Sunday, July 27, 2014

Etc


WIP images for a weapons screen...


Development is..getting there -__-

After I finish the main content of the game, I'll still have to do the CGs and music, so a release at the end of the month isn't really going to happen (At least, not the full game). It will take at least seven days to complete all the CGs, if I'm doing two per day.

So, I'll probably do the full release after I do around 11 CGs, and then add in some more in the following week. I want there to be CGs, but I know that they don't really matter to everyone, and some people would much rather see an earlier full release.

Other than that..meh..

My previous health problems still haven't been sorted out, so that's still a constant annoyance. In addition to that, I've started getting a lot of wrist and elbow pain, which isn't helping. After the game is completed, I'll definitely have to start looking into alternatives to using the tablet as a mouse, like a track ball, or something else. I may also have to start practising different ways of holding/drawing with the stylus, since I don't see myself using the computer less any time soon, and I don't want to get delayed by stuff like this in the future.







99 comments:

  1. Oh wow, gotta love the puffy suit.

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  2. Loving that stare. She looks like a stone cold killer, but cute at the same time.

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    1. Exactly. It's a good combination.

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    2. "I'm gonna wreck you! >:c "

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  3. She is looking awesome! Though I gotta ask, does she have real feet in those boots or did she have her lower legs replaced with robotic legs ala Star Fox and the like? Either way keep up the good work and cant wait for the release.

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    1. Although the robot demographic is quite big, I'm pretty sure having stainless steel legs wobbling in the middle of the CG scenes would be an instant turn-off to most audience :V

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  4. This is looking like it's going to be so much fun, I almost feel like this game has been cursed or something because i didn't complete your last game yet... maybe if I go finally beat it.... good luck with the help issues, don't hurt yourself, that would only make things worse

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  5. Dammit kyrieru you are way too good with pixels!
    how do you make your character? i always try to make some sprites but usually end up getting mad at how they end up looking. this is pretty much why im having troubles making games

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    1. Well, there's not really a simple answer to that question. It basically just comes to practice.Though I would suggest that you start small, initially. (Less than 40px high)

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  6. Ky, stop dying and falling apart, you have games to make.

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  7. She has interesting shoes :)

    Get well soon

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  8. Sleep in wrist braces. My wife's got carpel tunnel and when it starts acting up wearing those to bed is often enough to keep the pain under control.

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  9. That DHM guy seems to be a fan.

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  10. Good lord man you are an amazing pixel artist. Can I hire you as a teacher or something? :P

    Also, if clothing destruction is a thing (Losing the suit but not the armour sounds sweet), I hope this weapon's screen would reflect the current clothing too.

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    1. he has a VOD of him spriting on twitch... wish he'd stream again

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    2. I don't know about this game, but a similar concept could be used in the future for losing armor 'levels'...get hurt a certain amount, lose a piece of armor and rip up the suit a little; rinse and repeat and eventually all or most of the suit and armor is gone.
      Pickups to repair it.

      Now that I'm thinking about it, it reminds me of Holdover.

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    3. The reason why I don't do clothing destruction is because of the extra work it generally entails. I would only do that sort of thing if it were a larger project.

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    4. Extra work? Not really.

      It's as simple as pixelling clothes over a nude base. Possibly changing the pose based on how the character's feeling. Which, would again, be effectively just tracing over a nude character model.

      I showed you some furry stuff a few months ago. That base, and the modifications, only took a few hours spread across two days. Simple stuff, if you know what you're doing.

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    5. Simple? yes. I've done it many times in the past.
      Extra work and hassle? yes.

      As you said, it's simply drawing over and modifying existing frames. However, in my case I have animations that are around 20 frames long. In the same amount of time, I could add multiple enemies, animations, and other content.

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    6. Work and hassle? ...Hassle? You're clearly an American artist, if you're associating those two things.

      I've been drawing hentai for north of 12 years, and on a full day of work, I am capable of producing high resolution animations that contain more than 200+ frames, WITH A MOUSE, so to say 20 frames is a hassle is offensive.

      Regardless. That is a very nice sprite you did there. You did a nice job hiding the H-seams, in the lighting work.

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    7. Guess what guy, annoying things are annoying no matter how long or how well you can do them.
      Just because you might find extra work to not be a bother doesn't mean others do.

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    8. Of course, wouldn't expect clothing destruction in a small project. But maybe in the occasionally discussed team project? Just depends on what kind of resources you end up having in the future to work with.

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    9. @"You're clearly an American artist":

      No, I'm a Canadian "Game developer". I'm not just producing single animations for the fun of it, or doing commissions by the hour, I'm doing every aspect of development alone, and for now at least, I'm doing so with time constraints. If I spend as much time as I could on each individual element, my games would take far longer than they are now.

      And by hassle, I mean in terms of programming not art. It can complicates things somewhat depending on the system you choose to make. Again, it's not difficult, but it's another step in the process. Game development is deciding how many of those steps you should be taking, and in my case, clothing destruction isn't a high priority,

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    10. @Passerby:
      Even if it isn't a team project, I may do it myself at some point. As development speeds up over time (Mostly due to me becoming a more competent programmer and re-using code), It will make more sense to take the time to do extra stuff like that.

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    11. @Anonymous
      If you had literally any exposure to mathematics, then you /might/ understand that, when a -single- animation has 20~ frames, and when there's 10+ enemies or the like, and when you're creating 2-6 different base-states for each, it becomes MULTIPLICATION. Even in American schools, they teach math, which seems to be beyond your comprehension.

      Now, if you're working with, say, FLASH, redrawing a base does the rest of the work for you with pre-existing vectors. With a SPRITE, however, there's no rig to follow, and each redraw is manual. Which means each of the -hundreds- of -total- frames need to be redrawn, which, as it's not vector work, is an individualized task, given that a limited amount from each previous frame can be reused for the next redraw at all. Which means that you're not saving any particularly significant amount of time, so there's no 'diminishing return' point where extra frames has less of an impact, and so the exponential growth is unaffected.

      And that's COMPLETELY ignoring the massively tedious process of re-linking every instance of animation-calling into functions that return the right mix of clothing-destruction-animations, let alone debugging (which, for things like this, can even add full -days- of playtesting just to get every approximation of a combination assured as working).

      If you had any idea what you were doing, or were even remotely qualified to critique, let alone in such a dicklipped tone, you'd provide credentials rather than bullshit about 'what you draw' behind an Anonymous handle.

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    12. @Charlotte Zane
      Not the above anon, but -- please calm down. You're not helping Kyrieru any by ranting. Kyrieru gave his reasons for not wanting to add clothing destruction, and he did so politely, regardless of how unqualified you think the advice given was. There's no reason to start a fight on Kyrieru's behalf.

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    13. @Kyrieru
      Canadian? Ah. That explains the procrastination, I suppose. Not exactly a bad thing.
      I worked with a Canadian developer once. He was VERY good at what he did, but... He went everywhere, with his work. (feature creeping)

      @Charlotte Zane
      Now, why on EARTH would I provide my credentials? That's just silly.
      That leaves me open to people like you, who don't bother read.
      "200-frame animations, in a single work day, is what I said. Geez."
      I obviously understand the multiplication of it, if I'm simplifying it, to my work rate.

      Besides, re-linking is only difficult if you don't set up a handler program. I have my IDE set up so you just need to define frame-rate, and which animation slot (enemy ID) to use. The program does the rest. Obviously.

      Dick-lipped? How did you know that I am homosexual?

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    14. Oh god there's an anon spewing malice and spite everywhere! Grab your umbrellas! Don't let the idiocy spread to you!

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    15. So....do you have a retort towards every nationality or are you just throwing something at whatever comes up? Because your social skills is just inspiring mister anon.

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    16. You're a Canadian game developer?! You, sirrah, just went up five notches on my approval rating! Keep up the good work.


      Kinda way too late to add anything like that, so stop trolling.

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    17. senpai noticed me c:

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  11. That's an awesome sprite you made here, she's lovely. I sincerely wish (though it's never going to happen) we could see a full game with this resolution and sprites as good/big as this one. I said this once, but I really hope you take over the high-res game you took a break from one day.

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    1. Well..the high-res game was a lot smaller than this. The sprites in that were smaller than this sprite's boot, so it would be much more viable than something of this size >_>

      http://gyazo.com/1ba54e44a6c04901d78eb439ce5de164

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    2. Oh but yes, I know the high-res game was much smaller. It's just to point that I love your works when it's more detailed, so even the latter would be great. Something of the size we see here is no more than a dream.

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    3. The main problem is just that, at that size, you'd be basically drawing a CG for each frame.

      Well, that, and the fact that you'd be unable to see much other than the character, if you want to be silly about it. XD

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  12. I love it when girls wear clothes
    It's actually pretty hot..

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    1. I laughed an unreasonable amount at that-- completely agree, and your tone there read as flawless comedy. Made my day with that.

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  13. Also, how has no one mentioned how cool it is to see the number of panels on the left side? Even if the right side are the primary weapons, that's still as many as Kurovadis, but the number [of unknowns] there is just fun to think about. My guess would be the familiars mentioned earlier, perhaps, but that could just as easily be the right panels, or in an altogether different menu. Either way, options like that are always a significant boon, particularly for those who like to replay the games with self-imposed challenges (ever do a melee run of Kuro or mod the save file to make a 'super-hard' mode, where you do minimum and take maximum damage? Fun stuff, but maybe that's just me...) Anywho, exciting stuff to think about. ^^

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  14. Sadly elbow and wrist pain are unavoidable in any kind of computer work.

    I'm not sure if it would be helpful for your style but I use a "Logitech M570 Wireless Trackball". I've had very good experience with the ones that I own.

    They are fairly sturdy and the only one that ever got broken was during tax season (mind you I haven't found a peripheral yet that will survive my wrath during tax time -_-;). It's also very easy on the battery, maintaining wireless connection is consistent.

    It's a tad pricey though, and it's not really good for gaming when you have to make sudden abrupt moments. Like all track ball mice the rollers get crap on them regularly, the ball is easy enough to pop out with the end of a pen though. Just be careful not to loose track of the track ball (no pun intended... maybe...) I keep loosing mine when I drop it....

    The sprite looks good. I was impressed with the air combo fighting system in your previous posts. Definitely buying your game on release, unless you set the price to 100$ +.... Then you may have to wait a while as I gave into the devils temptation over the weekend at having a GPU with more RAM and CUDA cores. My Paypal acc is kind of hurting right now ^_^;

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    1. Forgot to add that I regularly keep the mouse on my lap when my wrist gets tired.

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    2. For now, I'm going to try a wrist brace while sleeping, and basically just use my left hand for the mouse when I'm not drawing.

      As for a track ball, I'll probably try one of those at some point as well, though, I don't think it will help as much as simply giving my right arm a break.

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  15. About the inventory menu or whatever it is.... shouldn't she be more sexy?? I'd prefer if she would look more appealing. I also understand there are issues with low pixel count.

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    1. There's a bit more going on than just "haha, tits." It's why these games are great. You have a bit of that, a bit of game, a bit of awesome character design.

      Plenty of other games that smack you around the face with the sexual aspects of it, but there's an appeal of a "Game" that can also "Go there." which is what this is about.

      IMO.

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    2. Well, personally I prefer games that aren't overtly sexual. That way It feels more like something sexual happening to a "character", as opposed to something sexual happening to a sex-object created for that purpose alone.

      That's not to say that characters can't be sexy, you can certainly strike a balance without being overtly sexual. But this is just how I design characters. I design them as if they weren't even in a hentai game. For example, if I was designing a female protagonist who was a dedicated and strong knight, I would probably make her armour cover her breasts. Caring more about protection would make more sense for her as a character, and it would make it all the more relevant when her armour is removed, because it would have character based implications, rather than just physical ones.

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  16. Try exercising like yoga. That will strengthen your wrists.

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    1. Well, I need to do something. I'll have to start doing some consistent exercises once development of this game is over.

      It may feel like taking time away from making games when I do it, but if it means I won't lose work over pain, then it's well worth it.

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    2. Better to do something before it turns into carpal tunnel syndrome. because that would be horrible D:

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  17. I love your work. Kurovadis was a great game, and I'm sure this will be as well. It's a shame most people instantly dismiss a game because it's an h-game, because the work you put into your games really shows. On another note, I have two questions for you:
    1. About how long is this game? With the effort you put into all all the things you post on this blog, it seems like this game will be shorter than Kurovadis.
    2. Have you considered releasing non-h-games? It seems like you could get a much larger audience because you're good enough at making games to warrant buying them as normal games.

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    1. This game is probably going to be a bit longer than Kurovadis, if only because it's less linear than Kurovadis was. However it's difficult to say for sure.

      As for your other question,

      For now, I work on H-games because they're easy to develop, and easy to sell. This may be a niche market, but because the audience is smaller, and because there are so few decent action H-games, anything even remotely up to par is pretty much guaranteed a lot of attention. They are very safe games to work on, with very little financial risk.

      In addition to that, I sort of see these games as preparation for mainstream games. To make as much money as I do with H-games, I think a mainstream game would demand higher standards, simply because there's more competition. The better I get at programming and sprite-work, and the more I become familiar with working in a defined dev cycle, the more prepared I'll be to work on a mainstream game when the time comes.

      Not only that, but mainstream games can be financially risky. The more I work and make money before I try to make a mainstream game, the safer and easier it will be. (Assuming I get these health issues sorted out, anyway.)

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    2. You kind of say this as if your current games aren't "canon" if that's the right word. If that IS the case, could you maybe think about making a mainstream game that just happens to have the Hentai mechanic in it?

      I know you've said that's sort of how you work on your games anyway but what I mean is a solid/sensible story and even a bit more worked on the lore where it plays like a natural game like normal, but Hentai mechanics aren't implemented into every enemy but rather just there when the story/situation feels it's necessary?

      (Please tell me if you understand what I'm trying to say because I'm not the best explaining things)

      But these kind of things sell not because it's the main attraction, but because it's there. As long as what's there is satisfying, it's pretty much an excuse for the audience to just pick it up in the first place.

      All I'm saying is go for whatever helps you be comfortable with making a game, but as long as it has your REAL passion for making games plus time and dedication- As long as it's what you really enjoy doing (a side note to what I'm saying really) then that game is as "mainstream" as you can get.

      As a creator I'm sure you'll figure everything out. Believe me.

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    3. Kyrieru, I'm really curious and I hope you don't mind answering:

      Why do you serve this market? It seems like you're not that fond of this kind of H content in the first place - that which can be perceived as ryona. I know your games are more than just hurting a girl.

      You keep saying this niche market is financially secure due to the lack of competition. Suppose I want to enter as a developer and I'm confident in my skills. It's just that... how do I get by telling people I make porn - ryona? xD Do I just keep it on the down low and separate my identity as a developer completely? I already feel a bit on edge among the more morally concerned people I know.

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    4. ^For the first one, I mean, beyond economic reasons...

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    5. @JS: I dislike Ryona, and especially guro, however I don't consider my games to be Ryona, as they aren't based around hurting or abusing women. I animate with the rule that every character, male or female, in every game, in every animation, is enjoying the sex. If this were real life, being forced to do anything, even being forced to enjoy something, would be abuse, however this is fantasy, and the mind of the protagonist is the mind of the player. Since I don't show physical harm, it's up to the player to decide if the protagonist is feeling pleasure or pain.

      As for becoming a developer,

      Only 2 of my friends actually know that I make H-games. When people ask me what games I've made, I explain that I don't want people to know because I don't want the perception of family and friends to effect my decisions during development. Which is actually true, in my case. I want the freedom to create whatever kind of content I wish, without the added weight of judgement. Even if I weren't creating H games, I'd prefer to keep work and family separate.

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    6. @"aren't canon" Annon:

      That's not quite what I meant. Even when I play hentai games, or read erotic visual novels, I prefer it when everything isn't overtly sexual. I find it sexier, and more appealing. The exception being stuff like Monster Girl Quest, which strikes a balance, and does a good job of integrating sexuality into the world in an effective way, for the most part.

      As for making games with stories that are more natural..

      Honestly, every story I've ever planned on doing in an H-game has been like that for the most part. Very few of them had adult content that was integral to the plot. However I never finished any of the games that had stories, usually because the stories always became too complicated for a small project, or because I couldn't decide on certain elements.

      With H-games, I feel as though I have to include a certain amount of H-content if I'm going to sell them under that pretext. While I develop them as games, first and foremost, they are still hentai second of all. Personally I enjoy H-games, and I know I would be dissapointed if there wasn't much H-content.

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    7. Different Anon.

      I have this game I'm making that could easily be turned into an H-game, but I'm worried about the whole dev history thing. I know though, like you have said, that it's an easy market and a good way to get a head start.

      It's amusing. I might have to make another username up, lol.

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    8. Coming up with usernames is both fun and frustrating at the same time.

      But that moment when you search a name you came up with on google, and you see the wonderful "0 results". Now that's a magical moment.

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    9. Aaahh, sounds like a bit of a reset button for reputation. xD But I guess experience does carry over. Just 2 friends makes it seems like you're really tight on this.

      One more thing, could you make a comment on the indie H-game community, from a devs point of view? I've been to discussion boards, chat rooms and social networks for artists, anime enthusiasts and gamers. But from what I've seen, it seems the people in the H-game community are really nice. I'm not sure if I'm just being naive. Do you like your audience?

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    10. Well, not really. One is my roommate, and the other is a friend from college. As for reputation, there are always ways of delivering content to my current audience if I ever choose to make a mainstream game without it actually going on record that I'm the same person.

      ..

      The H-game audience tends to be pretty nice, and a bit more mature than mainstream audiences in general, probably because players tend to be older on average. Also, since the market is so small, developers can afford to directly communicate with their audience, and as a result there's a good sense of community. The games are also simpler, and haven't really focused on money making schemes like micro-transactions yet, so the developer/consumer relationship is more straight forward and honest. We make games, and they buy them.

      People also tend to be pretty open minded and reasonable, because they're already comfortable around people who have vastly different interests than them. The understanding that "It's okay because it isn't real" goes a long way, and you'd be surprised at how often the average person doesn't quite understand that. As a developer, It's nice to be able to make whatever the hell you want without a huge backlash.

      So, do I like my audience? Yeah. It's not perfect, it has trolls and morons like every other audience, but for the most part people tend to be pretty sensible.

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    11. That's good to hear. I like what I've seen from the H-game audience, too.

      --

      I know a few people who'd support me making H-games. But right now, I don't think I'd be able to keep it away from everyone I'm supposed to. I don't think I'm cut out for this stuff just yet.

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  18. This seriously looks so cool, and it looks like it can become a part of something bigger in the future. I'm definitely looking forward to buying this game when it's released!
    Also, I really hope your health complications will be resolved, or at least alleviated, soon. Having to live with such annoyances is definitely not something we want.
    Best of luck to you!

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  19. Nothing really constructive for me to post. Just passing along good luck and its looking good :D

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  20. Wow I really like how that sprite looks. Can I ask what inspired you for that design in your character? I really like the armor and the way she looks so I want to know if you can point me to another works like that

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    1. I was mostly thinking of the way Megaman zero, and megaman zx did some of it's armor. It's very angular . I also tend to think of the way gundams are drawn whenever I do mechanical looking armor.

      With the colors, the game was originally going to be more steam-punk inspired, and I wanted her to come off as a low-level soldier or grunt, so I used very military esque brown colors, with the blond hair acting as a contrast.

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  21. You know, that stance, armor, and inventory screen made me have a thought: Have you ever considered a tactical game, like X-Com? It made me think of the original, kind of.

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    1. I'm open to any kind of genre, however, with tactical games it would almost certainly be a lot of story, a lot of sprites, and much more complicated programming than I'm used to. It would be a longer dev cycle, simply because of the time it would take to learn how to make it.

      So, yeah, but probably not for a few years.

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    2. HOLY CRAP, the second i read those 2 comments i thought Disgaea as developed by Kyrieru. With brains all over the floor i would gladly write that game for you for free if you ever wanted it.

      And though i've never programmed a tactical game from what i read it doesn't seem too hard, what would be the problem is a butt ton of balancing

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    3. It's not difficult on the player side of things, but I imagine programming good computer AI would be difficult. I'd also want to do a lot of research before trying out something like tactical rpgs. Like any genre, It's the kind of thing that seems simple at a glance, until you take a closer look.

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    4. Well i just had a funny idea for a tatical rpg and since i have to finish a game by the end of the semester so im going to scrap what i was doing and work on this now. We'll see how hard programming the ai will be and i'll report my findings to you.

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  22. Hey chief, how you doing?

    Are the CG's coming along the way you imagined them, or did the perfectionist in you slow you down a wee bit?

    We're all waiting and giddy, can't wait to punch through hordes of goons. Haven't played a decent jump n' run game in quite a while!

    Have a good one!

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  23. Such a shame her skin is an ugly shade of brown (all brown shades are ugly), should have made her white.

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    1. I'll be interested to track how well this does on dlsite. Depends on the trial and the attraction screens I guess. But, really, this whole concept might put people off. It'll be interesting if they go for it or not.

      Also, I hope you're putting time into the CGs, since that might be the deciding factor.

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    2. Hey! I like the tan look. And I'm sure I'm not alone on that opinion.

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    3. Yeah I freaking love the tan look to bits. The more unique a look is without going over-board means the more I'll be gushing about it.

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    4. Believe it or not, tan seems to be kind of a thing over there...

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    5. I still don't consider her tan in this picture -__-

      For me, the tan look comes down to the character design. For instance, I think it looks fine with white hair, but I think tanned skin with blind hair looks aesthetically awful. Tanned with black hair and yellow eyes is also pretty cool looking. (Though less viable with small sprites, since yellow is difficult to see.)

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    6. Blond hair, that is.

      Hair can't be blind.

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    7. Unless its some sort of hair monster that lays out hair strand trip wires for its unfortunate victims. Like cousin IT who catches and has sex with women... where has my mind gone...

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  24. i think the boots are a reference to zero-G fighter pilots from starfox, i may be wrong.

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  25. Have you ever thought about making small story boards/mini comics that kind of edge into the game you're making?

    Like for every game you've made like Kurovadis and Eroico, you could do bite-sized introduction stories that just fill in the basics of your game.
    For example you pretty much have stories for your game clearly but maybe show how the protagonist for Eroico started his journey and got to where he was. Nothing complicated, just an intro.

    Of course this could be done after development of the game and you could just find them here online or something to save hassle.

    Anyway, just saying the same could be done with this after you're done and might improve your story and transition skills!

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    1. Different Anon. I know I could do with more story. I find that having that extra back story or more characterization as you go along adds to the overall experience. That's why I'm still carrying a flame for Kyrieru's previous game that's on the back burner.

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    2. I plan on doing games with in-game story in the future.

      As for comics, I probably won't do game themed comics (I might), but I do plan on doing some hentai comics for practice.

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  26. Even just a five panel sketched comic to introduce the game, rather than BAM! Level one go! Would help with immersion. Think like borderlands for what I mean. They basically just put some dialog up to the concept art, as far as you can tell, but it worked well.

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  27. Would you ever include in some of the more unusual kinks that you may or may not be into? Would you ever put in kinks to satisfy your customers even if you aren't particularly into it?

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    1. I don't think so. I generally only include fetishes that I'm into, or kind of neutral on. I figure that as much as there's a market for certain fetishes, there's also a market for games that don't have those same fetishes.

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    2. I don't want to get too close to you, but what are your kinks? Or to which fetishes are you neutral to. You musn't answer if you don't want

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    3. Well, a little of everything, really. It's easier to say what I'm NOT into rather than what I'm into. Fetishes near the top I find revolting, and as they go down it's just stuff that doesn't interest me.
      -Guro/torture/violence, etc
      -Hard Vore
      -Piss/shit fetishes
      -Electrocution, whipping, etc.
      -Any kind of male oriented insertions.
      -Male gender-bending. (I still interpret it as a guy)
      -Yaoi

      I'm sure there's plenty of stuff I'm forgetting, but that's the main stuff. I tend not to like things that are overly gross, associated with pain, and though male on male doesn't revolt me like say, violence, it's just not something I'm into.

      There are some things I include for the sake of the audience, such as anal. I also include things that have elements of vore, but without the whole being digested alive part. In other words, sometimes I come as close to a fetish as I'm comfortable with, without actually showing it. (Though I'm sure this bugs some people, like with the second boss in Eroico.)

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  28. Kyrieruuuuuu I want to give you my money but the game's not done.
    When will it be done? ;^;

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    1. He is such a nice canadian gentleman that he doesn't finish his game so you can keep your money (・ω・*)

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    2. You can always just buy Kurovadis/Eroico(again)

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  29. Are you going to make an animation gallery for this game, like the one Lab:Still Alive has?

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    1. Not a gallery, but you will unlock enemies in cells as you defeat them.

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    2. For some inexplicable reason I like those more. It's got better continuity.

      There was a really good one I saw in a game recently, where you control a monster leading the main character all chained up and tossing her into cells for the monsters.

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    3. Do you remember the name of said game? I want to know for... Science...

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    4. Reply went to a post above. I have no idea why.

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    5. Thanks for the link!

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