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So, going to be honest, I'm not usually into this kinda stuff; namely gay and/or furry, but HOLY SHIT, this is fantastic.

For some context, it's worth noting that I actually enjoyed those elements in this one, possibly due to my liking for hypnosis, and it just works so well. I've also had FAR too many encounters with games made in RPG Maker and the like that seem to want to spend the first 20-40 minutes setting up the universe via dialog and no gameplay, but this one is short and sweet before letting you get right into it.

About the only things I found somewhat irritating, was Mezz's proclivity to miss, and how during h-grabs in combat, that sometimes if there are multiple assailants, one will still "reach out for Mezz" repeatedly, trapping me in endless grabs until I struggle free (which being honest, the low chance of success on those is a bit irritating as well) or hit max lust. Found myself losing against standard enemies quite often from missing 2 out of 3 skill use hits and then getting locked into hypnosis for most the rest of battle cause of the somewhat heavy energy cost.

Overall though I find myself weirdly anxious and giddy to see what comes next in this (dono'd $5, I ain't got much, but you more than deserve it).

Aw, thanks, really appreciate it!

As someone who's been far too into both the hypno thing and these kinds of games for far too long, I think both have a lot of untapped potential. "Furry"  started as a fandom around the "funny animal characters" Disney, Warner and others were doing, and the whole reason they were drawing talking animals in the first place was that it's easy mode to make something aesthetically, emotionally and psychologically appealing, far more so than a human character. The fact that "furry" artists have flubbed this "on a silver platter" potential so much that "furry" is synonymous with disgust, horror and cringe is wild. I'm far from a master artist, but I'd like to think Mezz at least has his moments.

And yes, a lot of first-time RPG makers get a little too caught up in the ordinary, boring stuff (a lot of VN makers too for that matter). I didn't just decide to make a porn game one day, I've been marinating in this stuff for years, so I know that pain firsthand. Decent pacing was a big priority going into this, so I'm glad that comes across.

Yeeeah, RNG in RPGMaker. If you've looked at some of the other comments (if not I don't blame you, there's a lot to dig through) this has been my bane so far with CS. It's a lot better now than it used to be: I had to implement a bunch of new systems to put a cap on things so if, for example, you try and fail to struggle out 3 times, the fourth is an auto-success. Same thing with grabs and a bunch of thing, because otherwise it often went on FOREVER. There's something odd with the RPGMaker RNG where it seems to get "stuck" sometimes rather than genuinely re-rolling each time. This makes the chance for an action to succeed frustrating to try to control because "90% success rate" will mean instant success one time, and FIVE FAILS IN A ROW the next. All of this is to say that if you're having a battle with a ton of misses or fails, I feel the pain and haven't been able to tune it much better yet. In testing I'll often do a battle against a set of enemies and barely scrape by, then fight them again later and absolutely obliterate them. But, efforts are ongoing, and like I said, better than it was.

That said, if you have multiple enemies they should only keep grabbing you until one succeeds in pulling you into sex. After that the rest should flip to using either the "enjoys the show" skill or the skill to participate in the action. If there are still grabs after one succeeds, that may mean there's a bug I need to hunt, so let me know if you can reproduce it consistently.

But again, thanks. Seeing stuff like this helps a lot during the long slog of development (though I am still a bit excited about Chapter 2 myself.)