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Xiketic

159
Posts
1
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85
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A member registered May 08, 2020

Recent community posts

I think the difficulty and feel of the game really match its design, keep up the great job!

I forget that some people just like enjoying games and don't find joy in suffering, especially since Kincaid is already a more casual experience in a lot of ways (though I assume the game will still have a few challenges up its sleeve.)(Dodge rolls out of comments)

I think Kalin's legs might get slightly longer during the run animation, since it looks like she is the same distance from the ground despite her legs being at an angle. I could be crazy though.

Yeah, no "one size fits all" with this type of thing, and gameplay is definitely the priority. Plus, there are plenty of ways to get that same intensity without applying advanced camera work, by using tools like screen shake, lighting, music, etc. No doubt you guys will make your game the best it can be, keep up the good work.

The zoomed in camera does make everything seem bigger and more intense, but wasn't very practical from a gameplay perspective. Would need a lot of camera adjustments to perfect, and idk if that's worth that much effort for 1 room. (zooming out for certain attacks, or based on distance from boss, etc.)

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The Fnaf Killer thing was mostly a joke, but it is cool to see the gameplay improvements and design choices they make :P. (besides, fnaf already has the rule 34 covered.) Jumpscare thing does depend on how much work it would be, and what they are prioritizing, but considering it is an nsfw game, it seems a valid thing to put effort into. Interesting point on bringing up them standing outside the doors, I hadn't given that much though. Maybe its necessary since, unlike fnaf 1, you don't have the light switches, but it might be interesting to have them stay in the hallway for longer, and cut the time spent near the doors in half, That could incentivize players to spend more time in the screens preparing for cycles and less of their focus on simply reacting. There should be a right balanced where you don't feel caught totally off-guard, but are also surprised to see them if you weren't properly prepared and expecting them.

fair

Not positive that this is how things work, because I didn't play this demo for all that long, but it would be nice if the pink moon didn't time skip to morning and end immediately after being caught and engaging in plapping activities, especially since it wasn't until the very end of my testing that I actually got one.

One thing that I always wish horror games like fnaf had was variable jumpscares, and there's probably an optimal way to do it.

They always have less impact after a few losses, so maybe the first jumpscare is always guaranteed to be set to default, but with each progressive jumpscare, the chances of getting a different scene increase, so that by 2-4 times of losing to a character, you get a second scene. Perhaps there is another even rarer scene that only happens 1 in 30 times to really catch you off guard, and can only becomes a possibility after you have gotten all the other scenes at least once or twice. If a player loses once, they might not necessarily lose to that same mistake again, but if a player is losing multiple times, they are probably going to continue struggling, so it makes sense to have scenes get progressively more rare.

Anyways, I've thought about stuff like this alot. Just another potential reason that In-heat will objectively be the fnaf-killer of all time.


Not sure, but if people are being notified of someone in need, then that's kinda nice actually.

Sure, it's not much, but I'll contribute 10 bucks. It's not like my life is perfect, but I'm blessed to be in the situation I'm at. and I believe people should take the opportunity to help others when it presents itself.

Oh hey, it's the platforming section things from Eroico, neat. I'm here for it.

And I like the face markings. Definitely makes the difference for being a Hyena visually.

Damn the patch notes are popping off.

Sounds good, you guys have been doing a really good job on updates. Just wanted to make sure it was still something y'all were aware of.

The photo ranking system still feels a bit random to me. Sometimes I'll take 2 nearly identical photos with significantly different ranks.


I think part of my general difficulty in getting high ranking photos is that I'm used to looking at photos in terms of artistic composition as compared to what I assume is more of a straightforwards scientific/ecological perspective that values clarity of subject over most else, but even aside from that I have a hard time figuring out what precisely the system is looking for.

Just leaving a comment as evidence that your fans are still here.

"Purchased 4 years ago"

"Download 2 hours ago"

*kiss of satisfaction*

Truly the best devs.
"Memes. The DNA of the soul." -Monsoon

I have been obsessed with plant people since forever, just love it, especially feral plant people like in Starbound.

Always the fun chance that the issue comes back after working on other content! Programming really is just casting magic spells as a computer wizard or something.

Finally, Pomhub.

Another benefit of being able to manipulate damage numbers more finely, is the possibility of easier hard mode implementation >:)

Was able to get through all the content fine without these changes, but the turn speed increase is very much welcomed. Alternatively, if you used actual tank controls (treads and camera move independent) it would also make it easier, but most people would probably have trouble with that... (I play a lot of a simulator game that uses tank controls...)

Really enjoyed the new levels. Great work.

66 shots seems pretty optimized, might have to give this another shot at some point

214s 91 shots first run seems reasonable for trackpad.

Pretty fun!

Looks like it took inspiration from Captivity, and plans on adding mod support. That's all I needed to hear.

It's not so much an issue of the game being difficult, as much as the game just requires a ton of knowledge to progress, made even trickier by the inconsistent difficulty curves and weapon balance. 


I was bored at one point and wrote up a big list of how I would balance weapons (primarily just through price changes) and adjust some aspects of the store and how you buy things aimed at making the difficulty curve a bit smoother.

Not really sure what to do with this list of changes now, but I did try to make them as simple as possible just in case someone is able to add them. My understanding is that the Dev moved on from H-games, which is totally fair, but if they or someone else could make some simple number changes as a band-aid fix for the game balance before moving on completely, I think it'd go a long way.

Malous already been sending me dms, should be easy enough.

(little strange that some of them are pictures of myself though)

Do you get more points if a subject facing your left is on the right third of the composition?

Definitely inspiring me to make some new pixel art, I love all of it!

Huge fan of gobbo characters, so especially hyped about the rock band, and the tall slime dude is giving off Merkava vibes for some reason.

I don't think this is what you were getting at, but I kinda like the idea of just populating an environment with characters, and then deciding which ones to use as NPCs based off of what playtesters gravitate towards... They all look like they have stories to tell...

Actually one of the best suika-likes I have played, much to my surprise.

Really nice list of improvements

If you make any sfw games I will absolutely buy them, btw. Hope you're doing well.

This is where I go for all of my game updates, so I would see it.

Maybe the Bar in the office wasn't resetting between runs or something, because I had a few runs where I'd barely start squeaking it and immediately die. Biggest issue with the Camera wasn't necessarily that it was slow, since as you said, you don't need to move it most of the time, but the player doesn't know where they need to check early on, so they have to check thoroughly, which is just not feasible.

Thanks for the reply though, it does help understand a few things better, even if I started to figure them out, and may help other people looking for answers.

Yeah, it definitely runs better than some previous version already.

It runs pretty well (using modest settings), the only thing I really notice is some stuttering when turning the player camera. The thing that concerns me is just how loud my computer gets.  The biggest strain seemed to be the Gpu. I have a Nvidia Geforce Gtx 1070.

Always happy for more optimization, and really liking the design decisions made here. Have you guys already mostly identified the causes of bad performance?

Starting a new game? That's exciting

The lockdowns hit a lot of us with depression and multiplied a lot of anxiety, and truthfully, while I like this type of content, Sexual and pornographic content does not mix well with depression. You are not alone in your struggles, and beating yourself up over it doesn't help. I've essentially just started getting my life back together since all of that happened myself.


Personally, I don't feel any need for you to repay me as someone who got the demo, if it helped support you then it was worth something, and even more-so if you move on to new projects. I think you show a lot of potential as a game dev, and I look forward to playtesting your future projects, however long that takes. I am little if not patient.