Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

UnrealDemon42

11
Posts
1
Following
A member registered Jun 10, 2024

Creator of

Recent community posts

unfortunately due to a bug that occurred during the last 30 minutes of the game jam, the guard system unfortunately broke, along with the escape system. 

I appreciate the feedback, I’ll look into it further when the team picks up the game again.

Thank you for playing! The game was made for the 3 day bondage game jam, so some graphics bugs still remained, especially after an ugly bug happened 30 minutes from the deadline. The struggle game was honestly a mistake to try and program last minute considering that’s what caused the bugs. Lol


If we ever continue this (our team is very burnt out rn), it will be stuff to eventually improve upon.

Thanks for playing our game, and I appreciate the feedback. While it probably won’t change the opinion much, but there was context that this was done for a 3 day game jam last weekend and the description doesn’t reflect that, so our time resources were very limited when creating this.


As for the frame issue, that’s an interesting issue that it’s on the 7th frame since it was programmed to hit on the 9th, but the whole thing was programmed without JS using RPGM’s arbitrary event system, so it breaking there somehow doesn’t surprise me anymore. We wanted the capture minigame to last significantly longer, with the countess and guards to react and be alerted to player mistakes and be able to hide in shadows to avoid detection, but we were just glad the animation system I made functioned at all in the 36 hours I created it in. The guards are not properly capturable due to a bug that happened in that last hour of the deadline which wasn’t caught until after the fact.

I’m not excusing the blunders btw, the game was a buggy mess and I tried to make the best of the situation as we were running out of time. If I had known better, yeah, I’d have focused more on the capture system, and going forward if we manage to continue this (our team is very burnt out rn) there’ll definitely be improvements there and to the stealth. I was originally going more for Thief-lite in terms of mechanics and gameplay, but there’s definitely some hitman ideas that could be fun to explore.


Cheers!

Hah, yeah, I can relate. lol

Whip idea would be cool tho.

It's not so much that the hands were difficult imo, was more that their attacks needed a little more delay after escaping and some spaces where they can't inherently grab you, like crouch spots. Something akin to how flying enemies worked in Terraria (Particularly the eyes) would probably do wonders and make the challenge of the hands more about hopping around the unpredictable patterns with hiding spots rather than the constant button mashing loop.

I like them in concept and were a unique hurdle for this kind of game, same for several other things presented here, I have faith in time you'll improve!

I love the art style and ambience of this one, really don't have any major complaints outside of the enemy placement in the latter half. Probably something that might have helped somewhat were better ways to combat enemies (not the traps, those were fine). Didn't have to kill them, but stunning them I think would have helped with some of the level design.

Interesting ideas and fun little premise, but the game could have used a bit more block detection in order to pick up items. Kept having issues where the damsels were blocking key items and the game forced me to click on them instead of other events. I don't mind the trial and error, but still, pretty good for 3 days.

(1 edit)

I like some of the ideas with this game, it has a lot going for it considering the time constraints. That said I do agree with Kinktastic, the hands were a bit much, especially at the start when you're trying to figure out the mechanics for the jump. But the struggles and traps were a nice button mashing challenge. Would love to see a fleshed out version of this.

I actually enjoyed this concept a lot, while simplistic, the premise and bondage elements were woven rather well. I will say I wasn't a fan of the whole standing still to get free concept, especially with the Vampire Survivor levels of hordes. I would love to see this fleshed out in the future, aesthetic af.

Thank you for playing and liking! Maybe one day this get fleshed out further, but we did the best we could within the time limits.

In regards to the bug you mentioned, yeah, there's a graphic bug that ranges from that happening to the image not being there at all. Someone made it known in the discord and I looked into it, but unfortunately can't update for the game jam version. The bug is partially also happening because the triggers for sending the player to the dungeon didn't autorun for that encounter. Probably something that got broken in the last 30 minutes in my mad rush to finish in time.


Thanks for playing! Yeah, our original vision was that you could capture the guards too and play a similar minigame to nab them. Unfortunately, it took me the whole 3 days to get the default one for the countess working (there's a lot going on under the hood for such a simple minigame) and couldn't get a viable solution in time, which is why the guards sadly just arrest you on the spot. The manor was also meant to be much larger too with a couple extra endings. Maybe one day post game jam stuff like that could become a reality.