The project is not bad. But the enemies are very strong. It's difficult to fight them. And the Bosses are very difficult. Slime Girl, I figured out how to fight her, but she is very strong. She has some HP left and manages to defeat the Heroines.
Nice game. I can tell you´ve put real effort into this. I like the music and the dynamic between the 2 main characters, and their expressions as well. I hope you are able to make custom art for the other important (and semi-important) characters since it does ad more personality than the custom ones taken from RPG Maker.
I like the nostalgic feel from the game, but I am happy that random encounters are not present, since I do not miss those from old school gaming.
If you are not supposed to be able to gain levels in this game, I hope there will be other ways to permanently raise the stats (especially hp and mp) of our heroes, since managing hp and mp during the demo was a chore that sucked the fun out of the game, because your poll of hp and mp currently is so small.
The single target attack Reinie learned after defeating the slimeboss did not seem to do more damage than the single target attack she already knew, so I´m not sure what the point of the new attack was supposed to be. At least that what it seemed like when I tested it out. If the protagonists are supposed to get stronger after defeating each boss, I hope the new skills will be more fleshed out in new updates.
I must sadly say that I did not like boss fight at all. I tested every attack out to see if anything could stop her regeneration. It seemed like using Reine´s 3 hit random target attack did stop her regen… but why? I got no text like “Reinie´s wild attack prevented the slime for regrowing”, something like that. Instead, she just stopped regen at the end of the round, which leaves the player being uncertain about why the regen had stopped, since there could be other explanations like: maybe it just stopped after x amount of rounds or a random number of rounds that changed every time the player started the boss fight. Was the Slime boss´s comment on Reinie´s instinct supposed to be the hint, that flaying randomly was the right choice?
Maybe there were other hints in the combat text, but I think I easily could have missed that because the combat text goes by so fast. The current speed is fine against regular enemies, but an option to change the text speed would be nice (like a slower speed normally, but if you hold a button down, the text flies by as it currently does), when you are fighting enemies that require more attention, like a boss.
Even after figuring out how to stop the slime regen. I found the fight to be more of a dull chore, that a fun challenge. I used the mage´s defensive ability, attacked with sword art and magic and healed with potions (hp and mp) when needed, until I won. But the need for potion was high, especially the mana potions, because the current max poll is so low. That made the duration of the fight, unwelcomely long. That rotation quickly became unfun during boss fight.
If you plan on making the future boss fights like that (requiring a heavy use of potions) I think you are defeating the purpose, that not getting stronger from regular fights is supposed to have. Just grinding away at enemies that each give a drop that can be sold for 50g is really tedious when you are not getting anything else out of the fight. If the protagonists got exp and levels, like most RPGs, from regular fights, those fights will gradually be finished quicker, with less needs for rests, since the hp/mp poll will be bigger, which would make the grind for potions less tedious. If you are adamant about not gaining levels in this game, I strongly recommend that the protagonists starting health, and especially, mana poll get increased.
I am not saying that I dislike a game design where a character´s power is locked at a certain level, until you get past the boss. It can be great, since it forges you to work with the power and resources you currently have, without cheesing your way out of the fight through grinding until your characters are several levels above the intended level for the current boss. I am just saying, I don´t like the way you have done it currently. No matter how you want the “progression of power” to be in the game, I hope you consider what effects you wish for it to have on the gameplay.
I just played this demo. It's very cute and fun, and the bondage is pretty hot! I agree with a lot of the comments I've been seeing, so I'm glad that you're still workshopping the mechanics. The game has plenty of potential. I'm not gonna hold my breath, but I'm crossing my fingers for some good old ropes and cloth gags at some point! In any case, I'll keep an eye on this one for sure.
Hello, I very much enjoyed your demo here. The biggest two things I want for you to consider are 1. Allow for an escape option as combat encounters can become tedious and 2. Make a DID scene of Lime restrained in some way because I busted the biggest nut to her
It is hard to put deadlines on anything for us, we are a small team and for many of us it is our first foray into game development, and we are all developing this as a side project rather than full time.
We are working through Chapter 2 as of right now, with plans for a total of seven.
Very much not abandoned! We are hard at work on the next chapters, future releases of demos will take place on Patreon at least a whole chapter earlier before they are added here on Itch.Io.
Finally got to playing this. Was a pretty fun playthrough. The humor was really nice, and I like the direction the game is going. I do have some opinions though. Like mentioned already here, the battles can feel a little irksome, especially when the only upgrades at the moment are skills from defeating bosses, and accessories that you may or may not find in a chest. I assume there's some plans for that with more weapons and armor to buy/find that'll affect your stats, so I'll wait and see how that goes. The escaping from the enemy's capture segments are a unique sequence, though I gotta say repeatedly hitting the button to hop your way out gets a little repetitive. Of course one can avoid it if they don't lose, but still. I think that's all I got for now, gonna keep a close eye on progress with this. Was recommended this by Ankhrono, and given how much I liked their game, I'm glad to say I'm liking this too. Going off of that one, I wonder if some future perils could include transformation or some soft vore from monsters and monster girls too? Guess I'll have to wait and see, but I think I'll enjoy what's to come regardless. Wishing you the best with smooth progress.
Hmm, interesting so far. Here's some constructive feedback if you don't mind:
I feel like the peril system leaves something to be desired. It's pretty easy to avoid getting bound as long as you keep up on healing, which isn't hard to do, especially against trash mobs.
Getting bound also doesn't feel very impactful or meaningful, because (A) getting 'halfway' bound doesn't adversely affect you very much. You can still attack and cast (imo is a bit immersion breaking) which makes the bondage feel cosmetic, and (B) even if fully bound, your ally can free you in 1 turn while also restoring a bunch of health, so it's not really a big deal.
Thank you for your feedback! I am always happy to engage with someone that has thoughts to give, especially ones that highlight things we can improve on!
There is definitely a degree of balance for us to consider there, especially since we've made the first chapter quite a softball in terms of difficulty (though I can assure you, that is intentional) with the way that we have implemented peril you are right that it is pretty easy with careful resource management to basically avoid peril against the average enemy entirely. Although I will admit I have been surprised by the quantity of players that have been stonewalled by our boss of chapter 1 entirely. We are definitely thinking of ways to make it easier to get bound (whether by balancing encounters or the mechanic itself), but it is definitely a tricky balancing act we are considering moving forward so as to not disrupt the experience.
I do 100% agree with you there though, using sword arts and magic while half-bound is definitely not long for this world! And fully bound is a state that we're definitely considering the implications of, on one-hand it is a defeat state, on the other hand it is ludicrously easy to avoid in the demo, though we're definitely re-balancing rescue, the gameplay implications of 50% health regen upon escape are too stark to ignore.
Once again, thank you for your feedback! And thank you again for playing our demo!
Glad to hear you guys are working on mechanics! As for the difficulty, yes that is usually the hardest problem to solve in a bondage game (since snowballing into loss all the time isn't fun per se, but also if its too easy then the bondage doesn't feel legit). One idea that might help is to make things on the more challenging side, but also have some kind of mechanic or system where if the player loses, they get some kind of benefit to make it easier the next time. For example, perhaps on the second attempt, the enemy will spend a turn or two gloating (so the player effectively gets an extra turn or two). Just an anti-stonewall idea. Another version of this is in Magical Girl Luna, in which, after the player loses, Luna's mentor pops in and gives advice on how they can win ('The enemy does a strong restraining move after this thing, you can Defend to prevent it', etc.).
Excellent start! This game is oozing with charm, more than enough to set it apart from the sea of similar games. The writing and the art is excellent, and the gameplay does a good job mixing lewdness into the combat.
One bit of feedback I will give is that you really feel the lack of character progression. With no xp or leveling system, and no gear to buy with your money, there really isn't any incentive to battle. And since you can't run away from battles either, they quickly start to feel like a chore.
Obviously this is just a demo, and I have no doubt that over time this won't be an issue. But it is something worth bringing to attention. I'm excited to see where this project goes in the future!
Thank you for your feedback! It has been great to see the overwhelmingly positive reception and insightful thoughts players like yourself have given! You can thank our artists Sugarvoids, Azupazu and Somerandomfaker (Sushi) for the visuals, and myself for the writing~
That is a good point there, and progression has been on my mind as to what we want to do there, getting better equipment is one way, but then the grind manifests in one way or another, regardless going forward it is something that is being taken into consideration!
And it is absolutely great to bring forward thoughts like these at the demo stage, because it gives us the feedback we need to deliver the best game we possibly can. ^^
Once again, thank you for giving the demo a go, and thank you for your feedback!
Game got alot of potential. Love the dynamic the sisters have! 1 musclebrain goofball and 1 bookssmart goofy nerd. They play really well off eachother. The dialogue is definitely a highlight too. The pair have something to say about every lil thing. Which also reveals more about them. Definitely looking forward to more!
Thank you, from a writing perspective they are unbelievably fun to write, dialogue from them never feels like I don't know what to write. I am glad that you are looking forward to more because I am looking forward to writing it!
I don't know if this is a bug or Win11 but every so often the game freezes up on me I can still hear the music and sfx but the picture is frozen it happens most often during battle too so the only thing I can do is restart the game other then that of what I have seen is looking rather good.
That is strange, I myself run Windows 11, it doesn't necessarily sound like lag, that is a puzzling situation and the first I have heard of it. And thank you for the comment and feedback~
It seems more of a refresh or memory issue as the first time I got this was after I interacted with everything in the starting house at least once or twice just before the tutorial fight but this happened more often when a fight is drawn out, as it occurred the most during the first fight with the silkworms at the bridge when I was goofing around trying to get caught by them and used taunt for most of my turns. I hope this helps with figuring it out. On a more positive note I love how your characters interact with the world around them and each other as it adds real depth to them and makes them feel alive which is something that is very rare in games like this so keep it up.
Interesting game. Looks like this is going to be worth watching. Didn't find the buff/debuff spells worthwhile though. Too expensive for too little effect.
Thank you for your thoughts, the cost there is funnily enough a product of our QA testing where we decided upon doubling its cost (although nothing will be quite as broken as V1 of Mist Screen with 130% evasion) but not to worry there, feedback like that helps us to fine tune things down the line!
I just have no idea how to defeat the slime boss. Maybe I’m not playing correctly and wasted potions in the process of studying the locations, but I just don’t have enough mana to finish it off. She heals too cheatily, so this is where the walkthrough ends for now...
Firstly I have to thank you for your thoughts and a very insightful comment too, you have given a lot of food for thought that has brought to the forefront some very good points going forward in development!
I am glad you enjoyed our take there, it has a lot in common with our Programmer's previous work, but I think it felt more appropriate to almost have this 'pokemon, but you are the one being caught' kind of loop where you had to manage your health, but due to the nature of it, of course the characters can save one-another from peril!
The variation of escape sections is definitely going to have to be where we're really on the ball, because they are as much of a level as the fields of enemies themselves! There are plenty of ideas that come to mind for mechanical variance on them, though only time will tell if they happen to be hits or misses, I do remember a couple of folks from QA remarking how it can be a bit hard on the finger too.
Could you clarify what you mean by clarity in this particular context? In that specific game over I *think* I might understand but I do want to get an idea for what you mean there.
And I am very glad he writing has been a hit, it probably shows when I make posts but I do have a bit of a habit of using a few too many commas. The writing, however is my passion and it has been great to see it be received so well!
Once again, thank you for your post! Every bit of feedback like this is appreciated and thank you for taking your time to play our game and leave behind such a thoughtful comment!
Partiularly Empress (Co director) and myself (Director/Writer) have been wanting to make a game that leans more heavily on those forms, although I can say that it won't necessarily be the only type in the game~
figured it out kind of went in with one idea and noticed during the fight i see another person who has no idea what to do with your permission i would like to tell them
Excuse me sir, but I believe you dropped $15, here let me put this into your wallet. What? You didn't drop $15? TIS THE SEASON CHUMP!!! *Runs away like an escaped mental patient*
Are there any planned kinks in the game that you want to put in the game later on? I like TFs, do you? if so, I'd def enjoy it if TFs were in this game. though this game looks interesting regardless
While I cannot guarantee any particular kinks in the future (after all, who's to say things won't change in the future) what I can say is if you liked what was in the Demo, you can expect that and more going forward!
← Return to game
Comments
Log in with itch.io to leave a comment.
These two girls are cute, and look even better when they're all wrapped up! But I wish I knew how to beat the big slime girl!
Use the skill Flail around, it will stop the regeneration
The project is not bad.
But the enemies are very strong.
It's difficult to fight them.
And the Bosses are very difficult.
Slime Girl, I figured out how to fight her, but she is very strong.
She has some HP left and manages to defeat the Heroines.
How do ya beat the slime lady?
you use the practically useless skill flail around
Nice game. I can tell you´ve put real effort into this. I like the music and the dynamic between the 2 main characters, and their expressions as well. I hope you are able to make custom art for the other important (and semi-important) characters since it does ad more personality than the custom ones taken from RPG Maker.
I like the nostalgic feel from the game, but I am happy that random encounters are not present, since I do not miss those from old school gaming.
If you are not supposed to be able to gain levels in this game, I hope there will be other ways to permanently raise the stats (especially hp and mp) of our heroes, since managing hp and mp during the demo was a chore that sucked the fun out of the game, because your poll of hp and mp currently is so small.
The single target attack Reinie learned after defeating the slimeboss did not seem to do more damage than the single target attack she already knew, so I´m not sure what the point of the new attack was supposed to be. At least that what it seemed like when I tested it out. If the protagonists are supposed to get stronger after defeating each boss, I hope the new skills will be more fleshed out in new updates.
I must sadly say that I did not like boss fight at all. I tested every attack out to see if anything could stop her regeneration. It seemed like using Reine´s 3 hit random target attack did stop her regen… but why? I got no text like “Reinie´s wild attack prevented the slime for regrowing”, something like that. Instead, she just stopped regen at the end of the round, which leaves the player being uncertain about why the regen had stopped, since there could be other explanations like: maybe it just stopped after x amount of rounds or a random number of rounds that changed every time the player started the boss fight. Was the Slime boss´s comment on Reinie´s instinct supposed to be the hint, that flaying randomly was the right choice?
Maybe there were other hints in the combat text, but I think I easily could have missed that because the combat text goes by so fast. The current speed is fine against regular enemies, but an option to change the text speed would be nice (like a slower speed normally, but if you hold a button down, the text flies by as it currently does), when you are fighting enemies that require more attention, like a boss.
Even after figuring out how to stop the slime regen. I found the fight to be more of a dull chore, that a fun challenge. I used the mage´s defensive ability, attacked with sword art and magic and healed with potions (hp and mp) when needed, until I won. But the need for potion was high, especially the mana potions, because the current max poll is so low. That made the duration of the fight, unwelcomely long. That rotation quickly became unfun during boss fight.
If you plan on making the future boss fights like that (requiring a heavy use of potions) I think you are defeating the purpose, that not getting stronger from regular fights is supposed to have. Just grinding away at enemies that each give a drop that can be sold for 50g is really tedious when you are not getting anything else out of the fight. If the protagonists got exp and levels, like most RPGs, from regular fights, those fights will gradually be finished quicker, with less needs for rests, since the hp/mp poll will be bigger, which would make the grind for potions less tedious. If you are adamant about not gaining levels in this game, I strongly recommend that the protagonists starting health, and especially, mana poll get increased.
I am not saying that I dislike a game design where a character´s power is locked at a certain level, until you get past the boss. It can be great, since it forges you to work with the power and resources you currently have, without cheesing your way out of the fight through grinding until your characters are several levels above the intended level for the current boss. I am just saying, I don´t like the way you have done it currently. No matter how you want the “progression of power” to be in the game, I hope you consider what effects you wish for it to have on the gameplay.
Sorry to ask but when will the next update come out?
I just played this demo. It's very cute and fun, and the bondage is pretty hot! I agree with a lot of the comments I've been seeing, so I'm glad that you're still workshopping the mechanics. The game has plenty of potential. I'm not gonna hold my breath, but I'm crossing my fingers for some good old ropes and cloth gags at some point! In any case, I'll keep an eye on this one for sure.
one question what if there is a naked mode for this game ?
HI, really like what you have so far!
Is there a gallery for all of the images?
Hello, I very much enjoyed your demo here. The biggest two things I want for you to consider are 1. Allow for an escape option as combat encounters can become tedious and 2. Make a DID scene of Lime restrained in some way because I busted the biggest nut to her
I look forward to future developments
Cheers
Don't try that moral high road nonsense, this is a porn game
While we acknowledge the appeals of the game, do try to be nice to each other and spread positivity~
Ah, yeah my bad. I'll delete that comment. Sorry about that
Is it possible to level up? I have battled every enemy that I have come across and I am still level one so I can't beat the Slime Lady
Hello! i have some questions.
do you have a rough idea of when this will be released?
how far is the game developed of now?
Hi there!
It is hard to put deadlines on anything for us, we are a small team and for many of us it is our first foray into game development, and we are all developing this as a side project rather than full time.
We are working through Chapter 2 as of right now, with plans for a total of seven.
Is this abandoned?
Very much not abandoned! We are hard at work on the next chapters, future releases of demos will take place on Patreon at least a whole chapter earlier before they are added here on Itch.Io.
Will future enemies be primarily creatures, or will there also be human enemies (and thus matching perils)?
Finally got to playing this. Was a pretty fun playthrough. The humor was really nice, and I like the direction the game is going. I do have some opinions though. Like mentioned already here, the battles can feel a little irksome, especially when the only upgrades at the moment are skills from defeating bosses, and accessories that you may or may not find in a chest. I assume there's some plans for that with more weapons and armor to buy/find that'll affect your stats, so I'll wait and see how that goes.
The escaping from the enemy's capture segments are a unique sequence, though I gotta say repeatedly hitting the button to hop your way out gets a little repetitive. Of course one can avoid it if they don't lose, but still.
I think that's all I got for now, gonna keep a close eye on progress with this. Was recommended this by Ankhrono, and given how much I liked their game, I'm glad to say I'm liking this too. Going off of that one, I wonder if some future perils could include transformation or some soft vore from monsters and monster girls too? Guess I'll have to wait and see, but I think I'll enjoy what's to come regardless. Wishing you the best with smooth progress.
Review: Hate the escape sections. Combat is in the annoying place where getting the lewd parts mean you have basically lost. Art is good.
Really good start
i have to admit that i'm stuck actually but very good game
Love it 🍷🗿
Hmm, interesting so far. Here's some constructive feedback if you don't mind:
I feel like the peril system leaves something to be desired. It's pretty easy to avoid getting bound as long as you keep up on healing, which isn't hard to do, especially against trash mobs.
Getting bound also doesn't feel very impactful or meaningful, because (A) getting 'halfway' bound doesn't adversely affect you very much. You can still attack and cast (imo is a bit immersion breaking) which makes the bondage feel cosmetic, and (B) even if fully bound, your ally can free you in 1 turn while also restoring a bunch of health, so it's not really a big deal.
Thank you for your feedback! I am always happy to engage with someone that has thoughts to give, especially ones that highlight things we can improve on!
There is definitely a degree of balance for us to consider there, especially since we've made the first chapter quite a softball in terms of difficulty (though I can assure you, that is intentional) with the way that we have implemented peril you are right that it is pretty easy with careful resource management to basically avoid peril against the average enemy entirely. Although I will admit I have been surprised by the quantity of players that have been stonewalled by our boss of chapter 1 entirely. We are definitely thinking of ways to make it easier to get bound (whether by balancing encounters or the mechanic itself), but it is definitely a tricky balancing act we are considering moving forward so as to not disrupt the experience.
I do 100% agree with you there though, using sword arts and magic while half-bound is definitely not long for this world! And fully bound is a state that we're definitely considering the implications of, on one-hand it is a defeat state, on the other hand it is ludicrously easy to avoid in the demo, though we're definitely re-balancing rescue, the gameplay implications of 50% health regen upon escape are too stark to ignore.
Once again, thank you for your feedback! And thank you again for playing our demo!
Glad to hear you guys are working on mechanics! As for the difficulty, yes that is usually the hardest problem to solve in a bondage game (since snowballing into loss all the time isn't fun per se, but also if its too easy then the bondage doesn't feel legit). One idea that might help is to make things on the more challenging side, but also have some kind of mechanic or system where if the player loses, they get some kind of benefit to make it easier the next time. For example, perhaps on the second attempt, the enemy will spend a turn or two gloating (so the player effectively gets an extra turn or two). Just an anti-stonewall idea. Another version of this is in Magical Girl Luna, in which, after the player loses, Luna's mentor pops in and gives advice on how they can win ('The enemy does a strong restraining move after this thing, you can Defend to prevent it', etc.).
Excellent start! This game is oozing with charm, more than enough to set it apart from the sea of similar games. The writing and the art is excellent, and the gameplay does a good job mixing lewdness into the combat.
One bit of feedback I will give is that you really feel the lack of character progression. With no xp or leveling system, and no gear to buy with your money, there really isn't any incentive to battle. And since you can't run away from battles either, they quickly start to feel like a chore.
Obviously this is just a demo, and I have no doubt that over time this won't be an issue. But it is something worth bringing to attention. I'm excited to see where this project goes in the future!
Thank you for your feedback! It has been great to see the overwhelmingly positive reception and insightful thoughts players like yourself have given! You can thank our artists Sugarvoids, Azupazu and Somerandomfaker (Sushi) for the visuals, and myself for the writing~
That is a good point there, and progression has been on my mind as to what we want to do there, getting better equipment is one way, but then the grind manifests in one way or another, regardless going forward it is something that is being taken into consideration!
And it is absolutely great to bring forward thoughts like these at the demo stage, because it gives us the feedback we need to deliver the best game we possibly can. ^^
Once again, thank you for giving the demo a go, and thank you for your feedback!
Having played 2 hours into the demo, I gotta say this is a very promising project! Keep up the good work!
Thank you for your kind words! We're hoping to deliver on that promise and make things EVEN better going forward!
Will there be TFs in this game? I'm mostly just curious.
Game got alot of potential. Love the dynamic the sisters have! 1 musclebrain goofball and 1 bookssmart goofy nerd. They play really well off eachother. The dialogue is definitely a highlight too. The pair have something to say about every lil thing. Which also reveals more about them. Definitely looking forward to more!
Thank you, from a writing perspective they are unbelievably fun to write, dialogue from them never feels like I don't know what to write. I am glad that you are looking forward to more because I am looking forward to writing it!
I don't know if this is a bug or Win11 but every so often the game freezes up on me I can still hear the music and sfx but the picture is frozen it happens most often during battle too so the only thing I can do is restart the game other then that of what I have seen is looking rather good.
That is strange, I myself run Windows 11, it doesn't necessarily sound like lag, that is a puzzling situation and the first I have heard of it. And thank you for the comment and feedback~
It seems more of a refresh or memory issue as the first time I got this was after I interacted with everything in the starting house at least once or twice just before the tutorial fight but this happened more often when a fight is drawn out, as it occurred the most during the first fight with the silkworms at the bridge when I was goofing around trying to get caught by them and used taunt for most of my turns. I hope this helps with figuring it out.
On a more positive note I love how your characters interact with the world around them and each other as it adds real depth to them and makes them feel alive which is something that is very rare in games like this so keep it up.
The first demo and it's shaping up to something really good. Can't wait to see more. ^ ~^
Thank you! We're looking forward to showing more in time!
Interesting game. Looks like this is going to be worth watching. Didn't find the buff/debuff spells worthwhile though. Too expensive for too little effect.
Thank you for your thoughts, the cost there is funnily enough a product of our QA testing where we decided upon doubling its cost (although nothing will be quite as broken as V1 of Mist Screen with 130% evasion) but not to worry there, feedback like that helps us to fine tune things down the line!
You are supposed to use the skill named "flail wildly",which can break the boss's cure approximately three rounds.
Firstly I have to thank you for your thoughts and a very insightful comment too, you have given a lot of food for thought that has brought to the forefront some very good points going forward in development!
I am glad you enjoyed our take there, it has a lot in common with our Programmer's previous work, but I think it felt more appropriate to almost have this 'pokemon, but you are the one being caught' kind of loop where you had to manage your health, but due to the nature of it, of course the characters can save one-another from peril!
The variation of escape sections is definitely going to have to be where we're really on the ball, because they are as much of a level as the fields of enemies themselves! There are plenty of ideas that come to mind for mechanical variance on them, though only time will tell if they happen to be hits or misses, I do remember a couple of folks from QA remarking how it can be a bit hard on the finger too.
Could you clarify what you mean by clarity in this particular context? In that specific game over I *think* I might understand but I do want to get an idea for what you mean there.
And I am very glad he writing has been a hit, it probably shows when I make posts but I do have a bit of a habit of using a few too many commas. The writing, however is my passion and it has been great to see it be received so well!
Once again, thank you for your post! Every bit of feedback like this is appreciated and thank you for taking your time to play our game and leave behind such a thoughtful comment!
Are you going to add non mummified bondage in the future, i've only see that bondage type from 3 types of the enemies so far
Partiularly Empress (Co director) and myself (Director/Writer) have been wanting to make a game that leans more heavily on those forms, although I can say that it won't necessarily be the only type in the game~
I see, i hope you add bandit type enemies that tied you normally with rope or something like that
love these types of games
stuck on the slime girl but i i never checked north so i will do that
good luck with development and i hope fans of games similar to this find their way here
Excellent! Then you'll be right at home here then~
She can be tricky, be sure to use all your resources against her, she is your first real challenge after all~
And thank you for your support! We are thrilled with the response so far!
figured it out
kind of went in with one idea and noticed during the fight
i see another person who has no idea what to do
with your permission i would like to tell them
Can there be any futa, tf or otherwise?
As stated on the Content warning, there will never be any full nudity in the game~
Excuse me sir, but I believe you dropped $15, here let me put this into your wallet. What? You didn't drop $15? TIS THE SEASON CHUMP!!! *Runs away like an escaped mental patient*
Thank you very much for your patronage!
Are there any planned kinks in the game that you want to put in the game later on? I like TFs, do you? if so, I'd def enjoy it if TFs were in this game. though this game looks interesting regardless
While I cannot guarantee any particular kinks in the future (after all, who's to say things won't change in the future) what I can say is if you liked what was in the Demo, you can expect that and more going forward!