Oh man, I really appreciate it--I would say hold off asking around for now, since I really am not able to work on games for the time being. But I'll definitely get cracking on adding those revisions to the demo for you. Love the profile pic, btw!
GroinPainGames
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Yeah, a team would be awesome--maybe even just a team to build some template/engine for BB games (then I could whip up games using it fairly rapidly on my own.) But I'll definitely turn to you for realistic grunts/groans when I need more, ha. If any of this starts up again, I'll do a better job getting the word out.
Oh man, the scanner would be great, but also the kind of thing that would add dozens of hours of animation to make work, ha. The bf would've appeared at the beginning (supplying the unfortunate tutorial balls during the opening cutscene) and then 'assists' during the second-to-last fight vs. the Boss' right hand man (a parody of the Psycho Mantis fight in MGS.)
Don't have any socials, as hard as that is to believe. But you shouldn't leave itch--there's plenty of great stuff on here (I'd even say it's a golden age for indie games.) You can hit me up at groinpaingames on the gmails, tho
Oh yeah--forgot about that moment in ep2. But yup, this dude's pretty huge. The whole thing was meant to be parodying a bunch of classic games (Metal Gear Solid most obviously) and so this guy was supposed to be evocative of Bowser because you defeat him the same way you do in SM64: by getting behind him and swinging him around by his balls! I hadn't exactly worked out what you're throwing him into, but it would eventually break open the safe containing the jewels you're trying to reclaim (allowing for umpteenth 'jewels' puns along the way.) I guess the guards in this don't have the ability to show crossed eyes, but there would've been a boyfriend character and this boss at the least who would've given the player that reaction.
Thank you! Yeah, I'm annoyed with myself for always defaulting to 'white folk' for my characters--and you'll probably be extra bummed to find out that the planned Final Boss of this game was black (here's the WIP dialogue face.) Ok, a 'genies out' option might be doable (though it will be tricky to justify storyline-wise, ha.) Lemme look into it...
I do not, I'm afraid. But I can say quite confidently that you're not missing anything--the 'remastered' one that is up (the one in the karate dojo) is better than the original in basically every way. If you have a kickedinthegroin.com account (I do not have one myself) then you might be able to find someone on there who downloaded the original all those years ago.
Hi! No, I don't expect I'll revive this, sorry to say. I should update the game description to reflect that. I'm sort of in the middle of uprooting my life, so I haven't been doing any game-making. I made the offer to another commenter, but if there is some simple addition you desperately would like, I can POSSIBLY add it to the demo--just let me know
Hey--I think the fact that it took me an entire month to see/respond to your comment is a sign that I am no longer working on these, unfortunately :(. I do still have the project files, though--if there's some very basic addition to the demo you would like to see, I may be able to add it. But the original plans for the game would be way too ambitious for me to undertake in 2025. And I can see about getting a macOS version compiled, but it's always tricky since I don't own any Apple products.
Hi, yes, I make them myself--I start in a program called MakeHuman and then import into Blender to tweak. It's a good pipeline for someone with limited art skills (as mine are, ha.) And yeah, the Unity re-structure sucks, but realistically, I'm not exactly on the brink of selling 200,000 copies anytime soon. I've been meaning to learn Godot Engine--Unity is one of the last non-open-source applications I use.
Some might even say it's already here! :( Yeah, very sorry it's not out yet--I would try to lean on the hurricane that just rolled through as an excuse, but that was only like a day lost. Just added a couple clips to show some basic combat. Unlike prior games, the guards at least have an instinct to block obvious groin attacks, so something like a one-two punch to keep their hands busy is advised...
Yeah, that pop bar was part of my larger issue with scaling graphics to different resolutions, which I should hopefully have resolved for this next one. I do want to focus on the action/gameplay more than the narrative in these, because there are already plenty of visual novels/comics for this sort of thing, but I feel like the story adds anticipation to the busts, so I appreciate you saying that
Thanks for playing! I'm impressed that you won the spar--that's actually pretty tricky to do. Besides the ambulance ending, the other 4 are determined by how you respond to each of the girls when you're talking to them. Since each dialogue has two choices, there are 4 possible combinations, and each leads to a unique ending (there's one with a rake, and one with some books, for instance.) Let me know if you find them!
Hey Mars! Yeah, I'd love to have the replays in this--it's funny bc the replays in that game used a script that guessed if a bust was imminent and then recorded a few seconds of the animator controllers and then basically made the characters 're-enact' the event, which meant they were almost never identical to the original bust. I'd like to make something a tad less wonky this time, ha
Hey--thanks for the kind words. I did have a Patreon for a while, but I deactivated it bc I became sidetracked with life and didn't want to be charging ppl without more consistent content. But I am slowly chipping away at the next project (~60% done) which, feature creep willing, I plan on getting a stripped down version of out before the start of summer. It's going to be the last one using this modeling pipeline--I'm really anxious to get a more fleshy vitality from the characters. As long as you don't forget these completely, and maybe check in once in a while, that's all the support I could ask for :)
yeah, it's on hold for the foreseeable future--I have way too many other projects going. But now that I think of it, the new mo-cap system I'll be using for the current game will probably save me a lot of time if I come back to this one. I also mostly finished one more character for this that i never released, so maybe instead of a full release I'll do a 75% one day
Those are great ideas. The new game will actually not be this GTA-style one (though I may return to this one later) but it WILL involve sneaking around as a thief (with Metal Gear Solid types of guards/controls) so some of your suggestions may fit. Definitely agree about adding an unlockable all-nude mode and random BB conversations you can overhear (those should be fun to record.)
And you're welcome to do the Italian subtitles when it's all done--thanks for the offer!
Don't know the price yet--it will probably be cheaper for early adopters on Patreon, and slightly more after it's released, but definitely would keep it under $10.
Hey Calpalf--doing well, how about yourself? I didn't forget. I've actually finally started getting some work done on my next bb thing. I'm going to be moving in about a month, and after I set up at my new place, I can finally start doing the motion capture. I'm really excited (and a little nervous :p) to make what I think is probably the first game to capture actual ballbusting in the model animation. The trailer should showcase the real-life kicks with the in-game footage side-by-side. Plus, of course, voice actors for the dialogue should add a lot to the effect.
Hey! Yeah I know it's been forever. I had started working on setting up a motion capture system, so that all of the animations in the game would be based on actual busts. But then the pandemic kicked in and I had to put all of the plans to bring in actors/actresses on hold. Hopefully I'll be able to work on it again sometime soon