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JoeTermin

45
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4
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A member registered May 11, 2021

Recent community posts

Art is great but the animations should display on game over imo

Why though? This is sad to remove enemies, especially since you already had the code for them to work (and I thought ass-ass-in especially was a nice enemy). And yes keeping animations at least is nice but personally I play for the gameplay not for the gallery.

I'm not sure which kind of mods the person above is referencing, but the game code is already very moddable with DnSpy, just because you used Unity Mono, so your game will already be modding-friendly as long as you keep using that engine. I already wrote a hard mod with respawning monsters etc.

The only thing that is difficult is adding new animations and levels, but that is more of a general Unity problem. One thing you coul try is to read AssetBundles from a folder, but it's us who will send you the needed code for it. You focus on the game :)

Game Overs are fun in this type of game. If you don't lose, you won't even see any sex, might as well not play the game and just watch the gallery. And if you're concerned about your progress being lost, you can literally edit the save file to clear the level, it's plain text. I vote for Kappa

I think the only crucial feature missing is a hint system explaining where to go next and how to beat bosses, so that the player doesn't get stuck, similar to Zelda. No need for much else, the game is already perfect art- and programming-wise. The enemy stats don't even need to be reduced. It's fine for the game to be hard.

And yeah I know others complained about the difficulty but I'm more asking out of curiosity what made you think it was acceptable in the first place. Did you actually manage to beat the bosses yourself?

I'll follow your other game, although I'm a bit scared by the lack of H-content. Wish you good luck with your future projects.

This game would be a masterpiece, if the difficulty wasn't so absurd. I like hard difficulties in general but this game is something else, and I am so confused as to why you decided to make it so excessively unfair. 

For example, the squid boss from Sasha's route, I seriously doubt has been completed by more than 1% of players. It took me a good 30 minutes just to beat the 1st phase, only to discover that there is a phase 2, where not only do i have to beat the boss again, but now I have to beat two of them at once. Me personally, I used Cheat Engine, I don't know how you expect normal players to pass this boss.

I wouldn't recommend this game to anyone, solely due to the difficulty. And yet despite this, I have to say it was still a unique experience. The sprites are so beautiful, the ambience and sounds so immersive, and the heroine so cute: you are very clearly an exceptional artist. It is just unfortunate that most people won't be able to enjoy even 10% of it.

You'll likely be above the 200k install threshold, but not above the 200k$ revenue threshold, and so you won't have to pay the fee. Both conditions are required, install count and revenue.  Doesn't mean they won't lower the threshold later, but for now, you're safe.

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No reason to panic LAGS. They say the fee will only apply for a game making more than 200,000$ / year ( or 1,000,000 $ if you have Unity Pro*), I'd imagine that you're far below this threshold, considering most of your games cost only a few $, correct? Then, no need to rush things.

Unity made a really pathetical move and it's a good idea to eventually migrate to a new engine because this company cannot be trusted anymore (in the future I'm expecting them to probably add a "per-execution fee" as well, cos "modern gaming"). But so far, the overwhelming reaction from the dev community seems to have already made them retract some of their initial statements (for example demo/re-installs are not counted anymore), and you can be certain there are several studios preparing the lawsuit already. There's a good chance this thing won't affect you at all. 

Worst case, there'll be tools to automatically convert Unity projects to Godot: again, there are thousands of developers in your situation, be certain that these tools will develop at exponential speed now.

No, sorry. I don't know how to make mods for Android.

For PC you can get it here: https://mega.nz/file/fYBVnSwK#eqdhq1gZJEj1GKQNBh3biaKtL9YDPbYzG29nh6XiRxI

Just extract it in the game folder (make a backup of the files before). You need to have the game version 0.6.3

What will you do with the assassin sprites/CG ? It would be great to keep him somewhere in the game as an easter egg, so it's not a wasted effort. 

His pathfinding is not the greatest but with the masturbate change he's great as a ranged enemy :

Hey LAGS, I have made a mod for your game which adds some gameplay features, I can send the code to you if you want to make some features base-game:

1) Hentai pictures are now displayed on game over

2) Some enemies/traps have new special effects:

-  Assassin's darts make Hailey horny and force her to masturbate in the open (instant-fuck if an enemy catches her)

- Traps prevent her from moving for a few seconds (and also insta-fuck).

- Goblins are easier to kill but spawn in larger swarms (more likely to get gangbangs)

3) Monsters now spawn randomly in the level rather than just at fixed places

I hope you are not going to ditch Assassin in the next version I like him very much :)

I don't buy a game to look at a gallery :) I'd rather see them happen in game as a part of the normal gameplay

Really enjoy small RoR games like this, hope you will continue making more.

If I could suggest one change: for future games please add a difficulty setting (easy - normal - hard). For me the game was way too easy and I had to intentionally lose to see the scenes, I would have much preferred if there was a "Hard" difficulty that gave me like only 1 heart.

The honey maker image that is displayed on the page does not show up in the gallery in-game, I guess that's an oversight and you forgot to add it?

Keep up the good work! <3

Looks like it's a game with a male protagonist? I prefer female but maybe that's just me. Cool concept though

Hi, I just played the new version and as usual amazed by the new content. However I have a suggestion on level design and difficulty. (this is not urgent, and probably not hard to do either, but I want to suggest it now so you think about it while developing new levels).

In general I thought the new levels placement of enemies are starting to become a bit repetitive and most traps/enemies are easy to dodge.

I think in the new levels when you reuse old enemies, more of them should spawn than before or the level should come with a twist, to keep the difficulty curve steady. A good example of that is the 2nd snow level, I was expecting a snowman to appear, but this time there was also a spider near it, so it was much trickier to dodge than in the 1st snow level. This is good level design. But unfortunately I thought the new levels were kind of lacking ideas like this. 

The mud world, for example, has incredible potential for all kinds of traps and goblins, but I was surprised to see only 2-3 ones in total. I think there should be at least 2 rooms with 4-5 goblins, one of these rooms should exploit the mud mechanic, and one should exploit the trap mechanic. The trap should also not damage you but instead stun you for 1-2 sec so the enemies can take advantage of it.

Considering your game has so many gangbang anims, every room should have at least 2-3 enemies, at least in Hard difficulty. I don't think players will mind too much if the game is too difficult in Hard considering what happens on screen when you lose is not that uncomfortable to watch  ;)

Dude how much have you paid for this game? 2€ ? Imagine if your boss paid you 2€ and then complain that you do not work hard enough.

Why making them only available in secret location though? I understand the appeal of having "easter eggs" but personally I prefer when there is a way to discover the animations while playing normally rather than having to try weird setups.

I also like the idea of having a level full of goblins and getting 2/3/4/5p animations depending on number of them alive (=the more you f*ck up the more she gets f*cked...!) 

Could you maybe make the 4p/5 part of normal gameplay in hard difficulty, so there's a reward for playing this mode?

In the intro you still see roaches, and also some larvae in the belly when getting fucked by large slimes.

I liked this game and will follow your future developments. I think you have very good understanding of H-game design! hehe.

One major concern (for me): do you plan to only do insects game? If that's the case can you continue to add slime-like options, and make sure they work properly? Roach is a big turn-off for me, but I could enjoy this game with the slime option, unfortunately a few times roaches would still appear.

It's I who thank you for all the amazing updates! Have a nice day LAGS

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Agree with this comment. Btw, shouldn't the achievement for the new enemy be named Snowed in!  ?? :)))

2) Never mind the problem was that with 2x spiders animation the volume of the sound effects is so low that I couldn't hear it over the moans. Could you bump up the volume of those a bit? (I think it's pat1.wav pen1.wav etc.)

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Yes, if you just increase the saturation on the picture you get the more normal color palette:

https://i.imgur.com/ms2OYGD.png

I've always been a bit surprised that the cum looked very yellow-ish now that explains why... personally after thought I actually prefer the "pale" version.

Any reason why you draw the whole picture first then increase the saturation LAGS? I would have assumed it's easier to select the saturated colors first when you draw the picture?


EDIT: the "pale" ones would actually look very good for a "GAME OVER" screen.  Since you have both versions and need to store 2 png's anyway for the cum/non_cum variants, I suggest to do like this: have the non-cum version with the warm colors, and the cum version with the pale colors. It would make a nice contrast between both, like the "cum" version is after game over or something. Maybe add GAME OVER on top of the pale one and please also don't forget to display them in-game when the player loses!! (say 3 sec after death if the player has no potion left and an enemy is fuching her).

Also 2 minor issues:

4) Some enemies like spider do not blink anymore during invincibility (which makes it hard to dodge their pattern and confusing for new players).

5) "Basic" Controls make no sense, because with Up mapped to Jump, you cannot jump from the rope anymore. The way to fix it imo, short tap = jump, long tap = climb. Btw is the game to be played with 1 or 2 hands?

I tried the game once again and this is a fantastic update, I really like everything. Animations, levels, hard mode... Teleporter is also a nice idea since the levels are big.

My only major complaint is about sound:

1) Hailey has become very talkative now, after every action she moans or produces some sort of sound, can't figure if this was also a problem before but I really noticed it now. I think something that would help a bit is if she could have more random sounds to make it less repetitive. The sound I have in mind is the one when climbing on a rope (hurt2.wav). which in certain levels you hear ten times per minute.

2) Some animations are missing sound: the "swoosh" pickaxe sound when attacking from rope or proned, some enemies do not make noise (eg. 2x spiders) and in general the voice seems too loud compared to effects (would appreciate a slider to reduce the moan volume).

3) I modded your game with DnSpy so that every time that she would normally moan I now make her moan only with 1/2 chance (random() < 0.5). You should try it, it makes the sounds less repetitive.

Thank you so much for all these updates. But now it really doesn't look healthy that the price is only 2$ considering the time you spend on it. I hope some people pay more than just the required price. Also consider selling on DLsite when the game is complete.

For right-handed controls: arrows to move, down to crouch, up both to hold rope and jump (but you need to add a delay otherwise it's impossible to jump from the rope), Ctrl to prone, Right shift to attack. Other controls can stay on C/V/B since we don't press them often.

I don't think 5) is needed but I don't see anything wrong with it and it would no longer require a delay to jump from rope, so maybe it's a good idea. The only issue would be when you want to jump down without holding the rope which I remember happened in a few levels.

I disagree with 2) and 4), for me the gameplay is very good right now, it just needs more enemies and maybe the first levels are a bit too long. Your new levels 15-21 are almost perfect for me gameplay-wise.

Regarding 3) I think you store too much information in the level files. It looks like every level contains all the game assets required to plqy the level, instead of simply defining all the assets in one file and then having only the level define the layout. 

Also, I know you said arena mode won't be an actual level, so it would be great to have one specific level with high replayability, such as with randomized enemies spawns and positions. Or maybe do that in the regular levels as well when in hard difficulty?

First of all, I'm fine with controls, I even wrote a AHK script to make things that are not possible in the controls screen at all, however because you and I are fine with the default controls does not mean they are fine, as said, 80% of the negative ratings mention controls, do you think it's sound to ignore that?

Second, the game is rated 4/5 on itch.io, I'm sure we both agree 4/5 is very bad given the amount of work he has put in it and controls are a very likely culprit (the other being the 140 Hz bug). 

95% of people who try the demo won't waste time to remap controls, they'll just start level 1 and the first 5 minutes will be the most important to determine whether they'll buy the game or not, I can tell you how it happened for me: 

1) I started level 1 to see if it makes sense and the game is worth my time

2) it took me 30 seconds to find the attack key

3) then I died by falling 5m because of the 140 Hz bug,

4) Immmediate thought: Ok, yet another 2$ buggy scam from someone who doesn't know how to code with maybe 2 sex animations, close and uninstall.

Weeks later I saw it had a few positive ratings on F95 and decided to give it another chance. And now I spent 20$ on it because I realized it was great. Then I suggested him to open a Patreon because the game is absolutely not worth 2$, then for some reason you also intervened against that. Seriously man I'm very glad you're here and being so enthusiastic about the game but you're not helping his business at all by saying that and keeping telling him everything is great.

What's more, after buying HTA, I checked his old game "Survive" and guess what, I suddenly realized I also had tried that game in the past and discarded within the first 5 minutes for similar reasons, so I bought it as well, realized it was good, and wrote him what are the problems with the game, again, no problem in gameplay, no problem in animations, just stupid things in UX/UI and first impressions. But the thing is, 90% of people will buy the game based only on these stupid things they won't care at all whether there are 10 animations or 20 animations in the game, despite this requiring 50x the amount of work for the dev. Finding good controls will take him 1 hour and will potentially be a very impactful change.

As for the reason why most games don't use WASD, probably because many countries don't have a QWERTY keyboard.

Looks like the enemies are less aggressive since the update 2.1 (at least the bees, but maybe also goblins), the game feels much easier now. Or maybe it's me who became more skilled :) Would be cool to have a hard mode with more enemies or more aggressive enemies. Also I didn't have a problem with enemies trying to attack you through walls in previous version.

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I think you underestimate how important small things like this are, look at the reviews here:

https://f95zone.to/threads/haileys-treasure-adventure-v0-2-1-lags.82146/br-revie...

There are five reviews with rating 3/5 or less and four of those mention controls. It's really a shame because the game is exceptional, but many people will get frustrated with the controls and not play it long enough to realize. They also mention the 140 Hz bug which is the 2nd thing you should prioritize imo. (EDIT: you fixed it actually, thanks!). 

You absolutely need to improve the controls as it is a regular complaint I see on F95. The default controls make no sense (J to attack?) and there's no reason why the game could not be played one-handed, as 95% of the time we're just moving, jumping, climbing ropes and attacking with pickaxe. All those actions should be mapped near the arrows so that the game can be played one-handed.

This is how I suggest to do it, and I tested it with AHK, now the game feels really great.

- up,left,down,right : arrow keys
- attack : shift
- jump : up arrow
- crouch : down arrow
- prone : right ctrl

Since both "up" and "jump" are mapped to the same arrow, you need to add a small delay between jump and holding rope actions, otherwise it is very difficult to jump from a rope

Having simple controls is super important as many people won't try to change them and think the game is super difficult.

One suggestion for the next update which is probably little amount of work, in gallery, add a button to display the alternate gallery pictures without cum for the enemies where you have them (from 0.1). It's a bit wasted art otherwise. I also suggest to have them show during gameplay as gameover and not only in gallery.

I disagree making so much animations with Annie, I'd much rather see more normal enemies and animations with the main character. Not many players will guess that Annie has animations at all, and even if you give hints at it, having to find exactly in which level it is possible to have XXX enemy follow you and fuck her is starting to become extremely specific conditions which most players won't bother doing at all. Compare this with the 3p/4p/5p animations, they are specific too but at least you can stumble into them randomly while playing and find them without having to read a walkthrough. I think it's good to have animations with Annie as easter egg but having more than 1-2 animations locked behind this mechanic sounds exagerate. 

It's true that the game has a few major bugs right now, a bit disappointing considering the long time it took since 0.1, but holy hell the new animations, enemies, attacks, levels, everything is awesome. Many great ideas and attention to detail. This is really fantastic work. Good job!

Not sure if you planned to add this, but a creampie version of the gameover pictures would be nice!

It would be really great to display them directly when playing. Not sure what advantage there is only leaving them in the gallery... Btw the Anko's part was really good, thanks for having added that.