I like this game, it is simple for what it is, and I understood the concept and gameplay loops quite easily. Essentially I got back home by running, dodging and removing restraints when nobody is around.
There are some bugs where the window does not update/ match the restraint on the movement screen, this is especially true with the chain and ball. I also notice that sometimes I think I removed the collar, but it pops right back again when I change rooms.
In general going sonic speed when people are closing in helps beat the game, only Bolas is a real threat because of his bolas covers a large portion of the screen. It also helps that enemies stop trying to restrain you when you are completely bound, I think that's smart design.
Sometimes projectiles follow you into the next map, unsure if intentional.
When there is an entrance with only one tile of entry the game can go into an unwinnable state, there's a map where there are two Latex guys and a 'trap' room with a jewel. If you go take the jewel two guys will come and block off the exit, you can kill one but the other will just tell you 'Pool's Closed' and stop you from going out. There's not way to get around him unless you restart the game.
I didn't like boulders much, feels like you get punished for even coming close to them, which leads to a death spiral if there are multiple enemies in the room.
This isn't my preferred artstyle since I enjoy anime more, gameplay-wise I definitely can appreciate what ElizaDev is going for!
I am not into kinks in this game, but I was told on a stream this was your game, so I gave it a go.
I tested on Linux. Alt+PrtSc froze the game for a while, but I have no idea if that was just godot thing.
I did not expect complete lack of sound, but of course it is a work in progress.
Ranged enemies were the worst. It always felt like I just gotta get hit max number of times and slowly pass through their rooms and then try to unlock all the punishing gear with minigames.
The minigames ranged from super easy to impossible. I think their difficulty scales with what you wear, but I think it can snowball out of hand.
I pretty much never had the opportunity to "attack".
It took me a while to figure out what bondage can be unlocked. It also took me a while I can remove them in the first place.
I got sandwiched in a tunnel by blindfold guys from both ends and had to restart.
At some point the big guys just stopped casing me even when I was right next to him.
Somehow, I got to the blue level.
The hitbox on mines is much larger, than what I expected. I think hitboxes are not very accurate in general.
Chests can be good and bad? That just teaches me not to go for chests, because the risk is greater than rewards.
I start up the game and head to the 'welcome' door. Immediately, I hit a snag on the first room due to a invisible wall on the path that I couldn't get around. With no other choice, I restart the game.
My second attempt fares slightly better. I manage to get through the first room and come across three enemies. My attacks have no impact on them – no knockback, no damage – and after around 3 or 4 seconds, they freeze in place.
Moving on to the third room, everything is engulfed in a white hue and my movement becomes excruciatingly slow. I in the subsequent rooms, the enemies use an attack with such a powerful knockback effect that I can't reach the next room. Stuck again.
Reload the game once more.
In the third room, there's a key in the corner which I grab. However, an enemy follows me and, just like other runs, eventually freeze in place, but now he blocks my path, leaving me cornered. Stuck again, and have to reload the game.
Removing some items from the character is just an impossible task – some are doable, while others seem downright impossible. Also these tasks are very boring to do and feel disconnected from the game overall experience. if you got unlucky and a couple of them are the impossible ones them what is the options? the player just go blind and super slow for ever? this, I believe, needs addressing.
These are the technical issues I've encountered thus far, my patience ran out and I quit the game.
I have to say that I can't see this item removal mechanic becoming interesting even if you fix all the bugs, I think it needs a better and more interesting mechanic.
Disagree with Mado on the writing style, think it's neat, do agree with him that slow down makes for a more boring experience.
Map generation does not seem to work flawlessly, produced some initial runs where you could not progress at all.
Give her a health bar and have the gameover be some sort of lewd stuff, heading further into the Binding of Isaac route is probably an endless flow of patreon money. Item combinations, items working in different ways depending on what bondage is applied to you, and projectiles right from the start that change based on item pickups.
But the slowdown has to go, it makes it tedious to explore and see all the funny and clever details you are known for, such as stepping on a mine and being blasted into another map.
Binding of Isaac-fan spotted, will be trying this out later, just want to make sure you knew at least someone understood the pun. Now if it was not intentional... I will cry.
The MC looks really, really bad. Which is a problem for an eroge. In general you should fix (even trace if needed) the naked version of your MC before drawing to many equipment on her body. The worst is her potato like face, but her stubby arm and skinny legs are also jarring. Here's a quick redraw. Though I wouldn't base myself on it and just redo the whole thing starting from a reference.
The text style is also extremely jarring. It was fine in [REDACTED] but here it just takes you out of the game. It takes all the seriousness out of it.
The monochrome style is nice, but the buttons on the side are very illegible, as are some restraints. The vines or chains or whatever look weird, and many others don't get the detail they deserve.
Hitboxes are weird, I sometimes repeatedly slap the enemies and they don't move back, or the slap doesn't come out despite having stamina. The bolas also have a much larger than expected hitbox. The bolas also don't seem to take movement speed reductions of the character into account when aiming. And their bolas move to different rooms.
I had a box give me knuckledusters, and then another box just take them away.
The movement of the character looks very weird. It also makes it hard to avoid stuff and know where the hitbox of your character is.
It has the problem of many bondage roguelikes where getting equipped leads to you getting equipped more. Getting slowed down often leads to a vicious cycle. You should probably find something against that.
Though some things above are just up to taste, there's still a lot of work to do here.
Yes. Describing your ballgag as "a gag that silences" is the verbal equivalent to replacing the figure on the left with a stick figure with crudely cropped images of restraints on it. Pseudo-irony just doesn't fit the type of game this is.
Comments
I like this game, it is simple for what it is, and I understood the concept and gameplay loops quite easily. Essentially I got back home by running, dodging and removing restraints when nobody is around.
There are some bugs where the window does not update/ match the restraint on the movement screen, this is especially true with the chain and ball. I also notice that sometimes I think I removed the collar, but it pops right back again when I change rooms.
In general going sonic speed when people are closing in helps beat the game, only Bolas is a real threat because of his bolas covers a large portion of the screen. It also helps that enemies stop trying to restrain you when you are completely bound, I think that's smart design.
Sometimes projectiles follow you into the next map, unsure if intentional.
When there is an entrance with only one tile of entry the game can go into an unwinnable state, there's a map where there are two Latex guys and a 'trap' room with a jewel. If you go take the jewel two guys will come and block off the exit, you can kill one but the other will just tell you 'Pool's Closed' and stop you from going out. There's not way to get around him unless you restart the game.
I didn't like boulders much, feels like you get punished for even coming close to them, which leads to a death spiral if there are multiple enemies in the room.
This isn't my preferred artstyle since I enjoy anime more, gameplay-wise I definitely can appreciate what ElizaDev is going for!
I am not into kinks in this game, but I was told on a stream this was your game, so I gave it a go.
I tested on Linux. Alt+PrtSc froze the game for a while, but I have no idea if that was just godot thing.
I did not expect complete lack of sound, but of course it is a work in progress.
Ranged enemies were the worst. It always felt like I just gotta get hit max number of times and slowly pass through their rooms and then try to unlock all the punishing gear with minigames.
The minigames ranged from super easy to impossible. I think their difficulty scales with what you wear, but I think it can snowball out of hand.
I pretty much never had the opportunity to "attack".
It took me a while to figure out what bondage can be unlocked. It also took me a while I can remove them in the first place.
I got sandwiched in a tunnel by blindfold guys from both ends and had to restart.
At some point the big guys just stopped casing me even when I was right next to him.
Somehow, I got to the blue level.
The hitbox on mines is much larger, than what I expected. I think hitboxes are not very accurate in general.
Chests can be good and bad? That just teaches me not to go for chests, because the risk is greater than rewards.
This is my experience so far:
I start up the game and head to the 'welcome' door. Immediately, I hit a snag on the first room due to a invisible wall on the path that I couldn't get around. With no other choice, I restart the game.
My second attempt fares slightly better. I manage to get through the first room and come across three enemies. My attacks have no impact on them – no knockback, no damage – and after around 3 or 4 seconds, they freeze in place.
Moving on to the third room, everything is engulfed in a white hue and my movement becomes excruciatingly slow. I in the subsequent rooms, the enemies use an attack with such a powerful knockback effect that I can't reach the next room. Stuck again.
Reload the game once more.
In the third room, there's a key in the corner which I grab. However, an enemy follows me and, just like other runs, eventually freeze in place, but now he blocks my path, leaving me cornered. Stuck again, and have to reload the game.
Removing some items from the character is just an impossible task – some are doable, while others seem downright impossible. Also these tasks are very boring to do and feel disconnected from the game overall experience. if you got unlucky and a couple of them are the impossible ones them what is the options? the player just go blind and super slow for ever? this, I believe, needs addressing.
These are the technical issues I've encountered thus far, my patience ran out and I quit the game.
I have to say that I can't see this item removal mechanic becoming interesting even if you fix all the bugs, I think it needs a better and more interesting mechanic.
Disagree with Mado on the writing style, think it's neat, do agree with him that slow down makes for a more boring experience.
Map generation does not seem to work flawlessly, produced some initial runs where you could not progress at all.
Give her a health bar and have the gameover be some sort of lewd stuff, heading further into the Binding of Isaac route is probably an endless flow of patreon money. Item combinations, items working in different ways depending on what bondage is applied to you, and projectiles right from the start that change based on item pickups.
But the slowdown has to go, it makes it tedious to explore and see all the funny and clever details you are known for, such as stepping on a mine and being blasted into another map.
Binding of Isaac-fan spotted, will be trying this out later, just want to make sure you knew at least someone understood the pun. Now if it was not intentional... I will cry.
what pun
Crying it is...
hmmmm I wonder if I can add 'crying on poops to get money' into this without it feeling too hamfisted
Some thoughts:
Though some things above are just up to taste, there's still a lot of work to do here.
wait the text? what, that it's too sort of irreverant and pseudoironic and that?
Yes. Describing your ballgag as "a gag that silences" is the verbal equivalent to replacing the figure on the left with a stick figure with crudely cropped images of restraints on it. Pseudo-irony just doesn't fit the type of game this is.