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ACT Vore Loli Ryona [nanakusado] もんすたぁ☆さぷらいずど幽鬼ち / Monster surprised Yuki-chan (RJ275826 / RJ309773)


Okay, so here's what we'll do: For now I'll add NO HENTAI VERSION to the title and move the thread to H-games ( we do also accept games with only ryona and vore content ) and when there's a concrete announcement of development of the version that has hentai we'll make a new thread with it.

The version with hentai will get it's own, distinct, thread. I'll treat this like a mod situation, though it won't get the mod prefix. Unless he adds a 'hentai' mode to this version, then it's a whole different clusterfuck.
@DarkFire1004

Was what I'd originally said but I'm open to discussion.

Reason why I planned to have two separate threads is because I figured it'd be released as a separate game with it's own RJcode. Without any info from the dev on how he plans to implement the hentai version it's hard to make a call on. Though until it does get it's own RJcode, I think it's alright to discuss progress in this thread.
 
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Ah, I can see your reasoning and can agree with that as well. In that case, if he really does release the game as its own standalone, then I'm fine with splitting to another thread. Also like Slicer, I'm open to discussion and honestly don't really wanna split hairs like this. I'd rather this be a situation where the community decides what's easier.

Sorry for not paying more attention to the thread!
 
The developer seems to treat the upcoming H-version almost like an upgrade as they (if google translate didn't fail me) offers a discount value equal to the R-15 version on release date. Apart from that I think most issues concerning the separate versions like RJ-code could easily be solvable by putting multiple links and a bold explanation in the OP. Splitting the thread will just create further confusion and split people with questions or who are looking for support for either version of the game.

I'll happily edit the OP to meet those standards once a DlSite-link is available.
 
They're separate games, but they're basically the same, the R-18 version is just getting R-18 content added to it. The discount thing is a reward to players that purchased the R-15 version. No idea about RJ code though.
 
There will probably be two RJ codes. I don't think there will be serious changes to the engine or gameplay though. So I'd be up for the keeping the thread and putting a RJ275826\NEWCODE in the thread title. Less work for the mods and less work for people trying to post in right thread.
 
Oh yeah.

No R-18 version in progress thread so I'll put it here in the meantime (does it need another thread?)
Apparently Nanakusado expressed interest in in-fighting between npcs for the R-18 version. Been following his ci-en page and he's pushing out plenty of animations. As much as I cant wait for the r-18 version I really hope that if he doesnt make the 3 month deadline he delays the game and does it right.

I spoke to the dev for a few hours earlier today. There was a fair amount of stuff about the R-18 version they shared that they want to keep a secret,, but they said that they expect to complete the R-18 version in 2 months, so they still feel that they're on pace for the deadline.
 
I don't know if this is the kind of place to share this, but the game will be featured on the Indie Live Expo 2020 broadcast ( ) next week, on the 5th. Pretty cool stuff.

Anyway, there's been steady progress on the production of H-animations (I think only the wild child's base is left for threesome animations, they did a dual wild child animation so far), Nanakusado's gonna step up the pace at the beginning of next month, and it seems Camel's going to start doing stuff for the game then too (might be one and the same), from what they posted on their blog. These words are going to sound pretty hollow as I'm not allowed to talk about the details, but there's a lot more to look forward to planned out than the dev has shown so far.
 
Oh, Camel is gonna keep helping out? Now I'm even more interested in what the R-18 version will include. Course, it could just be them lending their artistic hand and doing illustrations, but either way I'm down for it. Also really cool to hear the game will be featured at that expo. It's always nice to see when a dev gets recognition for their stuff.
 
I think it's OK for me to say that it isn't illustrations, at least as far as I'm aware.
 
Spent a few hours talking to Nanakusado about the base game's development and the R-18 version, turned out Camel's involvement beyond illustrations was stuff like advice on how to do the vore scenes and game balance. This was pretty surprising as Nanakusado doesn't have a vore fetish, yet the quality of the vore scenes is quite high, particularly with the boss gargoyle. He explained in particular with the boss gargoyle's vore scene that he looked at medical drawings to get an idea of how to portray the interior of the mouth and based the tongue's movements on licking and swallowing candy. I thought for sure that Camel had been involved to some degree in the actual production of the vore scenes, but no, he just gave Nanakusado advice on how to make them.

Anyway, Nanakusado's begun work on implementing the ero system for the R-18 version, adding the H animations they've created into the game. They're going to start on things like my request for an extended gargoyle girl vore scene after that. There are additional plans beyond that too.

EDIT: Seems this is OK to post publicly. R-18 version will get a boss rush mode.
 
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Noticed on steam that there was a 143mb update for the game, LonelyGaruga since you've been talking to the dev now and then, would you happen to know what was updated? Bugfixes? It would be nice if they could figure out how to create a news post on steam to tell people when the game has been updated.
 
Yeah, a bunch of bug fixes and some minor AI adjustments, plus miscellaneous adjustments like when the timer stops on the final boss. Hellhound should prioritize using his special move more often now. I've been helping the dev bug test the game while they worked on the R-18 version. There are still new bugs being found, but a bunch have been found and eliminated. Almost every progress-halting bug has been fixed. The dev is gonna continue with bug fixes since R-15 will be the base for the R-18 version.

For progress on the R-18 version, the dev is currently writing the program for the H system. It's slow and tedious work. I think most of the H animations for enemy combinations are done now, but not quite all of them.

tbh they delegated Steam stuff to me to some extent, so I'll talk to them about it later and get a comprehensive list of changes if you'd like.

I forgot, there should be an easter egg added to stage 2's first room. Good luck finding it!
 
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Updating on this. All of the standard H animations for enemies are implemented, all that's left are the boss scenes (minotaur girl, Charlotte, Dran). For the H scenes that involve 2 enemies, I asked Nanakusado if he has plans for more H scenes with them than zombie x harpy, and he said that he would like to add more, but didn't have anything particular in mind. I don't think that one's been implemented yet either. Although I'm not normally interested in H stuff, I did have a suggestion, and talking it over, a goblin x gargoyle scene was decided on. Today I was talking to another person about the game and came up with something to ask the dev about implementing that isn't exactly H, but it's certainly R-18...it's to ask about implementing a special grapple against Charlotte where Youki knees her in the dick. I'll ask the dev about the idea next time I see them.

July will be dedicated to vore content, finally I can talk about that a little. The entire month will be dedicated to vore. Nanakusado's expressed concerns that they won't be able to implement everything they want in this area, but said that they'll do their best. There's a lot planned out, between ideas that they already had, the things that I've pitched to them, and probably ideas from D-Gate/Camel too.

By the way, I know this place is dedicated to hentai games, and discussion is primarily centered around either the H content itself or how to clear the game to see the H content, but is talk about Time Attacks, RTAs, challenge runs, that kind of thing fine? I've been running Time Attacks of this game since I got a PC that could run the game without lag, got a 34'41 IGT clear yesterday. The second fastest player I know of has a 39 minute clear last I spoke to them about it, to give some perspective of how fast that is. I doubt it would get much attention, but if even one person here liked it I would be happy with sharing it. But if that's considered derailing the topic then please disregard it.
 
Definitely excited to see that they still have more stuff to implement in July. I'm curious if it will involve any of the common enemies or if it's just more added to the bosses.
As for your last paragraph, I think that it would be fine, since you're still talking about in-game content. Personally, time trials are one of my least favorite things to do in games, but it's certainly nice seeing how dedicated other people are to getting fast times. It's not like you're talking about whether or not condoms belong in a game. But ultimately, I think it's up to the mods
 
Because Nanakusado hasn't publicly posted anything about what the vore content will entail, the only thing I feel I can share is that I made a request for the boss gargoyle girl that will be implemented. The basic idea is a more thorough licking, Youki's clothes melting, and a more detailed digestion scene. I haven't brought it up yet, but I'm gonna ask Nanakusado to have Youki's clothes melt for the normal vore animation too.

I forgot to say this, but the release is planned for August, but Nanakusado expressed some concerns about it. We'll have to see how it goes. I don't want them to rush the game, but for them, completing the game in a timely manner and meeting their promises for deadlines is also important. By the way, if you're part of the 500 yen plan, you can view the lizard girl's H-scene in their most recent blog post, which has a detailed CG close-up as per a request. Not my thing, but I'm sure some people here might like it.
 
Great to hear that development is going at a steady pace and thanks for keeping us up to date on some of the behind the scenes stuff LonelyGaruga. :)
I'm guessing based on your post that the 3 bosses you mentioned are the only ones supposed to have H animations. I personally would've loved a H-scene involving the snake lady that isn't just vore but with how much has been added recently in terms of h-content over what was promised during development, I really can't complain.

I think hearing about speed- and challenge runs could be very interesting, since the arcade nature of the game makes it feel like a natural fit. Are there any interesting skip tactics you got to use during your speed run?
 
The guy that made the stage 3 boss, Aran Saijo, likes vore, she was added as a request. The same character with a somewhat different design (blue hair, softer face) is being used for a vore game he's working on, where she performs both oral and unbirth vore. Earlier in the game's development Nanakusado was accepting requests from people that were a part of the 2,000 yen plan, but had to stop doing so because there were too many. (they made a special exception for me due to how enthusiastically I supported them though). I've brought up talk about a potential enhanced boss rush mode that features new moves and possibly new H scenes, saying that it could be added as part of a post-launch update if the timeline was a concern,, but we'll see about that. Nanakusado said they'll discuss it with D-Gate/Camel. Nanakusado asked me not to share things that we discussed, so I'm only talking about things that have been publicly posted or I've yet to talk to the dev about, which are okay.

About the Time Attack, the main speedrun strategy for the stages is exploiting the fact that you get an additional jump after performing a just attack with the bow in the air. There are many shortcuts that can be taken through this method, the biggest one is that you can completely skip the elevator with a crank mechanism in stage 4. Without any mistakes, it can be done in about 25 seconds, saves over a minute. I initially thought that the fastest horizontal movement in the game was the recoil from the diagonal aerial shots, but it turned out that walking is the fastest movement. The rock has the highest firepower of all the weapons, but its lack of shortcuts and poor ability for fighting trash mobs makes it awkward to use, so I only use it for stage 1, 2, and 8. Everywhere else uses the bow. Weapon route starts with bow, gets rock in stage 1, gets bow in stage 2, gets rock later in stage 2, gets bow in stage 3, stays bow until stage 8, getting the rock at the very beginning. I believe that grabbing the rock in stage 5 and switching back to bow in stage 6 can save time, but it's very marginal, and while the rock makes quick work of the catapults, it's all too common to take deaths there due to all the mobs. So I gave up on using it.

The rock does increased damage at close-range, so it's more of a melee weapon than a ranged weapon. It one-shots the rock mobs and the gargoyle girls, and most bosses are done in with just 6 hits when used like this. With the correct strategy and some luck, it's possible to skip the stage 2 boss' background phase. The stage 3 boss can be stun locked by the bow (the rock can do this too) with 100% consistency, you just to get the timing right. Stage 4 boss can also be stun locked with the bow, but in her case it's random, if she tries to charge then she might not flinch. She charges less frequently at close range, but there's never a 0% chance. I asked Nanakusado about it and he said the way the flinches worked was a little complex...

For the stage 6 boss, you can throw the plant bombs vertically. Two bomb plants + two just arrows from the bow are enough to start phase 2. For phase 2, it's just feeding her 3 bomb plants to trigger the fatal finish. She doesn't cause contact damage while swallowing a plant, so you can pick up another as she's swallowing it, and keep her on one side. This makes it easy to trigger the condition for the fatal finish very quickly. While she's blowing up, pick up a bomb plant in preparation for the gargoyle girls. By tossing two bomb plants around their landing points, you can defeat them instantly by detonating the bombs. This usually doesn't work because the timing is a little strict, but it'll still cause good damage to at least one of them, possibly even wiping one out. For the stage 7 bosses, Charlotte can be flinch locked in a corner with the bow if you get the spacing correct. Although the condition for her fatal finish will be met, it's faster to just ignore her until she dies. Direct hits with the arrows cause more damage than the explosions. By positioning yourself under where Hellhound shows up, you can get a just arrow before he lands. Hellhound will flinch after every direct hit with a just arrow. But if you miss the timing a little things get hectic real fast, that whip can flinch lock Youki to death, and it blocks the arrows so that they don't hit him directly. He won't flinch from just one explosion, it doesn't do enough damage.

The battle with Dran is the biggest luck factor in the run. Although the rock is the fastest weapon, Nanakusado actually designed Dran to counter it. She has a dedicated quick tail whip for deflecting the rock, so it'll be difficult to get a direct hit on her. When she breathes fire and when she lands from a jump are the best opportunities, but also when she's struck by the minotaur girl's attacks, and especially when she's grabbed. That's 2, sometimes 3, rocks, and Dran goes down in something like 6-7. Furthermore, the rock has friendly fire properties on the minotaur girl and Hellhound. For the final battle, switch to the ofuda talismans on the right side and guide Dran to stay on the right, then go to the left when she crouches. This way, she won't be able reach Youki with her grab attack if you go all the way to the left. Grab a bow from the blue box and fire arcing shots for a little bit of damage. Ideally, Hellhound's super will be delayed due to getting attacked by Dran, so that Youki can perform her super first. Hellhound's super charges faster than Youki's because it charges during the attack and during the conversation scenes in the fight. With the delay from Youki going first, they both get their super at roughly the same time. After that, it's hoping that Hellhound uses the next super (or the one after that) while Dran is crouching and the minotaur girl has the catapult ready. If you have the minotaur girl attack Dran while both supers are active, the damage is something like 60% of Dran's HP. It is essential to avoid getting grabbed when Hellhound has his super ready, because of the huge potential damage loss from not being able to use Youki's super at the same time.
 
The guy that made the stage 3 boss, Aran Saijo, likes vore, she was added as a request. The same character with a somewhat different design (blue hair, softer face) is being used for a vore game he's working on, where she performs both oral and unbirth vore.
Not trying to drag things off topic, but what's this other vore game you're speaking of with the lamia? Is it a furry game or is it just that boss?

Also, appreciate you being sort of our translator/interpreter so we can keep up with Nanakusado and voice our opinions.
 
By the way, I know this place is dedicated to hentai games, and discussion is primarily centered around either the H content itself or how to clear the game to see the H content, but is talk about Time Attacks, RTAs, challenge runs, that kind of thing fine?

That's totally allowed.
 
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