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(1 edit)

Edited to explain that English is a language I'm learning, sooo... Warning of possibly bad English!
(Opinion + Spoiler)
































The game takes a rather different approach.

The way he focuses on accumulating points until he reaches the end and having a kind of personality test is really cool! :D

I was very happy to see that he won a special ending for defeating everyone and never running away (Although I don't like inanimate, so I'd rather have become the dragon's pet than a statue of him XD) in addition to testing new things to catch others endings are pretty cool!

Oh, I don't know if anyone has scored this, but I thought it was cool how balanced the game was... I know it's weird praising this in a game with the focus kind of just on TF, but I thought it was cool to comment, since I REALLY liked that part RPG

However... The only problem for me is that the game is kind of fast towards the end, getting your transformation and having your mind erased (Mind erased, Which I don't like either, but that's purely my opinion, obviously) has a mini scene and it's over.

It would be nice to be able to walk around the new house a little bit, maybe fight the cutscene fight like the monster you've become and... Maybe not already be controlled, but change your mind during the fight like "Wow... That's good. .."

And my favorite ending was the ghost, but not turning the ghost, but the cerberus, since it is the only transformation that obedience to the owner comes from other means than brainwashing >.>

In general, a game that surprised me a lot, I would say 8/10 since its proposal was well achieved :3

(+1)

Thanks for playing! I'm glad to hear you enjoyed my game and the "personality test" idea.

...And let me share some of my thoughts...

  • I made as many endings as I reasonably can. That's why some conditions are very specific, like the one you just mentioned. Now I'm not sure how well this game does a personality test.
  • I'm very happy to see someone mention about the gameplay. I believe a good gameplay is a requirement, not just a bonus, for a good fetish game, because:
    • With many fetish scenes in a game, there probably be some scenes a player doesn't like, so it has to provide something more broadly accepted: the gameplay commonly seen, even in non-fetish games.
    • Game-balance is also important; too difficult and players would be exhausted before reaching fetish scenes, too easy and a game would become tasteless.
  • The ending scenes are made short by design, because:
    • The event right before the final boss is supposed to be a plot twist, and I wanted the game to end soon after it.
    • I expected a player to do multiple runs, so I kept each playthrough short (the ending included).
    • It would take more coding to let the TF'd protagonist freely explore the new home. It also seemed awkward to me in many endings - some monsters have to be standing on a spot and waiting for challengers, for example.
  • I must admit my games have too few "TF with personality intact" scenes, especially in endings. Every TF ending/game-over of this game and Untitled (my previous work) has the player character brainwashed, unable to resist a monster's instinct, stuck in an inanimate form, or biologically dead. Maybe I should explore more possibilities if I make another game.