I made an account just so I could comment
Amazing game, beautiful art, I love the sound design
I would like you to bind the superpunch to right click (or X controller button here) and replace the "hold" feature with an auto-fire, because my finger is a bit sore after a bit of mashing that attack button
I found two bugs thus far, the first is if you kill the wormboss during it's laser blast, it keeps that graphic during the cutscene, and on it's corpse. The second, is the elevator softlocks you if you go up it, because it doesn't come back down. I've had to beat the boss twice because of this.
I also suggest having a save point immediately after major area bosses, as i, in my noobness, perished immediately after having faced the boss.
I believe this game has an amazing future ahead of itself, I know a bit about coding, and i'm also an artist. I see every last drop of love in this game, both mechanically and graphically. I feel as if you spared no expense and cut zero corners in your project thus far, and that is amazing!
If you are taking ideas and suggestions, I'll put a list here, but until then, this comment's pretty much done, thank you for reading!
Ahem
A main rival or recurring antagonist (whomst've you fuck, naturally)
I noticed an area where there were two punchshrimp, I'd like it if they could gangbang the protag!
Romance options, if you feel you are going that direction at all, I would like the ability to romance multiple characters please!
full-on bosses that you can fuck (or get fucked by when you lose), not all of them, i loved the worm boss! But having a boss similar to that creature that you can "interact" with would be just lovely!
I assume you're going to add more weapons, and doors that can only be opened by X weapon, one that I suggest would be an "oil slick", it can do damage on it's own, but it could also speed up the player's base movement at the cost of being a bit slippery! there could be a fun mechanic where using it on a "charging enemy" makes them bash into a wall, momentarily dazing them!
I'm not sure how you'd include this, but, Kissing! maybe it could be a re-triggerable cutscene with an npc, where they just smoosh their fat lips against the screen/against the player's visor!
If it's alright with you, i'll be happy to comment more ideas if i come up with any! Thank you very, very much for making this game, I look forwards to it's development!
Woah, I read your comment on my phone, and just had to get back on my computer to reply.
That's one hell of a comment you left there. I really appreciate the fact that you took the time to let us know what you thought in such details.
I'm going to go point by point :)
The right click is alas occupied by something already. I'll tell you about it at the end of my reply :p
The hold feature is definitely something we already thought about, but we're unsure how to add... I'm with you on that, we'll have to think of something.
For the boss graphic, I'll have to check that, thanks for the report. For the elevator, it should normally return to your position if you approach it even if it's not there (Though I wouldn't recommend staying on its path. You will get squished.) It is not really required to go back up though, the next part is not up there ^^
For the save point right after the boss, yeah, that zone was a bit rushed. We actually didn't really plan to have it on the demo initially, but eh, we wanted Rask to be there too, and it made sense for him to be there. That's also why so many doors are blocked off, they all lead to ugly, grey checkerboard in-progress rooms :p. The save point was added in a bit of a rush and should have been a smidge closer.
I'm really glad you appreciate the work that was put into the game. As the developer of the team, I assure you that I did everything to not only have the 'game' part of the game working, but also all the surrounding systems. I wanted to have a full gameplay and system loop (well, almost, looking at you completion percentage >:( ), and I feel like we succeeded in that regard. It warms my heart for you to pick up on that :)
As for your suggestions:
It's tough to say what we will or won't do just yet. With the release of the demo, we haven't had the time to fully sit down and talk about what to do next just yet. My entire time was recently taken by keeping up with comms, and updating the demo to fix major issues.
Though I can say that some of your suggestions were already talked about. It's then a matter of thinking how much we want to spend development time and resources. For example, I really like the idea of having two medium enemies going both at you. But it's very easy to overextend. It's already a lot of animation work if you think about it since we have at least two variants per enemy. And what if you have two different enemies ? It's definitely something we will think over though.
Interactable bosses is also something we definitely wanna do. It's just that for prototyping, the worm seemed like a good idea... until we realized we were kinda stumped as to what to do lewd wise with a giant worm...
Expect next bosses to be more sexy and interactable though !
And feel free to join the Discord, we're fairly active there :)
Finally, about the right click... I'll let you on a small secret for such a comment. The save files are located in %appdata%/LocalLow/StickyKeys/StarSpawn. Save profiles are just json plaintext files, very easy to edit with a notepad.
Inside a saved profile, look for the GUID "357027ee-ccee-471e-861a-fe4201e027e6". This is the save-state for the player's unlock profile. It has some little upgrades that were not used for the demo if you are curious. Watch out, some of them will sequence break the game :p
That way you'll find out what the right click is used for :p