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Hello, your game is very impressive at erotic contents and the battle style.
But the gamplay is raw, it seem to be very easy to cause bugs and stuck plus annoying because it not smooth. So far not enjoyable  at battle.
This game remind me of Gorepete's Sakyubasu No Tatakai 1. I hope this game will better than it's predecessors in the future.

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I agree, it's a little rough around the edges at the moment. I hope to fix the bugs present, and hopefully make the combat more enjoyable! 

Thank you for playing the game! 

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im begining the game but i cant leave the area that we first spawn i cant jump either 

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That's very strange. Are you using keyboard or a controller to play? If the latter what type of controller are you using? 

Does it work to move around at all? 

im using keyboard and everything works fine expect jumping and my 'W' key is working 

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Hm.. That is very strange. I have access to trying it on two computers with different OS aswell as two controllers/keyboards and it seems to work fine for me, which will make this harder to solve. 

 I'll have a look at the code, but as of now I really don't know what could be causing this.  :( 

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no problem it happens making a game is not an easy job 

Space bar is jump

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I seem to be stupid but, I'm not having any progress in this game. Straight at the beginning, I can run in a cricle, or will fall down into the pit, where I can't escape from, because I can't jump up the walls.

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I don't know exactly what the issue you're having is so forgive me if what I suggest sounds obvious. 
Holding the jump button makes you jump higher (if you're on keyboard) and will help you get past most basic jumps. 
Killing green slime enemies spawn a smaller green slime, this is not an enemy and will work as a moving spring. 
Hope this helps, and thank you for trying out Sinher! ♥ 

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As promised, I ran through the game again to check for bugs. I'm sorry to say I found a few but nothing too bad. Nothing that makes the game un-playable. It went pretty smoothly actually.
Other than what's mentioned below, everything else seems to function more or less as intended as far as I know.

1. After defeating the book and talking to Lise to get her to move locations from the portal to the next area... I left the area and saved the game. Upon saving and reloading the game from the main menu, I returned to the cave where she was only to find that a floating "!" was there, when nothing should be there at all... It could not be interacted with however which makes sense since she is not actually there. So that's good. The portal cannot be re-entered or opened once completed. 
This spot seems to love giving you issues... -_- Sorry...

Here is a screenshot of the visual bug: 

2. After an enemy KO's the player, the book stops following Darlissa and seems to remain floating static somewhere in each area after she is checkpointed to the last save point...

3. Not necessarily a bug as it's just good for a dev to know.. Just a quick mention, it would be nice to be able to have separate save files to more easily be able to go back and forth to play-test areas.
However, a skilled enough player can return to the beginning from this spot just before the Ira Boss fight. If they take the time to backtrack, if they are careful enough...
After jumping past this platform though, due to the jump height going back... this is the "point of no return."

Just thought you'd like to know when the player can't possibly go back to the beginning exactly...: 

4. Just a re-mention really. This one's just a friendly suggestion for the shadow beast in the beginning to be able to take her in doggystyle position when she is facing away but grabbed. It's weird seeing the beast teleport to the front lol. It's a beast like creature on all fours anyway after all...^_^
That can go for any enemy though... Possibly something to be added later when the levels are done. (Alternate sex positions depending on what position she is doing or facing...) 

5. Some good news ^_^ I love the new boss door and sound effects! It definitely says boss room. And it works! Nice touch!

6. More good news, I can confirm that you did indeed fixed the 2 slime's dropping down the crack. However, after loading the game again if the player tries to retrace their steps from the further save point, they will find that the slimes have been reset and the boulder put back in place. Muhahaha. 😂👍

7. Speaking of slimes... the players may hate me for mentioning this one... When crouched down, the player is immune to the red slime girls projectiles... they also can't seem to be parried. So in a way it balances out lol... Not sure how much of this was intentional so I figured I'd be nice enough to mention it.

That's all I got for now. It's the least I can do. Thank you, as always, for letting me play-test your game Ellise. ❤ I'll be sure to cum again lol. 😏

Luv you. 

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Hey Anonymous! 
Thank you for taking the time to play the game and write this long entry. It's very helpful!

1. This has now been fixed with the next update! ♥ 

2. I tried to recreate this bug but I couldn't make it appear for me. Do you have more instructions on how you made it happen?  

3. I agree that separate save files would be nice. As of now the game is quite small and it's not yet something I will prioritize, but I may consider implementing it in the future. Not promising anything though. I tend to plan things very loosely as I get more done that way. 

4.  I'd love to have multiple animations for each enemy already,  but the H-animations are what takes me the longest for  me to make. They're all pretty much a good 100+ frames. It's something that will be added, especially as I've implemented the 'kiss' ability (that doesn't yet do anything mind) that would work as a charm-ability of sorts, and a way for the player to engage animations themselves. 
Having different animations based on which way the player is facing is a great idea though. I like that.

5. I'm glad you like the boss door! 

6. The game at the moment isn't quite made for back tracking! ;_; I may consider adjusting it at some point, but as of now I think(?) there's little reason to retrace your steps anyway...
As the game continues after Ira, you'll be able to get back to what will be a hub of sorts, where you meet Lise before entering the lava stage. 

7.  D:  Oh no...  That is very strange and not how it's supposed to work. Only projectiles with white outlines can be parried, but you've given me the idea to perhaps implement that for her attacks to make her easier and more satisfying to deal with. 

Again thank you for the help, it's much appreciated. ♥ 

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Aww, thank you very much as always Ellise for the very detailed reply. ❤ This is exactly why I love you. You're a wonderful sweethearted developer. Sometimes. I just don't know how you find the time for your "Sinners" lol... It really is sweet and touches my heart. It gets me every time ^_^ So as always, thank you! And sorry for speaking or rather texting my heart... 
Anyway... 

2. As for the bug with the book, I was able to make it happen again. It shouldn't matter where you save the game... so don't worry about that.
I should have taken notice on which "enemy" I died on when it happened lol...
It was the Boss Wrath aka Ira 🤣... Not just any enemy. The book was left floating static again. I recreated the bug 2x just to be sure. It actually doesn't seem to happen with any other enemy or instance of death as I falsely accidentally stated before... Sorry about that. I should have been more thorough on testing it for you. 
Maybe it only happens with bosses? If so, that was my bad. Sorry. The devil is in the details as the saying goes lol

4. I believe it. Take your time Ellise. I can tell you are very passionate about it. You wouldn't have made it this far if you weren't. ^_^ 
"Without a plan, passion and course of action, an idea remains just that, just an idea never coming to be"
And what you already have here is already more than just an idea. You're making it a reality! So when I say I'm grateful for what you do, I mean every word. Thanks for sharing it with the world and adding to our enjoyment and entertainment in your own way. One small frame at a time ^_^ It's lovable.
It is a lot to do. I see that. But as I always say, "you got this!"
I for one, promise to be patient in the meantime. I'm honestly just grateful to be able to witness this little journey of yours. Even in just a small supportive way, be a small part of it with you even. I think it's wonderful. It makes me wish I could help you develop it but alas... I don't have the know-how. All I have are idea's from time to time. And my poetry lol. It's a personal problem I suppose, so don't mind it. 😔
As always, I look forward to seeing the game flourish over time. It's only just the beginning after all, so it's nice to hear about the dream for the game and where you want to go with it. Sounds good! I'll be sure to continue giving my thoughts and support to you if any other good ideas come to mind in the meantime. You're already far more creative than I ever will be. My passion lays elsewhere... 

6. I won't lie... After loading the game I tend to backtrack to stockpile on items. The chests and enemies conveniently reset after loading the game. I hope it stays that way personally 😏Magical refilling chests are convenient as they are for simply being there. Kind of like the older final fantasy games. ^_^ So there is a reason too... although... possibly an unintentional exploit... I hope I don't regret telling you that 😆(I wish my refrigerator and cupboards would magically fill up with food XD)
Maybe later the enemies will have a way to respawn other than loading the game and have an item drop chance(?) giving the player better reason to backtrack and farm... Just an idea. 🤔

7. That is your call entirely. I don't complain about things being easier lol. "Or more satisfying to deal with..." 😉😏... 
As I like to say, "There is nothing wrong with easy."
 I thought about it for a minute and realized logically trying to parry a glob of lava with a whip by holding it out in a tight line is probably a very bad idea lol. It would probably split it in half and hit you twice instead. So its better to whip it away... You had it right. ^_^ Well... besides the crouching bug exploit lol.
Maybe if Darlissa can get a "spell shield" later?... That would be a cool way to block such things...
"Ohh the possibilities and limits to the imagination are endless. You're the dev, the creator, the god to your own world" ^_^

As for your wonderful detailed feedback to my past replies... again... Just... thank you. ❤ That was more than ever expected.
Sorry, I got carried away with my words of love and inspiration again... 

It was a pleasure to help you. You're very welcome. And again, thank you. I enjoy helping you. It helps me take my mind off of other things at the same time. 😌 This was enjoyable.

As I said before, I'll say it again, "I'll be here." Thanks for reading. ♥

controller support is VERY janky... Many button presses fail to register, and there is no button to pick up items from the ground or open/close inventory. 

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I'm sorry you're having issues with the controller.  May I ask what type of controller you're using? Is it possible for you to describe exactly what is happening when you press buttons? 
(Sorry if this sounds silly, I just want to understand what may be going wrong with the code.)

I definitely need to add a button to open the inventory, that is a mistake on my part.
As for picking up items from the ground, does 'Y'/'Triangle' not work? 

Thank you for trying out the game and for mentioning the issues you've experienced with the game. ♥

Using a PS4 controller. Hitting Triangle next to (or standing on) an item on the ground does nothing. 

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oh this looks pretty cool, ill buy it for supports sake

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Thank you so much! Hope you like it! ♥ 

Out of curiosity, How many levels and bosses do you plan on adding to the game?

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I'm planning on having 7 bosses in total with their own "levels" or environments! One boss for each deadly sin. At the very least anyway!
It's a fairly large project to work on by myself, but I never thought I'd get as far as I have today and I'm feeling very positive about it. ^-^

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That sounds awesome Ellise! That's a great way of doing it! Like Dante's Inferno, Diablo series or Devil May Cry in a way. Among many other great games. Especially if it's going to tell a story why she's going through all of it. Might even teach some very valuable lessons along the way ^_^

You should be positive about it, that's  a very ambitious idea. A good goal to work for. I wish you all the best in making it. It sounds like you have a great plan for the game. Certainly surround yourself in lore and things like it during development and I'm sure you will have plenty of material and inspiration to work off of. 

Making the game one level at a time... 🎶😄😉 Cheers! ♥

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I hope you make enough on Patreon eventually to get help for it. I'm rooting for you!

great game but it definitely needs some improvements im looking forward to seeing this finish

Thank you so much for trying out the game! ♥ 

put an option to play without lighting effects among others, I tested it on my notebook and the game seemed horribly poorly optimized, to a point where I had to modify the game to manually remove it in the code

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This is the first time I hear of this. 
Could you kindly explain why this is necessary?  I understand that the game is poorly optimized, but did it tax your computer so  much that it was unplayable? What kind of specs do you have and what happened exactly?  I'm trying to understand what caused this to be a problem.

I usually use an old notebook, so it doesn't support some shaders, so every time I change rooms and the shader loads it gives me an error and closes

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I had no idea the shaders could cause such issues. Thank you for explaining this. Unfortunately I've used shaders for more than lighting..

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Hi! I just finished the game a couple things I noticed to help you polish up your product. 

I noticed I didn't seem to be able to strike while in the air, at least horizontally. I completed the game without using any other attack. 

The hit box on Wrath's across the screen spear charge seems to hit the player before she would visibly come in contact.

Loved the moving slime bounce pads. 

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Just thought of something that crossed my mind you could do to help spread the word about the game... Could you post a link to your twitter here as well. ^_^ Never hurts to have everything easily connected for the fans to keep up with you after all. I've missed you by the way. Hope life's not being to hard on you. Still no luck on my end lol. As always... good luck with progress. ♥

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Yeah you're right, I think that's a good idea! Hope things get better for you soon. Take care and thank you as always! ♥ 

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Thank you for the well wishes sweetheart... I hope so too... and you as well. ♥

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problem with version 0.24. when i open my inventory to heal a second copy of the boss spawned. during the boss fight that is

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Dear god, what have I done? This is such a long post. I'm sorry in advance - for what it's worth, I do like the game!

It's a very good start. Others have already voiced some of my concerns with the current state of the controls and platforming (coyote time, midair actions, etc). I do have too many a couple of things to add, however:

The most critical bug I encountered was during the boss fights; twice I encountered an issue where my character stopped responding to left/right directional inputs. I could still jump and attack, but I couldn't move. This always happened right after getting hit, and forced me to return to the menu and reload, so I assume whatever function prevents movement during the hit animation isn't properly returning control in some edge case (read: button-mashing). I played with a controller.

I don't know if it's a bug, but even after making a successful parry, there's a pretty significant delay before I can parry again. This is a problem when attempting to parry a hail of multiple projectiles close together, in which case there's a good chance a second projectile close to the first may either hit the player or need avoided before it can be parried, and this doesn't feel as satisfying as it should. If the delay is intentional, there's no visual or auditory indication of when the parry is available again, and the timing isn't related to the animation, so it feels arbitrary.

This is a big accessibility thing: text and controls need to be highly readable, at least optionally. Right now, it's just somewhat readable, with some letters barely so and some only resembling what they're supposed to be, at least in the pause menu. Controls also don't have color to them, which can help sometimes (the Y prompt on interactables could stand to be yellow, as it always has been on classic XBOX controllers). Mark Brown of Game Maker's Toolkit fame has a lot to say on this subject.

In checking on this, I found another bug: The spawning of at least some hazards is not paused by the pause menu. Pausing in the lava zone where fireballs shoot up will hide the existing fireballs, but more new ones will spawn and fly up after a second or two. If the player happens to have paused midair, these new fireballs can actually hit them, cause damage, and send them into the stratosphere! Who ever heard of dying in the pause menu, right?

For the controls, using Y to advance dialog boxes and select options doesn't feel right. The conventional scheme is A to advance and B to go back, so this will work against many players' muscle memory. Remappable controls would make this a non-issue, and also make the game more accessible for, I dunno, folks who play with one hand. For reasons.

There is at least one instance where selecting between options in the dialogue only allows the down input on the d-pad and not the up input.

Lastly, I would say the small tentacle animation in the first zone just isn't very dynamic. If it's a placeholder, it's perfectly fine, but if not, I'll go into detail on what I mean. The character's face barely changes throughout, and there's very little movement overall. The best animation exaggerates movement to sell what's happening, but this feels like almost nothing is happening. The whole tentacle ought to be pumping at the end, sort of like the classic "bulging garden hose" in cartoons, not just a tiny little bit next to what's inserted. There's some odd stretching with the ankle that's on the ground - just let it lift up! Make it look like the tentacle is completely holding her up, and the leg not being directly grabbed is just along for the ride, scrambling around for footing and sometimes lifting off the ground entirely.

I think that's about all I have to say on the game itself. Last thing I'll comment on is the itch integration, which is pretty bad. Is there some issue with using butler? I happen to agree with its documentation that says installers are the worst. I just want to hit Launch in the itch app and see the game come up, not click through an installer like it's 2005. Does GameMaker do some weird nonsense that requires its installer be used for the game to work properly? I understand if that's the case, though it would seem like a risk for the longevity of the end product.

I hope this all doesn't come across as negative; I know how critical early feedback is in game dev, and I want this game to succeed!

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Thank you so much for the feedback and for trying out the game!

When you got stuck during the boss fights, were you near any walls? Did it happen after pausing? Or did it happen at random? I'm asking so I can perhaps more easily figure out how to solve it. 

As for the controller text, it's something I'm intending on changing as well. The pause menu is temporary and so are the way the controls read whilst playing - for the controller anyhow. 

All in all I agree with everything you mentioned and they are things I'll be working on fixing!
Cheers and Happy New Year! ♥ 

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If there were something that seemed like a control of my character moves, I could tell if I like this game or not...

In the current state, it's close to unplayable.

Hmm 🤔 That's strange. I was able to control and beat the demo one handedly just fine on my laptop using a QWERTY keyboard. Character control was fine using that...

Are you using something other than intended or were you just having difficulty figuring out the controls?... Just trying to help. Honest question. 

"Why" were you having trouble with your character moves? Knowing at least that information might possibly help the developer out. That way she can understand what's wrong and possibly do something about it if need be. Making the game seem more playable to people with the same problem like you in a future update...
Giving more detail and elaborating about the problem you're having goes a long way in feedback to support the development of a game. By all means please specify. The developers nice enough. I'm sure she will read your feedback and take it into consideration if you do. 

As for controls for the game. Using a keyboard they are as follows:

SINHER CONTROLS (qwerty Keyboard)

Pause the game:                 [P]
Movement:                            [A] - left
                                                      [W] - up
                                                      [S] - down
                                                      [D] - right
Jump:                                        Spacebar
Interact/ use:                        [E]
Attack:                                      [Alt] or [F]
Up attack:                               Attack + [W]
Down attack:                        Attack + [S]
Parry:                                        [Shift] or [C]
Toggle inventory:               [I]
Blow kiss/ Taunt?:             [G] (Requires Hearts)
Back to main Menu:         [backspace] 

Note - Using backspace does not save game progress...

Maybe the game just needs a controller manual as soon as you break out of the egg... Press [P] in game for controls.
I did what I could with your very small feedback provided.

Hope this helps...

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Controller

the character is always crouching, you have to go "up" to walk, to go "up" to strike, to go "up" to move, to go "up" to parry".

I can't even pass the parry sequence of the tutorial.

My keyboard is azerty, ther's no way I can use wasd.

Why the hell many developers don't implement arrow keys ?

arrow keys are always at the same place, whaterver keyboard you're using

Ah, I had a feeling it was something like that. That's why I mentioned the qwerty keyboard. 

And, yeah, unfortunately the controller as well seems bugged out at this time as it appears to be. Laslyon reported the same problem in an earlier comment. Hopefully it will be addressed in a future update. Thanks for leaving more detailed feedback about the inconvenience you are having though. I'm sure the dev will appreciate it and it will possibly help improve the game in the future. Can't say for sure though lol. I'm just a drifter that decided to check back here every once and a while. I just like this developer and game. Maybe Ellise will chime in when she gets a chance to give her input on other keyboard types.  Sorry I couldn't help. At least I tried... Hope you get to play in the future though. I think it's a cute little gem of a platformer in the making. ^_^

"Time will tell..."

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Thanks for chiming in! Much appreciated to be honest. 

Cheers! ♥

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^_^ You're very welcome. "Always happy to help" ♥ 

I figured you must have been busy so I did what I could until you got back to see your messages here. I just like to help sometimes. I tried lol. You got this. I'm sure I'll be here from time to time. Cheers! 

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Arrow keys are something I simply didn't think was necessary, but I see that I was wrong about that and will look to implement movement using those keys as well. 

I'm sorry you're having issues with the controller as well. It's really strange that it happens to some people since the controllers and computers I've personally tested the game out with worked fine.

For the next update I'm working on adjusting the controller code so that people whose controllers wouldn't be recognized at all should work, the crouching however is something I'm quite at a loss about though as of now. 

What kind of controller are you using if you don't mind me asking?

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Xbox Controller.

I may be wrong but I believe that problem wouldn't happen if we had to use the cross-shaped directional device on the controller.

So you wouldn't have to add a way to set the controller analogic directional sensitivity.

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Hm, an Xbox controller is what I use too. 

The d-pad is already coded to work, but I understand when the character is constantly pushing to one direction it's just as difficult to play using it. Luckily I think I may have figured out the issue, it seems to be related to deadzone sensitivity- or rather, a lack of one at all. (Rookie mistake, but we all gotta learn, right?)

If all goes well the major controller issues should be fixed with the next update. :)
Thank you for your patience! 

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I just finished your alpha and its a lovely game so, have some notes.

Being locked out of taking any action while in another action (jumping, falling, whipping, parrying) feels awful and is probably a big part of why I felt the game wasn't consistently responding to my inputs. Animation cancels for whip and parry would be nice.

The major other issue I had with the game not feeling responsive to my inputs was jumping: when you run off a ledge in real life you obviously can't jump on thin air, but in video games, one of the things that makes platformers bareable to play is a bit of coyote time, so players can jump as a frame or two after they're off the ledge. This just makes the game feel more responsive because when your platforming and you press the jump button but it doesn't jump, it feels like the game ate your input.

Lastly, during the second boss fight's second stage, its possible for her to spawn on top of you while preparing her impaling attack (if your standing all the way to the right. Having a check for that and spawning her on the other side of the room would be helpful in preventing cheap deaths to an unblockable three damage.

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Thank you for the feedback, I appreciate it! And of course, thank you for playing! ♥ 

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Please add Android version :-)

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A few things.

Implement an options menu. Game is so dark I can barely spot the difference between spikes and terrain.

Fullscreen would be nice but is not needed.

Parrying attacks seems to be up to chance more than timing sometimes, and even if you get it, you lose health as if you were hit anyway. This is not what a parry should do.

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This is actually what I'm working on for the next update. :) The spikes have been made easier to see as well as removed from a few places where it felt unfair to the player. The parry system is also a work in progress and something I want to improve, hopefully with the next update or so, knowing it's not ideal as it is in its current state. 

Thank you for the feedback and thank you for playing! ♥ 

When I have a controller plugged in, it constantly looks down. Even when I switch controllers. Makes it difficult to always have to look up, which makes you run. I'm using keyboard now. Hopefully Controller gets fixed. Great game so far :D

I had some troubles with the lava pit. Probably because I suck. Also I noticed when you die that the book says something, but it fades to black to quickly for me to read. Instead of going to the main menu when you die, maybe a do you want to continue. This could also help with seeing what the book says. It could float around you while you decide. The taunt that uses a resource looks like its going to be a Succubus charm spell.

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Just wanted to chime in real quick. I really hope you stick with this game and will be able to see it through. I really like where it is heading and know things will pick up for you once it gets even bigger. You have a nice little gem in the making. Good luck, best regards & best wishes. Don't forget to have fun on the adventure & journey ahead! It will show in the content you create! ^_^ I'll be here to see it if I can. Your game is already on my wish list. Just thought you should know. Sorry I didn't really have any useful feedback for you this time around. But I'm sure a compliment isn't unwelcome either. I'm sorry it's been so long. I've been on a journey of my own looking for love. Sadly... it's not going well. Such is life I suppose... At least this little succubus is here to make me feel better ^_^ For now at least. Also, Happy Thanksgiving by the way. 

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Thank you! It means a lot to me to hear this from you. Honestly it's people somehow enjoying what I make that keeps me going. Sometimes it's harder and sometimes it's easier, but I try to do a little everyday, but sometimes it's hard between irl work. Either way I will definitely keep the project going and I intend to see it to its end. 
I hope you find what you're looking for in your own journey, you seem like a good person and I wish you all the best! ♥ 

Happy thanksgiving!

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I'm sorry, I just have to respond to that: Aww, Thank you... you're so sweet. Why you are not more well known is beyond me... the curse of just starting out I suppose... That was touching. You just made my whole day. You see... it's the little things like that are what make this world a better place to be. I look forward to watching your game development thrive and flourish. From one good person to another, you deserve it. I better leave it at that... ❤

i honestly like the game, i bought it too but ffs, the fire bosss is TRASH, i fucking hate it so much, the parry system has a little delay and only lasts for 3 frames, i've been tryharding this boss for an entire hour without being able to beat this shit

Is it wrong to ask about pubic hair in the game?

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Since it's a pixel art game I found it simpler to not have it, but it may come to appear on npcs/enemies or such in the future to add some variation which I'm all for. 

Thank you for playing!

what do you mean simpler?

sorry, but what is g command for?

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Right now it doesn't do anything. Tbh, I should probably disable it until relevant.

Thank you for playing Sinher! ♥ 

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Thanks. Great game by the way. Keep it up!

Olá tudo bem? Pode trazer uma versão para Android??

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I had to use google translate here. Things are good! Thank you for asking. :) Unfortunately there will most likely not be an Android version. 

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Que bom!

mas mesmo assim, muito obrigado.👍

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Game looks good might check it out after I finish another game I'm playing

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Cheers! Let me know what you think if you do!

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😏 Thanks for making some of the slimes enemies... That was nice of you. 😉 I will also say I like the animation you chose to do for them. Very... Bouncy ^_^ I wouldn't mind an alternative where she gets enveloped as well, but that's me. Anyway thought I'd say something. Your work didn't go unnoticed. So thank you!

A side note: Going back to the beginning area from the second save point no longer possible or is very difficult to do. The 1st bounce platform is set too low to go back. Was this intentional?

A bug?: I also encountered a bug where if I mashed [E] when talking to the ritual book to get to the fight faster after doing the tutorial, it duplicated itself several times completely annihilating the poor little succubus... There was no mercy or chance being attacked by 4 books at once... 

Ohh, and I almost forgot: Happy Halloween! just in case I'm not on here then. 

(+1)

Happy Halloween!

Thank you for playing the most recent update :) 
Going back to the first area after the second save point is not possible. I'm aware that it's like that atm, but it may be subject to change, depending on how the game progresses. 

And  oh god.. LOL. I'll have to have a look at the multiplying books.. Thanks for spotting it! 

(+2)

Will there be some tentacle traps on the ceiling?

(+2)

That's a good idea, I hadn't thought of that. 

(+2)

And mimics hidden in chests...lol

(+1)

Can we rebind the controls (Alt & Shift or F &C land no Arrow keys like wtf), or get controller support?

(+2)

Unfortunately as of now the buttons are set and can't be changed, but ideally I'd like both of these options to be available in the future. 
Thank you for playing the game! ♥ 

I managed to get stuck in the wall on the first boss fight. Just my luck

Hello!  Thank you for playing the game! Could you please provide more info on how that happened so I can find a way to fix it?  

(+1)

I've only managed to recreate the issue 3 out of 20 times. I was standing next to the wall and messed up a parry and got hit with a fireball. I was then knocked back into the wall.

(+1)

I haven't been able to recreate it myself, however I have been rearranging the collission code, so hopefully that solved it. The fix will be live with the next update which should be soonish seeing as there's some smaller things I need to change/fix as of now. 

Some issue with the first boss that i expierienced was a lack of openings to attack, as well as  some attacks not being telegraphed that well. I also find enviornmental hazards killing you instantly, even when at full health, kind of dumb.

(+2)

I agree, I want the game to feel good to play after all and I do realize Ira is not quite there yet, but it's something I intend on working on as the project progresses. :)
As for the enviromental hazards, I must respectfully disagree. I quite like it, but if it proves to be something the majority of players dislike, it  might be subject to change. 
Thank you for playing the game! 

If you like the enviornmental hazards as they are then keep then, they aren't a big deal and the last thing I want to do is make the game feel worse to the developer.

(1 edit)

Nice game... but how to kill the first boss? ._.

(+1)

Thank you for playing.
You have to parry her by pressing C, hope that helps!

(3 edits) (+1)

It appears as though you have made a challenging 1st boss... Honestly, as simple as it really is it even took me about 3 tries until I figured it out... but that was before the hints were posted above or in the comments section here. ;) Very... clever. That parry button was a hidden feature not too long ago lol. I hope it didn't frustrate too many people... I'm curious to know if it was an accident or on purpose to test IQ... 😏😉 Either way, it's amusing. Thank you for the moment. It's been a good while

(+1)

Oh, it was an unintentional mistake to leave the parry button out of the menu, so I'm glad you managed to figure it out! And yeah I hope so too, it would be a shame if a lot of people were locked out of completing the fight. 

That will be fixed soon. :) 

(+1)

What's the use of the red hearts?

(+1)

There is no use for them yet, that will be implemented in the future. 

(+1)

And it seems that they can be consumed by pressing G…

(+2)

Yep! It's a work in progress...

Thank you for playing!

I knew it ^_^

(+1)

Hello,


Why does this require admin to run?

Hello! :)

Are you talking about the installer or the game?

(+1)

The downloaded file - is it possible to download without an installer to avoid admin permissions?

(+1)

Not as of now, but it's a good suggestion and I will consider adding this as an option with the next update. 

(2 edits) (+1)

Just saying: I second that. Please do. Remove the installer. I prefer to extract it myself as well too anyway. I approve. This is a good idea as I will also chime in here to state that it felt weird & awkward for a itch.io game to automatically request admin privilege's to run & won't run without them when it shouldn't need them...

In fact, it's the only one I've downloaded that actually did that... So even if you didn't mean it to be, I'll be openly honest to say it felt fishy to say the least. Not a good vibe to put out as a new developer...

I choose to have faith in you as a developer though so I let it run anyway. 90% of the time even when the anti virus software goes off its a false positive anyway. I swear virus scares are sometimes just so a anti virus company can make more money to get the user to download their antivirus program or more stuff for it when it is actually a virus itself.
Take Norton for instance, they root their program into the machine making it impossible for even their uninstaller to remove the program fully. Like, wtf... Isn't that messed up?. I wish I was kidding. Speaking from experience when I bought a 120$ package a while back... assholes ruined my usb stick. 

After all, why would a developer sabotage their own game to do unspeakable things to another persons device?. That would be counterproductive and very bad for business after all...

Some people just don't care I guess. Good way to fail & end up with a nasty fine or in cuffs though...

Anyway, even if the game does need admin privileges in the future because it's not running well or something like that, it's nothing a right click, run as administrator wouldn't fix... It just feels safer when the player has the option to do it themselves and it's not forced. I just figured this was a alpha game state thing anyways. ^_^ No harm done. No foul. 

(2 edits) (+1)

@ ppwtfqq2
I already ran it, had it scanned, & let it use admin privileges and can assure you its trustworthy and safe. The program also unpacks and installs it's own un-installer for you to use at any time for the game where you have it placed if you were worried about that & at some point would like to have it removed completely.

Of course, you don't have to take my word for it. I know we don't know each other but I try to be helpful, truthful, to the point, and kind where I can be anyway.

See this is what it installed on Windows minus the itch shortcut. That's my shortcut back here to check up on things. The game runs fine other than the Alpha build bugs and problems:
If you need to see the image larger simply open image in new tab. 

So its here regardless for reassurance purposes if you do so choose to trust in others.

For everyone: Please vote up if you agree, it's safe, or even share your experience. Anyone else feel the same? Now's the time and it helps build trust...

(+1)

I mean, it has potential but... Platforming challenged with slippery controls? Come one...

Also, please add controller support.

(1 edit) (+1)

Noticed the page changes. Nice. +1 and thank you for adding screenshots. The more the merrier. 

(1 edit) (+3)

im having trouble on the fire boss, i cant avoid the main attack where she charges at you from off the screen. my jump doesnt go high enough, is that just me or is there something im missing?

EDIT: nvm i found out that i needed to press shift when she was attacking

😆I think this boss actually gets most people at 1st lol. +1 for your honesty and not removing the comment. 

(+1)

i also thought it would be useful for people who were confused

(1 edit)

So it is.
Thanks for being helpful... guess I should have finished  that way. Sorry, didn't mean to come off as rude. Just some good humor from my point of view is all. It's always amusing when people answer their own question moments later. So thanks for that as well.

(1 edit) (+1)

Says for Mac but only see .exe.  Decompresses to a folder and another .exe file.  Am I missing something?  Have not had success with wine so far

(+2)

Oh no, this is a BIG mistake on my part and I'm very sorry about this. Unfortunately game is only for Windows OS as of now. 

Thank you for pointing this out, I'll change it right away. 

(+1)

Hey no worries.  Thanks for the clarification.

(+1)

This is very good so far the bouncing mushrooms and slimes were a satisfying idea to start with for the first area. I noticed a bug where the character would fall through the floor if they tried to return to the previous area from the second checkpoint before the lava room.

Thank you for playing and great find!  I'll look in to fixing it for the next update. 

(+3)

Interesting! Succubus sidescrollers are always welcome to the scene. I'll be giving the public release a try soon. If you ever feel like voiceacting would be useful to your game, I'd be happy to throw my name out there. I've been doing NSFW VA for a few years but I'm really trying to expand more in lewd games. Either way, good luck with future development!

Demo reel

Great stuff, I'll throw you a follow on Twitter! o/

(2 edits) (+3)

Feedback & suggestions after a 0.1 alpha playthrough: I tried it. Beat the 1st level 2x. Overall, I liked it. It'll be nice to see where you go with this in the future. Anything I don't mention is either ok, good, didn't mind or didn't notice. 

Was a big Mario & Castlevania fan back in the day. Platformers are always fun so long as they don't lag to hell & the player doesn't fall through the world/platforms they land on. No such problems here. A bit raw bones as of now but that's definitely alpha speaking. 

The tentacle traps are great. The shadow beast caught me a bit off guard. You may want to put some kind of warning for that type of content. Not everyone likes that sort of thing... I didn't mind it though ;) Nice addition. I approve.
Was hoping the slimes were also enemies. Was a little disappointed to find they weren't... just a little.
Never did figure out what collecting the hearts did though. And it also seems as if there will be some sort of gift feature added in future versions. Possibly for rewards lewd or otherwise... interesting... 

Glad to see that you've already implemented a up & down attack. Now you just need a diagonal one... For instance, while holding [W] & [D] then pressing [F] to be able to attack diagonally up & to the right. Of course being able to remap controls would make such attacks easier once they are implemented if they are. 

The thing that got to me the most: One of the most important features of any platformer if not the most important feature, The Jump: Not being able to control the height of the jump depending on how long the button was held was a bit irritating. 
Definitely needs more of a jump animation so the movement doesn't feel so clunky (No one is perfectly still as they jump and land). Also assuming that's just temporary since it's alpha. At least it made it easy to see exactly where the character model was going to land... Maybe add a shadow later for this.
The player will absolutely need a jump attack as well eventually.
It would have been nice to be able to jump/ fly over the 1st bosses lunge attacks so the player has a little more time to figure out that they need to parry that to get an opening...  or perhaps be able to learn an ability just before the boss to get a hint... (she is a succubus after all right?. Don't they have wings?.) Hopefully the future of this game will have some earnable abilities such as a double jump etc...

Also the boss is the only enemy the parry seemed to work against which was odd. Even in Dark Souls I would practice the parry on weaker enemies at first just to get a grasp for the timing. No such luck here... 

I also agree that a up-to-date itch.io payable version would be nice. Not everyone likes Patreon. Not everyone can afford a subscription. 

As far as lewd content advice goes: Add a button & animation (Masturbate?)  like parry to allow the enemies to have their way with her if she's in the mood. More positions depending how they attacked her (From behind, from the front, while she was kneeling/ jumping/ falling etc...) Add a togglable view window for regular enemies as well? Other than that the angles and positions were good for the most part. 


What I liked:
- It's a platformer... always fun...
- A very Castlevania style game. A good choice of direction for this game. "An old favorite."
- Her weapon of choice is fitting. Much better than a vampire undead slaying dude using a whip...
- If the player landed on the very edge of a platform, the game wouldn't bug out thinking the player was in a never ending fall. Not letting them jump again. Freezing the game. A lot of platformers have this problem. Yours did not. 
- Reminded me instantly of Spawn. (Just from a succubus's point of view.)
- Well, it's lewd. The protagonist is a succubus. Already interesting. Plenty of material to work with.
"Let's face it, I grew out of Mario a while ago, time for something a little more adult..."
- The beginning, I love the way she spawns in from the egg sac on the ceiling. Very fitting for a spawn of hell. Nicely depicted.
Only other way I can think of is if in a future level she is summoned from a ritual portal through a pentagram by some cultists or something like it... there's an idea for you.
- The save system already works. Nice. 
- Decent art and level design. The player could travel back and forth as needed. Some areas more difficult to go back than others but possible.
- Some areas required a bit of cleverness to get to. 
- Item system being added.
- Good 1st boss fight for the most part 
- it's almost giving me that "bloodstained" vibe. Almost... but it's got a long way to go before it's that good... 
"Bloodstained is a great gothic horror action side-scrolling RPG game I've played recently. Too difficult though for me..."


What I didn't like:
- The jump still needs work.
- Lack of "Abilities" to try out/ earn. For now...
- The music's too relaxing for hell, needs more of a Castlevania style jam ;) (That's just my opinion though.)
- She doesn't have her wings... yet... maybe learn ability(s) in the future, idk...
- The game over says "death is not the end..." but it takes the player back to the main menu anyway. Might as well just be "game over" then. Needs a continue option. (Probably just an alpha thing.) 
- There was no way to move the camera around, zoom in & out or view a map to check the surroundings. Some pitfalls were unavoidable due to this...
- Parry is only useful against the boss. 
- The 1st boss is impossible if the player is not aware of the parry system with no time to learn. 
- No zoom on lewd scenes. 
- Only the boss had an extra view point window.
- It's alpha. "That's a given. No one likes to play a game before it's complete" (You can ignore that last lol.)


Obvious bugs I came across:
- After loading from a save, you could get another set of clothes from Lise
- After loading from a save, Lise doesn't remember that you've already talked to her. Resetting quest progress that the player may have made with her... 


"I hope this feedback helps improve the game and thank you so much for sharing your game with us!"

(+1)

Wow, thank you so much for playing and for taking the time to write this detailed review!  Feedback like this is very much appreciated and will definitely help me improve the game. 

I think you raise some very good points and I also really appreciate you mentioning the bugs you came across so that I can fix them. 

Again thank you for playing and I'm happy you liked it!

(+1)

<3 Always happy to help

(+1)

This is a promising start. the animations are nice (mostly). The biggest gripe I have with it right now is the lack of control remapping, or more so that the attack button is alt. Don't use alt for a control, especially since alt+space seems to softlock dialogue cutscenes. The movement is a bit iffy. it feels floaty and a bit unresponsive, which isn't helped with all of the platforming on tiny platforms over instakill lava lakes. Some more animation frames for things like jumping would also be nice. The combat is pretty raw. The delay between pressing the button to attack and attacking is frustratingly bad, you can't attack in midair, the boss being invincible during certain animations is annoying, the fact that your only form of defense is a parry is annoying (although you may be trying to make the Sekiro of adult Souls-lites, idk), and I couldn't tell if it was possible to shake off the dog/boar before he raped me. 

There are other things I could nitpick, but this is honestly not bad for a very first alpha build from a solo dev. Just needs more polish, more reiterating design choices, and more content. I'm excited to see where this goes.

And as an aside, would it be at all possible to have a paid version of the game on itchio as well as on Patreon? I'd be more than happy to pay for a version with the latest updates and stuff, as well as to generally support development, but I just don't like subscription models (for probably the same reason devs love them, but still).

(+1)

Thank you so much for playing the game and for taking the time to write this. I think you raise some very valid points that I completely agree with and I hope to keep working on those things in the future. 

Your suggestion to have a paid version on itchio is a great idea and one I'll look into making happen sooner rather than later. 

Cheers!

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