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ACT [Toffi]Fallen Angel Marielle


Mirza86

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Well call me a toilet and start shoveling that shit in! Super stoked for another Toffi game, extra bonus is its Futa! Glad to see you back and working on something you enjoy Toffi :) Screw all these Naysayers, you just do you and we will get a quality game.
 

jemand69

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In no particular order:

- Zoom is great for H games during scenes, but if you want to focus on making a good game, a statically zoomed camera allows you to design your levels more intricately, so I would only ever zoom in during H scenes
- Attacking through walls feels off and can be kind of a problem in game with grabs, i personally would remove it but thats your call
- attack combo felt decent but the word "combo" always feels weird to me when all you do is mash one button. Maybe add additional inbetweens depending on the directon held/2nd attack button/how long a button is held
- Please add character name or anything identifiable to the games name, fallen angel is too generic
- Running is kind of tedious with double tap instead of a dedicated button
- having a bit of a slide when stopping from running makes the character feel more natural. This is however not needed with regular walk as regular walk is what you do for precise inputs, adding a slide to that will only annoy
- a big part of what the later game will be like is how you handle H-scenes and HP (and possibly other resources/meters). Itd help immensely if you could already implement the framework of what you thought would work best so that can be tested too

Lastly, can you tell us a bit more about the projected developement? is there going to be saving or will it be a single sitting kind of game? will there be upgrades/movement upgrades?
 

cybeast

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New Toffi game!

Always loved your stuff, and I think I'm gonna love this one too :D
 
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Toffi

Toffi

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Futa is a shit tier fetish

It's fucking awesome and there is nothing you can do to stop me from making a game out of it!

Okay, but honestly, what's with all this kinkshaming here lately?

In no particular order:

- Zoom is great for H games during scenes, but if you want to focus on making a good game, a statically zoomed camera allows you to design your levels more intricately, so I would only ever zoom in during H scenes
- Attacking through walls feels off and can be kind of a problem in game with grabs, i personally would remove it but thats your call
- attack combo felt decent but the word "combo" always feels weird to me when all you do is mash one button. Maybe add additional inbetweens depending on the directon held/2nd attack button/how long a button is held
- Please add character name or anything identifiable to the games name, fallen angel is too generic
- Running is kind of tedious with double tap instead of a dedicated button
- having a bit of a slide when stopping from running makes the character feel more natural. This is however not needed with regular walk as regular walk is what you do for precise inputs, adding a slide to that will only annoy
- a big part of what the later game will be like is how you handle H-scenes and HP (and possibly other resources/meters). Itd help immensely if you could already implement the framework of what you thought would work best so that can be tested too

Lastly, can you tell us a bit more about the projected developement? is there going to be saving or will it be a single sitting kind of game? will there be upgrades/movement upgrades?
Zoom: at the moment I'm leaning towards having it enabled all the time. That way the player has more control of the difficulty. Especially in platformers the camera can often feel unfair (leap of faith or traps), and if the player has the choice of Zoom-level, he can decide for himself how difficult it should be.
Name: the name is just my project name, the finished game will be called something else. I want to add Futanari somewhere in the title, so people who get easily triggered by other fetishes can avoid it.
Running: yeah, that's something others have pointed out as well. I'll add a button for running.
HP and H-Scenes: I'm currently working on the framework for that, should be finished soon.
Development: at the moment I'm still building the groundwork. Once that is finished, I'll decide on the length of the game and the quantity of content. Nothing set in stone yet.
 

jemand69

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Zoom: at the moment I'm leaning towards having it enabled all the time. That way the player has more control of the difficulty. Especially in platformers the camera can often feel unfair (leap of faith or traps), and if the player has the choice of Zoom-level, he can decide for himself how difficult it should be.
Thanks for taking the time to read through the comments but i have to disagree on this one. If zoom is a matter of difficulty, then the design was already flawed to begin with and we have to use means that should be of cosmetic nature to repair our design. If you think about the most beloved platformers, they always found sublte ways to make the player not jump into their doom or into traps by giving hints. This way the game designers had the freedom to create hidden passages without having to worry that the zoomed out users will have an advantage.
 
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Toffi

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Thanks for taking the time to read through the comments but i have to disagree on this one. If zoom is a matter of difficulty, then the design was already flawed to begin with and we have to use means that should be of cosmetic nature to repair our design. If you think about the most beloved platformers, they always found sublte ways to make the player not jump into their doom or into traps by giving hints. This way the game designers had the freedom to create hidden passages without having to worry that the zoomed out users will have an advantage.
Yeah, I see your point. But camera control isn't only limited to being a cosmetic feature, but can also be used as part of the gameplay. There are many examples of this in platformers in fact: Super Mario World has camera control, and Castlevania-like games often allow you to "look down" or "look up" by shifting the camera. The zoom is just another way of handling this.

But I definitely see where you are coming from and will consider it; I definitely don't plan on using the camera as an excuse for lazy level design. Thanks for your input.
 

Stiltzkinator

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Okay, but honestly, what's with all this kinkshaming here lately?
Seriously. In any case, make what you enjoy, Toffi. It's likely to be a better game for it.
 

Bloodcifer

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damn, toffi making another game?! this is the first time this year that ive been so hyped for a game! loved the previous games. top quality
 

DoggieDog52

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Hey Toffi, glad to see you're making another game. I've always enjoyed your dedication to Futa games (and ones w/ barefeet, you're hitting all my favorite fetishes) so looking forward to this one!

Onto the feedback:

Controls: Feels fairly responsive, though the platforming can be a bit difficult with the running. I think the jump that required running makes sense because it forces the player to think about running but to be honest running feels a bit slugging in this type of game. Since the character model is so big it feels like their default walk speed is normally enough. The extra running feels almost unnecessary, especially around these smaller platforms. If you're going for a serious focus on platforming though I think speeding up the overall pace of the game would help, mainly dealing with her jump and fall speeds. She feels very floaty and as a result a bit hard to control.

Movement options: Can't say no to a double jump but honestly it depends on what you're going for with the level design. If you're aiming for a more enclosed setting similar to Fullfrap's "Demon Semen" then I think your current setup is fine. But if you're aiming for more open areas with pits and hazards that the player has to navigate around then you may want to consider some way to give the player more control in the air. I will say though since the character model is so big it may be a bit difficult getting platforming in enclosed areas since she'll bonk on a lot of objects.

Combos: Works fine! I don't see any issues with it. Curious to see type of combats you want the player to get into.

Struggle: I saw someone mentioning the struggling in sex scenes and I think "one tap" works depending on how you want to handle health. Often times games will have the player rapidly tap the controls to escape while they're using health and I think that works but it does make seeing the scenes a bit harder, especially if you don't have a gallery. One of the things I've seen recently in Vosmug's "Ghost Hunter Vera" is the idea of taking a static amount of damage on sex scenes but the scene ends when you tell it to. Technically it depleted a meter if you had any but it didn't affect your actual health. This allows you to view the scene without having to worry about dying in the middle of it or having to game over just to see the scene. There's a few ways you can handle it. I've also seen players getting rewarded for getting sex scenes Libra Heart's "Succubus" games or Fullfrap's "Succubus Fist".

All in all there's a lot of ways you can do it. Imo managing your health can really make or break the game. Struggling definitely works, especially in fighting game scenarios, but I don't think it works for every game. Depends on the tone of the game or what you want your player to do. I think Game Maker's Toolkit explains health the best, check him out if you're interested:

That's all I caught, looking forward to seeing more progress! I will definitely be keeping my eye on this thread and the blog.
 
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Toffi

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One of the things I've seen recently in Vosmug's "Ghost Hunter Vera" is the idea of taking a static amount of damage on sex scenes but the scene ends when you tell it to.
I haven't played Ghost Hunter Vera yet, but that's actually the system I was going for as well. I'll probably make another update on my blog today on how it'll work in detail.
 

J300mer

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  • are the controls intuitive and responsive? Perfect for a platformer, other than her auto-grabbing cliffs and her delay before jumping
  • does Marielle move like you expect her to? Great but same as above
  • does is feel too sluggish? Or too fast? Sprint is a bit slow
  • do you feel like there are movement options missing? Nope
  • does the collision work like you feel it should? Yep
  • is the combo-system working? Basic, but functional
  • are there any bugs? Not that I saw.
Good to see you around. Figured you pulled a Pixel Factory on us. Usually after a few games, devs get more likely locked into the necro zone.
 
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Toffi

Toffi

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Good to see you around. Figured you pulled a Pixel Factory on us. Usually after a few games, devs get more likely locked into the necro zone.
What? Pixel Factory disappeared? That's a real shame. I didn't even realize. Did he just stop updating? I vaguely remember he was talking about depression at some point in time.

But well, yeah, making games is a shitload of work. I'm still taking the easy route by "animating" with 3d models rather than drawing sprites for everything and I can't count the hundreds/thousands of hours I put into creating my games. For an experience that lasts at best a few hours that's really quite something.

Regarding Fallen Angel, I made a regarding the health-system (which is functioning now) and at the moment I'm working on the first moving Enemy with a (very simple) AI. Making good progress.
 
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Anon17564

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Yeah, well, at that time I did have a solid plan. But a lot has changed since then (changing engines, other games with similar content were released, my mindset towards game-making changed), and for now I want to concentrate on the Futa stuff. It's something I have enjoyed making the most over the last few years and the thing I enjoy doing the most at the moment.

So while I won't rule out any pure yuri game at the moment, please don't wait for it.
Nobody can please everybody - but the futa focus definitely pleases me at least for what it's worth!
 

jumjummju

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While I'm a huge fan of yuri and only meeeeeh towards futa, I've always loved toffi's futa games and would prefer he makes them. The reason being because it's far better for someone to make something they're *truly* interested in since the passion and creativity comes through in the animations. I still absolutely loved Amazon Brawl and the Melly series despite the futa focus because the animations and mechanics were so well done and creatively hot. While I'm dissapointed somewhat that I'm not getting a new yuri game, I'm also hyped that I'm getting a high-quality futa game at least, ya feel?
 

Fenril

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For me, Futa is kinda just.... there. I mean, I like it, but it's usually something I only watch in moderation. I suppose that's mostly because I consider it less-hardcore than other things and I feel it's kinda oversaturated these days since you can't seem to have yuri without futa. And there's very few qualities it has which separates it from the real fantasy porn. It's practically vanilla at this point and I usually don't go for vanilla.

Now as for Toffi's works, I usually check them out once or twice, and maybe again sometime much later down the road, since the quality is good. But usually that's about it. However, that might be due to the fact that I'm not much for fighting games since they're generally cookie-cutter clones of each other and all the action happens in a single rectangularly shaped box. I generally prefer action-adventure because it's much more open-ended and can interact with the environment a lot more (secrets, traps, etc). So what I guess I'm really hoping for is something other than a button-masher.
 
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Toffi

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I've uploaded a new version onto Patreon and also made some updates on my blog.

The game now includes updated movement options, the first moving enemy and other misc. changes. The enemy still has a very simple AI, but as the first try I'm quite satisfied with how she works.
 

J300mer

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What? Pixel Factory disappeared? That's a real shame. I didn't even realize. Did he just stop updating? I vaguely remember he was talking about depression at some point in time.
His last update was in 2014 , with some animations, but it's completely dead.


I was liking the new animations he put into it, although I'm sure this discussion belongs somewhere else.

Also, loved your works so far, enjoying the futa/yuri, enjoy my patreon dollar, don't die or bloop out

 

Fenril

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The TLDR version of Pixel Factory: He lives in Korea and they decided they didn't want porn creators there. So he was either forced to quit or risk it and end up in prison.
 

J300mer

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Damn shame. Wish he might have been able to at least push out one more game.
 
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