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This has more to do with the way the current party members are designed than the binding system itself (I think), but bondage doesn't really feel impactful. Most characters have a great skill that's available regardless of how tied you are, so I rarely feel like I need to struggle (as opposed to just doing damage or using pots). In the case of Sera, Spectral Slash is probably even her best skill.

Also feel like the game would benefit a lot from a 'sell' mechanic, after doing a few runs just to try out different things I noticed my inventory was filling up with like 15 crotch ropes I have no idea what to do with. Not a huge problem right now but could make the inventory unwieldy as the game gets larger.

Heya, thanks for the balancing feedback! I'm certainly looking onto better balancing for the game, including rebalancing skills that are not impacted by them. I'm expecting to do this with a bigger update that covers character progression and upgrades

As for selling, you can 'Dismantle' the items you gained from Dungeons by going to your Inventory, clicking on an item, and then clicking the 'Dismantle' button. You can gain gold this way. 

Ahh, you already thought of that! Great. Forgot to say, but this looks like a very promising start. The dungeon crawler formula applied to this genre works really well, and I especially love the creativity in the character design. Are you planning to make the game fairly story-heavy or keep the focus entirely on the gameplay? (I think people will like the game either way, so it's really your call). 

Unsolicited advice: One of the most satisfying feelings for me is seeing my game come together incrementally, so I'd recommend thinking of making a game like this as a marathon rather than a race. Break all the things that still need doing up into workable tasks and tackle them one or two at a time. I'm just as eager for the next update as the rest, but there'll hardly be any if you burn yourself out in a month or two. You're off to a running start so now you just have to keep the lead!

PS: If you ever need help, there's plenty of talented people that "get it" over at the DID Games and Madoworks Discord.  Wishing you the best of luck with the game!

Oh, and one more thing: do you have any plans on building the game for Linux and/or Mac aswell as Windows? I for one know I'd appreciate it lol

Thank you, I hope you'll be looking forward for updates in the coming future!

I had thoughts of writing for each characters. The plan is yes, I would like to have story here and there, but I think it'd be more character or quest-centric instead of it being the focus of the game. I think it would be nice for players to get to know each character and what their deal is. 

I appreciate the unsolicited advice honestly! I already have plans on what to put into 0.2.0 and 0.3.0, mainly a hub/UI major overhaul and updates on character progression system respectively. I do agree that it'll be much nicer to tackle things when they are grouped up and done one at a time. 

And funnily enough, I do lurk on those two servers quite a bit, just with a different handle lol.

And there were no plans for Linux and/or Mac initially, but I'll be looking into how to export the game to Mac and Linux now that you mention it. Can't imagine it being too hard, surely?

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Looks like you're a pro already! Good stuff. I'll be looking forward to seeing where the game goes then.

To be honest, I've not worked with Godot extensively (I've got about a month or so experience which was mostly doing online tutorials), but from what I'm told the out of the box support for Mac- and Linux ports is excellent, like not quite a few button clicks but it's close. That's mostly why I was asking.

Linux should be straightforward. I've noticed that for Mac you need to export with the Mobile renderer instead of the Forward+ one (or at least that used to be the case back in 4.2 and I kept doing it.

But in general there's no reason not to do those and it is indeed just a couple of button clicks. In fact, you could do it right now.

I already played on Linux by downloading Godot and renaming it the same as the pck file. Runs without issues.

So, I noticed that when you're defeated, the game crashes lol. That's an odd one. I had to try really hard to actually lose as well, cause I wanted to see what would happen if I lost. 

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Regarding expectations, I'd like you to give a quick "Very likely" "Maybe" or "Never" on the following enemy types:

* male, average humanoid

* male, Fat Ugly Bastard

* male, monstrous demi-human (e.g. minotaur)

* male, magical beast (e.g. dragon)

* futanari / hermaphrodite

* machine, golem/robot

* tentacle monster

* parasite


Thank you for your effort.

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Looks quite promising so far.

Bug: If you escape from combat and then start the fight again, you can get a second Minotaur in your party.

Confusing: The bandit leader is described as male (he/him) but all the enemies in the fight look female to me.

UX: Needs more hotkeys. I want to mash 'confirm' and keep attacking, not click back and forth. I'd like a way to quickly back out  of menus, either by right-clicking or by clicking outside the menu window.

Engine: Any particular reason you're using Godot 4.4.1 instead of the latest version? I like to upgrade to the latest stable version and if something breaks I restore the old version from git. (You should use git for anything that you put more than one day of work into)

Thank you for the feedback!

I looked into it, and found the cause of the bug and the error in the dialogue. It should be fixed comes next patch.

I appreciate the input on UX. I will be adding that to the to-do list for a 0.2.0 release. I'll be considering keyboard inputs like pressing enter and arrow keys, and implementing right click to cancel out of things.

As for the engine, I actually did try to use update to Godot 4.7, but something must've broke because it crashes during combat constantly. This game has some copy-pasted scripts and scenes from my previous, abandoned project which was created in 4.4. Funnily enough, I did have to switch to my back up branch after that update.

And to answer your other comment, "Maybe" for all the male and futanari, the reason being that I would prefer to also implement some sex mechanic along with their addition. The rest are basically very likely!

If the game crashes on 4.7, make sure you're using d3d12 instead of vulkan under ProjectSettings>RenderingDevice>Driver.Windows
Vulkan seems to be unstable on 4.7 and is no longer the default choice for newly started projects on 4.6+, but an older converted project will still have this set to vulkan.

I gave this a whirl real quick, and it seems to be working well. I might want to do extensive testing to make sure things just doesn't break down, but thank you for the suggestion you two.

P.S. Big fan of your works by the way, Mado!

Come say hi on the discord then.

Also, don't forget to put your project to "no payments" instead of "donations", otherwise it won't show up in Itch general search.

And send a message to support to get rid of that quarantine message when people try to click any links on your page.

Will do, thank you!

As for the support message, that would be emailing support@itch.io, yes?

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>As for the engine, I actually did try to use update to Godot 4.7, but something must've broke because it crashes during combat constantly

Mado mentioned something similar. Ero Slayers would crash on Windows after upgrading to 4.7, but setting `rendering/rendering_device/driver.windows = d3d12` fixed it. Will hopefully be fixed in Godot 4.7.1 as well. EDIT: Looks like he beat me to it. If you got any other Godot issues, there's a #coding-advice channel on the Madoworks Discord.

Regarding the enemy types: A surprising amount of players would prefer if there weren't any males in the game at all. I like monsters but not ugly bastards. There is an important decision to be made here.

Truthfully I do lurk in Mado's server quite a bit but never did see that post in that channel. I might want to actually pay attention to it more.

And having no males at all being the preferable thing *is* actually quite surprising to me. Then again, looking at other games, it really shouldn't be. If there's any sex update, it's going to be a long while, so I certainly have time to think about it, thank you for the tip there.

You wouldn't be able to see that channel, that was in contributor chat which is a hidden channel.

Aah no wonder! Though, I can see it right now under general, has it recently become public?

In the very first dungeon, there is a glitch in which if you escape from a battle where you get a new party member, and then come back, that party member would appear twice in the party

good game so far

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Gonna be keeping my eyes on this one, this has a bunch of potential. Hard to give feedback at such an early stage, but I trust the vision, and your Patreon page already covers a lot what I'd suggest or have critiques on. I will say that I love the idea of using double-edged restraints for power boosts, definitely make sure to expand on that. 

I'm a little half and half on if I like that characters have a move they can do fully bound. On one hand its nice they aren't complete dead weights, but on the other hand kinda defeats the purpose of binding them. Maybe a modified version of the ability when fully bound by the enemy that has a negative feedback, like progressively less damage or HP drain / Lust buildup? Granted this is all assuming you intended for characters to still be able to basic attack for okay damage while under restraints.

As for bugs, Veylana's art is bugged when shes equipped with Enchanted Linked Cuffs, at least in the web version, haven't checked the client version
Also, when you travel to a room, and then get ambushed in that room (like trying to untie someone who hit a trap), the room resets and you go back to the room you were in previously.

Don't know where to put this, but just also wanna say that the artwork is great, the the clothing customization was very welcomed surprise.

Wishing you the best of luck!

Thank you for the feedback, I appreciate it!

I'll actually be taking a look at those 'free' moves in upcoming updates. They are currently uncategorized, but I do have some ideas on how to handle them now that you've mentioned them. Might lean more on that Lust buildup as that mechanic is currently very basic and this might add some flavor to it. Alternatively, I might group them into new categories (Such as Sera's Spectral Slash being Concentration) and the more restrains a character has, the less damage and accuracy the move has.

When it comes to bugs, I'll be looking into it when I have the time this week. I'll be releasing a small patch that hopefully fixes these bugs, along with some more that I've found myself. 

And finally, I'm glad that the artwork that I have currently serves the game well, technically unfinished as it is!