Thanks for the kind words! Really happy you enjoyed the game
Biomacchia
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I'm really happy you enjoyed the storyline! The whole story was written with a lot of care, but I wanted the ending to feel special for those invested on it. I'm not a fan of open endings, so I wrote the answer on this image to avoid spoilers for those reading the page.
https://ibb.co/2sPCn7Q
Thanks for the feedback! Criticism is welcome actually, It's important to know from players what they felt during the ending, even if it was negative.
The idea initially was to have two endings, with a choice leading to two different conclusions, but I wondered if making it possible to choose between two paths would cheapen the ending, so I decided to go with something more dramatic for the one ending that we do have.
Still, I'm glad you had a positive experience overall! I could've went harder on the lewd content, I agree. It seems to be a consensus from most of the feedback. If I end up making a second game, I'm sure to take that to heart!
Hey! Thanks for playing it!
The other endings are achieved by following different paths, and choosing certain dialogue options. Some of the endings are actually achieved by failing a few puzzles. One of the endings lead chronologically to the last chapter that'll be soon released and updated with the game.
Have fun!
That's working as intended! See because of the time dilation caused by the island core, the spider woman has the ability to-
Nah, I'm kidding. It's totally a bug. In fact, by your description, I believe I know exactly what's causing it too. Thanks for the report, I'll revise the code and update the build by tomorrow.
Nice! Really happy you liked it.
I had a couple people tell me the character "interruptions" were too fast. I made them a little longer to give people time to read them, but I guess they're still too short. I'll make sure to revise them on another update soon.
The character portraits showing some of the effects happening on-screen is definitely something I'll be adding for the next chap!
Thanks for the feedback, hope to see you for the final entry soon!
I'm happy you enjoyed it!
Someone mentioned before that the naraka puzzle was indeed a little hard to follow. For the next chapter I've designed a couple other puzzles that won't be so vague. Hopefully that'll make them more intuitive.
Also about the name- well, all I can say is that they're setup like that for a reason~
I absolutely love the concept.
The game, not so much yet.
It's way too rough, the battles are confusing and I'm just going though them without paying much attention because there's no feedback or animations, so I've no idea what's actually happening.
Still, the concept is godlike and there's A LOT you can do if you take it the right direction. Hire a good artist and work on the UI. Maybe slap a nice plot and you'll be raking in the big bucks.
I'll be writing this post as I play along the game so as to give my first impressions exactly as they come.
First thing I noticed as soon as I opened the game:
Instant ear rape. I had to mute the PC to get through the menu screen. I suggest you work on what kind of song/sound effect the player will encounter on critic portions of the game- the main menu is likely the single most important one (first impressions and all that).
Next thing I'd suggest is to be mindful of what kind of keys players will be pressing to return from menus. Most people check the options menu even before starting the game. ESC just throws you back to the story summary, which is unskippable (I'm aware you can fast-forward, but If someone already read the text, they want to skip it rather than FF it)
I like that you can kinda skate through the dungeon rather than be locked into every panel.
This is nitpicky, but the mandatory corridors are needlessly long, and the camera is angled way too low, feels like my character is depressed and looking at the floor constantly lol
The music in the dungeon is pretty nice, and the visuals are striking enough that, with a little more finesse in the art direction, it can feel very intimidating.
I then got into a battle, died in one hit and lost motivation.
Overall, I can tell this was inspired by SMT back when they were true dungeon crawlers. I don't know how far into development this is or what is your scope, but the premise, even if not entirely original, is good. Old SMT had a great vibe, and more games like those need to exist, but this needs a lot of polish to get there. If there's one thing I'd suggest focusing on is presentation. Even more so than gameplay (smt didn't had a great one anyway). Work on the characters, their models, the level design and the game will be much more fun and enjoyable.
Played the game for a little while. Through my first 10 minutes of gameplay I had no clue what to do or what most of the things on screen were supposed to be representing. Naturally, the game was probably meant to look kinda shitposty, and that can work (considering cruelty squad's success) but for the game to be fun, I'd suggest you work on tighter controls and better level design. I felt like I was battling against the game to be able to kill most enemies, rather than battling the enemies themselves.
With the next chapter's development underway, I'm also planning a Steam release very soon. That'll make it easier for people to keep in touch with the game and allow them to pay with different kinds of currency.
Also I'm happy another brazilian got to play the game! I hope you enjoyed some of the folkoric references.
A little trivia: Originally the game was supposed to have a complete translation to PT-BR. In fact, if you dig around the files, you'll likely find several translated assets. Sadly, the game didn't get as much traction with the brazilian community, so I decided to cut it and focus on different parts of the development.
Yes, in the first chapter you can get most optional scenes by examining the items that appear during specific sections. The feet one you get by examining the scenary and the tickling one you get by choosing a certain option. I made them all really easy to access so the player is unlikely to miss them, but for the next chapter, I'm thinking of making these scenes harder to get to. i.e: making them route specific, or tie them to puzzles. That should give the player a nice sense of achievment/reward.
There's no full nudity, I'll say that outright.
The way the game handles it's erotic content leans more on the "ecchi" type, if you're familiar with that kind of anime/content, rather than downright pornography.
Even going forward, my goal with this game is to write erotic scenes, not explicit sexual ones.