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thats good to know... shame itch wont let you put that in bold flashing letters as i get the feeling your going to be asked this a lot... 

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I could add it to the main page, and probably will eventually just to clarify.

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you should, i actually came here to investigate. most people wont.

Thanks for the reminder! Finally got around to tweaking the language on the main page, hopefully it's clearer now.

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Since I have your attention, I wanted to ask, your first game was great, but limited, small and short, is this game going to be much larger in scope? 

I still already bought the game, I just want a penny for your thoughts .

I mean, it already is, but yes, a considerable amount of additional content is planned. Take a look at the meatier devlogs for more info if you haven't already.

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Don't get me wrong I noticed there's more frequent enemies, several extra bad ends, and more locations. Compared to the previous game, it's a little larger. It's clear you leaned in on some new tricks you've learned. The combat is mostly more balanced too, except maybe the whole "dazed" ability the hyena have. Still a short game so far. 

Again just curious.

Like in some areas, we still only have the one weapon. There's only two outfits. If it wasn't for the save system, there'd really only be one faction. We also lost the dash/dodge special ability which kinda hurts. The new Dazzle attack is great, but doesn't have a lot of utility outside of very specific scenarios.

No, perfectly alright to ask. Again, I outline what I plan to add in the roadmap devlog, but to what you brought up specifically: No new weapons, though there are some simple additional battle mechanics planned, mechanically the different colored hyena enemies do do different things, though it's modest and toward the later part of the game, and I MAY add another enemy in the later content packs, but we'll see.

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giving it further playthrough, and beating the game several different ways, i can see what you mean. it would be nice to have more variety of enemies.  i get that putting in new weapons is tricky. however it feels like theres only two ways to play, losing or winning. theres not much in the way of things like status you can inflict on others. would actually be kinda cool, if you could intentionally seduce enemies to win. i gt what you mean, its very obvious you have things planned out, especially towards the end of the game. 

In a way that's what the mechanic for this game grew out of, the seduction idea: a lot of games like this have that. But when I was initially testing it always felt too...voluntary. The core kink of these games is loss of control, and if there isn't that drop-out it doesn't really hit right. That's a subtle distinction between this and a lot of similar games: the tension isn't so much between being respectable or slutty, it's about having control vs losing control, in a variety of different ways. 

In general though, yes, it is a bit basic on the fights. Half of this is intended, the other half comes down to shortage in time to generate assets. Even if I had a team of artists who could spit out great stuff really quickly, I wouldn't make the battle mechanics super in-depth: My goal has always been for the fights to be a modest challenge, but nothing wildly complicated or difficult. In an ideal world though yes, there is some room to put a little more flesh on the bone. No plans to expand much on that in this game though, besides what I've already mentioned.