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Lycanthropy1

3
Posts
A member registered Jul 03, 2021

Recent community posts

I am just going to write my general opinions about all your games. It would be redundant to comment on every thread about what i think and i assume you will be reading this place anyway.

First of all, you are easily the most productive smut-game maker i have seen. Pushing out this much content every few months is insane. I can tell you are making enough money from these games but take care of yourself, its not good for anyone if you get sick and lose something important. 

Gameplay of  your games are often solid enough.


To be honest Survive! kinda sucked. 

The art is what carried the whole game for me and i wouldnt have touched it otherwise. Main problem was the RNG and i couldnt figure out what i was supposed to be doing half the time. Perhaps i was missing something but still i'd give it a 9/20.

College Brawl is a mediocre beat em up.

Still, good animation and art. Problem with gameplay for me was that there was only 1 attack and 1 special attack. Mashing the same button is boring so maybe a kick attack or grappling like in double dragon games would have added a lot to it. Also all of the game is that its strictly 2d sidescoller. Most beat em ups have some sort of depth to them. Its there so one can dodge and attack easierly by moving up and down. I dont know the coding implications of these things but i see that you are going to remake this so you may want to keep these in mind. I'd give this game a 13/20.

HTA is fucking great.

 Its hard to complain about this game. Its one of the best i have played. The controls are good. Its even better since you added the stomp attack which was the only issue i had. Animations are excellent, i have some general suggestions about your animations but i am going write those later. The weakness of the game seems to me is going to be boss battles. Sugarcane boss was weird to me. Haileys attack has very little range, her sprite is huge and movement is not fast enough for manuevering around boss's attacks. These could be worked around with arena design and the attacks of the boss itself. I think some sort of ranged attack, other than bombs, would benefit the game greatly. Perhaps some weapon that can be found in later stages. I have this idea of a giant tentacle monster boss with slow attacks, where you have to run away and climb ropes around it to evade its attacks. This would be an example of working around limited controls. I know you are reluctant to add more content to this game tough, as its already filled to the brim with it. Great game 18/20.


LSH (this game) looks very promising.

 You have put out a great demo. This is quite sophisticated for a smut-game. I have some issues with it though not with its complexness. It looks like every ghost can knock down painting even when they dont have the "move small objects" trait. This confused me a lot at the start and its only going to get more confusing as more ghosts are added. The tutorial, i think is clear enough but i didnt realise there was one until i discovered the basement screen. So im was just going to haunted houses getting kindly wooed away by ghost and losing equipment and buying more of until i had no money and no equipment left. This is almost a softlock as i dont have anything to determine and/or banish ghost with. Its easily solved with a minimum coin thing where you cant start the night with zero coins. A tutorial level would be a great addition, maybe one which you find Wendy which would tie into the story nicely. Level would show you what the ghost room is and how to deduce the ghost using maybe the more complicated equipment like finding ghost bubles. I think the level design could use some work. The places for the hiding spots dont make much sense. They are often at the far ends of the house making the middle of the house, the place where you are most of the time, the most dangerous place. I mean you cant hide when the ghost spots you anyway so being a bit more lenient about hiding places would be beneficial i think. I know there is incense for chasing away ghosts but most people arent going to use those unless they think its absolutely necessary. Adding maps with more hiding spots would also make houses with multiple ghosts more feasible if you are planning that. This is still just a demo though and a great one at that. For now 16/20.


So, about animations. 

Your games are all very well animated. I feel a bit spoiled critisicing it to be honest.  The complaint i have is that all of them are short loops. I know making longer animations would increase the workload massively but it would make them better. Or you can do little tricks and edit the animation slightly so when the animation speeds up there are changes in the expression of the character. You can only edit the face of the character for that it isnt a huge workload. Adding phases to the animation would be great too. Obviously, animations are made with a certain frames per second in mind. Speeding up or slowing it down makes it unnatural which does happen when it speeds up before the cum animation in HTA. So adding a different, faster animation "phase" would benefit it greatly. Zolvatory's Los Case: Monster Girl Takeover has different phases to their animations with some variations to the sprites with some of them. I think these guys have the best animations in their games.


Example for the phase i talked about.


I am sorry if i am coming off as trying to teach you your job. You know what you are doing and its obvious. You are an excelent developer and i am looking forward for more of your work.

Newgrounds works as futon explained.

You'll get a lot of exposure from putting a demo there. It would be a big waste not to. I literally found out about this game because i was bored out of my mind and decided to dig deep in itch.io.

As of 0.1, this game has more content than half the completed games i have played and leagues above in quality than most of them.


Art and animations a excellent but the gameplay is only mediocre. I think zooming out the camera would help as it is difficult see enemies when moving. Also the standing attack feels a bit odd, perhaps extending the hitbox a little helps.

You should seriously consider uploading a smaller -maybe single stage- demo on newgrounds or whatever other site that accepts these games just for the advertisement. It will definitely skyrocket the popularity as its a great game that is difficult to come across.