Sunday, August 31, 2014

"Noaika" First Demo

Sorry it took so freaking long. Couldn't (and still can't) think of a suitable name. The title is tentative.

(Link used to be here. The demo can now be found on the side bar --->)

Edit: There's currently a bug that causes controls to become unresponsive in a couple ways. This is not an inherent flaw in the game, but rather an incompatibility that GM seems to have with certain computers and controller functions. I'll be looking into this at some point, and it will be fixed once the game is actually finished. If you experience control problems, try unplugging your controller as a temporary fix (hopefully.)




There's some temporary stuff, like the inventory, but for the most part it's just shorter than the final demo will be. There are also some other minor differences.

Any time you see blocks, that signifies that the way is blocked because it's just the demo. There is no real end to the demo, other than getting everything. The second checkpoint is where the game would normally progress to the first "level", though.

No idea how buggy it is. I've done a ton of testing, and other people play-tested it, but obviously it's easy to miss stuff.

Also, apparently Continue is misspelled...don't ask me how not only I, but also none of the people who tested the game didn't notice -__-

Problems I'm aware of,
-You can go through a wall,
-If your're mashing the attack button when you die, you might re-spawn by mistake.
-Some footsteps don't make sound
-You can hit the springs when knocked down.
-Pressing space during H-animations (a thing left over from debugging)

Many of it has been fixed, but I'll wait before uploading a fixed version.

400 comments:

  1. Yes. Playing soon. Thank you for sharing this.

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  2. Quick, someone one figure out what Noaika means.
    Sounds like a cell phone. (Nokia.)

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    Replies
    1. Maybe cuz she woke up in a machine she is an android with the serial number " NO.Aika "

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    2. Might be japanese:

      NOAIKA (のあいか)
      No = possessive
      AI = Love
      Ka = indicates question
      So it could mean something like "With Love?"

      Not good at japanese, just some random knowledge.

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  3. Kyaaaah!
    I LOVE YOU!

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  4. God bless your soul, Kyrieru.

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  5. I love your pixel art, and all the animations are so smooth and just gorgeous. Please teach me master!

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  6. It's been close to a year and a half since Eroico came out. I can't emphasize how much I looked forward to this. At times I doubted it would come out at all, but you proved me wrong just now, and I'm happy you did. Thank you, Kyrieru!

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  7. Help! Can't extract and run :( windows 8.1

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  8. It seems like if I die after getting uppercut, I still have it when I'm back at the checkpoint...

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    Replies
    1. That's intentional. You keep everything when you die, since it's just sending you there, rather than re-loading.

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  9. Wow this game is WAY better than I thought within seconds of playing it! The way it's all dark and your bullets can light the way makes it feel so great, I also like how it's a slightly creepy area like Kurovadis(but not as creepy, which I didn't like but hey).

    When I saw the character design for that ''castlevaniaish'' type game you were thinking of making awhile ago I was excited, then let down when you said you weren't really gonna continue it but this game is awesome!

    ....Is there a way to get ''knocked down'' with your armor off without having to lose all your hp and continue?

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    1. By pressing H, just like in my previous games.

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  10. Kyieru. You actually delivered, after so many months of heartbreak! :'D
    Looking forward to your awesome work. I'll come back after I check out your demo. I'm sure it'll be great, though. =D

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  11. Everything looks amazing from what I have tried! Great work with this one! One question though, why those it feels like she is moving underwater? Is this intentional or something that you experimenting with?

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    1. In what way does it feel like that? The jumping?

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    2. Yes, mostly the jumping. It has a floaty feeling especially when you do a quick button tap. Although her walking speed or animation makes me feel that she is walking underwater, maybe speed her up a little bit?

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    3. Lol my bad.... I tried it on another laptop and everything ran much better. Didn't thought this game would need much power to run lol. Forget everything I said. Everything is perfect now. Great job!

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    4. Really? Huh..I'll have to look into the frame rate, and see if there's something slowing it down, because the lighting isn't really slow.

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    5. Hopefully nothing animation-wise depends on a specific number of seconds or steps, otherwise the game could lock up like some other games. One game I played in the past had a set length for H-animations, and once the animation finished after a certain number of seconds, your movement controls returned. Problem is, the number of seconds for the animation to wait to return the controls was specific, so if the fps was too high or too low, your game would lock up because it was too early or too late of an end to the animation and your controls never return.

      I can hop on cheat engine and alter the speed of the game and see if a high or low fps bugs out the game or not.

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    6. It's not based on delta time. (in other words, no problems.)

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  12. Geez, this game is beautiful.

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  13. Does that little heart meter actually do anything?

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    1. This comment has been removed by the author.

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    2. It will do things later in the game, but since none of that is in the demo, it only changes the hud expressions. It also wont be permanent, like it is here.

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  14. I think crouching and shooting against those early enemies is a bit op

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  15. Platforming is as infuriating as ever...

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    1. Well, there's only one part I'd actually consider platforming. Other than the moving platform part, there isn't much emphasis on it.

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  16. I got stuck in a wall. There was a powerup, I grabbed it and walked to the right. Where there is a wall, but it looked dark so maybe there was a path. She disappeared into the walls and the screen kept moving as if she was on a spring. After kicking and uppercutting wildly, she appeared in the walls along the cieling. I ran the whole way. Reminds me of Mario when you get to the warp pipes in the early stages.

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    1. Yeah, that's a mistake on my part. I forgot to put walls there.

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    2. It's a demo. It's cool. I like it a lot. At first I felt like her movements were kinda sluggish, especially the jumps. But then after getting the dash and uppercut I can see some alternates for moving around. I encountered four enemies all very well done, (Does that tentacle thing make her breasts bigger first?) is there a boss battle or any additional content? I found bombs, Dash, Uppercut, a scatter like shot and a blade type shot. I also got the assistant robot thing which disappears if I get defeated.

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  17. So three total animations in the demo then from what I've found?

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  18. I encountered the same glitch Dinkolish did. I grabbed the powerup and went to the right, and ended up falling into the wall. Is that supposed to be a door to an area that hasn't been created yet?

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  19. For some reason, MEGA is downloading INCREDIBLY slowly, and it continually says "temporary error, retrying." First time MEGA's ever been wobbly for me.

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  20. Because this game isn't as linear as eroico, the lack of save points, or even warp points, get a little bit overwhelming.

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    1. There is a second save point near the end of the demo. Since most of the enemies you encounter are the foot grunts for lack of a better term, it's a nicer spawn point since you fight slugs and (wraiths?) right away. Man, those animations are crisp...

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  21. What's that little punch she does when you hold up and press the shoot button?

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    1. That's her trying to throw a grenade but you need to unlock it first.

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  22. Not sure what's wrong with me but I'm having a hard time. Squids are annoying with their constant moving/shooting (plus they can shoot diagonally when the player can't). The fact that the orbs fly away rapidly after beating something is frustrating as well. Becomes an endurance test for me, platforming just isn't my thing apparently. Guess I just have no patience anymore but it seems harder than any of your previous games. On the plus side I'm loving the art.

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    1. I think Eroico was MUCH harder than this so far. Especially those tiles that you had to do the spin jump move -shivers- I love both games though.

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    2. I think it's probably a matter of getting used to the controls, momentum is slightly more realistic than in most games. It's really an interesting medium between prince of persia and mario games

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  23. Most frustrating thing so far, at least for me, is just the spacing of the checkpoints. I guess I just suck or something, but I do so goddamn much it hurts.

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  24. Love it, love the progression of your style and I love the new AI. No haulin ass pass these guys. As far a the game goes, the main problems im havin are with the jumping, slow attack transitions (Gun->Melee) and movement. To me movement is a little slow. In order to effectively disable my opponent I have to press the buttons 3 secs in advance. Any later and im takin damage. While I like the new realistic jumping dynamics I find it hard to predict distance VS jumping ability.. Example being if I want to jump to the next platform I have to run damn near to the end of the platform in order to successfully make the jump. Other than that sir I love it. I await the release with zen like patience.

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  25. The spacing of the checkpoints hurt a little bit, but not more than health orbs drifting up away from you. Makes getting them kinda frustrating.

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  26. You make your games difficult, that's for damn sure. But I like that you can keep your power-ups for when you "reload." It makes it easier to get past where you get stuck.

    Like others have said, the jumping feels jerky, but I'm sure that will get better.

    The game is gorgeous, the animations are beautiful. Excellent work.

    Questions: In the full game, what will be the purpose of the heart meter, the orange glowy balls that you collect when enemies die, and the small blue crystals?

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    1. Orange glowy balls restore your health, and blue crystals give you power needed for bombs (you can't have more than 20, so picking up any more does not do anything).

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    2. The glowing balls are health
      The small crystals are like ammo for special weapons.
      The heart meter will be for various things.

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  27. I love the lighting effects.

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  28. Hey Kyrieru long time fan and lurker, the game looks great and I really love what you did with it, I couldn't complete it though, since it had a problem which im 90% sure its on my side that the game runs extremely slow, it doesn't skip frames or the beatiful music slows down, it just feels like playing sonic while underwater, aside from that, the game looks beatifully great, can't wait for the full game.

    Not sure if you can come up with some way of making your game work in an extremely low spec pc such as mine, if you can't come up with anything its fine, its ok.

    My pc is a toaster with a really old single core intel pentium4, I really wish I could play your game, but I'm not sure you can do anything about it since the game looks so great, anyways, really good job and well worth the wait.

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    1. Not sure what I can do. The game actually runs faster than Eroico.

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    2. That is pretty odd, well like I said its ok if you can't do anything about it, ill just have to wait till I get a decent pc, maybe it is because its runnning xp?

      Eroico and Kurovadis both work just fine.

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    3. Same annon tried F4 to window size and its fixed.

      Thanks kyrieru for the great game.

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  29. This has to to be one of the most elaborate and awesome hentai platformers I have ever played. I had already loved Kurovadis back when I played it and even to this day I play it again from time to time just because it's that awesome. The game is hard and I love it the way it is. One can tell that a great deal of time, work, sweat and blood went into it. It's honestly worth all the wait in the world.

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  30. Absolutely amazing; one issue that I noticed was upon first running the game, the lighting didn't work. By that, I mean the darkness/illumination effects; aside from that, the game loaded fine and I didn't notice anything was wrong at first. However, after I closed the game and I selected Continue, the lighting effects loaded and I saw the darkness + lit spots + illumination effects on shots. Not sure if this is reproducible, it only occurred the very first time I ran the game.

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  31. I've gone through what I think is the full demo. This includes four major power ups (uppercut, robot companion, dash, and grenades) and four rape scenes (zombie thing, floating tentacle, dasher, slug).

    The music and light effects are fantastic. Graphics are fine, though details are a bit sparse in many cases. That's not a problem for the most part.

    Combat is rough, certainly at first. The fact that you can't do your melee attack shortly after shooting caused a lot of trouble for me early on, and gave me the impression that I'm not suppose to shoot at the melee enemies and stun them instead with punches. I never really was able to shake the desire to just shoot everything, and once I got the scatter gun I had no reason not to just shoot everything. There probably needs to be some balance change here. The power of the scatter gun also made it so I never had a reason to use the grenades. Control scheme is a bit fiddly, I keep wanting to put my fingers onto zxc instead of xcv.

    Exploration was very interesting, but I was often unsure if I could or was suppose to reach a certain area yet. The spikes nearby these areas made that especially problematic, since if I can't yet get there then I just take damage for no reason. Sometimes you have to make several tries to get through these areas to figure out that you even can or can't. Also, I don't know if this was a mistake or not, but I was able to get past the area right after the uppercut powerup without the dash power. Uppercut and regular punches to move forward was how I accomplished this.

    Save points are no where near frequent enough in the first area. Since you keep your powerups between falls, this problem is mitigated somewhat. However, every time you die you have to go through the same areas over and over again and it is frustrating to do this. Kurovadis had a good number of save points in the first area, one every screen or two. Since you can die really easy and there is a lot of freedom in how you move around, lots of saves will be really nice and helpful. Players are just not ready for this level of punishment for failure at the very start.

    The robot was an interesting power up, it actually made things much easier too. I did run into a small problem with it in that you can't turn it off. This can make it frustrating to get to some of the rape scenes since your robot friend has a tendency to kill some of the enemies before you're in position.

    Rape scenes, mostly I found them rather boring. They didn't really appeal to me. The exception to this was the breast expansion stuff from the flying tentacle, but I was disappointed that her breasts are hidden behind her leg during the rape and that her breasts do not stay grown after you break free or the rape completes. Monster girl and herm (especially PC) content tends to be what appeals to me more in your games.

    I did notice that the PC's face and expressions in the sex scenes change if you let the heart meter fill. That's interesting, and was probably what titillated me the most from what is in the demo. I've interested to see where this goes.

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  32. "Why can't Noaika crawl"

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  33. Just finished the game and I gotta say I am Loving what I've seen so far. When I first started I was worried that it was going to be as difficult (for me, meaning I couldn't beat it) as Eroico. The health orbs floated away too fast for me to collect and I got discouraged. but as soon as I got the uppercut, I found out that I could fly and that immediately restored my confidence and I finished the demo loving every air attacking minute of it! I cannot wait until the full release.

    One thing I would suggest is having more of an indication that you've gotten a health upgrade. It took till the second one I got that I realized no text from getting a yellow pickup meant that my health had gone up. Just a suggestion.

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  34. I made a video of a bug that I experienced
    https://www.youtube.com/watch?v=wmcte4li1b0

    I have a lot of feedback to give, which I'll do in another video that I will post soon. That being said, excellent demo, I really hope the full game comes out soon.

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  35. are you a japnese?

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  36. ... As much as I like seeing the overall quality of Hentai games going up in general... this has actual potential as a general public game. The music, the atmosphere are great and the gameplay is looking good and is only begging for variety that you seem to have already planned on adding... You have a talent here, I'd love to see you try for a project that is more worthwhile.

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    1. These projects are just as worthwhile financially, and are lower risk than mainstream projects. The expectations of mainstream games is also higher, so I'll only be going that route once I'm ready.

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  37. Hard as ever. I'm guessing there will be difficulty settings like Eroico? From the little I've seen though it looks amazing keep up the good work. Absolutely love the character's design, the dark environments, the h-scene with the alien guy, especially the aftermath animation.

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    1. After playing a little more I noticed the two humanoid enemies aren't very good at taking turns. I died next to two different enemy types and while the first guy (the very first enemy type you see) was going at me the second (jumpy claw guy) kept trying to walk on top of us to get me but obviously couldn't, then when the first guy was done he just immediately went in for seconds before the second enemy had a chance. I know monsters wouldn't really care about turns but them walking over the h animation is kind of annoying. When they're all the same enemy they stand still, but a little too close and overlap the animation just a little.

      The squid keeps tying to shoot you if there's another enemy fucking you, and the slug just stops moving completely even when the other enemy is done. I couldn't get the slug or squid on me at the same time another enemy was around to see if they overlapped at all because the little robot helper kept killing them.

      I also noticed the protagonist's hitbox was a little off, sometimes bullets from the squid thing would pass through the tip of my head and the turret's bullets went through my toes a few times.

      I'm actually getting a tiny bit better though, made it to the second checkpoint after dying a million times. I have to say again, amazing stuff, the animations, sound, everything is just perfect.

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    2. There will be difficulty settings, yeah. As for the Nuances in the H animations, I'll sort some of that out later. For now I just had to get something out before the end of the month lol.

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  38. Game plays great, tough but not punishing. All it takes is some time to get used to the enemies and controls. Level is open ended enough to reach the same place from all kinds of different angles which is awesome. H content for the first area is solid, looking forward to the rest.

    I have to say that the gameplay itself so solid enough to make a good game all by itself, the H content is just a bonus. Also keeping the H key in there is nice, as it the way you work the save points. Some complain that you should have some more, but since you keep everything you've unlocked I think the current system is just fine. This forces them back to the start, giving them a chance to notice rooms they might have missed.

    Right in one of the first rooms with enemies there is a door that you can't reach until you get the uppercut, some people might not notice this until they've died once or twice.

    The only critique I can think off that can't be countered by the obvious, "It's just a demo so wait," make the assistant able to be turned off. That really is about it.

    (Random Note): Also the fact that enemies switch in right after another finishes is a nice touch. I felt the first game would've been a tad better if that happened too. (Although sometimes they did do this but I figured that was an accident) Playing the attack animation when the target is already down just seemed weird to me.

    I'd offer my soul for full access right now, but being a Ginger makes that hard to do. Instead my wallet stands ready and waiting.

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  39. Just played through the demo. It feels great, and the animations are excellent. I like your concept with the save points and keeping your equipment after death. The jumping felt a little bit floaty. I don't know if this is intentional or not, but it was hard to change her momentum in midair.
    Solid game, Kyrieru. I can't wait for the full version!

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  40. Simply amazing. Just, everything about it. I've purchased mainstream games that were NEARLY as instantly engaging or fun. Not even talking about H content.

    You've got serious talent. Now shut up and take my money!

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  41. Game was slow on my computer and with options taking a break for the demo I wasn't able to see if windowed mode would have helped.

    Came across one bug were being tackled and killed mid jump against the wall would freeze her current fame as she fell rendering her untouchable from her foes.

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  42. Love the demo so far. Combat is difficult but fair. Great art style, wonderful sprites and music. Really excellent H animations, though I was slightly disappointed to find the sex/rape wasn't integrated into the gameplay itself somehow. (I'm nitpicking.)

    Wondering what the "corruption" mechanic is going to do... probably my favorite use of something similar is Hounds of the Blade.

    Keep it up!

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  43. Had fun with the demo, looking forward to buying the full release when it comes out and am willing to wait patiently until such a time happens. Game in its current form is looking pretty darn awesome

    Fairy helper seems a tad overpowered though; it's reach on the X/Y axis and the fact enemies shot by it don't aggro in some circumstances like they would if [name] shot it possible to just cheese some encounters or accidentally kill enemies that would require a little bit of platforming to get up close and personal with. Any way to unequip it once activated?

    Also also accidentally discovered that grenade jumping was a thing in this game. Will be intresting to see how much it can sequence break if people try to speedrun/TAS the game like they did with Kurovadis.

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    1. Also a very minor bug, but pressing the Esc button at any point after starting the game but before exiting the room where you break out of the crystal will close the game as if you pressed it on the title screen. Exiting and reentering the room will make Esc take you back to title as normal.

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    2. There will be more than one familiar in the full game, and you will be able to disable it.

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  44. Can the kind developer or someone upload on a different file-host? Mega is giving some small little problems down here.

    Thanks in advance.

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    1. It's weird that you have grenade throw from the beginning of the game, since it looks like a punch that doesn't work.
      Aerial grenade throw looks like she's standing in the air.

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  45. Help! My life is in ruins! When I start the game no buttons work.

    Can't move up or down in the title screen, can't select start. Nothing works. Only thing that works is when I press delete the darkness on the sides goes away.

    Recently I've had some trouble with some other H-games. They seem to think I have a controller attached and totally refuse to let keyboard work.

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    1. Ok disregard that. Finally figured what the problem was. Had to uninstall a driver.

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    2. Seconding that "delete" key issue. It kills the darkness, couldn't find a way to turn it back on. Makes everything very easy to see and probably not desirable in the final version.

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    3. Which driver did you uninstall? I can't get the controls to work either.

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  46. Just tried it. As far as it goes I loved it...nice balance of gameplay and difficulty. The only problem I've got is with the moaning. As it stands, she only makes one moaning sound when H begins and one more when H ends. It really threw me off the whole H thing.

    Keep it up. Good game.

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    1. Trina here! The voice actress for the protagonist. I was only asked to record fighting sounds for her, but I could definitely do more of those if Kyrieru requests me to do so. :)

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    2. I'm starting to think that I tend to be more embarrassed to ask for voice-work in this kind of project than people actually are to do it in the first place -__- .

      Well, if you're willing to do more, I'll look into commissioning some more voice work from you before the game is finished. There are also some misc sounds I think would befit the game, such as some unique voice clips for actions like this,
      http://gyazo.com/a25be64dba7ef76d68993bd9285b547a

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    3. Sent you an email to your, well, mail c:

      And thank you very much!

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  47. Are there any CG's to find in the demo?

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  48. Probably a bug: you don't take damage from spikes if you just walk on them (as opposed to falling on them).

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  49. I think someone mentioned this before, but the weapons do need to be balanced more. Once you get the wave gun, there's literally no need to go back to the original gun. Once you get the spreadshot, there's literally no reason to use anything else. I like the way the weapons were balanced in Kurovadis, since every weapon still has its use after you find new ones.

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    1. wave shot has an advantage over the spreadshot in that it can go through walls. The default gun really doesn't need to be competitive, it is the base gun after all.

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    2. I forget if it does now, but the base gun has more damage output than either of the other guns. It's disadvantage is that it's spread across multiple shots. The wave gun is better for lines, has more output on flying enemies, and the spread is better for small groups of enemies that take few hits.

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  50. I feel like the slug's range attack would be a lot more fitting if it slowed down the main character

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  51. Great work man loved the demo the music and the gameplay are well done I cant wait to buy this

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  52. The H key animation throws the character up and back in contrast to Kurovadis where it just made the character drop. This is significant because you can combine it with jumping and turning in mid-air to get to platforms you shouldn't be able to reach. Do you want sequence breaking? Because this is how you get sequence breaking.

    Also, for the love of god, give me a way to turn the rumble off. I'm playing on my keyboard and my controller is going batshit. I'd just unplug the controller but that will turn my PS3 on and I'd need to go in and turn the controller off at the console so it would stop associating that controller with the PS3 so I could use it on the PC again. Either way, really annoying.

    In regards to mechanics, the game plays well overall. I'm not sure if chaining uppercuts as a form of double jumping to platform was intentional, but I like it either way. Combat is fine once you get used to it. It does tend to boil down to either shoot everything from far away or stunlock the enemy to death in melee. The only particularly annoying enemy are the floating ones just because they're difficult to hit. Which is still not difficult in itself, just annoying. It's only particularly dangerous in conjunction with other enemies or hazards. The sliding spike blocks are probably the most dangerous enemy in the game and I'm not even sure if it's right to classify them as an enemy.

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    1. There will be a way to turn the rumble off in the full version.

      Also, I'm fine with sequence breaking.

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    2. My gamepad doesn't rumble at all. :(

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  53. Some fun movement stuff:
    Dash+ShortJump > Shoot (2x)
    Dash+ShortJump+Turn > Shoot (2x)

    To reach the highest:
    Uppercut > Jump(doesn't come out) > Uppercut

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  54. IVE BEEN WAITING FOR SO LONG I HAVE THE WHOLE DAY OFF WITH MY GIRLFRIEND AT WORK WEEEEEEEEEEE!

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    1. Lol, same boat. Woop woop.

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  55. Fantastic job, dude. Can't wait for the full version.

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    1. Also please learn how to balance the difficulty. Having to retry from the very first save point a zillion times gets pretty shitty.

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    2. It is balanced. It's just that there's only one difficulty setting. (as indicated by a bunch of people saying the difficulty is perfect, right next to a bunch of people saying it's too hard)

      A game meant to be challenging can never be balanced to meet everyone's expectations, which is why the difficulty settings will be considered separately.

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    3. I prefer it challenging just like it is. Stay the course!

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  56. LOVE the demo, hope the wait for the full game isn't long.

    my thoughts: some people have been complaining that the checkpoints are too far apart, but personally that was my favorite thing about Eroico, and is currently my favorite thing about this game, makes handling each encounter efficiently much more meaningful.

    I think the ammo types are pretty cool, and I love how some enemies will react to the punch attacks and some don't, as a result, I've got to make use of both weapons for specific enemies, which is great.

    some people have mentioned that the switch from using gun to punch attacks results in a delay, as far as I can tell the delay only happens when standing still. which in my opinion only makes it that much more annoying, I mean if it has a purpose like dealing more damage with gunshots or further projectile distance while standing still I would get it, but as it currently stands I find it awkward, since most enemies won't die from gunfire alone, and with that delay in place it punishes me for wanting to whittle down the enemy at range and then finishing him off with punches.

    and lastly, though I've known of the game's existence since your first blogpost about it, I must say. I am a HUGE fan of female protagonists, you can do a lot more with monsters and a female protagonist than with monster girls and a male one in my opinion.

    Thanks for the demo, you rock. I eagerly await the full release.

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  57. This is by far the most beautiful game I have played out of this genre.

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  58. Great demo! I think the others have pointed out many of the kinks but I absolutely love the setting for Noaika. I didn't expect your use of lighting in this manner at all. A pleasant surprise!

    The delayed melee attack approach can take a while to get used to but I feel this sort of amplified the 'impact' to each attack. Very nice juggling mechanics but it makes me question how will it work with bosses though (since I'm thinking a lot is designed around this juggling mechanic)?

    A few things I noticed:-
    1) When you chill in the title page, after some time it automatically starts the cutscene 'new game' for you.
    2) Can't turn of the summons/familiars?
    3) Some excess sprites that I'm not suppose to be seeing.

    Also, those mandatory demo blocks.

    ReplyDelete
    Replies
    1. 1. didn't realize that -__-..
      2. you will be able to.
      3. In what context ?

      Delete
    2. 3. Ah I think you've mentioned it. It's when spamming buttons during/just after the H-animations. The image index for the sprite will run past the intended range.

      I half expected people to mention of combo counter though, but it probably won't fit well with the game look.

      Delete
    3. The game accepts input even when the window isn't focused so if you pressed enter in a browser or something while sitting on title screen that would start the game.

      I just let it sit for quite a while on title screen and nothing happened, I imagine that was probably it

      Delete
    4. Ah that must be the case. Sorry about that.

      Delete
    5. Strange, the same thing happened in previous AM2R demos, but I think that demo was using GM 8.1...

      Delete
  59. Would playing with a controller be easier than a keyboard?

    ReplyDelete
  60. I was really liking this game, until I noticed my desk rumbling and realized it was controller-compatible, and then I started loving this game. However, playing on the 360 controller, the default pause screen is press in right stick, and there's a strange delay with it and doesn't always open, probably because of the annoying press in feature in the first place, which can mess up a bit. Also, when I played around with the pause a bit and went back, my movement just locked up. Everything else worked fine (shoot, jump, etc.), except I couldn't move with the controller. Everything on keyboard worked at the same time, just not the left stick movement.

    Also, rebindable keys would be fantastic. I'm not too used to the button layout you chose and would like to change it around a bit, and maybe set pause to start.

    ReplyDelete
    Replies
    1. ^Same guy as above^

      Another point: please change how to do grenades. I keep on wasting them instead of shooting mid-air. I see there's an unused button on the controller scheme, so please set it to that (or G or something on the keyboard), or at least make an alternate option, a la the L=A control mode from the older Pokemon games or something of that sort. Also, when I first got the grenade, it really messed me up. Like once I used the grenade, I seemed to forget what my "shoot" button was on my controller and I freaked out a little, spamming buttons. I think that's a result of mapping an infinite use item and a limited use item to the same button without a solid way of mentally distinguishing the two attacks (I'm thinking of something to the function of that scroll wheel when you switch guns in an FPS). Even as I got more used to it, I still couldn't quite get it down and occasionally wasted grenades, aside from the fact that it's a little unintuitive to aim since you're working with holding up at the same time to throw them in the first place.

      Delete
  61. Worth the wait. Looking forward to the full release so I can throw my money at you again.

    ReplyDelete
  62. when shooting the gun and standing still there is a massive time delay between when you stop shooting and when you can punch. Not sure if that is intentional but it has gotten me damaged or killed when i forget to cancel the animation by moving or jumping

    ReplyDelete
  63. Could you possibly stop enemies from using ranged attacks when the H-scenes start/H button is pressed? It's distracting to see bullets fly across the screen while H animations are playing.

    I really liked the demo, though it felt too easy due to the massive hit stun and the friend robot's range. Seeing the basic enemies jump (!) and move faster than the player character (!!) was startling, to be sure.

    A lot of people are complaining about the delay after shooting, but since melee seems pretty damn powerful, I thought it was a neat mechanic (however intentional it was).

    ReplyDelete
    Replies
    1. Another thing, sorry.

      The ceiling lights are in the foreground, which is kind of weird. If you jump so that the protagonist's head overlaps with the ceiling light, her face might be concealed while her hair pokes out above it. I remember that the lights were smashable in the Twitch stream, so I don't know what you're planning there, but at the moment it just looks wrong.

      Delete
    2. Ah, that was just an oversight. The lights won't be in the foreground in future versions.

      Delete
  64. also when landing on spikes in the room where you get dash you get hit once and if you keep standing on then or even walk around you do not take further damage

    ReplyDelete
    Replies
    1. That's actually intentional. Spikes only hurt you if you're landing on them.

      Delete
    2. It's so you don't run into situations where you fall, and then get hit 5 times because you're too far away from a safe place.

      I might have to make it more visual, where the spikes are in the background and also the foreground, and you can see that she's going between them.

      Delete
  65. Your best game yet.

    I think the problem of how to make a hentai action game is really interesting. My main thought is this: when you get to an H-scene you are either aiming to break out of it to continue with the game (or ignoring the game to enjoy the H-scene), or it is playing because you have lost and the game is over. Either way you are not part of the game, not "in" it, if you are enjoying the scene. Neither of these seem the most immersive or erotic option.

    Another H-game creator wrote a blog post on the subject:

    http://dirtyc101.blogspot.co.uk/2012/11/novembers-post-not-rapist.html?zx=2bed7a05ef398388

    "I'm of the opinion that in order for a game to be a game, it has to have some manner of challenge. It's a bit trickier to provide a challenge in a sex game though. The players (presumably) want to see sex. It's a game, so it makes sense to provide porn as a reward. The easiest way to do this would be involve gameplay vs members of the opposite sex. And as the reward for winning, you get to have your way with them. Which sounds kind of fun, right up until you take a step back & go - hey, that's called rape. I don't want to be a rapist."

    So, what are the other options, if you don't want to be the rapist? How can you integrate sex as a reward into the gameplay?

    If you want to be the "rape-ee": your character has lives, let's say three, each rape costs one life, but also acts as a "bomb" that clears the screen of enemies and does massive damage to a boss. So you're trying to avoid rape, but it also serves a purpose in the game so you're not exactly trying to just break out of it either. You get to enjoy two rape scenes whilst still being a part of the game.

    Or, what if you introduce a third party? Now you have tons of options, but here is one that appealed to me: in secret areas in the game, you discover trapped girls being raped by the monsters, maybe sub-bosses or whatever, and before you engage the boss you can happily enjoy your discovery. Okay, now you decide to attack, you beat the boss, and the girl follows you around the game, and if you manage to save her from the level you get to play an interactive sex scene with her.

    I wonder if you have any thoughts on this, and on alternative H mechanics.

    ReplyDelete
  66. Really cool demo from what I've played so far.

    This might just be me but I do find it really annoying on how much knock back those flying enemy's bullets send you. Maybe if it stunned you on the spot for one second or two instead because sometimes they're placed in really awkward areas so I can't actually find the right timing before constantly getting knocked off a ledge over and over again.

    I also don't understand why pressing the H button gives you knock back and it hasn't really troubled me but I have a feeling it could screw you over in the full game.

    Other things I'll mention but don't entirely bother me is the items you get from breaking stuff? Like I don't think it heals me because I look carefully at my health to see if it would mend as I collect it but it doesn't, so I don't know what it's for.

    The other thing would be that the heart meter that fills during the H animations. Once it fills up and the character changes her expression to aroused, is that the only thing that happens or is there more to it?
    I'd understand if it's just for added effect but I'm just curious. It doesn't seem to go down after that but it is a nice touch even though you don't hear her voice too often.

    I absolutely love everything here really. As I said, my main issue is the flying enemies. Sorry to sound rude but they feel kind of "cheap" in terms of if they're there to up the difficulty...

    Doing great though.

    ReplyDelete
    Replies
    1. Alright, ignore the items bit. Played a bit more to discover the bombs. Whoops.

      Delete
    2. "I do find it really annoying on how much knock back those flying enemy's bullets send you."

      You never played Castle Vania with those fucking floating Medusa heads have you? At least in this game you can air combo and strike in several directions. In Castle Vania IIRC you were fucked if you missed your one shot.

      Now that was really infuriating.

      Delete
  67. This was pretty boring until I realized I could do more than just jump and shoot. The melee options are amazing. I should probably mention though, the Dive Kick is kinda overpowered against enemies without super armor. If you hold down and alternate pressing C and V, you can do quite a bit of damage very quickly.

    ReplyDelete
  68. I really really hope you put at gallery of all the animations when you beat the game this time. But anyway great game and it will be well worth the money.

    ReplyDelete
  69. Full game need a "gallery" mode, the animations are half of what I come for in smut platformers.

    This particular smut platformer is, however, absolutely gorgeous, keep up the good work!

    ReplyDelete
  70. name for the game is perfectly fine with me, pretty much the same kinda name as kurovadis. Also, thanks for the controller support, but with the multi-hit combos on everything, it'd be nice for a slower vibration rate for my controller. I'm a man, i don't need this good a vibrator :P

    ReplyDelete
  71. So I noticed something about the heart meter.

    When it's pink, the character does not seem to be enjoying the sex based on the profile image. However, when it fills up and turns purple, she has this dazed look and her pupils are gone. Everytime she has sex in this case, she looks to be enjoying it (from what I'm observing), or is too intoxicated by it.

    This can't be something that punishes the player, given how it doesn't take away her health, and I'm curious if there are more colors/levels to this meter.

    ...Sooooo, what is it for? Different endings? Something that affects the gameplay? Or is it a visual aesthetic only?

    ReplyDelete
  72. Something I've noticed. If you jump as high as possible and use the uppercut, it looks as if you can almost make it to the top of a pass-through platform two-blocks high, but you end up going about halfway through and fall, instead. You can make it up though if you hit an enemy and use the melee attacks to "jump" the rest of the way. Is this intentional, or should we be able to make jumps like this?

    ReplyDelete
  73. The airborne down-kick thing is highly exploitable. It interrupts backswings and hits behind you, so you can literally be firing your weapon while spamming the powerful down-kick while mostly invulnerable. You can even throw punches in too if you're willing to work harder.

    ReplyDelete
  74. This is amazing for just a demo. The mood and atmosphere generated by the level design and music really makes this feel more immersive than just an H-game. I've been a long time fan of your games, and I really want to know how you make your games. Can you tell me what programs you use or what engines you employ to create these games?

    ReplyDelete
    Replies
    1. Game Maker, FL Studio, Audacity, Photoshop,
      That basically sums up my entire workflow, aside from a couple other programs I use for CGs.

      Delete
    2. Which Game maker build are you using? Game Maker Studio?

      Delete
  75. Kyrieru, I've found what I think might be a bug... If you press up and down simultaneously, it seems to lighten the room to full brightness (i.e. no spotlight effect)

    ReplyDelete
    Replies
    1. The delete key disables lights, which was left over from debugging. I don't think up+down does anything.

      Delete
    2. Confirmed. I guess I must have tapped delete while testing the various key combos for bugs and attributed it to the up + down I was doing at the time. Should have tried to replicate before posting, sorry. Seriously, though, one game dev to another, this is fantastic! Keep up the great work! (Gotta say I'm jealous of your ability to do everything, I have two friends for sprite art and music respectively, need to finally buckle down and learn to do it myself some day)

      Delete
  76. Kyrieru, absolutely brilliant. I am truly stunned at the level of awesome you have managed to put into this game. I cannot wait for the full release. :)

    Any chance of getting a feature list of what we can expect from the full game?

    Keep up the great work!

    ReplyDelete
  77. All I gotta say is that I loved it. Found myself running around and just enjoying it. After skimming over all the comments I don't think I discovered anything outside of what some of the others found. I did like the enemies but even with this being a demo the one complaint I have to make is that with the first type of enemy that you fight has a huge weakness...... ducking lol. Besides that's I think everything was great. The music set the mood perfectly, the lighting work is awesome, stage design seems good so far, and the models look great. I loved that heart meter that changed the characters expression. Can't wait to see what else you will have it do.

    ReplyDelete
  78. Found a bug related to game overs: should your health be reduced to 0 while you're in front of a door, you can still press up to move through it, which will re-enable full control of the character until you get hit again.

    ReplyDelete
  79. amazing, i can see this being better than kurovadis. How do you make games so well?
    Also is there an official list of demo content? I think I saw it all but just to be sure :)

    ReplyDelete
  80. Uh... I'm playing on XP and the controls don't work. If I use my usb pad the stick work but no buttons, in the second controller the buttons work but no movement. No keyboard response at all, only H. Is it some gamemaker quirk?

    ReplyDelete
    Replies
    1. Some game pads have a "mode" toggle button to make the d-pad work in some games. Might not be your problem but thought I would mention.

      There is also a program called "joy to key" that can be used to map keyboard keys to your controller if all else fails.

      Delete
  81. Is this game going to have a non-explicit option like in Eroico?

    ReplyDelete
  82. It feels very Kurovadisy but I really enjoy the freedom of movement and attack variety.

    Wasn't big on Kurovadis or Eroico, but this game is really more my style.

    Haven't noticed any other bugs than what was mentioned, even though I feel they are pretty minor and the game is still playable with them.

    Looking forward to the full release.

    ReplyDelete
  83. no problem in the game so far, the sprite's are awesome, my only trouble is the jump mechanic, jumping and followed by an uppercut to double jump, the character is unable to move at any direction while in the air after the uppercut, unless you push or mash the action button to move the character forward, and also will there be an un-equip button for the robot (the flying girl with green hair), cause it keeps shooting the enemies, I know there is this "H" button so you can die in an instant but still it's more challenging if I can un-equip it, currently looking for in-game problems but none so far on my side, the game looks great, it's like I'm playing Symphony of the Night and Super Metroid at the same time, though I liked Kurovadis more, even though it's short, that game is a masterpiece in my opinion, by the way how long is the estimated time to finish this game?

    ReplyDelete
    Replies
    1. The nonaction part of the uppercut can be canceled by pressing jump and then something else (if I remember correctly). You can also dash out of it.

      Delete
    2. You can also do an air uppercut by pressing the jump button in the air and then performing the up+attack. If you time it right it is as good as a vertical double jump actually.

      Delete
  84. The filesharing service you are using doesn't work for me,would you be so kind as to you make a mediafire mirror?

    ReplyDelete
  85. Superb so far. Visually and mechanically very impressive for an early stage release. I like the protagonist, theme and enemy variety you've chosen so far, more acts/positions to come hopefully. The room puzzles are cute, though I'm not one for pixel-precise platforming. Melee combos and air juggling are fun too.

    Really looking forward to this game, as it also has persistent state on the protagonist, which makes progress and events feel more meaningful.

    Only annoyance so far besides diagonal ledge dropping is the enemies turning the PC towards them with melee attacks - can't dodge once hit, can only fall towards enemies.

    ReplyDelete
  86. On the subject of difficulty:
    What I like here is that you essentially get life leech -
    if you get hit up a few times, you can kill some grunts and collect sparks from them to heal back up.
    Contrast this to eroico, where you had to avoid getting hit at all,
    because there was only a carefully calculated number of heals in the level overall.

    IMHO, this makes the game a lot more forgiving to bad players.
    There's still a sometimes frustrating distance from the checkpoint to interesting places,
    but it doesn't feel nearly as punishing. For difficulty balancing, I imagine if you made the sparks heal more/less,
    that should work fairly well.
    Of course, will have to see how that all works out with boss fights...
    (IMHO, don't balance by giving enemies less health: If an enemy dies in 2 hits rather than 4,
    I might not need some blocking/dodging mechanic at all, which greatly changes the game)

    One suggestion: I thought some of the pickups had no effect - looking closely, it seems they increase the health bar.
    Perhaps a short "+1 MaxHP" floaty text, or a popup the first time you collect one, would let players know what these do.

    ReplyDelete
    Replies
    1. Bad players could also just keep reentering rooms to fill up on health

      I'd also like the +1 maxhp message

      Delete
  87. So yeah, you just convinced me to turn my game into an H-game. Community could definitely use more action ones, so why not. ^_^

    Hopefully it'll work out in the future.

    ReplyDelete
    Replies
    1. Plus it's a good way to start out, honestly. The audience is niche, but there are so few games in the niche that it's easy to make money as a small developer.

      Delete
    2. Jump right in. The community is always hungry for more.

      Delete
  88. As far as difficulty goes, there's a definite learning curve. Little bit of practice and off you go. I might be a little bit concerned about the rest of the game if this is meant to be the "easy" areas but as others have pointed out the heals are more generous.

    Eroico was so hard I have to admit I just Cheat Engined it. I was not the kid who grew up playing Kaizo Mario and loving every second of it. I did not graduate into I Wanna Be the Guy or other such madness. Kyrieru's games tend to be really up there in difficulty for me and while they are very nice games, I'm not going to put in the same effort to beat them legitimately as I would something like Dark Souls.

    (Will still gladly pay for them though, so don't go making any huge changes just because I'm not 100% happy.)

    ReplyDelete
  89. Resident Evil 4 Chapter 5 music would fit this game haha

    Sooo... are you going to make a different color palettes version in the option as extra? Would like to see some fantasy

    ReplyDelete
  90. Game doesn't like wine much, sadly. No sound, and screwed up pad input. Seems to happen for half of gamemaker stuff and some others.

    Oh well.

    ReplyDelete
  91. This may just be a controller only issue on my end or particular to windows 7 360 controller drivers; but when you jump in place, and try and jump again the game eats the input. This only happens on my gamepad, and works completely fine on the keyboard.

    ReplyDelete
  92. I was able to find two slight issues so far. The first one only happens in one specific room that I'm aware of. It's basically that the damage effects have a black box around them, meaning that the transparent background of their sprites is darkening the game field:

    https://imagizer.imageshack.us/v2/977x331q90/540/5MQY4t.png

    This happens to all damage effects as far as I can tell, but only in that one room.

    The second one is a bit inconsequential, and may be unique to my machine. It's also probably a Game Maker problem and not a coding issue.
    In short, when I'm running the game in full screen, there seems to be a slight image displacement going down diagnally on my screen. This picture hopefully illustrates what I mean:

    https://imagizer.imageshack.us/v2/1715x965q90/674/GfG3X5.png

    ReplyDelete
    Replies
    1. The black blox thing happens when lighting is disabled (by pressing del). It was a function I left in for testing purposes.

      With the screen tearing, there will be graphics options in later versions that will fix that.

      Delete
    2. Also, if there aren't lighting effects by default, then there's probably some graphics card/ driver related issue.

      Delete
  93. Alt+F4 doesn't close the game, but it does minimize it.

    ReplyDelete
  94. Something I found that might be a bit off are grenade physics. If the grenade brushes against a ledge but rolls off of it, it'll keep going in its original path until it hits the floor instead of bouncing off in the other direction. Is this intentional, a mechanical limit, or something you might've just overlooked?

    ReplyDelete
  95. You can reach the second save without the dash upgrade if you time your uppercut right and follow it up with a single melee attack (since that propels you forward a bit). This works for both pits: The one in the room where you get the uppercut and the one right before the second save. Not sure if that's intended.

    ReplyDelete
  96. When playing through the demo, I something odd with the doors. Pressing up anywhere around them will interrupt whatever you are doing to have you go through the door. This was a little jarring when I was in the air above it shooting or using my melee attacks, or wanting to uppercut in the air above them, and then just going through the door.

    ReplyDelete
  97. I never get knocked down. Could this have something to do with my computer being set for Japanese regional settings? I know some games rely on calculation symbols from Windows, otherwise they do wonky things.

    ReplyDelete
    Replies
    1. I doubt it, it's just an 1/8 chance, or something along those lines (I forget the exact odds). Just as in previous games, you can use H to get knocked down as well.

      Also, I always run in Japanese local too, so it's probably not an issue.

      Delete
  98. Tripoteur VentripotentSeptember 2, 2014 at 9:47 PM

    I like it so far. Graphics are nice and it looks like there's a lot of different weapon types for variety.

    Movement is a tiny little bit weak for me compared to, say, Eroico (lower character speed, lower jump height/distance), but not to the point where it feels unpleasant. Maybe some upgrades change that later and that's why it had to be toned down at first? I dunno.

    H-animations are pretty smooth. I like how the monsters take turns, though I wish they would stop shooting and whatnot during an animation.

    I love how the space squids (let's call 'em spquids) have a breast enlargement component to their H animation, though it's weird to include that and then hide her breasts in the ensuing DP scene.

    The "heart" meter confuses me, but probably only because I have no idea what it's for. It's cool that the rape actually has some in-game effect, giving her a sort of blank look after a while. In these games the girls usually just get up, dust themselves up and keep going because monster gang-rape is just not that big of a deal, right?

    The heart symbol and some of the expressions sorta makes it look like she's enjoying it somehow, but not having any background story I don't know why she would. Maybe the monsters modify girls (the spquids' ability point to that as a possibility) to become more sexual, or maybe the character was intended to be a sex slave. Can't wait to find out what's going on here.

    To be honest I was going to buy the game no matter what, even without a demo...

    ReplyDelete
  99. Music could have been a little better. You were right to worry about it. Everything else was pretty damn good. Can't wait for it.

    ReplyDelete
  100. Tripoteur VentripotentSeptember 3, 2014 at 1:14 AM

    Weird, my post disappeared... it shouldn't have registered as an advertisement or anything like that. No big deal, I keep everything exactly because this happens sometimes. So here goes:

    I like it so far. Graphics are nice and it looks like there's a lot of different weapon types for variety.

    Movement is a tiny little bit weak for me compared to, say, Eroico (lower character speed, lower jump height/distance), but not to the point where it feels unpleasant. Maybe some upgrades change that later and that's why it had to be toned down at first? I dunno.

    H-animations are pretty smooth. I like how the monsters take turns, though I wish they would stop shooting and whatnot during an animation.

    I love how the space squids (let's call 'em spquids) have a breast enlargement component to their H animation, though it's weird to include that and then hide her breasts in the ensuing DP scene.

    The "heart" meter confuses me, but probably only because I have no idea what it's for. It's cool that the rape actually has some in-game effect, giving her a sort of blank look after a while. In these games the girls usually just get up, dust themselves up and keep going because monster gang-rape is just not that big of a deal, right?

    The heart symbol and some of the expressions sorta makes it look like she's enjoying it somehow, but not having any background story I don't know why she would. Maybe the monsters modify girls (the spquids' ability point to that as a possibility) to become more sexual, or maybe the character was intended to be a sex slave. Can't wait to find out what's going on here.

    To be honest I was going to buy the game no matter what...

    ReplyDelete
  101. Tripoteur VentripotentSeptember 3, 2014 at 1:26 AM

    When I post, it stays a little while and then it disappears. Any idea why that's happening?

    I saved the content so it's no loss to me, but I just don't understand why.

    ReplyDelete
  102. Test...

    My comments disappear shortly after being posted. Checking to see if it's because of the "Comment as" selection I made, but logically if that was the problem they wouldn't get posted at all in the first place.

    ReplyDelete
    Replies
    1. There, removed it from spam. Dunno why it did that since it's automatic.

      Though I read comments regardless of if they get removed, since they show up in one of my email accounts, and usually I just read comments that way.

      Delete
    2. Tripoteur VentripotentSeptember 3, 2014 at 2:15 AM

      Ah, I see. So it registered as spam, eh... nice to know, and thanks for fixing it.

      And again, it's looking like a very fine game!

      Delete
  103. This game is beautiful. Love the particle effects. The difficulty is spot on. If I lose I know it's my fault and if I do suck I can better my odds the next time around with the attained power ups, shortcuts, and explosive throw. This game feels like an epic polished SNES of the best variety (and it is best enjoyed with a USB SNES controller). I have no complaints yet. I do have one wishlist item that I'd love to see. An Arena Mercenaries mode and Sandbox Mercenaries mode. (Think Resident Evil Mercenary Mode). A relentless onslaught of gathering time pickups, temporary powerups, and your ability move and fight and everything does damage to you including sex attacks so you have to break free fast. This would be for those who thinks the game is too easy and love playing a perfect game. You can win by beating a predetermined score and when you get to the top you get to unlock say a new armor or something stylish (a small reward). And those who are true masters could go for sandbox mode which is a game that only gets infinitely hard and health drops evaporate instantly if you're not there and you'll die, but you'll be able to post your anonymous flappy bird like score on this blog. Since I'm a SNES player also I'd love to have mele, grapple, shoot, jump on all separate buttons. That way it would makes fluid motions during fighting all that much more epic in this mode. Combat is already awesome and being able to jump through and around enemies/continue air combat at the risk of getting slowed and hit is already exhilarating. It wouldn't need to be in this game, but it would be an awesome expansion for the hardcore old school gamer.

    ReplyDelete
    Replies
    1. Sorry, I got a little excited while typing this and didn't spell check anything. I'm a big Devil May Cry, Bayonetta, ALL Ninja Gaiden fan, so responsive controls, with great combat mechanics, make me smile. And I love modes or challenges that let me put your toolkit to the test.

      Delete
  104. HUZZZAAAAAAAAAAH!!!!!!!!!!!!!!!!

    ReplyDelete
  105. I'd like to start by saying this is the first game of yours I've played and didn't do any research before trying the demo other than reading this one blog post.

    The health thing really is the biggest issue with the game. When you're low on health all you can really do is fight to regain your health and most of the time it's not worth the risk since the health floats away too fast unless you attack at close range, which is the riskiest range. It's infuriating, like if you went to pick up a $20 bill you found on the street only to find that it was attached to a fishing line and got pulled straight up into the air before you got close enough to grab it. Before I got the uppercut I didn't even bother with the health because it seemed impossible to grab and seemed to restore so little I seriously questioned if it even was health. Either have the health fall or float in the air where it spawns, because this crap is annoying. Changing the color to green to distinguish it more from bullets would also be a big plus.

    My second complaint is the air movement. I have no problem with the realish conservation of momentum, but when standing right up against a wall that I want to jump up, only to find that I can't move the tiniest iota left or right to needed to stop from falling back down I get annoyed. Needing to move back to get a running start or to punch mid-air just to move forward really gets on my nerves.

    I didn't realize there was an inventory menu until after I got the fairy-robot-thing. I got 2 new guns and didn't use either until after I built the Cyber-Elf and I don't think I ever bothered to use the air-kick after I first realized I had it. I think it might be useful to show the combo moves the player unlocks, if there are any more of them after the dash. I'd also like it if you got rid of the crystals before you unlock the grenades. At least get rid of the hud icon for it, because I spent far too long trying to figure out what they do.

    Now for the monster-rape, which I found amusing the first time, but that's about it. I expected some level of interactivity, but there was none to be found. After reading the comments & finding it can be triggered with the H key, I was surprised to find you can be revived after being raped, so long as it's voluntarily triggered. I don't yet know what the point of the <3 gauge is in the game, but if there's a benefit to filling that gauge, maybe you could add a unique animation for manually triggering it, or at the very least remove the knock-back it does and remove the get-up bar in the scenes it can't be used.

    A map would be nice, since I don't know where else to go. And if you tap the arrows you can make her slide across the ground without ever taking a step. (now I'm just being mean)

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    1. Try crouching and shooting at the zombies\headcrab thing! XD They can't hit you, after I decovered that cheap way of killing them I just kept singing "Trolololololololol!"

      ~DantexO

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    2. WAT? Have you ever played a game that you can't beat? Like Faster than Light, Myst, or Contra (Contra is a bad example)? Fluid games like this have high risk high reward value. I didn't find anything unbeatable in this demo and I hate being spoon-fed anything. Though that's just me though. The atmosphere and progression maintains it's own pace (see Megaman). Different strokes for different folks though... you know.

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    3. The difficulty is fine.

      Apply yourself. Not everything is spoon-fed.

      For some of those, this is a pre-beta beta because people were slavering over it. Bugs will be worked out.

      The <3 meter will have a function later in the game. In the demo it does nothing. There will be 'involuntary' lethal scenes in the full version. He already said as much. Demo is Demo.

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  106. I found aaaa... Bug??
    When your in the middle of a action, you're imortal; if you press the melee(I don't think the ranged works) button at the perfect time, you can dodge an attack. That or the amount of memory the game uses, allows me to do that! XD Sry, some parts of the level, when there's a lot of bullets or enemys(Especially those who are burred) the game enters in matrix mode!

    ~DantexO
    PS:Love all the dynamic light and colors! ^_^

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  107. Great work. The platforming is smooth, as expected, and the dynamic lighting makes the game look a lot better than your previous titles.
    Are you going to use it as a gameplay mechanic in later levels?
    I didn't have any problems with the difficulty myself after figuring out all the controls, the health pool's pretty generous. Died only twice.
    I like that every enemy drops health, but if you're too distracted fighting you might miss it. The only problem with it is that it encourages switching screens and killing the closest enemy if you're low on health, same as Kurovadis.
    Perhaps make it so that enemies only respawn if you're two rooms away (except near save points, for H) so that you can't just scum it. Or make the edges harder. Since there's no XP you'd just be risking losing health instead of gaining it by screen scumming.
    My only serious complaint is that the lewd content is (again) only there if you game over or press H. Kinda seperated from the actual game. Maybe decrease knockdown resistance after taking three hits in a short time and add enemies that exploit it, like moving you down platforms or multiplying themselves (if you know what I mean( ͡° ͜ʖ ͡°). And I suppose you have plans for the arousal bar.
    Also, when you get knocked down you get flung so far that most enemies can't reach you. The forced knockdown would be as good as dashing if it could interrupt the shoryuken.
    td:dr breddy gud 17/10

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  108. http://imgur.com/a/00MMr
    Wha's this I found? \:) A easter egg of some sorts???

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  109. I have a tiny problem with the run animation. The momentum for her movement kicks in way faster than the animation suggests. It just seems a bit off to me.

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  110. Just my luck. I'm having the same problem as another fella earlier did: my keyboard isn't letting me do anything but hit ESC to close the game, or delete to cancel shadows. Nothing else works.

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