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I was happy to see that the save carried over to the new version and I am looking forward to more.

Sorry if this is confusing to read, I was editing bits in over time.

------------------------------ Spoilers -------------------------------

I like the TMs - Shadow Ball especially feels very rewarding to find and. Flamethrower is a bit underwhelming as I don't think effective against anyone but it is resisted by the 2 fire types and Copycat I tend to avoid. I would suggest a ranged physical attack (such as Rock Throw instead of Rock Tomb) to make physical stay a good option after the player collects multiple TMs.

I'd like to see more submit scenes that apply debuffs like how Haunter adds int loss. It makes Haunter stand out as a scarier enemy and makes hunting the int loss ending more plannable. Combat debuffs could work for this as well e.g. sometimes getting confused after body swapping because of the disorientation - that might also discourage people submitting to a whole crowd rather than isolating Pokémon off.

I haven't encountered any poison so I'm wondering if the poison curing berry is supposed to be accessible.

I would suggest changing the lock icon used for not encountered scenes. It looks identical to the lock icon for the chastity trap so I thought for a while the chastity trap scene was instead a scene I hadn't found.

You may also want to gray-off unlocked scenes that aren't compatible with "no" kinks - I turned off int loss and hypnosis to see how Haunter/Espeon changed but Mismagius was still available and seemed to have the same scene as when those are enabled.

Once I had 4 int loss meaning equipment just displayed as "Equipment" in the inventory and equip slot but when I equipped something that gave me "Curse of Servitude", it mentioned it was a collar in the equipping message. I don't know if you consider this a problem.

As an aside to that, I really like the use of pink text for mind control and how int loss makes Lucario forget what status effects do. You could maybe extend that to forgetting the icons/number of stacks of effects as well.

I would appreciate if the order you forgot moves was more randomised. It always forgets Swords Dance first which makes it too predictable.

It's been interesting working for the special Game Overs - I have the traders and most of the traps.

Any hints on how to do the game over two places after Ninetales/below Espeon? I can't tell anything from the icon.

I'm also stumped by the blue orb with purple and the sleep game over. I've unsuccessfully tried stacking sleep/sleeping often but it doesn't show an obvious counter like corruption, deleveling or int loss.

Yeah, Shadow Ball and Psychic currently really are superior to any other TM, especially Flamethrower. Copycat wasn't really meant to be useful, to be honest, I only included it because I thought it'd be fun to use some of the enemy exclusive moves like that. The idea also was to have physical attacks be more early game (starting with Swords Dance) and slowly shifting towards special attacks in late game (Nasty Plot, Psychic, Shadow Ball, etc.). Though this is only for this dungeon-only demo, I have a mechanic planned that should make other builds viable as well (as well as other attacks since more Pokemon with more types would appear).

Arcanine and Ditto can also apply debuffs by impregnating the player if that's enabled, but I'll keep that in mind when making future scenes.

There was a poison Pokemon planned for the dungeon, but it didn't end up getting included. Seems like I forgot to also remove the berry for it...

Oh, I'm sorry for the confusion. Maybe having the locked scenes only grayed-out and showing a short lock animation when they're getting selected would help? I'll see how it looks.

The Mismagius ending can only really be gotten by having INT loss enabled, so looking at it with the kink disabled means that it still has been achieved with the kink on, which is why there's no alternate to it. Though, considering that some endings can't be gotten when certain kinks are disabled, they should probably not even show up in the gallery at all.

I don't really consider the message saying it's a collar a problem.

Currently every move has a certain intelligence requirement, meaning that it's always the same in every run. Moves that need a certain amount of knowledge/mental power such as Psychic, Shadow Ball or Sword Dance get forgotten way quicker than Aura Sphere for example, since it's the key move of Lucario. I don't think I'll change this system.

Funny thing you ask for what ending it it, because it's exactly the problem you described earlier. The ending depicts a Chastity Trap, so the lock of the gallery fully hides the lock on the trap.

Those two last endings probably are the hardest ones to achieve. The orb one has to do with turning Pokemon into items and the other one is a secret I don't want to reveal. Though, it has nothing to do with falling asleep.


Thank you for your feedback! ^^