Both the Tentacle Trap and Ditto and have a small chance to be MtF transformations. Other than that there's the Rut Berry that can change both ways. I'll probably add a TF trap, considering that those are all rather rare events...
A very well done job so far for this. It's a fun game to play. I was just wondering if there is sound to the game? As I can't see any sound options nor hear any? Though not hearing it at all might be my side of things.
Well done thus far. I know you have a lot planned for the future, so only thing I can suggest is perhaps some sort of quicksave function to be able to pause, close out of the game/return to the title screen, and resume or manual save slots (for those of us who want to unlock every scene and have good items/setup for multiple and don't want to keep doing new runs).
Thank you! It does sound like a nice idea to include for the demo, especially to test out different scenarios. I might just add that to the next version!
This is good stuff! Loving the (loss) animations so far. You should be super proud you got to this point, and I am looking forward to seeing where you go from here
thank you for the fun smut game :3 PS: I wish the haunter scene (and probably a few others) had text during the animation, the dialogue from the animation you posted to twitter directly made it reallly hot)
You can exit out of the gallery by pressing Q but now that you mention it I should probably add a way to exit it via mouse as well, considering the rest of it can be navigated using mouse only.
Oh and I thought of that as well, but I really like having secrets to unlock
nice game so far fairly fun despite its ballence is a bit all over the place atm but i bet thats due to its alpha nature err questeon will the players lucario actualy eventually devolve from enough level downs?
In its current state combat feels rather swingy sometimes causing it to end fast, sometimes with crazy numbers involved... Then again so did pokemon mystery dungeon shame we dont have our meat shi... i mean partner to take hits for us.
At 100 lust it takes a bit too long for the player to err releave themselves resulting in an instant scene with the next hostile to get close or a long wait shame that cant be done on command at high values...
Love orbs seem abuseable to err make love not war back to back for as many as you have... gets you in the mood indeed eh.
Healing seems to be ridiculasly scarce... but thats likely my bad luck kicking in mentioning it anyway in case its not, although one thing that does seem rare is apples funny enough...
Also for laughs I got as cursed as possable one run... seems there is a limit, as much as I don't want to mention this... you may want to put a check to see if the price was actualy paid, so the player cant get "free" items they do help a lot...
perhaps give the player some starting supplys each run to limit rng involvment slightly, guess theres going to be a town or something later to buy them.
As for the de evolution one take it that would be a bit too much on spritework thats understandable as far as I can tell this is a solo endever dont want you to pull a depression spiral. Hope you have fun making this as much as I enjoy watching projects like the get made, ending this with a simple good luch have fun.
Thank you for the feedback! I can definitely agree with most of this. For the next version I already included a way to heal more quickly and some starting items. Might include a way to get relief "on command" as well!
Though I am not sure what you mean by checking if the price of the trades was paid. The game should already test if the player is able to pay the price and not even open the deal if they would be unable to do so.
I’ll add my two cents - indeed it does feel quite random. Sometimes you get demolished in first floor or first two floors and sometimes you can reach really far. This fact alone makes it a bit frustrating that there’s no save functionality so you gotta start over and over again.
Also idk, I didn’t really play original pokemon games so I can’t judge it in light of actual pokemon games but I feel like HP is quite low comparing to enemy attack strength, which in conjunction with scarcity of healing items and lack of saves AND randomness of enemies makes game quite hard AND strongly dependent on luck.
Another thning I noticed (that may be just design decision, not sure) is that kinks adjustment really strongly affects gameplay difficulty. For example amnestia and mind control are really strong debuffs that make game really diffucult and once you disable them game suddenly becomes significantly easier. If it was planned then I’d say it’s interesting mechanics but maybe it’d be worth to mention it on kinks selection screen that it actually affects gameplay mechanics and difficulty since atm it feels like lack of some kink related mechanics is not balanced out.
Also I did not manage to starve to death. Maybe it just takes too long. Again it sounds like cool mechanics, encouraging player to look for food berries and not just speedrun to stais but it doesn’t seem to be consistent enough in many ways - in some runs food items are extremely rare, then in other runs they’re fairly common and being such important gameplay aspect I think there should be some caps ensiring that player actually will find at least one of them on each level or once per two levels for example. At first I was really worried about starving and tried to always pursue all berries looking for food but then kinda realized there’s no point since I did not manage to starve to death anyways. I thought it’s one of endings so I tried to die of hunger but did not manage to… idk.
And I feel like effects are not really explained in the interface. In general a lot of things are not explained anywhere. You can see icons but if you miss description in log you kind ahave no idea which icon means what. It may be more apparent for me since like I said I did not play a lot of Pokemon games so I don’t know lore behind many of items in this game. Plus you have no idea what cursed objects actully do and it all felt a bit confusing at least to me. Probably some of this stuff doesn’t have to be addressed in game itself, maybe some PDF manual or guide explaining stuff and objects would be sufficient, especially now, at early development stages. I still have no idea how to trade since I keep getting message that pokemon is not interested in trading with me :c Also you mention in readme that icons may give a clue regarding endings but they’re covered by giant locks so you can’t see sh*t xD
Also side note - I’d recommend forcing items shuffle after amnestia in order to prevent player from taking screenshots or remembering order of objects before you forget what they do. Or just implement some randomness mechanics that would pick random unknown item of certain class when using such (eg. no matter which unknown orb you use, game would just always pick random since they should be unknown anyways)
But overall this game feels REALLY complete for first public release and replayability is really high, there’s a lot of content and it’s high quality content. It’s one of better itch.io releases I’ve encountered in a long time. Brilliant work. Standing ovation from me. I really hope this project gets far and gets recognition it deserves. It nailed so many game aspects right away on first release that it’s almost unbelievable.
Thank you for all of this feedback, this is quite thorough!
Alright, most of the problems of the fighting come from how the original works (both games use the same damage calculation). In the original you have a partner or even a whole team, meaning that you not only have several attacks per turn, but enemies also have several targets they can focus on. The fact that in this game you're only one character fighting against hordes of enemies who also all have very effective attacks makes it really hard to balance. If this would be a normal dungeon in the normal game essentially everything would one-shot you, which is why all enemies in this game are vastly underleveled and all of their attacks have greatly reduced damage compared to what they'd deal in the real games. The team would also usually enter dungeons with an already filled bag containing several healing items which is something that is not included yet. To combat this I'll make the player spawn in with a few helpful items until I release the town.
I definitely have to agree with kinks making several aspects of the game harder, especially the INT loss one being the cruelest one considering all of the abilities it takes away from the player. Probably a thing worth mentioning in the kink selection.
Starving to death is not possible and will probably (hopefully) be resolved by giving the player starting items.
It's a design choice that certain effects are not fully explained, if you are talking about equipments and their curses (and other effects like Corruption). The idea was to simulate that feeling of finding a random equipment in a dungeon and taking the risk of it being cursed or beneficial. Also, in the menu you can look back at the log at any time as well.
Traders don't talk to you if their offer wouldn't make sense (such as getting chastity if you already are in chastity) and they also shouldn't spawn in that case or at least pick an offer from their offer pool that you can actually agree to... well, I'll have that fixed!
The ending icons are still a liiiiittle bit visible behind the lock, just to give a tiny clue, such as certain traps or traders. Though, yeah, not really that big of a hint.
Item shuffle from amnesia is a thing I thought about but I like that the player gets the feeling of maybe remembering what the items in which place were and maybe even finding themself to be unable to fully remember everything. Which is exactly what the actual character feels, not fully sure what everything was, even though they knew it not too long ago.
Thank you again for all of this feedback, this is the exact kind that I wanted to get! A lot of ideas to polish the game even more or think twice about certain mechanics or why they are the way they are.
I'm glad you are able to enjoy it as much as I enjoyed making it, prioritizing gameplay over porn was my general approach to this so hearing that it actually is fun to play outside of the porn scenes does make me happy! ^^
Starving to death is not possible and will probably (hopefully) be resolved by giving the player starting items.
Is there anything more to starving messages in game then? Or is it just some leftover? Is there any buff or debuff related to being hungry? Considering that game shows you messages “You’re going to starve soon!” it sounds like something serious is about to happen. Yet I couldn’t notice anything particular happening.
When you're starving you are losing health, 1 HP for every step. It also disables natural regeneration. Even though you can't die from it, running around with 1 HP isn't really great either.
← Return to game
Comments
Log in with itch.io to leave a comment.
how do you attack
Hold tab button and press W A S or D
I've been playing for a bit and I haven't seen any gender transformations (I'm playing as male), so are the transformations purely ftm?
iirc one of the ditto animations has mtf, but otherwise all gender transformations seem to be from rut berries
Both the Tentacle Trap and Ditto and have a small chance to be MtF transformations. Other than that there's the Rut Berry that can change both ways.
I'll probably add a TF trap, considering that those are all rather rare events...
Okay, I was just a bit confused since the gender change was right up the front yet didn't seem as apparent as the others.
Great game so far, are there any plans to add in a way for the pc to dominate enemies?
Unfortunately not inside of a dungeon, but I planned on having such scenes outside of it once I release the town.
is it in poor taste to ask for a full gallery save?
Sorry, I don't plan on releasing one as I want to keep most scenes a secret for players to find
I'm glad you love the game and I really appreciate the offer, but I currently want to keep working on this project on my own.
A very well done job so far for this. It's a fun game to play. I was just wondering if there is sound to the game? As I can't see any sound options nor hear any? Though not hearing it at all might be my side of things.
Thank you, I'm glad you like it!
The demo currently has no sound at all, I'll add that somewhere in the future
Well done thus far. I know you have a lot planned for the future, so only thing I can suggest is perhaps some sort of quicksave function to be able to pause, close out of the game/return to the title screen, and resume or manual save slots (for those of us who want to unlock every scene and have good items/setup for multiple and don't want to keep doing new runs).
Thank you!
It does sound like a nice idea to include for the demo, especially to test out different scenarios. I might just add that to the next version!
How many floors are/will there be?
In this demo the dungeon goes up to floor 35, but the plan is to have missions that each up a different floor that has to be reached
Ohh, sorry, I've not tested the game on resolutions this wide. I'll have the option to switch between window and fullscreen in the next version!
This is good stuff! Loving the (loss) animations so far. You should be super proud you got to this point, and I am looking forward to seeing where you go from here
thank you for the fun smut game :3
PS: I wish the haunter scene (and probably a few others) had text during the animation, the dialogue from the animation you posted to twitter directly made it reallly hot)
really loving it! can't wait to see more!
You can exit out of the gallery by pressing Q but now that you mention it I should probably add a way to exit it via mouse as well, considering the rest of it can be navigated using mouse only.
Oh and I thought of that as well, but I really like having secrets to unlock
nice game so far fairly fun despite its ballence is a bit all over the place atm but i bet thats due to its alpha nature err questeon will the players lucario actualy eventually devolve from enough level downs?
Thank you ^^
What things do you feel like need balacing?
Also yeah, but only as an ending without any actual gameplay since that'd be a bit toooo much.
Hope I'm able to articulate well enough,
In its current state combat feels rather swingy sometimes causing it to end fast, sometimes with crazy numbers involved... Then again so did pokemon mystery dungeon shame we dont have our meat shi... i mean partner to take hits for us.
At 100 lust it takes a bit too long for the player to err releave themselves resulting in an instant scene with the next hostile to get close or a long wait shame that cant be done on command at high values...
Love orbs seem abuseable to err make love not war back to back for as many as you have... gets you in the mood indeed eh.
Healing seems to be ridiculasly scarce... but thats likely my bad luck kicking in mentioning it anyway in case its not, although one thing that does seem rare is apples funny enough...
Also for laughs I got as cursed as possable one run... seems there is a limit, as much as I don't want to mention this... you may want to put a check to see if the price was actualy paid, so the player cant get "free" items they do help a lot...
perhaps give the player some starting supplys each run to limit rng involvment slightly, guess theres going to be a town or something later to buy them.
As for the de evolution one take it that would be a bit too much on spritework thats understandable as far as I can tell this is a solo endever dont want you to pull a depression spiral. Hope you have fun making this as much as I enjoy watching projects like the get made, ending this with a simple good luch have fun.
Thank you for the feedback!
I can definitely agree with most of this.
For the next version I already included a way to heal more quickly and some starting items.
Might include a way to get relief "on command" as well!
Though I am not sure what you mean by checking if the price of the trades was paid. The game should already test if the player is able to pay the price and not even open the deal if they would be unable to do so.
I’ll add my two cents - indeed it does feel quite random. Sometimes you get demolished in first floor or first two floors and sometimes you can reach really far. This fact alone makes it a bit frustrating that there’s no save functionality so you gotta start over and over again.
Also idk, I didn’t really play original pokemon games so I can’t judge it in light of actual pokemon games but I feel like HP is quite low comparing to enemy attack strength, which in conjunction with scarcity of healing items and lack of saves AND randomness of enemies makes game quite hard AND strongly dependent on luck.
Another thning I noticed (that may be just design decision, not sure) is that kinks adjustment really strongly affects gameplay difficulty. For example amnestia and mind control are really strong debuffs that make game really diffucult and once you disable them game suddenly becomes significantly easier. If it was planned then I’d say it’s interesting mechanics but maybe it’d be worth to mention it on kinks selection screen that it actually affects gameplay mechanics and difficulty since atm it feels like lack of some kink related mechanics is not balanced out.
Also I did not manage to starve to death. Maybe it just takes too long. Again it sounds like cool mechanics, encouraging player to look for food berries and not just speedrun to stais but it doesn’t seem to be consistent enough in many ways - in some runs food items are extremely rare, then in other runs they’re fairly common and being such important gameplay aspect I think there should be some caps ensiring that player actually will find at least one of them on each level or once per two levels for example. At first I was really worried about starving and tried to always pursue all berries looking for food but then kinda realized there’s no point since I did not manage to starve to death anyways. I thought it’s one of endings so I tried to die of hunger but did not manage to… idk.
And I feel like effects are not really explained in the interface. In general a lot of things are not explained anywhere. You can see icons but if you miss description in log you kind ahave no idea which icon means what. It may be more apparent for me since like I said I did not play a lot of Pokemon games so I don’t know lore behind many of items in this game. Plus you have no idea what cursed objects actully do and it all felt a bit confusing at least to me. Probably some of this stuff doesn’t have to be addressed in game itself, maybe some PDF manual or guide explaining stuff and objects would be sufficient, especially now, at early development stages. I still have no idea how to trade since I keep getting message that pokemon is not interested in trading with me :c Also you mention in readme that icons may give a clue regarding endings but they’re covered by giant locks so you can’t see sh*t xD
Also side note - I’d recommend forcing items shuffle after amnestia in order to prevent player from taking screenshots or remembering order of objects before you forget what they do. Or just implement some randomness mechanics that would pick random unknown item of certain class when using such (eg. no matter which unknown orb you use, game would just always pick random since they should be unknown anyways)
But overall this game feels REALLY complete for first public release and replayability is really high, there’s a lot of content and it’s high quality content. It’s one of better itch.io releases I’ve encountered in a long time. Brilliant work. Standing ovation from me. I really hope this project gets far and gets recognition it deserves. It nailed so many game aspects right away on first release that it’s almost unbelievable.
Thank you for all of this feedback, this is quite thorough!
Alright, most of the problems of the fighting come from how the original works (both games use the same damage calculation). In the original you have a partner or even a whole team, meaning that you not only have several attacks per turn, but enemies also have several targets they can focus on. The fact that in this game you're only one character fighting against hordes of enemies who also all have very effective attacks makes it really hard to balance. If this would be a normal dungeon in the normal game essentially everything would one-shot you, which is why all enemies in this game are vastly underleveled and all of their attacks have greatly reduced damage compared to what they'd deal in the real games. The team would also usually enter dungeons with an already filled bag containing several healing items which is something that is not included yet. To combat this I'll make the player spawn in with a few helpful items until I release the town.
I definitely have to agree with kinks making several aspects of the game harder, especially the INT loss one being the cruelest one considering all of the abilities it takes away from the player. Probably a thing worth mentioning in the kink selection.
Starving to death is not possible and will probably (hopefully) be resolved by giving the player starting items.
It's a design choice that certain effects are not fully explained, if you are talking about equipments and their curses (and other effects like Corruption). The idea was to simulate that feeling of finding a random equipment in a dungeon and taking the risk of it being cursed or beneficial. Also, in the menu you can look back at the log at any time as well.
Traders don't talk to you if their offer wouldn't make sense (such as getting chastity if you already are in chastity) and they also shouldn't spawn in that case or at least pick an offer from their offer pool that you can actually agree to... well, I'll have that fixed!
The ending icons are still a liiiiittle bit visible behind the lock, just to give a tiny clue, such as certain traps or traders. Though, yeah, not really that big of a hint.
Item shuffle from amnesia is a thing I thought about but I like that the player gets the feeling of maybe remembering what the items in which place were and maybe even finding themself to be unable to fully remember everything. Which is exactly what the actual character feels, not fully sure what everything was, even though they knew it not too long ago.
Thank you again for all of this feedback, this is the exact kind that I wanted to get! A lot of ideas to polish the game even more or think twice about certain mechanics or why they are the way they are.
I'm glad you are able to enjoy it as much as I enjoyed making it, prioritizing gameplay over porn was my general approach to this so hearing that it actually is fun to play outside of the porn scenes does make me happy! ^^
Is there anything more to starving messages in game then? Or is it just some leftover? Is there any buff or debuff related to being hungry? Considering that game shows you messages “You’re going to starve soon!” it sounds like something serious is about to happen. Yet I couldn’t notice anything particular happening.
When you're starving you are losing health, 1 HP for every step. It also disables natural regeneration. Even though you can't die from it, running around with 1 HP isn't really great either.
the game is good keep it up