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kal777

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A member registered Sep 04, 2014

Recent community posts

Okay but what if getting snapped in half (in the non-sexy way) is what we're into?

That seems to work!  I'll delete this chain.

Please rest up!  You only have one drawing hand, so take your time!

Bugfixing is part of the game, and it's important!  Keep it up!

Oh!  I meant.  

If the party is defeated by one of the surprise ghosts/shadows, you are still able to move around and even heal up.  You're just at 1hp with both party members.

However, if you go to the door with the pink cage symbol (where normally you would rescue a party member), "Peek into the cell?" means you see every CG, as if they were captured.

I think you've got potential here!  I do want to mention some issues I had.

The camera never felt right in the X axis, and the inability to change camera controls from the pause menu makes it feel like my changes aren't being saved...

The wall kick doesn't feel great; I think adding some more feedback to the movement would help.  Either a wall slide or a hit effect (sound and/or visual) would help with that.  (Also the tutorial for this is a little incorrect; you need to bounce from one wall to the other, not just run up!  I think just two diagonal arrows could serve the same information)


But when it works, it works really well.  The wall run section was my favorite, and I think you can really get the sense of speed.  I love the visual effects of the fox spirits running alongside you.

I also liked the in-world tutorials.  Again, the wall-run section is the highlight of the tutorial; given the player's already at high speed and pressing RB, simply telling them "okay now keep holding RB!" was a neat, rewarding way to discover that mechanic.  (Although, I think you could carry it a step further; slope detection was off the second run-through, and it didn't feel like I was able to adjust my height very well.

Rail grind was a similar good experience, although I'd suggest change the color of the rail so it's more visible?  I did have to fight the camera again here, though.  Is it possible to have the camera auto-pan during moments like this?

Overall, it's a messy alpha, but I'm glad to see it!  You've got the right ideas, keep trying!

Congratulations!!

Oh this is real nice!  Question, are the Shades and Ghosts (random chances from interacting with graves) supposed to have a Game Over sequence?  I've noticed that they have flames in the gallery, but upon party wipe I'm able to continue with 1hp.

Funny enough, if you inspect the cage, you can find both party members in the cage (and outside!)

I have not saved after this happens because that's a buggy game waiting to happen.

Is Priscilla the only one playable in the demo?

This game is a STEAL.  I bought it off Steam already.  Very few 3D platforming games make movement feel so GOOD.  I think that's your recurring talent in all the games and demos you've put out so far.

What an interesting game!  And the sound design was very satisfying to roll and move.  

You've got quite a knack for writing, you know that?  Your descriptions paint the scene very well.

Currently there's no voices, and the game does not progress after either player or CPU hits 0.

(in the free demo you have here, btw.)

Found this game on Steam Next, great demo, lots of fun!

Fun little demo!  I hope you get a chance to keep working on it, but which game is getting your focus more?

I'm also having this problem in v1.02

Oh dang!  Nice work on this one!

So...is there any way to start as a female character, or penis only?

In past demos, I think I've struggled more with the enemies in part 2 more than the bosses!  I'll give it a shot today to see how things go.

(There was a bug I'd found in previous versions but haven't confirmed it in this one yet, I will keep you posted!)

Off to a good start!


Right now the respawn simply puts you back at the main menu, checkpoints may be good for the next pass.


I don't know if it was intended, but you can press the first button multiple times in a row, which spawns several slimes.


The second tree in the big room cannot be de-leafed!


The spritework is fun, and honestly I really enjoyed the bits you have so far.

I'm glad to see this is still in the works!  Keep it up!

I'd suggest an animation skip; the sex animation is fairly long to be locked in for a while after every hit. 

Maybe call it like, "Observe," or "Stand by?"  ...Really, the fact that HP restarts is a bit of a breaker, cause it's VERY hard to lose nearly all fights.  Except three goblins.

HP resets after every fight, so it's..very difficult to actually lose now!

Also:  the new battle interface, I feel like it's missing a "do nothing" action.  Not even a Defend.

Items also don't restart every playthrough, but I'm sure you've noticed that.  The stats sometimes also don't reset...

But I do like the new UI, I'm just curious why there's infinite HP lol.

Oh WOW that's a huge improvement in the art style...I didn't know where to go in the demo, just run around and kill things.

Looking forward to the updated demo!  Keep it up!

This is REALLY cool!!  Can't wait to see more of this!

Hey, neat little idea!  Though I couldn't seem to jump up to the top of the platform in the forest area?  Looks like a boss arena, but my jump wasn't able to get high enough to get up the last step.

Looking good!  Speaking of the flower, will that enemy get a grab attack as well?


Have a good vacation!  I look forward to the next update!

Really well made and pretty fun!  Hope to see more.

10/10, it's gay as hell and I love it.

Lovely work!  I hope you keep it up!

Looking forward to it!  You cram SO much into these demos, it's awesome.

Weird, on the game page it says the last update was in 2019...

You absolutely will!  Even without the polish and with the flaws, the demo's a blast to play.  I'm really looking forward to this.  :)  

I'm so glad to finally play this demo!  Been looking forward to it for years!  Had a blast, so feedback time I suppose!


* I got stuck in the house because I could hardly see the outline of the door; may I suggest an up arrow icon whenever Mel stands by a door she can go in/out?

* Clunky ladder/jump physics are...actually super welcome.  I'm glad that Mel feels like a heavy android and moves somewhat slowly.

*I definitely feel like there should be a checkpoint between getting the gun (which requires some puzzle solving) and a puzzle involving spikes and buzzsaws?  It felt like there was a long stretch between checkpoints, and no one likes to re-solve long puzzles!

* I did enjoy the tricky puzzles though!

* Missing a jump from the top of the silos is a clever (if unintentional) way of implementing a death pit without actually having a death pit (because you take fall damage, get shot and immediately blown up by a grup), and I just want to respect that.

* For the boss, it feels like Mel's crouching shot SHOULD go underneath the boss (to help kill the crawlers), but it doesn't, so there can be a crawler hiding behind the boss sprite.  Just an annoyance, really.


Overall, solid demo!  Can't wait to see more!

I actually ran into a problem where sometimes I would press left (or right) and they would simply...not push the cage, and I lose all my momentum.  It's probably related to the timing/momentum calculation (that is, I noticed you can't push left while the cage is moving right), although maybe the timing between the cages?

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Hey, so this was a bit tricky; this is a dead end in the demo (I think?), but head back to the previous vertical room...and go up along the right side!  You'll find a path.