Preach it to the church of hentai!If the look is not changeable because of the sprites. Then you have to work your wonderful gift with the dialogue.
I know her whole goal is to save humanity... But even though its a hentai game id like to see her more grizzled near the end... Kind of like those tsuderes in anime, only your character will actually have a reason be a condescending bitch -_-"
I believe "reverse rape?" is in order... kind of like metroid fusion only instead of Absorbing enemies your enemies get raped. The test Pc could use some rape the shit talker. xD
Later she becomes a amazing kick ass women hero of humanity who is all out of bubble gum... Think of it like a spin off of your concept of giving up vs fighting back the rapes. here is one of my favorite examples of rape and reverse rape.
You must be registered to see the links
When a game as fun as yours succeeds! Boobies are just not enough... Sex is great (why we are all here reading this) but your staying power is in your comedy and characters! After all none of us gets stiffs like we were 14 anymore after being exposed to hentai games since 07 lol
I think most of the vets will agree we have acquired some sophisticated tastes. Like aged wine. You might have what it takes to be our supplier
I play shooters for the competition violence but sometimes a really cool master chief is in order!A leader! This could be your Alicia! The solid snake samfisher samus aran and aries (final fantasy 7) of the western hentai community... You may not have tripple A funding your a one man wrecking ball. (and your background drawing buddy)
But I have the dream that one day I could be playing my xbox one and instead of being a underground pervert. Whos given a bad name by games like rapelay (thats all the news thinks there is lol) I could be playing actual sex games on my console. And me and my girlfriend can live it up and play rumble rosses as it was meant to be played... With losers getting fuck silly.... *pant*
there I spoke for everyone.... Your welcome xD
Hey man, sorry for the delay! I won't bore you with the specifics, but basically I need to send it all manually because I was having a major piracy problem a while back where people would pledge after an update came out, download it, and then remove their pledge. Now, rather than hosting the file publicly, after a patron's pledge goes through I send them a download link as soon as possible.Sorry for this random post, but I'm still getting used to patreon. Just had to ask, now that my payments finally went through, how do I get access to the "product". Is it emailed to me or what? (Checked FAQ and all that and didn't see anything)
Can you tell me what kind of crash error you get when breaking free? If you don't get an error, are you sure you aren't just pressing escape on accident?I haven't kept up with the thread, but I sometimes get a crash when I am mashing buttons to break free from a grab.
edit: The purple tentacle monster is awesome, and I like the creampie animation, but it left me wondering "what is this, an orgasm for ants?" I think that pumping motion needs some tobasco. Parasite In City's flies look like they are pumping baseballs into the heroine; that's a little too much imo, but only a little. PS. yes I realize that 100% of that was preferential and thus not really noteworthy but eh maybe recency bias will get me what I want haha
I think the universe has it out for me. Since v.08 released on Patreon people have apparently been running into the same exact glitches repeatedly - but in the v.075 release, not even v.08. It just happened to become common right after the release where I could have fixed it came out Somebody else messaged me on my blog about the exact issue you're having, so yeah, it's definitely not the escape button. I'm kind of glad you can't reproduce it but at the same time that just makes it harder to track down, lol. Hopefully the other guy can provide an error log. Now that the game's getting more and more features the bugs are more difficult to test for by myself, so thanks a lot for pointing out the ones you run into. It really helps.I'm certain it wasn't escape. It happened three times consecutively, and put me off playing for a few weeks... but of course, now I can't reproduce it, so shrug.
Finished the demo finally though. Looks like it's really shaping up. For the first time, I forgot it was a demo and had settled into PROTOCOL: ACQUIRE WAVE BEAM OR WHATEVER when I ran into the end.
Cool.
Sorry if this has been answered before, but where can I download the latest demo?
If you want to stay updated you can check out Anon42's blog too atRELEASE TIME, BABY! (Sorry for the semi-late post, I've been otherwise engaged in sleeping all damn day)
You must be registered to see the links
UPDATE v.07 GOALS
-Finish rest of kick animation
-Implement first boss
-Actually re-code collision engine for real this time, seriously
-Improve dialogue box graphics
-Add Warped Soldier cumming animation
-Implement various environmental hazards
-Create more content (areas)
...
I am (mostly) proud to announce that (mostly) every feature (mostly) made it into v.075! I pushed back the Wire Shot upgrade, due to its reliance on environmental interaction, but everything else is fully intact! Yaaaay
...
Hope you guys enjoy it!
-A42
Surfaces. It's pretty simple, really - I'm sure there are multiples ways to go about it but I'll go over mine.If you want to stay updated you can check out Anon42's blog too atYou must be registered to see the linksbut as Anon42 pointed out, this ULMF thread is more active.
@Anon42; I like the effects you did with the crystal hallway. How did you do this with the surfaces (or shaders, I don't know which)?
...you know you're going to HAVE to add green-thumbed futanari plantgirls into the game now, right?RELEASE TIME, BABY!
Futanari plantgirls, huh..? *looks back at page 16* Never would have thought of that.....you know you're going to HAVE to add green-thumbed futanari plantgirls into the game now, right?
So I did a little brainstorming to give them more purpose than just "random enemy #69":
- FPGs only exist in two rooms - one, a big garden area; the other, a not-quite-village type area.
- There are regular FPG's in the garden. In the "village", there's also a FPG Matriarch.
- FPG's are initially "passive". They won't chase (or attack) Alicia, but if she collides with one, it'll rape her. She can, of course, shoot them.
- The Matriarch is an NPC. Talking with her has two possible outcomes.
- If Alicia has killed any FPGs previously, the Matriarch (and all FPGs) becomes hostile. Treat the Matriarch as a boss version of an FPG, who drops a powerup on death.
- If Alicia hasn't killed any FPGs (she can escape from a rape, so long as it doesn't kill the FPG), then the Matriarch becomes friendly. All FPGs become NPCs which Alicia can walk past without incident.
- Talking with a friendly FPG gets the same sex scene as being raped, except Alicia gains health instead of losing it. She still loses clothes.
- Talking with the friendly Matriarch gets her sex scene and the aforementioned powerup.
- FPG ranged attack: smacks ground with hand -> vine spears up from under Alicia's feet.
If you have your own ideas, well, you don't have to use mine - just want 'em to be more complex than the slimes.
Hey man, I'm really sorry about that! There's no save system in the game yet, and the next update unfortunately won't have one either - it was just released on Patreon a few days ago, and I didn't get the thought of a checkpoint system in my head until it was too late to implement it.Is there a save point system in the demo? I haven't found a way to save the game yet and I was hoping you could especially since I have to keep remapping the controls after every loss.
I think the difficulty is almost perfect, but I do think that health needs to be slightly more reliably obtained. I don't know if you have it set up so that when the player has low health, health is more likely to drop or more effective when dropped, but if not you probably should.Hey man, I'm really sorry about that! There's no save system in the game yet, and the next update unfortunately won't have one either - it was just released on Patreon a few days ago, and I didn't get the thought of a checkpoint system in my head until it was too late to implement it.
It's a strange bit of balancing, really. Being the developer, the game feels all too easy for me, since I know every enemy's behavior on an intimate level. It made it impossible for me to realize how necessary a checkpoint system of some sort is, so I apologize for that. I'll have it fixed as soon as possible!
I have played your game for the first time today. I'm not an experienced Castelvania player, but not a total noob either. First attempt I managed to reach the first boss (with low health, killed me quickly), second attempt killed him but with low health and died soon after and third attempt managed to explore entire (?) Greek sector. At this point I think one savepoint near the pantless guy would be enough. If the pacing is similar further on, adding one savepoint somewhere before each boss should be fine.It's a strange bit of balancing, really. Being the developer, the game feels all too easy for me, since I know every enemy's behavior on an intimate level. It made it impossible for me to realize how necessary a checkpoint system of some sort is, so I apologize for that. I'll have it fixed as soon as possible!
v.08 went through some balance changes with health spawn rate. Most importantly I fixed the slightly buggy algorithm for health rate respawning. It's always scaled off of how low your current HP is, but it was bugged when you had more than one healthbar in the past. That is no longer the case. I also tweaked the amount of health they give, as well.I think the difficulty is almost perfect, but I do think that health needs to be slightly more reliably obtained. I don't know if you have it set up so that when the player has low health, health is more likely to drop or more effective when dropped, but if not you probably should.
Personally, I think there's a reason the Halo shield regen system has attained ubiquity, and that reason is that it just ends up working better in almost all scenarios. I think just about every game should give the player VERY gradual health regeneration from 0-25% HP or so. Just enough to avoid the frustration of seeing a room with a lot of projectiles and thinking "ugh this isn't threatening normally but I can't even get hit one time or I'll die".