TheFierceDeity
Jungle Girl
- Joined
- Nov 30, 2016
- Messages
- 79
- Reputation score
- 8
Re: [ACT] Hero and Monster
Hm, now here's an up-and-comer that looks worth keeping a tab on.
Alright, so here's some criticism based on what I've pulled from the demo:
-These guys are right about the zooming and whatnot, it's pretty janky. Right off the bat, I notice that after starting a new game, the game window jumps immediately from the smallest size to the second-smallest. There is also the problem that was mentioned about sprites being blurry during h-animations.
-The sound, as a couple have mentioned as well, is set poorly by default. I think it would be a shame if it stays that way, as when I first played around I barely had any inkling that there were actual sound effects. Once I figured out how to restart the game with the sound adjusted(had to change the setting, go ingame, press R, mashed keys for a second, and suddenly, restarted with the sound setting I picked), I felt the sound effects, well, seemed alright, at least to me.
-So, about the sound effects themselves - really, I think you should stick more to the theme of your game rather than trying to have realistic moans and goopy sounds and whatnot. The clash of a moaning character while their little sprite mouth moves without any synchronization is pretty weird. The sounds the monsters make at the moment seem alright to me as well. The sound for when your MC cums is a little lackluster. I feel like both the current monster and cumming sounds might be improved if they had a random(or at least varying) pitch, but if I had my way I'd have some new cumming sounds altogether. Someone made a decent point about muffled, deep sounds being really good earlier. If you've played the latest version of Eroico by any chance, I feel like that's got the best ejaculation sounds of, like, any hentai I've consumed ever.
-I think you've done a pretty good job with the enemies you've got right now and all the ways they can interact with your player character. Six animations each all with some changes in detail. Ring on, ring off, ring on->ring off, ring off->ring on, game over, game over->ring on... Awesome. Lots of cool little details in what's happening in those animations. Usually, starting with the ring on gets you some lighter treatment. Ring off, a little heavier. Put the ring on partway through, MC goes at it a little harder. Ring off halfway through, monster goes harder and MC looks a bit overstimulated. Game over animations were a little odd, if you ask me - MC spurts like a fountain when left alone, but with an enemy actually stimulating him, I don't see cumming happening at all. The one floating enemy, from what I could tell, didn't have a different animation for putting a ring on after "game over".
-There's all these unreachable enemies taunting me in the demo PLS MAKE IT STOP maybe if I get some sort of... noclip cheat,
maybe those enemies are already finished and he just wants to hold off on making them playable... maybe- ah shit, I'm too lazy to do that even if I thought it'd actually work.
-It sounds like you want to put some visual indication of being able to get free into the game, which is great - originally I thought I was basically just stuck until death if there's more than one enemy around. I'm also a fan of the traditional 'bar that shows you how close to breaking free you are'.
-Having the character's arousal indicated with a UI that also shows what's actually going on with his dick is not only unusual but pretty cool. Your little details are part of what makes this good. Balls expand a bit as he cums, your white arousal meter gets "reduced" in the form of cum going out of the cock.
Yeah, so overall I'd like to see that one of the best things about this game are its little details. All the variety in animations for each situation. Go from ring to no ring, MC's facial expressions seem just a bit more pleasured/urgent. Put on a ring halfway though, MC gets bold and starts "deepthroating" the floating enemy. There's the details with the UI that I mentioned. Good stuff.
Hm, now here's an up-and-comer that looks worth keeping a tab on.
Alright, so here's some criticism based on what I've pulled from the demo:
-These guys are right about the zooming and whatnot, it's pretty janky. Right off the bat, I notice that after starting a new game, the game window jumps immediately from the smallest size to the second-smallest. There is also the problem that was mentioned about sprites being blurry during h-animations.
-The sound, as a couple have mentioned as well, is set poorly by default. I think it would be a shame if it stays that way, as when I first played around I barely had any inkling that there were actual sound effects. Once I figured out how to restart the game with the sound adjusted(had to change the setting, go ingame, press R, mashed keys for a second, and suddenly, restarted with the sound setting I picked), I felt the sound effects, well, seemed alright, at least to me.
-So, about the sound effects themselves - really, I think you should stick more to the theme of your game rather than trying to have realistic moans and goopy sounds and whatnot. The clash of a moaning character while their little sprite mouth moves without any synchronization is pretty weird. The sounds the monsters make at the moment seem alright to me as well. The sound for when your MC cums is a little lackluster. I feel like both the current monster and cumming sounds might be improved if they had a random(or at least varying) pitch, but if I had my way I'd have some new cumming sounds altogether. Someone made a decent point about muffled, deep sounds being really good earlier. If you've played the latest version of Eroico by any chance, I feel like that's got the best ejaculation sounds of, like, any hentai I've consumed ever.
-I think you've done a pretty good job with the enemies you've got right now and all the ways they can interact with your player character. Six animations each all with some changes in detail. Ring on, ring off, ring on->ring off, ring off->ring on, game over, game over->ring on... Awesome. Lots of cool little details in what's happening in those animations. Usually, starting with the ring on gets you some lighter treatment. Ring off, a little heavier. Put the ring on partway through, MC goes at it a little harder. Ring off halfway through, monster goes harder and MC looks a bit overstimulated. Game over animations were a little odd, if you ask me - MC spurts like a fountain when left alone, but with an enemy actually stimulating him, I don't see cumming happening at all. The one floating enemy, from what I could tell, didn't have a different animation for putting a ring on after "game over".
-There's all these unreachable enemies taunting me in the demo PLS MAKE IT STOP maybe if I get some sort of... noclip cheat,
maybe those enemies are already finished and he just wants to hold off on making them playable... maybe- ah shit, I'm too lazy to do that even if I thought it'd actually work.
-It sounds like you want to put some visual indication of being able to get free into the game, which is great - originally I thought I was basically just stuck until death if there's more than one enemy around. I'm also a fan of the traditional 'bar that shows you how close to breaking free you are'.
-Having the character's arousal indicated with a UI that also shows what's actually going on with his dick is not only unusual but pretty cool. Your little details are part of what makes this good. Balls expand a bit as he cums, your white arousal meter gets "reduced" in the form of cum going out of the cock.
Yeah, so overall I'd like to see that one of the best things about this game are its little details. All the variety in animations for each situation. Go from ring to no ring, MC's facial expressions seem just a bit more pleasured/urgent. Put on a ring halfway though, MC gets bold and starts "deepthroating" the floating enemy. There's the details with the UI that I mentioned. Good stuff.
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