Hey there! Super flattered to hear you like my work.
There are 10 Endings related to being reduced to 0 Penis Length by the various monster-girls. Using the Attractants Beatrice sells will make it easier to get specific monster-girls.
Hitting 0 Penis Length but refusing to go with the monster-girl who finished you off gives you the Maid Ending.
Going to the Adventurer's Guild, insisting that Camilla the Guild-Leader lets you into the guild and drinking the Full Moon Oaksplitter will give you a secret ending. There are also secret endings obtained by accepting Ms. Mauney's alternate payment method when you only have 1 inch of Penis Length, and by abusing the Quickshot Potions Beatrice sells until your Max Will is reduced to 0.
The dialogue choices you get when speaking to Andrea after reaching the end of the forest have three different endings associated with them. One for mistrusting her and touching the basin, one for persistently trying to push her into sex, and one for freeing her normally.
Hope this helps, and I hope that you continue to enjoy my game.
InkSpider
Creator of
Recent community posts
Hi Kyren! I'm so glad to hear you like MAW. I would have loved to include presentation features such as what you're suggesting--voice acting, perhaps even an OST, and plenty more art--but ultimately MAW was restrained by its asset budget. That said, I am proud of the amount of art MAW has, particularly the individual belly and scat shots for each opponent, and speaking personally, I find the style quite charming. Nuri did great work, and I'm happy to feature her art in my game.
Try making more strategic use of your debuffs and Drama. Those are key to increasing your odds of winning. Remember, too, that the object of the game isn't to win matches, it's to get PR. If you are losing matches but still getting decent PR gains, you're doing fine. You can even choose to build around losing matches. I've done runs where I lost every single match in Career Mode and still got the Good Ending.
No. :)
Okay, in all seriousness? Our game functioning on Android devices is not within the scope of our technical abilities and I would rather be balance-patching the game to ensure a better player experience or moving on to other games than trying to make that happen. We are a microscopically small indie game dev team and demanding we make our game work on a different platform when it already works on just about every personal computer capable of launching a browser is unreasonable. Given that your activity history reveals you have been spamming every game you lay eyes on with, "Add Android," for three months straight now, I'd go so far as to say it reveals some serious entitlement on your part.
Nope! I played a small amount of Smackdown but didn't think about it once while making MAW. I get the connection you'd make, given that they are both vore games set with a public combat sport, but from little I remember of SD (I didn't play a ton cuz I'm not really nuts about furry content) that's about all they have in common.
The Drama system was inspired by fighting games like Street Fighter and King of Fighters and their use of Super Meters. The name and general aesthetic were, of course, inspired by pro-wrestling, and the style of costumes was inspired in part by the 80's anime, Dirty Pair, which used similar costumes, drawn from Japanese women's wrestling. As it has been observed, the techniques' interaction is largely inspired by Rock Paper Scissors, but the potency of debuffs was probably inspired subconsciously by the Megami Tensei RPG series, which tended to make debuffs quite potent, and which I am a fan of. The style of presentation during matches, with an enemy appearing in a first-person POV above your options menu, was also drawn from old school RPGs like Dragon Quest and Earthbound.
Kanae's favorite anime, Beauty Healer Nanako, is inspired by the Pretty Cure franchise. On the less weebish side of things, Terror of the Red Clown, the horror series was envisioned as being a bit like the later, cheesier and quippier Nightmare on Elm Street, but obviously drawing on the evil clown archetype seen in It and Killer Clowns from Outer Space.
Oh, and the name Kei F. Abe is a play on the wrestling term, 'kayfabe'. I think that about covers my inspirations for MAW.
Heya folks. While we spent quite some time balance-testing MAW, a decent number of players off of this site have said that the stats are, perhaps, less balanced than they could be.
I wanted to invite you folks on Itch to give your thoughts on MAW's balance. Does one Stat seem too much stronger or weaker than the others? Which Stat? Do you believe the game would be more enjoyable if the Stats were rebalanced?
Thank you in advance for your feedback.
As much as I love weight gain content, adding more illustrations to show the opponents getting fatter after your loss would rapidly bloat our art asset budget, especially if I were to attempt to show a progression of the girls getting heavier and heavier every time you lose to them. Dedicated weight-gain in updates doesn't seem super likely, I'm sorry to say.
Hiya Jamesey!
Yes, there is a grand total of 12 Post Vore Scenes: 3 scat scenes with the player as Pred, 3 femcum disposal scenes with the player as Pred, 3 scat scenes with the player as Prey and 3 femcum disposal scenes with the player as Prey. Obviously, a match ending in oral vore or anal vore leads to a scat scene, and unbirth leads to a femcum scene. All Post Vore scenes with the player as Prey are have illustrations as well.
Heya folks. Wasn't expecting I'd ever be posting about this game again, so I'll probably keep this short, sweet and to the point.
An issue was discovered with the old version of Hell's Perversions that prevented the images from displaying. This update has fixed that issue.
Thanks to everyone who has enjoyed Hell's Perversions. I hope you will continue to follow and support my future projects.
Thank you.
-InkSpider
If you want to know, spiders are one of my favorite animals, at least partially because they are symbol of creativity. As a spider spins a web, I hope to spin these smutty, electronic yarns.
Thanks again for your feedback. I'm very grateful to know you found my work interesting enough to try out the whole catalogue. I only hope that my next project will hold your attention as well.
Sorry about the slow reply here. The night I saw your message, Itch crashed for me before I could reply, and stuff at work got my attention off of getting back to you.
I want to start by thanking you for such a thorough piece of feedback! I'm sorry to hear Andrea's Hero didn't satisfy you. In terms of why there's no 'non-punitive sex,' well, this game was never meant to be vanilla . That's what I made A Whore of Ardor for, honestly, and if all you're looking for is medieval fantasy porn and monster-girls, you might prefer that game to this one.
For myself and a lot of people who enjoy these types of game, there's a special appeal to sexual content being tied to defeat. The thrill of knowing what I stand to lose if I'm overcome really gets me going, as does the feeling of powerlessness that can only come knowing I tried to avoid this and failed and got dominated. Put simply, this game is not intended for doms, as you seemed to infer. It is intended for people who enjoy the idea of being weak, of being desperate, of being dominated by another.
Further, as a trans woman who endured years of parental abuse and was made to see my desire to live as a woman as a point of shame, there's something kind of freeing about forced gender-bend scenarios. They are not the only type of gender-bend scenario I enjoy, but scenarios in which womanhood is forced onto me by someone else alleviate any guilt over desiring womanhood. |
As far as Alex's 4 inches go, cursory research would suggest that's quite average for actual cisgender men. If it is not clear by now, Alex is not intended to be some memetic hyper-Chad overflowing with masculinity. That said, if you want to go through the game with a huge dick, entering your name as "COWBOP BEBOY" will start you off with 24 inches and a massive stack of Shillings as well.
I am glad you enjoyed the writing and the game mechanics, even if you were not entirely satisfied by the endings. Thank you sincerely for playing my game and giving me this response.
WhiteInDark24,
As I mentioned previously in this thread, the game is not playable in browser, unless you mean that the downloaded HTML file is launched in your browser. We currently have not committed to any plans regarding APK installation.
Regarding Degrees of Lewdity, I don't believe the content, tone and intended audience of Perils of Aestus Forest are in any way similar to DoL. DoL is not an influence on this game, nor would I consider the two games to compete for the same niche.
EDIT: After some discussion with Cyrus, we have concluded that APK distribution is beyond our technical capabilities.
I'm sure you'll be pleased to know that as of update 1.0.1, we have added a warning at the the edge of the forest that informs the player they will not be able to save once they are inside the forest. Your thread here was no small part in motivating that change to happen. It's not flattery to say that Perils of Aestus Forest is now a better game because you brought this issue to our attention.
Thank you so much for your feedback.
Hey Dathu!
Thanks for asking. We'll probably never be making the game playable in-browser. Difficulties we've faced with getting past projects to function in all browsers and on all devices have discouraged me from pursuing that platform.
The thought of running the game on an Android does intrigue me, I admit, though at this time, our team has not discussed making Perils of Aestus Forest an APK. That said, I have never personally worked on software for Android before, and I can't speak on the difficulties making our game run as an APK would pose. I will bring it to Cyrus for discussion, though.
-InkSpider
Heya folks. I am the primary writer for *Perils of Aestus Forest*. I wanna kick this off by saying that I'm genuinely surprised by the download numbers I'm seeing in just these first 24 hours. Thanks so much to everyone who was interested enough in my game to give it a try.
I'd like to invite players to converse with me here. I really enjoy talking to my audience, so if you have any comments or questions on *Perils of Aestus Forest*, I'd be happy to answer them here.
Sincerely,
-InkSpider
Heya folks. Wanted to take a minute to talk about my newest game, Perils of Aestus Forest.
This is an erotic text game with a focus on monster-girls, feminization and gender transformation. I've wanted to do a full-on TG game for a while now, and I'm really proud of how this came out. It's easily the most mechanically developed game I've made, and the most fleshed out in terms of assets, as well. All ten of the game's monster-girls have full color illustrations, as do all of the named NPCs. In addition, this is the first game I've ever made to include voice-acting.
If you have any interest in gender transformation games, I'd love it if you give my game a try. It's Pay What You Want, so if you'd like to play it free, you're welcome too, but obviously I'd greatly appreciate any donations you're willing to offer. I'd also love to see players share their thoughts via reviews or in forum threads. Thanks in advance, everyone.
Strength doesn't have as many useful checks as Agility. Being able to smash the Manor door is neat, but Agility is necessary for dodging Aggressive Harpies, escaping Drow snares, stopping Brigand pickpockets and stealing food from the Harpies and Ettin, off the top of my head. Being able to grapple/sex enemies in battle sounds great on paper, but it's not consistent. Some enemies, like Goblins, are notoriously difficult to dominate sexually, while others, like the Fire Elemental, cannot be dominated at all. Know what is consistent? Hitting them until they fall over.
I get that game balance is hard, but the only real reason I see to play Strength over Agility as it stands is for aesthetics/flavor. Not saying someone is wrong for playing the game that way, just saying I wish the game made it more mechanically rewarding.
I'll start by saying that I've really enjoyed what we have so far. That said, I'm sure I'm not the only person who would like to see certain things added or altered at some point, since the game is still being developed. I'll skip obvious things like the fact that much of the artwork in game does not reflect the actual appearance of the Hiro that you make, because it seems pretty clear to me based on how much art and animations do reflect your customized appearance that this is already something the devs are thinking about.
Firstly, the balance could use some tweaking. Strength feels generally less useful than Agility, to the point that my first Agility build felt like cheating when compared to my old strength build. The go-to Agility class (Thief) gets objectively superior features to Warrior. Thief gets two extra Skill points *and* extra Gold, while Warrior simply starts with a single extra skill in Blitz (which I tended to find less useful than ordinary offensive stance skills) and the entirely useless Weak to Anal. Strength makes it easier to break grapples, but I found that even when running Agility and putting in little investment in Strength, I was still able to break grapples pretty easily. High Agility, on the other hand, makes it so most enemy attacks never touch you. This is without even touching how broken the Agility-centric Stealing mechanic is. In a system where sources of money tend to have downsides (brothel work) or simply be unreliable (gold caches/ogre encounters), being able to walk into the first down and grab the Diamond Armor for zero cost is pretty nuts.
There's a few directions one could tackle this from. Off the top of my head, having Strength contribute to equip load instead of/in addition to Endurance would be logically sound while giving it more of a niche. High Strength could also give bonuses to resisting physical damage (worked for Dark Souls, didn't it?). Less directly, buffs to the Maul could make it feel more like genuine alternative to a Shield and Rapier/Broadsword combo, which would be an indirect buff to Strength builds, but still provide an incentive. On a similar note, Strength could be made more useful by making Grappling more threatening. Aside from the Naga's Coils O' Death, Grappling seemingly can't deal direct damage, and doesn't tend to feel worth it.
This could just be me, but I also feel this game has some problems with conveyance. Many of the mechanics are obscure and not made clear in the game itself. Feels like I'm either scampering off to the wiki or hoping I can blunder my way to understanding via trial and error.
Finally, and this is a pretty small and personal complaint, but it bugs me a bit that you lose Dignity on seemingly every single scene where you bottom. I understand the need to balance whorinng yourself out by threatening Purity and Dignity, and I understand the loss of dignity when you get butt-fucked after a defeat, but losing dignity from bottoming in scenes that are entirely consensual or even power-bottoming scenes where Hiro is clearly the one in control doesn't make much sense to me, and means that nearly every scene with content I actually enjoy, I am mechanically discouraged from actually pursuing. Let me ride Trudy's dick or spread 'em for Urka/Kylria/Alma without worrying about how that's going to screw me over during a Dark Knight rematch, damn it.
Wanna close this out by saying once again that I love this game and am deeply grateful to the creators for making it. I don't have any expectation for the devs to implement these changes just because they'd make me like the game more, or changing the game specifically to please anyone else, but I think there's value in bringing up things we think could make the game better. What would you like to see changed or added when the game is released?
UPDATE: So, something I stupidly ignored and am now starting to actually feel relatively late game is that Prostitute Class aside, grinding money in the brothel will tank your purity and dignity extremely hard, which isn't an immediate problem but starts becoming a concern when you meet characters like the Ettin and Dark Knight who will actually punish you for that.
Is there a reason to avoid the Prostitute Class?
The wiki said it contributes to a Bad End, but I have yet to find what that ending would be. The game claims that your combat skills are no longer as sharp as they were, but I'm not seeing any mechanical changes supporting that. My Skill points all seem to be right where I place them and my stats don't seem to have taken a hit either.
Is there any reason not to just work the brothel to grind money like crazy, other than the aesthetic change?
As a noob, I only recently discovered that races were anything more than aesthetic, and at a glance, Orcblood seems pretty busted. Three free stat points is a juicy offer. Only thing holding me back is, of course, the high metabolism penalty.
I'm curious about how much that actually hurts in the mid-late game. I run 6 Perception anyways for the Trudy encounter, so Food Cashes aren't very hard to find, but early game, the Inn is a simple and effective means of getting loads of food. If you've run an Orcblood, how much would you say the metabolism penalty complicated your run?
Well, I'm less concerned with Strength for the sake of grappling offensively (heh) and more for the sake of snapping out of enemy grapple attempts basically instantly. I learned from the harpy on my first attempt that getting grappled by some enemies can leave you with those game-over inducing Perks, and I've read that the naga can flat-out kill you via grappling. Having an answer to that seemed worthwhile.
Also, this is pretty freakin' niche, but as far as I know, you can't get into the Manor in Monster Town without either Strength or Magic, and that seems like a reasonably important quest? Not sure I'm gonna say being able to do one specific quest is worth picking Strength over Agility when Agility has so many other things going for it, but I felt like it was worth acknowledging.
I will admit, after a couple more hours of play, there have been some fights where I start to feel that lack of a shield. The Wasp is so aggressive and does so much damage that being able to hunker down behind a shield, wait for her to destroy her own footing and throw a timely Careful Attack into Overrun is quite helpful there.
I am thinking about messing around with a rapier build at some point in the future. Feel like the Strength vs. Agility trade mostly comes down to, "Do you want grapple, or do you want parry?"
I'm a relatively new player and feel like I'm only recently starting to get a grasp on ToA's systems. Currently, I'm running a Maul build with max STR and high END and PER. Tends to end fights in 2-3 hits. I tend to just go Spring Attack into Armor Crusher to spend more Stamina than Stability, since my AGI isn't great. Everyone on the wiki seems to insist Rapier and Club are the best, but I just really love that damage, and I don't tend to feel low AGI really holds me back much.
Had to hit 3 CHA to just not completely screw myself out of companions, so I'm not *quite* as combat-maxxed as I otherwise could be, but I feel like I'm okay with that.
What build do you run, and why?
Hi Marlowe!
Warren will have three topics available from the start of the game--the clothes he sells, his hobby and his past during the war--so I'm assuming you're talking about Atalia.
Atalia is a little slower to open up to you. You will need to discuss the two initial topics available--where she learned magic and what she does outside of work--at least once each before her third conversation topic become available.
As with all NPCs available for conversation, you will only be able to choose one topic per day. If you choose a unique topic and converse with them every day for three days, the option to confess your feelings will become available on the forth.
Hope this clears up your question!
Hi MrDrika! Glad you're enjoying the game so far.
In regards to your question, the short answer is: no.
The long answer is that, at this time, the game is not producing enough in come that I could make it a full time job. I have started work on the new scenes involving Warren the Harpy and Atalia the Elf, however, I am currently involved in a full time internship, which has stolen and continues to steal time I would much prefer to spend on this game. I will likely have more time to myself come the end of January, but as a team, we have agreed it better not to set a date we may not meet, at least at this time when other factors in our lives has slowed progress so severely.
I will clarify, though, that the game isn't dead. I'm not sure how many updates I will be adding, but I commit myself to at least finishing that initial update.