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A jam submission

MonCurseView game page

Monster-girl Transformation/Status Effect RPG
Submitted by Kamoo (@KamuuR18) — 2 days, 23 hours before the deadline
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MonCurse's itch.io page

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Comments

Submitted(+1)

Very late to the party, I know.

I'm almost certainly not the intended audience for this game and maybe I'm particularly neurotic about it, but I really was not prepared for the horrifying mind control/death-of-personality stuff in the endings. With the generally light-hearted dialogue, the soft nature of the in-combat scenes and Qades giving explicit options to disable comparatively mild stuff like futanari or really big boobs, I figured nothing too extreme was gonna show up.

Looking through the comments here and on your main page, it seems I'm the only person to have this experience, so maybe you should just ignore me. But seeing as the neko ending already has an SFW version if R18 is disabled and I imagine you're planning to do the same for the other endings, could there maybe be a toggle to turn off just the graphic and detailed endings? Maybe Qades could warn you, at least?

I don't mean to sound all "stop liking what I don't like" but that neko ending is gonna stay with me and not in a good way.

Developer (2 edits) (+1)

It may be the others who are unusual and desensitized, I can still remember some bizarre story about some guy being turned into a literal condom. I've still no interest in that story to this day but I can still remember the horror. I couldn't even comprehend that it was supposed to be some extreme NTR fetish.

Also, the other commenters on the jam page have played the past versions before endings were in, I believe, at least one even missed all the endings completely.

Trying to filter the content out is a bit of a problem, I can't hide is as easily as I can hide "bigger tits" or dick outside of scenes that involve penetration. The game is certainly a /d/ game even if it's not my intention for the mind fuckery to be quite as extreme as you experienced it. For now, I'll re-write Qades' lines a bit to try and make it clearer about the dangers ahead.

Submitted(+1)

Yeah, I'm not expecting it'd be feasible to write alternate endings without the mind control stuff (I was pretty impressed by the non-futa rewrite of the Satyr ending - I'd expected just going into the sheep ending), since it seems like a pretty integral part of the corruption theme you're going for. If you're gonna have an SFW mode, going into that for select scenes seems more reasonable.

I think the cheapest way to let players avoid stuff that'd make them uncomfortable would be some sort of tag-based content warning system? Give scenes some tags describing what's in them and give Qades a list of the tags that the player can put on a watchlist. If an upcoming scene is tagged with something the player's asked to be warned about, have a pop-up appear at the beginning prompting the player to skip it using the existing skip ahead function, or maybe automatically switch to the SFW version of scenes that have one.

Idk, I'm just spitballing.

Developer(+1)

There's not really SFW versions of anything, SFW is pretty much the "streamer mode" that's very lazily tacked on and only might be properly worked on way down the line.

I don't like the idea of having warning messages but that is a good suggestion, I could have an "on", "off" and a "warn" option. I can't really implement warnings for certain scenes (the small in-combat ones) but I can for all the bigger scenes and it'd be pretty easy to implement when I have time for it. I assumed you might've quit after the cat-girl ending but I assume you must've played through with futa both on and off since I've done my best to hide any evidence of where the futa content is for non-futa-ers. Thanks for playing!

Submitted(+1)

I actually got the cat ending as the last part of 100%ing the demo. I'd gotten the sheep and satyr endings during regular play because it took me a while to figure out how the charm effect worked and that I should usually be avoiding monsters instead of fighting. Then I found the gallery and figured I'd go see the last ending since there was just one left. It probably wouldn't be as bad since the cat girls didn't have any mind control moves, right? (WRONG

Then to recover from that I played around with the NSFW settings and the gallery for a bit to see how that worked, which is how I noticed the alternate Satyr ending version.

I guess I should mention some of the other thoughts I had while playing:

-Gameplay-wise, the idea of a turn-based platformer works way better than I thought it would. The way the different movement types available to you play into the combat gives you some super cool options.

-The tutorial is pretty long, which makes sense since it's a very unusual control method, but maybe break it up over the first few missions instead of having it all at once? 

-I used cards/abilities very sparingly since I couldn't really figure out how and when they recovered.

-I found enemies to be really unpredictable and the range of their attacks hard to understand. Maybe show a tooltip explaining more thoroughly what an enemy did last turn when you hover over them? Do they also use a card-based ability system? Maybe a bestiary containing explanations of their various attacks would be useful (and if you add the scenes you've seen with that enemy type, it might be easier to navigate than the current gallery once you get more enemies implemented).

-I'm very impressed with how much the NPCs react to the character's state during dialogue. That must've been a ton of work. 

-I'm not entirely sure, but I think despite what Qades says, the satyrs stop spawning entirely when futa is turned off. At least they seemed to be missing when I played through the final mission with all the NSFW options turned off (I wanted to see how you'd drive off the sheep girls without getting a charm ability of your own).

-Speaking of that mission, I feel like there's a flag that doesn't reset right when you replay it because sometimes the sheep girls in the shrine aren't there without you needing to get them to leave first.

-It seems kinda silly that all combat scenes are treated equally when in SFW mode. Letting stuff like the sheep's kiss still show up in Streamer mode would be another good use of a tag system.

-When talking to NPCs, the text boxes and menu can cover up a lot of the character sprite. I didn't even notice the Satyr wasn't just a sheep recolor before I lost to one.

-Similarly, during the cat ending I noticed the text box covering up a lot of the art while simultaneously having a lot of empty space at the top of the screen. Do you have a text box placeholder that you use while drawing the scenes?

Developer
  • The tutorial used to be longer but I've been gradually making it shorter and more condensed. Actually, in the game's files, the cat-girl mission and the Qades mission are still named as tutorial levels. Even "A Long Walk" / 0-3 is sort of a tutorial mission leading up to the world map I'll be adding. I've always got something I need to improve with the tutorial (especially when I first showed the game to the public, a lot of people got filtered on it)
  • The skills/cards are still a bit ambiguous and I'll be trying to clarify them better in the future. Just haven't found a good way to represent it yet, I did add the "you've returned to base so now you've reset to your base skills" sound/animation. I could add a separate effect that shows when you "reload" items...
  • While the enemies do have details that show you the attack they've just done I can agree it's not very clear, I made the system a long time ago and haven't really updated it. It's another low-priority thing that I'd like to update eventually. I hope giving players access to enemy abilities helps but yes, enemies have infinite uses of abilities, they just have specific conditions under which they can use them.
  • Other games with player transformations/states like CoC are large and expansive but they rarely have a lot of interactions with the player's state. In the future I'd like to have more serious consequences and paths or even a bit of drama from the player's transformation but it is a lot of work, hence why many games can't afford to do it.
  • I did check, Satyrs still spawn with futa off. They only show in the tier 2 areas (yes, another thing that needs explaining) and even then not always.
  • I did think about allowing scenes like the kiss scene for SFW after viewing Webcough's video, but... Yeah, I got a bit lazy. I'll see what I do with the SFW mode in the future.
  • The textbox/ui is a problem I'm aware of. In the past I must've underestimated the size of the textbox / the textbox used to be much more transparent. I do have a reference for the textbox's size now. I could find a way to have the Satyrs stand a bit higher when you hover over them but another thing I need to do is add a "hide the UI" button for mobile, right now you can only do it on PC with middle-click.

You're right that the flag in 0-3 doesn't get reset, I've gone and had it properly reset now. The other stuff I'll put on my to-do list.

Submitted(+1)

I recorded playing games with commentary, and your game is one of them.

Here's the link to the whole DD50 folder:

https://mega.nz/folder/GclCXISL#gwE9S1kRTbe6amYLH2RiYA

It's nice to see you back.

Developer

I was about to leave a comment saying the video was corrupted but I downloaded it a second time and it works now. Odd.  I'll get back to you when I've had time to watch it, you might've seen me posting that I get jittery about being put on video but I still watch because seeing someone else play is invaluable, you learn things people don't write in their reviews.

Also, I'd like to say, I did play your game! I just couldn't think of a review to make, it's at the point in development where placeholders are starting to be replaced so it's hard to tell what's a placeholder and what's not.  Plus I moved over to a new disk so I'd have to find my old save to get post-tier-0 stuff.

Submitted
I get jittery about being put on video

I mean, the one being in the video is my voice, not yours. Yes, watching other people play your game is the kind of feedback you cannot get just from text.

I did play your game! I just couldn't think of a review to make

oh, just reading how players found the game, the difficulty curve, and what was intuitive is good for me. I make sure old saves never work for new versions of my game, because I keep rebalancing the early game, and I want people to start from the beginning. You can assume visuals are placeholders, but the gameloop, balance and systems are things I actively keep working on.

Developer

Okay, I've gone through! This post is going to be long because it's also notes for things I may want to improve on, either next patch or next update. Because it's a video there's a lot of stuff you wouldn't have commented on and I noticed wasn't going quite how I intended.

  • It seems a lot of demoday-ers use linux. That's nice, I can only really test on Windows/Android myself.
  • I'd have died of embarrassment if people read my writing out loud, that's fortunate (for me)
  • There are a couple of things in the tutorial that aren't really that relevant right now. Damage types isn't important at the start, I could trim down the blocking since the blocking section is a bit big and windstep is very self-explanatory nowadays. You got through there fine but I have had some players get a bit stuck there.
  • I could make some improvements about "talking to someone on your own space". It's a bit jank right now, even if it works after a couple of clicks. It's awkward enough that some speech types only trigger if you move onto the space but some require right-click, this sort of thing is probably why people say the controls are awkward at first. I'm also making the dialogue options (at the top, the X and up/down arrows) show on the screen more, I should probably make the 'X' a different color background to the arrows too... And maybe have an option for slower/faster text speed, I can't tell if it was too fast for you or not.
  • The whole male-female thing is kind of... I wouldn't say anyone is into it, per say. Or maybe they are? It's a fetish I acknowledge but I also don't tag because the game doesn't focus on it, it's more of a "story undertones" thing. It's a weird artistic direction on my part but people don't seem to complain.
  • An odd quirk I only noticed and fixed myself after playing on android the other day: Enemies move a lot faster if your processor is faster. I'm actually supposed to use a physics process (fixed frame rate) instead of a standard process to get enemies to move at the right speed... I don't know, there's a bit of a charm to their instant movement too.
  • I wasn't actually aware that the player could take damage in the mission with Qades in it, I thought I made the character immune or something. That means, technically, the player could get stripped before reaching the NSFW toggle. Though I did want the NSFW toggle to be earlier and to put some NSFW content earlier in the game...
  • I also noticed it says Qades is "In Pursuit"?? That's a bug.
  • Since you had NSFW disabled,  the stuff that happens in the cat-girl scenario doesn't make as much sense. There are some small scenes that appear mid-combat but they're often sexually explicit so NSFW turns them off. Good to see the NSFW toggle works because nobody (not even me) tests it much. Maybe I should add some sort of warning saying "Hid a scene (NSFW filter)" when it hides stuff.
  • I'm also noticing why people might fail to find the cat-girl's other attack, people clearly don't want to fall onto the cat-girls' space because they hurt you if you get close. Back in December I had a playtester who couldn't find it at all. I won't change anything but I'll keep it in mind. Maybe I should disable their same-tile attack, "Shredder" which already discourages people from sharing a tile.
  • Maybe I should hang a 0-2 sign under the 0-1 sign and a 0-4 under the 0-3. Wouldn't hurt. 0-0 0-1 0-3 feels weird after all.
  • I knew players could skip 0-3 (and 0-4) and go straight to Endless but I didn't think too hard about it. It's kinda awkward because 0-3 introduces Ram-Girls properly and gives you a set of 'base' skills, so you go into Endless naked if you don't do it first. I'll have to attach a warning to Endless or require 0-3/0-4 to be finished. Actually, on seeing you grab the pitons, I realize it's REALLY bad. Not having pitons in Endless can rarely completely softlock you and force you to return to base.
  • When I saw you dealing with the elite fox-girl, I thought you were going to get stuck for sure. She's in that tier of enemies where if you don't have skills to use you often can't hurt her at all. Somehow, instead, you dropped her guard while she simultaneously moved onto your space as you took two separate hits from cat-girls. I spent a good couple of minutes just trying to piece that together, I had absolutely no idea what you did at first. I might want to update how block works so that when you block an attack (or elite fox-girl who has a perpetual 1 BLOCK), it isn't just a sound effect but it also gives big "BLOCKED" text above it, like how you see damage numbers appear when you hit. Maybe. I'll have to think about it.
  • You didn't use skills much (and they're less important in the early game, like the current stage of development) but it might be because they're heavy abilities which are rather RNG/awkward. I buffed the axe last patch because people aren't too keen on them. Well, I think I'm fine with it but it's a thing I'm taking note of.
  • Noticed a few bits of text were outdated (bell no longer surpasses milk limit, the 0-1 table shouldn't say it unlocks the open world, that sort of thing). I should probably reword "without being corrupted enough" in the ending, it's a sort-of-placeholder ending because not all girls have ending sequences yet.
  • Crystals will have a purpose later on, likely upgrades (or just used to remove corruption). I only left them in because they were pretty.

That ended up being a pretty long list and I'm going to have to translate it onto my "To Do" .txt file. Again, thanks for playing! When you see a long video you kind of worry you'll be criticized throughout the whole thing but you actually learn a lot even when the player isn't saying anything.

I've been trying to post non-anonymously more, you might see me around. If I have another go at your game I'll leave a comment on the demo page.

Submitted(+1)

I expected you to have some questions for me, but your comment ended up being about your future plans and reactions to the video, so it was interesting to read. I am glad the video helped you see how you need to change the game. I played your game many demo days ago, and I think it improved a lot. It's a shame you stopped posting progress, or maybe I just miss it? Anyway, keep up the good work.

Submitted

I like the art. I haven't gotten very far yet, but my biggest complaints are

1. The screen can feel really cluttered. Especially with dialogue.

2. Controls feel a bit weird and non-intuitive. But once again I haven't played a whole bunch so it might just be something I need to get used to.

3. Game crashes when I try to quit. I also answered 'no' to the 18+ question out of curiosity and that crashed it too. The platform is Arch Linux. I understand that this might be a problem only I'm facing, so I don't consider it a big deal.

The movement system feels like something new. I think it helps the game stand out. But the sort of drag-and-click nature seems like it is suited more to touch screens and tablets than my mouse and keyboard.  So maybe I should play on a phone or something to get a full experience.  

Developer

Hey, thanks for trying it out.

Crashed as in, it generated an error or froze? Since both ways of closing the game use the same OS command to close the game I'll have to check if there's a more linux-friendly method.

I get a lot of people saying that you get used to the controls over time but I'm still doing my best to improve them when I can think of something. I tried having it where you didn't drag and drop abilities but clicked them then clicked elsewhere and it didn't feel very good. It's not well explained either but there's a few different ways to drag abilities (pitons/sweep have variable ranges depending on how far you drag, dagger hits in 8 directions, scimitar hits in 4 directions, axe in 2, buckler in 1, I wonder if people are fine with sussing that out themselves or if I should work on the UI for that.  UI design remains my archnemesis.

Submitted(+1)

It froze. This is the list of X functions my dwm window manager uses to close a session.

void killclient(const Arg *arg) { 	if (!selmon->sel) 		return; 	if (!sendevent(selmon->sel, wmatom[WMDelete])) { 		XGrabServer(dpy); 		XSetErrorHandler(xerrordummy); 		XSetCloseDownMode(dpy, DestroyAll); 		XKillClient(dpy, selmon->sel->win); 		XSync(dpy, False); 		XSetErrorHandler(xerror); 		XUngrabServer(dpy); 	} }

So something weird is happening there.  

>I get a lot of people saying that you get used to the controls over time but I'm still doing my best to improve them when I can think of something.

It's something different so I'm probably just not used to them yet :p. But being different can be really good because it sets you apart from the rest! I'm glad you tried something different instead of trying to fit into the AAA mold.

Submitted

It's been a while since I saw this game, I remember when it was just a lil combat prototype whippersnapper.

My initial feedback is the same I give to lots of devs in DD, I get so tired going through tutorials that show me every feature of the game. I can't fit it all into my brain in one tutorial sitting, I prefer to be shown one feature, try it in a real level, shown another one, add that one to the gameplay experience... so on. Rather than a big dump at once where I don't really get it.

I played the android build because I assume it's not as tested so maybe my feedback there will be valuable. Overall the touch controls felt good, I could drag around and do what I wanted. The main issues were UI. Text hard to read, text not fitting on screen and ending with a "...". The "^" "v" and "X" buttons up top for dialog look odd when they're half hidden. I think you should find a better way to put them up there besides only showing half the button. Oh actually the biggest issue was battery drain. I think your game was draining the hell out of my battery, you might want to take a look.

The music at the home base.. I think you need to take another pass at that melody. Rest of the music was fine.

I got stuck at the shrine in mission 1-3. I have to do something with the lamb monsters?

Overall it's cool to see that this game turned into a full experience. Art is good, dialogue is good, combat is good!

Developer

What's your device's resolution? If it's very small then I can understand it might be an issue, there's a minimum resolution after which it really causes problems. Battery drain is something I hadn't considered, it's a full PC game crammed onto mobile so I can understand it must have a lot more processing going on than a standard mobile game, I suppose there's not a lot I can do about that besides optimize.

Basically all the levels (including the one with the shrine) are tutorial levels, it's just that the first two levels are the only ones that admit to it. In any case, there's still a lot to be improved. I could leave certain mechanics (damage types, blocking) for later and I'd really like to make Voice talk less and have more infographics to show how turn order or the skills work.

In my head, all the music is likely slightly off. I have next to no experience, I'm surprised it's mostly okay and the home theme that got you but it is a bit more aggressive. There's still a few pieces you wouldn't have seen. I'll take a look at it sometime, though, people are going to hear it a lot.

... And the shrine is a bit janky because it involves talking to characters to progress the quest. I've had a couple of people not quite get it (especially because the fox technically IS an enemy).

Thanks for playing! Don't worry too much about what's after the Shrine unless you're looking for 'content'. After 0-3 there isn't anything new gameplay-wise.

Submitted(+1)

I've got a Pixel 4a

Developer

Definitely not size then, I just realized what you meant, it's the alert messages on the top.

I need to do a much better job of explaining the event log at the top, you can drag it down to see recent messages and larger messages like that, though it should continue messages with "..." anyway. It's a bit awkward. I agree the ^ v x buttons are a bit odd too, maybe I'll have them stay fully on screen.

Developer

Hey, I haven't been in since Demoday 45, apparently. I've been posting less but I've been busy all the same. I opened a Patreon since last demoday so sorry about the patreon shilling in the game, I gotta eat somehow.

There's (more) actual adult material so don't stream it, it's not worth the risk.

Last time I was in I got a lot of harsh feedback about problems that had been mounting because I kept adding new mechanics instead of finishing and explaining existing content, plus the lack of tutorial or explanation for mechanics. Not all of the mechanics are truly explained but it's getting there now, I can almost add new monster-girls for the first time in forever. I hope those who found problems will find it's better now.

Submitted(+1)

>so sorry about the patreon shilling in the game, I gotta eat somehow.

There is no shame in it. The game is free.