mmh, i'll take another look at the specific room, maybe I missed a layer.
I'm glad the Pleasure in Power (previously Sonic Boom) jewel is still seen well, I am quite satisfied with the state of it, and I definitely want trigger-spells to be a viable playstyle.
Mana builds here have a strong focus on versatility. since mana can always be used to heal, and can also be used to damage, playing a mana-focused build allows for "on-the-fly" adaptation. Of course 1 or 2 mana jewels are attractive for most builds anyway, for the convenience of having more spells available.
So far, i'm happy with balance, because different builds shine in different ecosystems. A build that has trouble defeating the Lamia, for example, might breeze through the Burrower, and vice versa. And i'm very happy with that =D
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Hi! I just wanted to mention that i've figured out what is making those specific scenes lag so much. it turns out, the new blur tech is a lot more expensive than my initial tests showed.... and, because i'm a dummy, I only used it in 3/5 of the new scenes .-.
update coming soon to fix this and many other issues
Ah! Yes, thanks for the notice!
There is a "full screen toggle" in the pause and main menu. At the very least, I will make "windowed" the default option if it detects an ultra wide, and add a notice that ultra wide is not supported. Unfortunately getting ultra wide to work correctly would require a ton of changes to the in-game camera (to avoid messing up the background and showing unwanted elements) and many if not all UI screens. I will look into potential alternatives when I go over the settings for the game, which may happen over the next update.
I hope you can still enjoy the game in window mode, where resolution "snaps" to 16:9 as it is intended
Ok yeah, I see the issues with fast travel. I must have been really tired/distracted when I updated the map lol
update coming soon
There's maybe a couple of non-aggressive tentacles that i'd like to lewd, that handle NPC functions such as a shop of sorts. I don't know if I'll lewd them though, I haven't gotten around to designing their looks either
I don't recall changing movements from the last update, but if you played before then, then yeah, 3 months ago I slowed down the movement a bit precisely to allow Jewels to influence it (otherwise it got to the point where it would be strong, but feel terrible to have some jewels equipped)
You too m8! thanks again for the feedback <3
That's awesome! thanks for finding all these bugs! I did not encounter them myself, but I will try my best to fix them. The fountain and spikes issues *should* be just a matter of me forgetting to set spawn points correctly, as for the clipping through the walls, that could be a matter of 1 checkbox missing, or an animation issue, or something much harder to fix.
That's a neat jewel combination! Just yesterday I designed the full collection of jewels and balanced them all to fit the planned Jewellery rework, the strategy is still possible, but there is now a greater cost to it (one of which is, trigger spells expend small amounts of mana). I also noticed this was super strong, but didn't want to just nerf it to the point of it feeling bad, so I kept it as is for now. Enjoy it while it's available ahaha <3
regarding the lag... I'm not sure what this could be about. If it were a rendering issue, it would happen in all scenes with slime pools, not just some of them. I'll investigate this, see if I can find any solvable issues
Thanks for your feedback!
I may revisit the fight in the future, but for now, here's a few tips:
- Offensive Spells (right click) can be super useful against dangerous enemies, as they are all some kind of ranged.
- Try messing around with different Jewel combinations. Some work very well against the Lamia's wide sweeping attacks.
- Most importantly, the Dash ability gives very short immunity time. I don't think this is mentioned anywhere currently (other than the jewel which extends it), but I will make sure to include the note in the new update... reworking the tutorials in-game is on the to-do list. You can tell how long the I-frames last by paying attention to the sprite: if Flora's sprite is black, you can't get hit by enemies.
The game is meant to be challenging, but not "basically impossible". Even optional fights like the Lamia are not meant to be this hard. The next ecosystem's boss has a new approach to animations that gives me much more flexibility with timings of attacks. If this approach works well, I will probably go back to existing fights and update them, but it won't happen too soon.
Again, thanks for your feedback. It's hard for me to get "first impressions" on the fight after playing it 50 times while I tweak it, so these comments are super helpful.
Hope this helps, cheers!
Everything that was free is still free! the demo version will be updated with any new feature that affects it, and will remain free.
Ecosystems beyond the first 3 are only accessible in the paid version. If you had donated any amount to the free version, you will have the paid version unlocked. Paid version will go up by 1$ for every new ecosystem I add, but if you already own it you won't have to pay more.
Glad you enjoy the game! =D
Current intention is to do 1 ecosystem every 3 months, and that will saturate my schedule. Plan is to have 10 major ecosystems with ~3 lesser ones (tutorial, town, ???). If the game does well, I have 3 others that could get added as an expansion.
With optimal work conditions, it takes approximately 1 month for lewds, 1 month for core gameplay (level design, env, combat animations, jewels), and 1 month for polishing (sound, bgm, bugfixing, testing, and all the bits and bops that I left behind, like tutorials, NPCs, dialogues etc... and adding new features).
It is my intention to add NG+ to the game, but it's not really a grinding game, nor is it meant to be infinitely replayed. Reaching 100% completion requires 5 play-throughs, and each one unlocks a special perk. of course they are cherries-on-top, not really "core" elements, but they will be pretty cool nonetheless.
I would expect this game to be as grindy as a souls-like. you can do it, but you are better off just progressing the game/git gud.
See you in the next update (early next week I'll be adding the Lamiacle boss fight) ;)
Yup! It's not high on the priority right now, I want to get at least past the mid-game (3 more ecosystems) before I worry about it. There are 2 ways I could implemented:
- Current best: the gallery is unlocked upon beating the final boss, and remains unlocked for NG+
- Pros: big reward for finishing the game, centralized, permanent.
- Cons: not available for first playthough.
- Not-so-good alternative: the gallery for each ecosystem is unlocked after 100%-ing that ecosystem.
- Pros: available during first playthrough.
- Cons: fragmented, locks lewds behind finding jewels instead of tentacles.
Your comment does raise an interesting point, and something that I should actually add is a lewd counter, that tells players if they met all tentacles in the current version. I used to have a message in the intro that said "there are X tentacles to find" but I got rid of it because it looked awful. I will see if I can include a functional "counter" of sorts that shows up in the pause screen or in the collection.
The first "Aphrodisiac" game was a very simple idle game, which I stopped working on because a. the time was bad and b. the art is... not very appropriate. It was an experiment and it lived its life.
This is my second game, named "Aphrodisiac 2" simply because it is set in the same "world" aka the Aphrodisiac Den. Pretty much all my games will be named "Aphrodisiac" followed by something fitting. If I had to name this game now, I'd probably go for something like "Adventure" or so, but its too late to change it, I don't want people getting confused over it. The "Aphrodisiac Spa", for example, is simply an interactive gif-viewer of sorts, with a bit of extra lore about the Den added in.
At this game's inception, I considered which gender to give Flora. I ended up going for regular female, idk if I made a poll or asked on discord, and I honestly can't remember the ultimate reason, but I have a feeling it was either for ease of animation or because I wanted to make the "futa" state a gameplay mechanic.
Next game will likely have guys, both effeminate and manly, subs and doms. I want to include all personalities and identities in my work eventually, but for now I wanna focus on Flora ;)
I did, the main issue is testing and compatibility. IOS is excluded by default because I have no devices to try it, and I know it can have issues that aren't easily fixable. Mobile is a goddamn nightmare to publish and resolution ratio is an issue in a game like this (it messes with the background, solvable but VERY time consuming). The only platform that I could potentially build for is linux, but I will only do that once the game is finished or almost, for now I'd rather focus on making the game good ^^
As for consoles, I don't think they'd like porn games on their stores, but i'm willing if they are ahahah
I finished working on the SFW mobile game I've been making, so now I'm back in full swing. Probably a little while still (2 months?), but a lot depends on what I decide to include. Next major update will add a small price tag to the game though, and as I develop the game the price will go up. The current content (aka the first 3 major ecosystems) will always remain f2p, as a demo for the game, and this demo will also be updated regularly to keep up with any fundamental game changes or additions
Re-binds and controller support will come in at some point, because I realize people like to customize their buttons, they aren't very high on priority.
Jump is on "w" because "w" is "up". If you wish to go up, you press up. The idea is to not require complex hand position on the keyboard, and since "space" is for dash, and that's a lot more frequent, jump makes sense on W more than any other odd key. Mouse only has two buttons, and they are used for the 2 attacks.
On a controller, there's 4 easily accessible buttons on the sides and... yes, jump would most likely be on Left shoulder button (and dash on trigger), leaving the two attacks on the right. As the game is currently, using a twin-stick control scheme, it would be clunky and impractical to use face buttons such as A to jump, because that requires you to stop aiming to jump, and that's uncomfortable in the thick of combat.
It's worth mentioning that I'm not satisfied with the flow of combat as it is. The second stick may not be such a good idea after all, and if that goes away, than controls would shift to using two-handed keyboard rather than mouse and keyboard. I would probably still use "up" as the jump button (or "w" in the WASD scheme).
Another worthy mention is that the basic Jump may not even survive development. with the Dash being so much faster and versatile, it does beg the question of whether a default jump is needed at all. More testing and more work is needed, but I figured I'd share the thought process fully.
Thanks for the feedback, cheers! =D