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super_slicer

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Hahaha, no, Zeph definitely wants lesbian rape. Females CAN rape each other, no penis necessary.
 
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TheUnsaid

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Hahaha, no, Zeph definitely wants lesbian rape. Females CAN rape each other, no penis necessary.
There's clearly a penis in all of the animations we've posted as advertising and she said the animations looked good before she got disappointed by the game.
I'm not saying it's impossible for girls to rape each other. I just think her expectations of a female protag makes no sense if she saw the animations before checking out the game.
 

Ranos

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Tried the demo, so far looks very promising!

The girls become significantly easier once you learn their.... patterns. I'm not going to spoil it unless it's okay to do so.

About the tutorial: is there any way of replaying it? For example, if you want to do a refresher on something or just want to review certain aspects of battle. I was kind of confused on certain aspects and found there was no way to replaying it, so i kind of had to wing it. For examples, i still don't understand what the patterns mean for the "dots".

So far, the best strategy i've found is to spam slowing down the battle and i could pretty much win the battle guaranteed on at least 2 of the girls (after learning their patterns of course). Most of the other skills seem not useful at the moment, only other one i found useful was "reducing damage" vs the redhead one, when she becomes completely random.
 
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TheUnsaid

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Tried the demo, so far looks very promising!

The girls become significantly easier once you learn their.... patterns. I'm not going to spoil it unless it's okay to do so.

About the tutorial: is there any way of replaying it? For example, if you want to do a refresher on something or just want to review certain aspects of battle. I was kind of confused on certain aspects and found there was no way to replaying it, so i kind of had to wing it. For examples, i still don't understand what the patterns mean for the "dots".

So far, the best strategy i've found is to spam slowing down the battle and i could pretty much win the battle guaranteed on at least 2 of the girls (after learning their patterns of course). Most of the other skills seem not useful at the moment, only other one i found useful was "reducing damage" vs the redhead one, when she becomes completely random.
Thank you for the detailed feedback! I truly appreciate it!

Ok see I was worried about the difficulty. I think the first battle against an enemy should almost feel like a boss battle as you are learning their patterns, but subsequent battles should be easier. I'm glad that 2 people so far have said the game's on the easier side, because I agree. I lowered the difficulty right before releasing the first demo for ease of access.

Yes you can replay the tutorial by pressing the delete key(resetting the save data.) Then reopening the game.

Oh btw, the pattern for the girls changes everytime you open up the game so it's not really the same, and you can try out the demo multiple times.

So slowing down the battlespeed has too many positives hunh... I need to add more negatives to that.

"i still don't understand what the patterns mean for the "dots"."

What do you mean by this?
 
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Tenma

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To comment on the support and exposure element, I'd recommend you to expand the scope of your social media advertising. It's cheap and inexpensive, the only cost is manpower/time. I know Japanese artists get some support of Pixiv generally and good porn can trend rather easily there. As pixiv is Japanese, I'd recommend your artist set up the profile there. Now onto other places, obviously there's bigger platforms, however they're currently not supporting or will quietly shut down your accounts. If you post to YouTube, obviously the content will be taken down if left public, so gameplay demonstrations would be served on Pornhub or other porn video hosting websites. Twitter also has an H-scene on it; though as I mentioned they might start to crack down on this content. Twitter is pretty big in JP so getting traction there and Pixiv will you get your Japanese costumer base built.
Onto the English sites, if you check Ecchi-Eng; the English Dlsite, you'll probably notice something. The base for eastern porn games in the west is quite bit smaller than it is in the east. Obviously you can advertise your porn game on ULMF. Steam is another site, however I'd recommend waiting until Subverse comes out until trying that storefront, if Subverse opens steam to porn games then the English market will greatly expand.
 
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TheUnsaid

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To comment on the support and exposure element, I'd recommend you to expand the scope of your social media advertising. It's cheap and inexpensive, the only cost is manpower/time. I know Japanese artists get some support of Pixiv generally and good porn can trend rather easily there. As pixiv is Japanese, I'd recommend your artist set up the profile there. Now onto other places, obviously there's bigger platforms, however they're currently not supporting or will quietly shut down your accounts. If you post to YouTube, obviously the content will be taken down if left public, so gameplay demonstrations would be served on Pornhub or other porn video hosting websites. Twitter also has an H-scene on it; though as I mentioned they might start to crack down on this content. Twitter is pretty big in JP so getting traction there and Pixiv will you get your Japanese costumer base built.
Onto the English sites, if you check Ecchi-Eng; the English Dlsite, you'll probably notice something. The base for eastern porn games in the west is quite bit smaller than it is in the east. Obviously you can advertise your porn game on ULMF. Steam is another site, however I'd recommend waiting until Subverse comes out until trying that storefront, if Subverse opens steam to porn games then the English market will greatly expand.
Artist does have a
Gameplay demonstrations on Pornhub eh... I do have a relatively high-profile pornhub account where I post TK17 videos. That's an avenue I can still use.
Ah yes we're already using twitter..

You can really only advertise finished games on english dlsite, or games that are very close to being done.
I'm not too interested in steam because of the amount they take and the cost of admission being so high, but we'll probably still do it.

All of that is for finished products however.

I guess if we want any clout we just really need a finished game under our belt...
_____________________

Regarding the game, we'll be adding difficulty settings after all! Probably just going to make it Normal and Easy though.

We've also decided on keeping the game very short. Maybe we'll leave room open for a sequel, but as of this moment, we only have traction with western audiences, and it's quite small. We have 0 japanese comments, and 0 interaction according to itch analytics from that location. On the western side we've got a bit more attention, and that makes me pretty happy. As a dev, any comment that really engages with the game always makes me excited to reply.

Not to downplay the people who support us though!
You guys wouldn't believe how thankful I am that you're willing to even give a penny for this pixel project!

Because the game's going to be short, there won't be much customization or leveling to grow stronger. We'll do our best to do something interesting on that front though. The upside is that if we keep up the pace a release shouldn't be that far away :D (still at least a month away but... not toooo far.)
 
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krisslanza

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Gave the demo a quick try, and I have to say, I'm rather impressed! The battle system is certainly rather unique, with the only thing I can think of being kind of similar is the battle system from Fate/EXTRA, only with a time limit. The general idea seems pretty cool though, especially the passives and skills that even enemies have that make it interesting.
Also a huge plus is the battle having some dialogue to go with it! I know its a demo, so I don't mind that there seems to only be a limited amount of dialogue per enemy, but even that little amount still adds a lot to battles I think.
 
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TheUnsaid

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Gave the demo a quick try, and I have to say, I'm rather impressed! The battle system is certainly rather unique, with the only thing I can think of being kind of similar is the battle system from Fate/EXTRA, only with a time limit. The general idea seems pretty cool though, especially the passives and skills that even enemies have that make it interesting.
Also a huge plus is the battle having some dialogue to go with it! I know its a demo, so I don't mind that there seems to only be a limited amount of dialogue per enemy, but even that little amount still adds a lot to battles I think.
I think it's important to show character in whatever way you can.

My personal fetish is the idea of girls lusting after me and while you can show that through action, it's heightened by dialogue proving it. It's not really "ahn and kimochi" that really does anything for me personally. I'm showing personality through all the avenues I can. Through the skill design, I wanted to show that Rouge was full of energy and wild, Bleu loves seeing how her movements affect you, and Vert is whimsical and selfish. This is heightened by the dialogue as well.

I'm not sure if we're going to add more dialogue in the finished version though. It's a lot to ask the artist to do the character and sex art as well as translation so I'm conscious of the word count in the game.

OH..

Someone's actually made the connection to Fate/Extra. Fate/Extra partially inspired this game's combat system actually. In that game you were also "learning" about enemies and the game's mechanics were all centered around the idea of "gathering knowledge." I absolutely loved that game, and won't deny that I drew some inspiration from it.
 

zekemckillip

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So just played the demo, and I'm not sure exactly how I feel about the difficulty. It seems like it can swing from fairly easy to impossible almost instantly. Case in point, against Vert her passive to set the battle speed went off and it got set to 10, and I lost over half my health because I was given nothing and guessed the wrong pattern, which for 10 different "attacks" made me lose a lot of willpower in and of itself, I think sensitive was active also, not sure, and then the cumming further damaged my willpower, and from there it was almost impossible to win.

On the flip-side, Rogue can be quite easy to destroy if you keep using slow every turn.

I also second that Slow can be abused, and is basically the difficulty slider currently. The problem, as I see it, is that if you get to speed 2-4, you'll have the habit and maybe 1 random, and if you know the habit, it is really easy to control the outcome of that round, but at speed 10 you'll have 3-4 white diamonds that are the habit, and 6-7 random pink diamonds, which if you aren't given any of those means that if you know the habit you'll get 2 random guesses(25% of 6 is 1.5, and 7 is 1.75, so lets call it 2) and still miss 4-5, so almost half, of the round... unless you slow it down, in which case you remove 1 -2 pink diamonds, maybe get a couple of them revealed, and you still know the habit, so it works as a 20-40% damage and lust shield. The only way to mitigate that is to change how the speed affects the habits.

I also think that since the passives for the enemies are unique per enemy type, that the habits should be completely random per enemy.

Now keeping in mind I know nothing of programing, so if I ask for something wildly difficult, know that it comes from ignorance and good intentions, my personal suggestion would be to have the battle speed just affect the time you have to input the arrow sequence, then, have different skills that, both that they use and you use, affect the number of pink diamonds added to the habit. This would make Slow still relevant, but not make faster battle speeds so punishing, and instead would shift the difficulty to performing difficult skills, like the victory heal/meditate/psych up.

Overall, very great concept, and I'm sad to hear this will be a short game, because something like this is a true gem, and a truly creative endeavor. I'll be keeping an eye on this.
 
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TheUnsaid

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So just played the demo, and I'm not sure exactly how I feel about the difficulty. It seems like it can swing from fairly easy to impossible almost instantly. Case in point, against Vert her passive to set the battle speed went off and it got set to 10, and I lost over half my health because I was given nothing and guessed the wrong pattern, which for 10 different "attacks" made me lose a lot of willpower in and of itself, I think sensitive was active also, not sure, and then the cumming further damaged my willpower, and from there it was almost impossible to win.

On the flip-side, Rogue can be quite easy to destroy if you keep using slow every turn.

I also second that Slow can be abused, and is basically the difficulty slider currently. The problem, as I see it, is that if you get to speed 2-4, you'll have the habit and maybe 1 random, and if you know the habit, it is really easy to control the outcome of that round, but at speed 10 you'll have 3-4 white diamonds that are the habit, and 6-7 random pink diamonds, which if you aren't given any of those means that if you know the habit you'll get 2 random guesses(25% of 6 is 1.5, and 7 is 1.75, so lets call it 2) and still miss 4-5, so almost half, of the round... unless you slow it down, in which case you remove 1 -2 pink diamonds, maybe get a couple of them revealed, and you still know the habit, so it works as a 20-40% damage and lust shield. The only way to mitigate that is to change how the speed affects the habits.

I also think that since the passives for the enemies are unique per enemy type, that the habits should be completely random per enemy.

Now keeping in mind I know nothing of programing, so if I ask for something wildly difficult, know that it comes from ignorance and good intentions, my personal suggestion would be to have the battle speed just affect the time you have to input the arrow sequence, then, have different skills that, both that they use and you use, affect the number of pink diamonds added to the habit. This would make Slow still relevant, but not make faster battle speeds so punishing, and instead would shift the difficulty to performing difficult skills, like the victory heal/meditate/psych up.

Overall, very great concept, and I'm sad to hear this will be a short game, because something like this is a true gem, and a truly creative endeavor. I'll be keeping an eye on this.
Amount of pink diamonds is basically already battle speed.

In fact the battle speed is technically just the amount of diamonds. The animation speed is calculated from the amount of diamonds.

When you have a lot of pink diamonds the focus skill really helps. It reduces the amount of cum damage you take that turn considerably. The calm skill is also really good at controlling the battle speed. Since high battle speeds incur a damage penalty, you'd be surprised at how much damage is reduced by. Currently, if you click prepare you can still go back to the skill menu after checking out what arrows are there if you want to use a skill instead. Maybe I'll have it so skills refund their stamina cost and allow you to go back to the main menu as well. It's currently not very intuitive.

Regarding the game length.

Well we honestly didn't know how long to make the game when we started. When we started we thought, since I'm doing all the programming, and we're purchasing the tilesets, the burden on each of us individually is actually not that high. I really wanted to take that extra leeway and pump out tons of adult scenes. I have ideas for incorporating adult scenes with shopkeeping and much more interesting ways of adding adult scenes to general exploration, but at the end of the day, the amount of actual time we're both able to work isn't very high due to our lives. With no support from the japanese community and relatively small interaction from the western community according to my itch.io ANALYTICS, we both decided that it'd be better to just release a title and have a game under our belt. That way we have clout as devs and people pay attention.

Heck... even here I know tons of users who would love the game (i'm confident in my general design sense and 2d programming ability), but no one visits Games Under Construction XD. They'd probably notice us more if we already had a game under our belt and were following our blog.
 

Tenma

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Speaking on unique games, if you want to continue going the route of unique game mechanics there's the Etrian Odyssey system battle system. A round in battle results in a tick on the map as well. Allowing enemies to navigate while you're in battle and possibly join in the battle. This could even happen in boss battles. Allowing minions or powerful mini-bosses you avoided to join in on the fight.
 
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TheUnsaid

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Speaking on unique games, if you want to continue going the route of unique game mechanics there's the Etrian Odyssey system battle system. A round in battle results in a tick on the map as well. Allowing enemies to navigate while you're in battle and possibly join in the battle. This could even happen in boss battles. Allowing minions or powerful mini-bosses you avoided to join in on the fight.
I quite enjoy the Etrian odyssey games.

A tiny bit more fond of the series since in those games you don't have to draw your own maps, the setting's more modern, it actually has animations with 3D models that look good, and the plot's pretty engaging. Same crazy combat classes and enemy reinforcement system.

Igrec only has one dick though XD
The game's designed for one on one battles. Multiple enemy battlefuck does sound pretty interesting though. I don't think it's been done before.

________________________________________________

V0.02 update.
  • Added the Title screen.
  • Added Difficulty Settings.
  • Added Controller Mapping.
  • Added General Sound Control Settings.
I also did a few balance updates and AI tweaks.
I think the AI turned out smarter, so I had to lower the enemy lust damage as well. Hope you guys are comfortable with the game balance.

-Had to nerf Unbreakable a bit. It's a very strong and consistent ability. Lust Reduction lowered to 15% from 20%

This is an all code update. We're currently working on the first boss which will start the demos going into paid supporter territory, considering the game will have to be short. We hope you enjoy the update :)
 
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Tenma

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Even if it's not multiple enemies fucking you, having them move to cover pathways or exits when a battle starts should make a player think a bit more. Battles with multiple enemies been done before, although it's typically done with less animation. I can see how it could quickly spiral into too many variables for an erpg with animations. Action gets away with it because there's less to worry about besides making the escapes more difficult.
 
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TheUnsaid

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Even if it's not multiple enemies fucking you, having them move to cover pathways or exits when a battle starts should make a player think a bit more.
Too much of the screen is covered for that to feel fair, and I don't know about defining "exits" in the first place. I'm not sure if this is something I can do.
Battles with multiple enemies been done before, although it's typically done with less animation. I can see how it could quickly spiral into too many variables for an erpg with animations. Action gets away with it because there's less to worry about besides making the escapes more difficult.
I'm talking about battlefuck games specifically though. Battle-Fuck is the subgenre of ero-rpgs where the combat is actual sex.
 

krisslanza

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I'm talking about battlefuck games specifically though. Battle-Fuck is the subgenre of ero-rpgs where the combat is actual sex.
Off the top of my head, Succubus Quest 1/2 have had multiple enemies attacking a single protagonist. But they also just seem to follow RPG logic and stop doing whatever sexual action after a set period of time. Unless its insert, in which case it just means other succubi can only do caress or kiss actions, as an example for an obvious reason!
 
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TheUnsaid

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Off the top of my head, Succubus Quest 1/2 have had multiple enemies attacking a single protagonist. But they also just seem to follow RPG logic and stop doing whatever sexual action after a set period of time. Unless its insert, in which case it just means other succubi can only do caress or kiss actions, as an example for an obvious reason!
Can you use your sword or do any other action besides sex?
If it's combat but you have some sexual attacks in there it's CR. Combat Rape.

If the actual battle is a sex battle then it's battle-fuck.
 

Deleted member 80122

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No offense OP but the combat system is kinda ehhh I respect the button pressing system but not really knowing which ones to push can be a real problem!
Also making this game playable with one hand example Move around with the arrows keys and confirm with the Enter key.
 
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TheUnsaid

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No offense OP but the combat system is kinda ehhh I respect the button pressing system but not really knowing which ones to push can be a real problem!
It's OK if you're bad at the game to start in my opinion. The game gives you tons of time to get better :)

Also making this game playable with one hand example Move around with the arrows keys and confirm with the Enter key.
You can change the controls to whatever you want using the control remapping function in the settings.
 

krisslanza

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Can you use your sword or do any other action besides sex?
If it's combat but you have some sexual attacks in there it's CR. Combat Rape.

If the actual battle is a sex battle then it's battle-fuck.
Succubus Quest is a BF game, and so you can still use your own sex moves. Although I think when Inserted, you can only target the succubi who has Inserted you (or that you Inserted). Succubus Quest is kind of one of the more famous BF H-RPGs.
 
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TheUnsaid

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Succubus Quest is a BF game, and so you can still use your own sex moves. Although I think when Inserted, you can only target the succubi who has Inserted you (or that you Inserted). Succubus Quest is kind of one of the more famous BF H-RPGs.
Oh? I haven't played it T_T
 
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