Hello, thanks for the comment!
We'll probably not do a Game Over screen because the game has no game over, but the idea of the galery is pretty good!
Thanks for the suggestion
No Game Over screen yet, but maybe in the future when the game expands, which has given me another idea, a big one with multiple features and mechanics.
A Village/CastleTown hub. Likely wouldn't be made anytime soon but something to consider for the future. This hub will serve as the main base for Arma and Gerbera to aid in their quest. It would include a Shop, an Academy, a Pub, and Arma's home.
The shop will include items to improve gameplay experience such as: (When inventory is implemented)
- Health potions
- Non-cosmetic weapons and armor to upgrade attack and defense
- Gaia Stone map - reveals the location of at least one Gaia stone in the level
- Purple Gem - allows you to start off a level with a full purple bar
- Flash Bomb - instantly stun all nearby enemies for a brief moment, useful against future higher tiered enemies like a black armored lizard archer (same as the green one but tougher) that can't be staggered normally.
- Net - for Gerbera's s*x dungeon/gallery, defeating an enemy would no longer be enough to unlock them in the gallery, you would have to use the net on a downed enemy to capture them then find them in Gerbera's dungeon
- And more...
The Academy would serve as a place to unlock skills like the current Dash and Parry, new skills like aerial parry, aerial attacks, block, and more.
The Pub would be the place fore more world building and other useful things like tips and tricks, and even hints on where to find some of the more well hidden Gaia stones.
And then lastly would be Arma's home, which includes Gerbera's s*x dungeon in the basement. Some of the other arts can be purchased from the shop to hang up as paintings in Arma's house, as well as additional world building.
I can think of a few more things, like tiered enemies, and hostile flora that target Gerbera to drain magic, like a venus flytrap kind of thing, but I've rambled enough already. Like I said, this game has a lot of potential.
Hello! Thanks for the suggestions!
It's very nice seeing someone so interested in the game, thank you so much!
About the ideas. Some of them are already in motion and being implemented, we frequently update our social medias with information about the progress of the game.
So you can expect to see a merchant pretty soon!
Idea/Feedback Time!
First I wanted to mention some instances in case there maybe something in the code to help for future projects. In the demos, the latest one you are able to interact with downed enemies like normal, but in the first demo interacting with some downed lizard enemies a second time can cause the animation to go on infinitely. Something in the code might be enabling that where it is absent in the latest demos. Second, and I'm not sure how useful this is, but in the test stage I found that you can climb the wall above the last lever and allow you walk above the exit point, though it is very difficult.
Ideas now, first is simply a volume option for Arma's voice for those who don't like how she sounds or think she's too loud but still want other sounds to be enabled.
Second is a new gameplay function, loss of Gerbera function. I mentioned earlier about enemies targeting Gerbera, like a plant monster. Since she is a succubus, vore is likely unpleasant for her. So these enemies would be hidden in the background of the stage and lash out as the player passes by, grabbing Gerbera in its jaws. The player has a limited time to free Gerbera before she is eaten. If she is eaten then the player will have to continue forward without any of Gerbera's benefits like health restore and purple energy.
Third idea is non-NSFW enemy interaction. Normally with NSFW mode turned on, you can press up or down for two sex animations while non-NSFW mode just drops an orb. This idea would introduce a new looting animation for Arma only which involves Arma squatting down to pat down the corpse for loot, pressing up for Arma to find food on an enemy and down to find a drink, both have the same effect. This would allow the enemy interaction option to remain in both modes, just with different animations.
That's all for today, until next time!