- Nov 4, 2017
- 2
- 0
im stuck idk how to progress after i got to a wall with a pipe on the other side is there a way to lower it or not
"Oh nice a fem enemy, she looks really cool, seems inspired by Toriel which is always nice, haha she's got a tiddy milk attack, that's so funn-IS THAT A HYPER BEAM?!"It's alright, I get Astcit's post and still appreciate the fact that he does find the animation awesome. Thanks, I'll relay that to the artist
Most interactable enemies will probably be male/male. But we do have female/futa enemies in the works as well.
View attachment 4190196
Can't do anything about the furry part though, that's definitely staying
TELL SES HE'S COOKING GAWD DAYUMMMMIt's alright, I get Astcit's post and still appreciate the fact that he does find the animation awesome. Thanks, I'll relay that to the artist
Most interactable enemies will probably be male/male. But we do have female/futa enemies in the works as well.
View attachment 4190196
Can't do anything about the furry part though, that's definitely staying
There is a Discord, which was Ses' original discord for his Patreon. The dev channels are supporters only, but we still can discuss openly in general chat about it. Dev voice chat is also public and we are often on it. Admittedly we have been really busy with the demo and haven't been communicating as much as we should have. That's something we'd like to change a bit.Do you guys have a discord or is it just supporter sites for now?
how do i get to the second mini boss im stuck
I have made a complete playthrough on video. You can find it here:im stuck idk how to progress after i got to a wall with a pipe on the other side is there a way to lower it or not
Hm,I'd like to see the sub version of this. I found the dominated options were more interesting. I only experienced the punchshrimp both versions. I got the 'great worm' and the checkpoint I had was still climbing all the way up from the brown guy area(which that area really sucks.) Just tanky enemies with really dead-on targeting with precision platforming(with shitty platforming controls that are slippery and really hard to judge your momentum or if you're actually on a platform or not). I died to the great worm at the very last section of his health bar and didn't want to platform all the way back up to try the fight again. OH ALSO: Great Worm boss fight was good for the most part. But when it comes-out of the walls, ceiling and floor. There's no indicator of where he's going to come from and he does so really fast. I suggest using the ground rumblings to indicate this. Instead of them just showing-up to represent he's in the ground. The ground rumblings could be specifically where's he's coming-out of.Protagonist with huge cock raping enemies? FUCK YES, FINALLY!!!
*But then stops to read tags*
View attachment 4190018 ...fuck, why...
View attachment 4190019 ...NOOOOOOOOOO!!!
Look how awesome this animation is, why had to be full furry and gay... T-T
Awesome! I'll probably then be roaming around their area more hehe. The animations are really really cool, both in style and movement, especially the penetrations. Kudos to the artist.
That is horribly disappointing, not a fan of platformers, sidescrollers for erotic games are my jam especially with parries and combo mechanics. But man, most of these erotic platformers understand most every enemy needs to be able to take advantage of you if you lose. First thing I did in the game was test it by seeing if dying to the first enemy triggered a scene. 'Dickhugger' was a big disappointment. But he also is called Dickhugger for what reason when he's just a bigger headcrab with no sexual animation?We have no plans to make common enemies interactable. There will be more medium enemies though as we call them overworld. They are not mini-boss only, mini-bosses are actually stronger variants of theses enemies. Our original plan was also to have more of them as you progress. For example, once you beat the punch shrimp, you can find a weaker variant on the very first room of the game, where you drop in for the first time. We want to have more of this, but we simply ran out of time, and we wanted to have the demo out for Halloween, which was our set deadline.
If you can, I'd recommend trying with a controller. Control schemes were designed with very Metroid-like controls in mind (Along with a smidge of Megaman). The jungle zone, is indeed the last zone that we made, included in the demo a bit late.-snip-
It was a conscious decision to try to stay away from that concept of 'dying' to an enemy to have a scene trigger. Instead, we have the power punch system along with medium enemies. Rest assured that there will be more medium enemies as the game continues development....First thing I did in the game was test it by seeing if dying to the first enemy triggered a scene. 'Dickhugger' was a big disappointment...
That's also awesome! I hate how most games always put that mechanic of having to lose to trigger the sex scenes.It was a conscious decision to try to stay away from that concept of 'dying' to an enemy to have a scene trigger. Instead, we have the power punch system along with medium enemies.
The game so far is very well made I just have 2 criticisms. One the save should be directly in front of boss. I am playing the hard difficulty in the get go and having to do some platforming before trying the boss again is very bad. I got the worm boss to 10% and died to the enrage animation that I still need to learn how to stop. Gonna watch your playthrough to see If it has the answer.There is a save station available before the first mini boss if you go down.
I encourage you to try the easy or trivial difficulties. They were made with that in mind
Thank you for your feedback !The game so far is very well made I just have 2 criticisms. One the save should be directly in front of boss. I am playing the hard difficulty in the get go and having to do some platforming before trying the boss again is very bad. I got the worm boss to 10% and died to the enrage animation that I still need to learn how to stop. Gonna watch your playthrough to see If it has the answer.
If this is fixed my second criticism is no longer valid that you have no way of knowing the boss mechanic on the first tries so you need much repetition in trying to fight them. So If the save point were directly in front of the boss it would not be so bad to try the fight again. The Final move of the worm boss could have a hint on how to stop it. If you got to it on hard and your reward is instant death. I just felt cheated of my win. Since to get to it you need to use the charged punch very well or your damage sucks in hard.
I'm glad you enjoyed the game as well ! A map is definitely on our TODO list. Unfortunately, it's not something that we were able to pull off in the demo before our deadline.I think a map would be top QoL feature. Would've been super useful in the brown area where everything kinda blended into each other. Being able to skip animations is the main gripe everyone has and I agree but I don't think it's too much of a concern.
The boss patterns are very well done and it is satisfying to win the fight. But there are 2 ways it could be improved. One is when the boss goes into walls he should not lose the temporary damage. Since it takes too long to come out. So we can't maintain it. And the enrage I suggest you could stop it If your temporary damage was in the threshold that you do that super punch effect. Since in hard I was able to win only by a hair. And I needed to keep the temporary damage in the beam and rock phase.Thank you for your feedback !
Indeed, in hard, you have to use the power punch quite well. The idea is to deal as much temporary damage as possible, and finish with a power punch before you lose your window. There is a small reward when you do that well
It does require you to know the boss' patterns quite well, which is why I wouldn't recommend doing your first playthrough on hard. Normal is more forgiving.
For the enrage, there is no stopping it. To quote a wise person:
"It's what happens if you overstay your welcome, and the boss has run out of things to talk about and it just really ready to leave without being worried that you're going to steal all of his old Dreamworks DVDs."
More seriously, it's basically the end of the boss fight. My idea behind that was that if you reach this, then you have mastered how to survive the patterns, and now the game asks you to not only survive, but deal more damages while doing so.
I'm glad you enjoyed the game as well ! A map is definitely on our TODO list. Unfortunately, it's not something that we were able to pull off in the demo before our deadline.
It's... complicated. On one hand I understand your frustration, but on the other, I want the boss to be just a little frustrating still, encouraging you to do better.*...* But there are 2 ways it could be improved. One is when the boss goes into walls he should not lose the temporary damage. Since it takes too long to come out. So we can't maintain it. *...* And I needed to keep the temporary damage in the beam and rock phase.
The gameplay is solid I will support at the 3 dollar tier.
Your welcome. I tend to support games that have nice animation and this work so far is pretty solid on the animation and gameplay aspect and deserves the support.It's... complicated. On one hand I understand your frustration, but on the other, I want the boss to be just a little frustrating still, encouraging you to do better.
The boss taking too long to come out to keep the temporary damages are on purpose. If you can't keep them, consume them with a power punch right before he goes down to hide
Keeping the temporary damages during the beam and rock phase is actually a very good thing ! We saw a couple people do that in our very early playtesting as well, and that's something I think that is amazing ! Taking risks to keep that damage up and deal a huge finisher !
And thanks for the support ! It means a lot to us