
Note that the sub-missions are gone, and are now integrated in the linear story.
Controls:
Mouse, with one-handedness in mind.
Some keyboard shortcuts exists, clearly displayed on-screen. Among them:
1,2,3 - switch to the Green, Blue or Red school/weapon
CTRL - activate 'shadow attack'
Basics of gameplay (for non-auto mode):
Content:
Onee x Shota, femdom, many-on-one, medieval Japan
There are 27 different enemies with a total of 156 CGs.
Most scenes are animated and voiced.
Enemies share a limited pool of distinct animations, with four different moves per enemy, and variants based on the present onlookers.
Quite a lot of information has been posted about the game already.
In order to see the full articles, you have to follow the guy on Ci-En. If you visit the page in google chrome you can more easily navigate it since you can auto-translate the page.
Ci-En:
Let's go in order of the posts he's made so far. I'll elaborate on the posts I think are interesting.
And that's all the information we have for now.
What's most interesting to me is the Unity animation pipeline. It seems he's also using parts of other enemies to create new enemies. Like for instance, the Samurai General, uses parts from the main heroine and the scissor enemy. The wrestler also uses parts from a previous large enemy. Seems like he develops the bosses, and creates the mobs by using the bosses as a base and modifying them.
Can't wait till the game comes out XD
Mawaru Hagokoro is ExcessM's newest title still in production. It's going to be another first person perspective action title. ExcessM has stated that he wanted to make another game like Parade Buster, so it's safe to assume that the general gameplay direction will follow that title's precedent. This game currently has NO DEMO.
A Unity click-based, 1st person POV fighting game, much like the previous Parade Buster. It includes some strategy and RPG elements.
Story:
You play as a gutsy shota ninja in medieval Japan, a master of three martial arts schools, and as immature as he can get in matters of the flesh...
MC previously attempted to overthrow the big bad boss, only to fail miserably and be cursed with 「Enlightenment」, which makes him critically vulnerable to women' charms. And he was turned into the shota version of him, forcing him to spend five years to re-learn what he knew.
Now it's time for round two! It's just you against an army of assertive females, boosted by 「Empowerment」, a mysterious, mind-bending power. Luckily, as a ninja, you are an expert of both battles and schemes. Will you assault the enemy bases head-on, or outsmart the opposition before striking from the shadow? Failure will likely result in your being trampled underfoot, in more feet and more ways than one.
Note that the sub-missions are gone, and are now integrated in the linear story.
Controls:
Mouse, with one-handedness in mind.
Some keyboard shortcuts exists, clearly displayed on-screen. Among them:
1,2,3 - switch to the Green, Blue or Red school/weapon
CTRL - activate 'shadow attack'
Basics of gameplay (for non-auto mode):
You attack holding L-click, defend holding R-click.
Your weapon's "range" is its area of effect.
Keep a close eye on on-screen indications, especially the Blue 'chance' which has conditions to pop up - often including a successful defense. Different icons indicate different types of attack.
There are also three icons which pop up if an enemy is using a style strong/weak against one of the schools (Bosses are known to switch styles during battle, like you do).
Enemies can use:
- physical attacks damaging HP, which you can Defend against.
- temptation attacks which can stun you. They need be interrupted.
- ranged attacks increasing Lust. They need be interrupted.
Note than some physical attacks still increase your Lust when guarded against, and that the ecchi attacks can have a high damage threshold to be successfully disrupted.
Too much Lust (Heart filled up) sends you to an HP-draining session/aroused state.
You can choose on the right menu what happens on-screen, and escape with the arrows in the top-right.
When your HP reaches zero, you can't escape anymore, unless you have Shadow Attacks left - which you can use to revive during missions (the R option, red cross). If not, you can only continue to watch/swap scenes, or return to base.
Your weapon has one of two guard types: Normal or Dodge.
Normal guard, you can just R-click and incoming damage will be reduced or negated.
Dodge needs a R-click right before the attacks hits, to trigger some invincibility time, which you can extend by aiming at a 'Chance'.
Green school: Defend, counter when enemy is attacking or when you see a 'chance'. There's an upper limit of the number of strong 'counters' you can dish out, before you need to go on the defense again. This school usually sucks against non-physical attacks, especially with the weakest weapons.
Blue school: Attack fast. Each hit can trigger a flurry of strong blows for a time. You'll need to switch to R-click when enemies tough it out and attack anyway. This school is good against Stuns, but usually has a small AoE, so it isn't too good at disrupting spread-out enemies.
Red school: endure the hits, deal it back. "Anger" builds up as you defend, which you release in a powerful attack. Usually good at disrupting and hitting hard, but can be stunned much more easily.
You can change equipment and use items in battle with the icons on the bottom of the screen. Watch out: your weapons' special effects are always active, even when you're using another school. Experiment with different effects, as they can be highly confusing and some mean insta-defeat, or close.
Your weapon's "range" is its area of effect.
Keep a close eye on on-screen indications, especially the Blue 'chance' which has conditions to pop up - often including a successful defense. Different icons indicate different types of attack.
There are also three icons which pop up if an enemy is using a style strong/weak against one of the schools (Bosses are known to switch styles during battle, like you do).
Enemies can use:
- physical attacks damaging HP, which you can Defend against.
- temptation attacks which can stun you. They need be interrupted.
- ranged attacks increasing Lust. They need be interrupted.
Note than some physical attacks still increase your Lust when guarded against, and that the ecchi attacks can have a high damage threshold to be successfully disrupted.
Too much Lust (Heart filled up) sends you to an HP-draining session/aroused state.
You can choose on the right menu what happens on-screen, and escape with the arrows in the top-right.
When your HP reaches zero, you can't escape anymore, unless you have Shadow Attacks left - which you can use to revive during missions (the R option, red cross). If not, you can only continue to watch/swap scenes, or return to base.
Your weapon has one of two guard types: Normal or Dodge.
Normal guard, you can just R-click and incoming damage will be reduced or negated.
Dodge needs a R-click right before the attacks hits, to trigger some invincibility time, which you can extend by aiming at a 'Chance'.
Green school: Defend, counter when enemy is attacking or when you see a 'chance'. There's an upper limit of the number of strong 'counters' you can dish out, before you need to go on the defense again. This school usually sucks against non-physical attacks, especially with the weakest weapons.
Blue school: Attack fast. Each hit can trigger a flurry of strong blows for a time. You'll need to switch to R-click when enemies tough it out and attack anyway. This school is good against Stuns, but usually has a small AoE, so it isn't too good at disrupting spread-out enemies.
Red school: endure the hits, deal it back. "Anger" builds up as you defend, which you release in a powerful attack. Usually good at disrupting and hitting hard, but can be stunned much more easily.
You can change equipment and use items in battle with the icons on the bottom of the screen. Watch out: your weapons' special effects are always active, even when you're using another school. Experiment with different effects, as they can be highly confusing and some mean insta-defeat, or close.
Content:
Onee x Shota, femdom, many-on-one, medieval Japan
There are 27 different enemies with a total of 156 CGs.
Most scenes are animated and voiced.
Enemies share a limited pool of distinct animations, with four different moves per enemy, and variants based on the present onlookers.
Quite a lot of information has been posted about the game already.
In order to see the full articles, you have to follow the guy on Ci-En. If you visit the page in google chrome you can more easily navigate it since you can auto-translate the page.
Ci-En:
You must be registered to see the links
Let's go in order of the posts he's made so far. I'll elaborate on the posts I think are interesting.
-
You must be registered to see the linkshe introduces the main character and heroine's basic designs and backgrounds. He also shows some rough drafts of helper characters like an old man who sells karakuri(dolls.)
- In his
You must be registered to see the linksHagokoro post, he talks about one of the enemy character he's managed to design. Here we get a view at the new animation system. He's using UNITY's built in puppet animation tools.
- In his
You must be registered to see the linksHagokoro post, he introduces more enemy designs. Unlike Parade Buster none of the enemies introduced so far look that basic or generic. These designs are so far quite unique and interesting to look at.
He also shows the main heroine as an enemy figure. Seems like she doesn't start off as an ally? Not quite sure what's the deal there.
- In his
You must be registered to see the linksHagokoro post, he introduces more enemy designs. Just like before these designs are really a step up from his previous game's designs in how unique they feel. It's really the clothes that's doing it in my opinion. Anyways, these girls are much more like Samurai than Ninja in aesthetic. I'm guessing Hagokoro will just involve tons of eastern design elements as a whole. It won't just be ninja themed.
Either way those designs are for boss-type characters. - In his
You must be registered to see the linksHagokoro post, He shows off more boss-type designs. One of the designs is a "group" type design where it's a bunch of one enemy type, and we have the main heroine Otsuwa again except as a young girl. We also get twin enemies. Reminds me a bit of the twin angels in Parade Buster.
Man... I really like how unique these enemy designs are. I haven't seen designs this appealing anywhere else really. While the appeal mostly comes from the clothes and fashion, not the girl's designs themselves (in my opinion) this game really does feel like a huge step up from previous games. - In his
You must be registered to see the linksHagokoro post, he goes into technical details regarding animation.
Basically to summarize, Parade Buster's animation worked by him creating the animation in another program, and exporting as PNG strips for WOLFRPG to read. This resulted in really large sheets of animation pages for every enemy. It was limiting because if he wanted to add more animations, it would take up a considerable amount of space.
Now he's using Unity's built in animation toolkit. If you played his test games, The Casino game and the Rock Paper Scissors game you'll get a good idea of what the animations will look like. The main benefit is the fact that animations will take less size, but the other benefit is that animations will interpolate at the framerate the game is set to. So if it's a 60fps game, the motions will be 60 fps smooth.
He can make as many animations he wants with very VERY little space requirements. Unity itself is pretty big though, so the game will most likely be large. If he includes voice acting or has a lot of audio, I think the size will Rival Parade Buster, but I'm pretty confident it'll have more sexual content, and probably be around the same size.
_____
In the video he posts here, we can see hints of all the unique actions one of the enemies can perform. There's standing and I'm seeing 3 attacks. I'm not sure if any enemies in Parade Buster had more than 2 attacks. Even bosses. There's also a pretty exaggerated temptation pose where she flashes her breasts. There's also a feint where it looks like the big attack, but she butt bombs you instead. There's 2 unique "get hit" animations as well as an exhaustion animation. I'm really curious about the exhaustion animation. It's ExcessM so I doubt it'll lead to a maledom scene, but I'm really curious what causes it. - In his
You must be registered to see the linksHagokoro post, he talks about the erotic attacks. (Finally right XD)
Seems like animation wise the sex scenes are split into 6 parts. They are shown in the video.
Part 1 seems to be her casually having sex.
Part 2 seems to be what happens when you struggle to escape. From what I can see it seems like there's no real movement here.
Part 3 is when she pins you down.
Part 4 is her having her way with you while you're pinned down.
Part 5 is the creampie.
Part 6 is the aftermath.
Just like in previous games, the other characters can join in by teasing you. Mukuru, the girl he's using as an example seems to have two teasing poses. One where she uses her butt to tease you and one where she lays on you with her breasts. What's interesting is that during the creampie, the one that's laying on you with her breasts looks to the side to acknowledge that it happened. It's quite erotic.
Seems like during the struggle phase the side girls will help the main girl by pressing on you. Seems like the sex minigame aspect is a bit more visually complex. I only hope that the actual minigame is more complex as well. My only problem with Parade Buster was that the sex stuff just flashed on the screen. When it happened it was gone in like 10 seconds. - In his
You must be registered to see the linksHagokoro post, he talks about some of the foreplay stuff. The video shows Mukuru trampling on the hero in first person view. It seems this move is activated after being hit by a special move? I wonder if the mini move is making a comeback then. Where you get turned tiny.
But yeah, seems like all the characters in the game will have a stepping move. - In his
You must be registered to see the linksHagokoro post, he talks about the mob enemies. Hahaha.. so the small fry are finally being designed. I never knew these guys worked on bosses first and then small fry. The designs are still fairly unique and fun to look at. Just like his Casino game, the mob enemies have randomly generated features. Facial features, hair, and skin color are randomly generated, so there's a lot of variation when it comes to them. There's even variations on facial expressions when they tempt you.
- In his
You must be registered to see the linksHagokoro post, he talks about the ura ecchi attack... I'm just going to call it secondary sex scene.
For Mukuru, it's paizuri.
He also talks about a Super Holding attack which I can't make much sense of. This whole post is confusing to me. When will the enemy use this ability instead of the regular sex scene? Is it just randomly selected when adult stuff happens? The only thing he talks about when he says super holding is that the enemies can lean in for a kiss. Since we have no idea what kind of minigame it's gonna be when you get caught, I have no idea what the difference is between a regular hold and a super hold. - In his
You must be registered to see the linksHagokoro post, he talks about special scenes. Jesus christ, so far that's 4 adult scenes per character. Regular sex scene, secondary sex scene, stepping, and special scene.
Seems like the special scene is a one-on-one scene. Other characters cannot join. I don't know what starts these special scenes and if they're available to all enemies though.
It also shows a first person view of these scenes, because that immersion seems to be pretty important to him.
Hmmmm... Scene count wise this kind of disappoints me. I'm more a fan of actual sex than I am of foreplay, but scene wise so far this enemy has 4 scenes and only one of them she has sex in. I just hope the scene distribution isn't as bad as onee-shota where only 3 out of the 30 enemies actually had sex. - In his
You must be registered to see the linksHagokoro post, he talks about more mob enemies.
One of them not only has variations on hair, and face, but variations on weapons as well. Seems like there's gonna be quite a lot of enemies to fight.
There's a really interesting mob enemy as well. The Oiran. They're thinking of making it so that when the Oiran appears the battle instantly goes into H-mode. I'm happy ExcessM's aware that the erotic aspect in his previous games can be quite low and he's finding ways to remedy that. - In his
You must be registered to see the linksHagokoro post, he talks about more mob enemies.
The Shrine Maiden is interesting. I can't see any weapons so she'll most likely be a support type enemy. There weren't many support type enemies in Parade Buster so I'm curious how that's going to work out in this game.
There's also a wrestler and a farmer. Looks like farmers are people you shouldn't attack. - In his
You must be registered to see the linksHagokoro post, he talks about the stepping stuff he brought up before.
The shrine maidens step on you with both feet it looks like.
Oh... the wrestlers slam their butt on you.
There's also a unique pose from a boss that has a stepping animation. I wonder if that boss will also have the regular trample animation making it the footfetish boss. - In his
You must be registered to see the linksHagokoro post, he talks about mob enemies again.
Man I'm really liking these designs.
Samurai General has a very striking design. The weapons are a sword and a whip.
What's most interesting to me is the Unity animation pipeline. It seems he's also using parts of other enemies to create new enemies. Like for instance, the Samurai General, uses parts from the main heroine and the scissor enemy. The wrestler also uses parts from a previous large enemy. Seems like he develops the bosses, and creates the mobs by using the bosses as a base and modifying them.
Can't wait till the game comes out XD
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