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shablammo

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A member registered Apr 15, 2022

Recent community posts

For this being such an early demo, it impressed me. The atmosphere is present, the art style is cute, I dig the MC, and there's definitely a game here. I just wish that there was a system to pass the time. Tried interacting on the bed, nothing. Tried using the clock, but that ain't an option.

The only glitch I found was when, in that same scenario, I got jumped by Great Value Mal0 through the house walls, thinking I was safe. I wanted to think that it acted like a timer since, well, the game is fairly barebones and there isn't much else to explore or progress through. Just throwing it out there.

Also, as minor suggestions, I'd like to see a small white dot that could represent a crosshair when picking up or interacting with stuff. Not a deal breaker, but it confused me when I was right in front of an item and it didn't glow white for me to pick it up.

As for the lewd aspect, I'll be wishing for more. There's a good base to work here, and futas are down my alley. Bonus points for having the option of a male MC too.

Best wishes on your project!

Wow, I'm impressed with how much content there is for a demo. Plays great, looks better, and sounds appropriate. My one complaint is the damage invulnerability, it sucks. Too short to properly reasses moves from bosses, and too short to correct those mistakes. It doubles the amount of backtracking just to get another go for clearing a challenge. The extra energy tanks are neat but still just add another 3 hits in that takes 3 seconds to deplete one charge.


Other than that, I'll keep an eye on this one. Pixel art as this cannot go unnoticed. Best of wishes!

Color me impressed, the whole game caught me off guard! I was hesitant to try this cuz I'm not big into deck-building games, but the bullet hell aspect sold me. Heck, the demo's a good blend of Undertale meets Slay the Spire in a way, only toned down with the card aspect, and I'm ok with that. I know it'll get crazier, but eh, I like how it is now. Visuals are great, has a distinct "Newgrounds" feel to it, in a polished, smooth, laidback, and personal way. Plus, the music is nice. Only a couple tracks, but they're enjoyable (and the battle theme takes the cake of course).

I'm delightfully surprised with this demo. Best of wishes!

Hey, glad to hear that you guys are going to manage the difficulty a bit better. IMO, I always end up at a roadblock at around difficulty 50-75, never even reaching higher due to multiple factors I'll mention in a sec. I was tinkering a bit, and maybe you could do stuff to make the game even more complex, and in turn offer ways to make it easier, like...

  1. Having an incentive for coloring the floor, separate from the Dolls' skills. Just like in Splatoon, bytes could both suffer the penalty for treading through the player's color and also covering the surrounding area with the player's color when defeated. The fact that covering the ground does not affect bytes intensifies the problem of having too much ground to cover back, moreso when Byte Rush is in effect. This gives some breathing room to the player and ups the importance of coloring the ground with your own.
  2. Decrease the spawn rates of Gygabytes. I have noticed this in further difficulties where I kill a couple of keyboard warriors, and then the arena ends up with 2 more on 2 separate locations, having lasers focused on me again, or ending up taking down some impersonators and spammers, and then seeing bashers pop up outta nowhere 1 second after. Again, no breathing room that forces the player to dump their entire energy mag to dispose of them again, and if they don't, they get swarmed, clinged on, and possibly destroyed. You could argue it's lack of priority, but really, what's priority when you have 2 bashers and 2 spammers on your tail while cornered? Did I mention the keyboard warriors yet? You could also argue that this would decrease the bit count for the firewall, but you're also getting plenty enough from destroying bytes, and there's plenty of them to go around, so having too many of them isn't as bad as too many Gygabytes.
  3. Either bumping the damage of certain weapons, having a shooting gallery/training room, or influencing what weapons there are in the rotation. Since I know letting the player choose their weapons is a no-go (and would make subsequent battles boring), having RNG for weapon choices suck. Too often am I stuck with either the range variants or the power spread variants, and they're not exactly the best IMO. You can skip the rotation by getting into the arena, then quitting the game, but that wastes time. If there was a system to influence what weapons you would get or have an area for trying them first and get a feel for them, then jump in before the 2 plays expire for that weapon rotation, then it could leave some control to the player. I am aware the practice mode is a thing, but you're still left with the things the rotation leaves you, so if you wanted to try out a weapon you have not seen before (or even unlocked in the gallery), tough luck, wait some more :/
  4. Leveling skills? Maybe? This one may be more experimental, but say that after leveling up a Doll, you could also increase its base atk, def, nrg, etc, through skill points. This might sound redundant and probably minuscule, but could also provide some team composition and personalizing what you want each doll to be. All out on offense? Sure! Speedy on foot? You got it. Energy reserves for days on end? Why not? On top of it, you're already adding a special benefit you're getting from the cards. Not only the stat-ups, but the unique behavior/perk/upgrade you would not get from the base stat-ups from skills. It would not remove the importance of cards and allow both to exist.

...ok, I'm a bit biased on that last one since I'm a sucker for character progression, whether it's bland or complex, but in short, some suggestions I've thought about when playing to make the experience (hopefully) better. Loving the game so far, absolutely dig the style and dialog, it wears its heart on its sleeve very well.


Cheers!

Not sure if anyone also experiences this, but any time I change the window from windowed to fullscreen, it flashes on and off at random intervals. No other resolution or quality settings fix it. At windowed, it's fine. Maybe it could be my GPU drivers or something? No idea. Currently on version 6.3.2, but the 6.3.0 version also had this quirk.

Absolutely delighted with the art and the easter eggs, and the gameplay is as solid as ever (if a bit repetitive). Worth it to get all 8 stamps too. The fact you remembered Luigi's stripped socks tells me enough for the love of this project. Great work!

F

Amazing update so far! I'd say the wait was well worth it. The new renas are spectacular too, and I did notice you also took note of lipudc's PJQB with the party system.

One thing to note though, I did try my darnest but in some areas where the latex(?) puddles hurt you, the corners aren't big enough for traversal, meaning you'll get hurt, guaranteed. They almost look cosmetic, haha.

Wow, this is definitely the first of its kind that I've played lol.

As for other features and progress, what else you have planned? My curiosity has been poked.

Oh yeah, good luck too! Hope to see more of this game.

Alright, fair.

Aw hell yeah :D

...though, an optional area? So then what would be next on the linear side of things?

For the starfish I get it, could be a caveat of RPG Maker after all XD.

(Then there's me with 0 knowledge whatsoever :v )

It definitely will become a hassle to implement all possible effects on all possible areas/battles, much so for a small-scale game, so makes sense that not everything will get in contact with anything unwarranted. Some kind of failsafe (like the waterfall before the fleshy area) could be applied one way or the other for all areas, however, so as to avoid my case.


As for the parasites, I didn't think of it that way. Works like the map being a lock and you having a parasite being the key to, say, goodies and items and such. I knew about the smaller "puzzle" requiring the dick latcher thing, and the flavor text hinting the same thing to solve it, but I didn't think highly of it when in combat anyways haha.

(Also, I gotta ask for curiosity's sake: is there going to be Kuromaru anywhere in the future? Or is it too early to ask? This game's perfect for that!)

So, to clarify, those text box breaks I mean as in having leftover space during a scene for it to only use the remaining 2 sentences or so, leaving the rest of the textbox empty. It doesn't break the game or softlock me or anything, just nitpicking.

...On a side note, however, I did some digging on my own to actually find some glitches. I'll list them by order of appearance and the who, what, and when.

- - - -

Text cut off

Happened when fighting the fleshy starfishes to try out their attach moves and see how they looked. Once I waited in my turns, all of them did their thing. After that, one of them inflicted the status effect, but briefly before that, it displayed the message on the top:

I knew what it was trying to say, but it is still noticeable nonetheless. One suggestion for this was for the game to detect if you have the starfish attached/"equipped" like the game forces you to, then see that if you do, roll a percentage to make it hypnotize you, then put you to sleep. The reason I mention this is that the starfish doing said move isn't the one that is attached as one would think, but rather the remaining one still fighting. If the intended method is just that, however, then it could be useful for the text to reflect that.

- - - - - - - -

Skill leftovers and incorrect layers superimposed

After leaving the fleshy area, I managed for all parasites possible to attach to Renamon. Then I left to test them out to the slime area. One problem though: going to and from an area automatically cleans you of said effects, but the game fails to recognize this, leaving some battles with these options:


The game still thought I had the parasites attached, when clearly it wasn't the case. Curiously enough, it also still gave me the "aroused" effect when outside of the fleshy area. More curiously though, when trying out the "absorb" ability in the "data corrupted" option, it also overlayed both displays of Renamon: one when aroused, and one for the current slime fight. This led to something like this"

(Also, the arousal bar came back shortly after. Also also, ngl, I dig the slime Renamon design, those purple eyes in particular ).

That's something I also don't get, the option to remove the slime suit is there in the resistance option, but not for parasites. What's up with that? It could be so useful instead of wasting a turn to struggle them out, only for another to attach again. 

- - - - -

And that's all so far! Sorry, long post I know, but if you needed to hear it today, I support you 100% man. Keep at it and don't let the flame die. You'll get the hang of this in no time :D

Ohhh, that makes more sense. Plus, a rock-paper-scissors style of game can bring in some strats too. I'd imagine that the option to keep said status afflictions from enemies would come in later since I can't either keep the slime or the parasite afflictions when entering another area. The game just forces them off, so I suppose its intentional.


(On a side note, I think the option to "struggle [body part]" is still kept in the resistance tab when fighting outside of the fleshy area when you have a parasite attached, even though the game forces them off you anyways, and the model also reflects that. I'd imagine that's not intentional).

As for the grindier style of the RPG, I'd say that's fine. Not really fond of grind in RPG, but it is a staple in said category, so it's more of a me thing. Mobs getting nerfed while gold drops getting buffed tho is welcome in my book. The crafting also helps immensely with stat ups too, the slime balls help in becoming tankier, especially considering how much damage the parasite enemies can total up when not having them. As for the difficulty, I'd say it's not entirely easy, but it helps in making battles not piss-easy, requiring the player to actually focus on said battles.

The textbox breaks I refer as in having too many words while in the event to the point of only having 2 sentences left occupying an entire text box just to finish the sequence, or breaking up a sentence to finish it with mostly empty text box space. Again, a me type of problem, but that also affects the...status effect? Move? That the fleshy starfish has when it attaches to your head and puts you to sleep (I think), it cuts off there too. You can tell what it is, but there's too much text for the whole message to display. In short, you could say it is the pacing, but I'm not the type of guy to read descriptive text or read visual novels and the like, so I mostly gloss over them. It's just nit-picking.

As you could probably tell, I'm pretty picky about things, but again, all in the name of positive criticism :)

Definitely digging this overall. Though leveling up feels worthless and the grind for materials and gold is a bit steep (considering your only source of stat-ups is equipment), the art in here and how is used for gameplay is awesome. Really liking the whole Grove style, and it shows with the slimes and the bad endings. The actual battles, though, feel leveled against your favor. The first area turns more into a chore considering how many turns it takes to kill a single enemy, let alone the parasite thingies in the second area. If one was bad enough, how about more than 3 at once? Like I said before, leveling up feels worthless, so you'll need to rely on equipable items all the time.

Still, for being someone's first attempt at an RPG Maker game, I've seen far worse projects from long more experienced people.

Looking forward to this and to how it shapes up, man!


(I just wish I could read the textboxes better, those breaks are kinda annoying, but that's just me lol)

Oooohhh, that's the new hypno item? Man, that was a let-down, I thought it was a new gadget of sorts. Oh well. I already did collect the cats and it does look like a nice palette swap, not gonna lie.

As for the partial undress option, it's in the room where you get the brainwashing visor when you turn on the TV to the channel, wait for a bit, and it should be on the lower left of the desk once you're in that room.

(1 edit)

Actually, you're right. That *was* the partial stripping option. I could barely even see what it was when I picked it up at a weird angle.

So then where's the other "hypno item" that the changelog mentions? Or the "new scene"?

HypnoLab VR community · Created a new topic Dumb question.

Self-explanatory title, but what does the last gadget do? I already collected it from where you get the headset, but I don't see it anywhere. Is it supposed to be used on Kady? Where do I even find it in the lab if I already have it? I could be totally blind, I dunno :/