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An NSFW graphic novel / action hybrid about love and death in the Weird West! · By
Review time!
*Gameplay is existant but rough, compared to a common game it is mildly clunky, compared to adult games it's great!
*The little pulses and details on the game were uncessesary overall, but i FELT them, so they did their purpose, very cool of you, good job
*the dialogue was a solid 8/10, i liked it
*The scenes made me peeved, not from their content, but on how WORHTLESS they felt, they don't feel like they are part of the game, they kinda of just happen... i will repeat, the sex scenes are too disconected, and after i discovered the plot twist... CUCK (personal preference but, you know... it was exactly that). Their art was great, but i couldn't enjoy it because i was too focused on how pointless they were.
*Honestly? it felt like you wanted to share your idea, share your story, but then you kinda of just added the porn for the sake of it, or for personal desire
*the first person during cutscenes? just a bother really
*those only walk sessions (the ones on the desert), atrocious, they are not the worst, but they felt the worst, and in the other side, why the heck is there dialogue happening during the bat ambush?! it like the two extremes of dialogue mismanagement
*The story is nice, i liked the variety of concepts they were pretty great, very interesting to me... the characters though, oh my god, compared to your egyptian game, these folk are CHUMPS, i felt no connection, no fun. Their design isn't at par either, old west furry, and that is it, for a game about death, the bat, the coyote, the pig were VERY basic.
* ... DEFINITELY add something to indicate the bull's cannon is about to shoot, simple as that...
*The art, soberb! you have style, and didn't pull efforts in adding a variety of pannels. The city backdrop during the train? Extremely pleasing!!
*By the way, you managed to make a story with deep symbolism and themes without falling on your face, great job, genuinely!
Citadel level 2 is absolutely kicking my ass. I think I would really appreciate a way to save progess between stages of a level - I keep getting frustrated in the middle of a level and having to step away for a while, but then when I come back later I have to start that level from the beginning, which sometimes means losing a lot of progress. Like, getting past the second stage of this level is a challenge and an accomplishment for me, and by the time I clear it I'm ready to take a break, but then the third stage with the artillery is even harder. It would be really nice to be able to set the game aside and then come back to difficult spots with a clear head, but that's difficult when I have to replay the previous stages and wind up getting frustrated even before getting to the harder parts.
PLEASE PLEASE PLEASE FOR THE LOVE OF GOD TONE DOWN THE BEAR BOSSFIGHT.I for the life of cannot get passed it. The little tinks get so annoying after a few deaths, the things that go up and down that outpace me when im trying to grab ammo, the thing that comes down the middle with little to no room to work with even with bullet time there are weird hit boxes that make me constantly miss the flower thing. This fight drove me insane and i ended uninstalling it out of anger. I dont even wanna see the last scenes anymore because of that. After a certain amount of deaths, theres needs to be a skip option if a person literally cannot beat a boss
So as far as sex games go, this was very well made! Story ain't half bad, and the message of trans acceptance being naturally introduced was a major win. Combat felt challenging but fair (most of the time) And I could see this being expanded on ever further. I do have like one misgiving though:
The Boss fight with the Bull Military leader is a little unintuitive. I figured out pretty quickly that the bullet ricochet towards you after a single bounce, but there's sort of a problem with that: The bullet has to do basically in a straight line from the bull, to the wall, to the bull again in order to hit her; since the boss is always turned to face you, you can't let the shot make a very wide angle, or it will never hit her. This mean you can't really move out of the path of the shot pre-bounce or the bounce angle goes wide. This wouldn't be an issue, except there isn't enough ammo on the map to just shoot her down yourself. I found myself just holding right click and waiting for the shot so I can dash, fire a bullet to reset dash on hit (nice addition btw) and then hoping that I did it quick enough to be in front of the boss before the shot reflects to dash away again. It's got a lot of moving parts, sure, but it wasn't very exciting just waiting in slow mo the whole time.`
Still, this had some really good moments. Loved the chase scenes a lot. And of course, good ass art~
EDIT: Added some additional info to make a clearer picture of the situation I'm was talking about.
An absolutely wonderful game!
Gorgeous visuals, good sound design, a lovely soundtrack and engaging gameplay that can be sometimes require a bit of extra effort, but without ever being punishing.
The lewd scenes are a treat, and I can honestly say I enjoyed all of it.
The story was quite short and fast paced, but considering the length of the game, it has to be. And yet it doesn't end up being too short, and it managed to hit some very touching notes. I'm a little embarrassed to say that the ending did kind of make me choke up a little.
I can only give it the highest possible rating of: I want more!
In addition, having read the PDF about the making of Deathblossom, I have a few things to say:
First off, it was a very interesting read. The amount of art and sketches was honestly surprising, but that probably comes from a place of not having developed a game myself. Reading your thoughts, your explanations and your path on making the game was honestly really lovely, and could only serve to make me enjoy the final product all the more after the fact.
Reading the process as the way things developed and evolved was something that I could only appreciate. Seeing how characters, both the main cast, as well as enemies, developed and evolved, seeing what got passed over, and what just never materialized: It fascinated me.
There's something about reading about the real world inspirations that adds a layer of depth that maybe isn't fully actualized in the game (And doesn't need to be), but comes to light in reading it. The explanation about the more dub/non-con scenes and themes puts to words what I feel I already knew myself, but have never tried to explain.
One thing I perhaps wish was included, was something about the different animal forms. In the game, Death offers a few pointers as to why the different enemies are shaped the way they are, and leaves the explanation of the protagonist's form in the hands of the player. Though I'd have loved to read what drew you to those choices.
All in all, absolutely stellar.
Really loved the vibe and feel for this game. It was an absolutely delightful blend of hardboiled noir and cowboy ghost stories. You don't really notice how much The Man With No Name has in common with the hardboiled dick until you do a setting swap. Going anthro with the designs was a fantastic choice. It allowed each character to be visually distinct while playing up the supernatural half of the story. Plus, you know, it was pretty hot.
And the composers knocked it out of the park too. I don't know if you specifically asked them to avoid more conventional Western/Detective sounds. But the heavy industrial and frenetic sounds they did go with fit the vibes perfectly.
Thank you again. There aren't enough stories about wolf t-girls going on a doomed quest to rescue a beautiful blonde.
So...first of all, smooth controls, great gameplay, great premise.
Second of all, amazing music, I am a huge sucker for westerns, with a twist.
Third of all....great personification of Death. The ending made me Cry, the story was great, the characters were all great, there's so much allusion to unfinished business even for Cotton.
Fourth and finally: Hot H scenes. Well done, 10 out of 5 stars. This deserves an award.
i thought the stonecrop fight was incredibly hard, i felt it was incredibly rewarding though to finish it. the mechanic isnt crazy complicated i do think it could be slightly more fun if the initial warning for the shot was a bit clearer than a glint on the barrel and timed out a little sooner maybe?
I don't usually write reviews but this time I would like to say something. The game is actually very good, the artwork is incredible, the mechanics of how you fight are fun and the story is exciting too.
But now comes what annoys me incredibly and now makes me write this review.
The boss fights are just frustrating. They are just difficult for the sake of being difficult. Cotton was doable as soon as you knew that the other opponents had to attack her, but even then it took a long time before I came up with the idea. The sniper boss was simply "there are 10,000 enemies here while the sniper could get you through holes that were 1 pixel wide". And then came Stonecrop. I see what the plan was, but for me this is one of the worst bosses you can do. Not only does it have an incredible amount of life, it reacts extremely quickly, every hit, no matter how small, even if it's just environmental damage, is instantly fatal. No, it also has to have homing cannon bullets. And of course an artillery, Otherwise it would be too easy, right? Here comes the phrase "Difficult, just to be difficult." very clearly throu. I'm sure the GitGud department will breathe heavily when you say something like that, but I don't enjoy it this way.
A good boss consists of two of three things. Toughness, strength and speed. Either it is strong and tough but reacts slowly, or it is fast and strong but cannot withstand much or ist fast and though, but does no damage. Stonecrop has all of them and more, making her a bad boss.
Okay, now on to how I would improve it. Give the player the opportunity to improve Sweetpea (more life, more damage, more speed, etc.) or make the boss fights easier (like dont give her Homing Cannonballs and a Artillery). Maybe with a "failure" mode that activates when you die 10 times so you no longer take damage or take less damage. Or just an option to skip the boss so that you can follow the story.
So that was my not so small complaint. But I'm writing this because the game is otherwise good, it's fun and it pisses me off that I can't finish the story because for me this boss is invincible. Even with tips and instructions, I couldn't defeat this boss. I'm not good enough to beat Stonecrop, so I can just close the game and hope that there will be an update at some point so that I can finish it.
Thank you very much for your time, the cool story, the artwork. Greetings Makoto And sorry for weird English, it’s not my First language
Love this game! Sadly its just shy of being perfect, but would love a sequel or remake some time in the future!
Pros:
- Memorable characters
- Tells a story, that while not perfect, has stuck with me and that's better than most.
- Art, fun, sexy, and stylish.
- Actual game-play. I can not stress how much I love there actually being a game to this game. Very few other "games" out there hit this mark. I want more of this please.
- Bopping sound track
- Free (why is this free? Shut up and take my money)
Cons:
- Too short (which is also a compliment that I wanted more.)The game is the correct length, but I still want more of it damn it!
- Characters and story while I enjoyed them still end up being a little weak due to just us not having much time with them. (cant be helped as its a short game by design) Honestly felt more attached to the villains then the heroes as it felt more cut scenes were given to them. (the romance didn't land as much for me, because a one night stand wasn't great grounds to make me believe in their chemistry.) If there is a sequel or remake this is one of the major things I would want. More time with the characters and story.
- Combat is good enough to be fun, but not great. I have played hotline miami, and so was expecting that sort of gameplay from the trailers, which is what I got, sort of. The main lacking thing that deathblossom has is choice. Most levels are puzzles with one, maybe two correct ways to play them out. Hotline miami had so many more, with its masks, weapons, enemy patrols, and building entry points. This lack of choice kills the replay-ability in the long run (minus speed running) and player engagement in the short. I never really had to stop to think when I played. The most direct path was always the correct path. If the game had been longer and run out of new ideas to throw at me I would have ended up being bored.
The second issue was just the visual polish. Something about the combat animations just felt janky. I'm not an animator so I can't say why, only that I felt it.
Also. My take while playing was the bullet time was there to make the game possible for most players, because otherwise it was too hard, rather than as a core design choice. Would have liked to see it used more through out the game. Maybe upgrades to increase how long you can stay in slow mo, Enemies with Magic bullets that track you if you start using it, bonuses for triggering it right as your about to get hit, etc... none of those are likely good ideas, but I just wanted to see more of the game interacting with the mechanic somehow.
Don't take my critiques to mean I did not like this game. I loved this game (and am critical of the things I love), I am a fan of this game, and of the developer and will be telling anyone who will listen to come and shoot some zombies.
I have never written a review on an NSFW game before, but I feel due to how good this game is I have to... along with a few complaints I have but that will come later.
*Spoiler warning*
The good:
I absolutely love this game. The story and lore are fantastic, the writing is amazing, I love the characters and I actually want them to be happy. I would actively recommend playing this game just for the world-building.
The bad:
The only things that I think bring this game down are two things: the gameplay, and the ending.
The gameplay:
The gameplay in it of itself isn't bad, in fact I absolutely love it... however, I'm not used to using a keyboard to play games, especially high-intensity action such as this. So I feel that the game was really difficult at a few points, which isn't a problem in it of itself, but I do wish I had the option to use a controller instead, or maybe even get upgrades that let you take an extra hit, or turn your revolver into a shotgun, or getting multiple dashes. But ultimately I think just having the option to use a controller or keyboard would fix this issue. (NOTE: I wrote this part before the update, I haven't had the chance to play it and see how it feels.)
the ending:
I'll be honest, I'm not a huge fan of endings like this; where the hero leaves their lover alone. I personally wish we could've gotten an option to stay with them. or maybe some form of multiple endings? Like an ending where we could move on and pass into the afterlife, or stay with Zephyr with death saying “Alright, since you helped me out I’ll cut a deal with you. So long as she’s still alive, you stay alive.” or an ending where we side with Yarrow (I just think it would be fun to see what that would look like). If you do wind up doing this in the future, please don’t say if theres a true ending, I like being able to choose which ending I think is real or not.
Ending thoughts:
I really liked it, I’ll definitely be donating to the creator in the future, I wanna see more of their work… Hopefully with a happier ending than this one, lol. And if you haven't played the game and read through this for some reason? I definitely recommend playing the game, it’s really fun and I like the story stuff… also the nsfw is hot as f*** you knew I had to say something about it.
I wish the creators of this game the best of luck in the future :)
This Game is soo Bullshit! Over all the difficulty is pretty high but for the most part it is manageble. The final boss however is grueling at first. THEN he swipes you with an unavoidable wall of death. If you are very preceptive see the three weakspots and put together that you need to slow down time to hit them all. I didn't soo I had to make it all the way through that hellish boss fight three times. Oh and let's not forget the countless times I didn't make that far.
Edit: I forgot to write that the third time I made it all the way a little brown wall wound up between me and one of the weakspots. I was unable to shoot it and so I died. That was when my frustration eclipsed my determination and I started to hate the game
When I started writing this I was aflame with hatered, after venting by writing that I feel a little better but I'm still kinda miserable.
I think a skip level feture would be good. All the bad feelings that come from giving up would still be here but at least I would get to see that final scene
Good game, but way too difficult. I got to Citadel 2 and called it quits. (I found a save file and watch the cutscenes after that) Got tired of all the kiting and baiting enemies into shooting each other. The severe ammo limits was obviously a design choice but it was the wrong design choice. It completely breaks the game into a shitty puzzle game.
The art and sound/music is fantastic. Not much cup of tea, but I can recognize quality when I see it.
I ended up playing the game across two days and forgot everything(?) between those two days. Something about killing zombies for death in a spaghetti Western setting and... thats it? Maybe there was a godtier story there but I forgot it. I know theres a "Making Of" that probably explains things in depth, but I've always subscribed to the belief that the audience shouldn't have to read the writer's notes to understand the story.
Okay so, I love the game. Its short, but its beautiful.
To get more into it, the gameplay is rather basic, The gun and kick feel great (i genuinely forgot about the kick till the ending area) and the dodge is always useful, its simple, challenging, and very fun. Of course it is a porn game, and the smut is all super hot, Gorgeous art with fun kinky writing and dialogue, and the unique designs help with that.
But surprisingly my favorite part is the story, it's short, simple, and sweet, and its genuinely one of the few stories out there to make me cry. In the end, its about cherishing what you had and understanding when its time to let go of the things you love, maybe you don't get a happily ever after, but that doesn't mean you don't get a happy ending.
(However Zoequete PleasePleasePleasePLEASEPLEASE add in a DLC or just make a short story or comic or something to give Lily and Pea a happy ending, doesn't even have to be cannon just please they deserve it)
A very tough game, but for this genre, I'm not surprised. A short and actionpacked experience. I found it interesting and quite fun! Rewarding in the same way Hotline Miami is.
I also have a soft spot for girls being badasses while still being allowed to be people with emotionally impactful stories.
All in all, excellent game!
This caught my interest immediately and held it tight. The look, feel, and style of it all were coherent and cool. Getting that presentation right is so important for first impressions. For the most part it always answered my wishes, too; right as I was hoping to see levels that don't funnel you into a single designated path so readily I got them and the pacing was tight enough to where dying in a level kept you close enough to where you left off that it wasn't frustrating to try again. If anything felt underbaked it was the story. Your setup has plenty of classic charm - a hardboiled detective, an intriguing dame, a colorful villain group and a charismatic villain - but it feels like we only got the bare minimum from them.
Sweet Pea is a bit dull because she had such a one track mind. Her motive - save the girl - was so basic, and she was -so- singularly focused on it that she didn't show any curiosity toward the people she met or the situation. You wouldn't know that she's a detective by the way she acts. Though it was kind of cute how she tried to make action movie one-liners but couldn't really think of anything other than variants of "uh, I'm gonna kill you now", it would have been more interesting for her to engage with the villains more. I ended up agreeing with how the bad guys saw her; Cotton was right that she was just someone who got taken in by a pretty face and Stonecrop was right that she came off as a kid, someone just barely in their 20s, who hasn't lived long enough to have anything meaningful to say about subjects like life and death. Hardboiled detectives are usually past their prime because connecting their tortured past to the present is more interesting, especially in a story with these themes, than throwing a kid who barely knows anything into a situation where they don't take the opportunity to grow a bit.
By contrast the villains very apparently had a richly detailed history (and I am glad that we only got a taste of that, some things work better that way) that made their actions compelling, but I would have liked to see more come of their plots, grudges, regrets and interactions with each other. This is also where I think you could have done a better job connecting the lewd elements of the story to the rest of it; there are some hints that sex revitalizes the undead (or something) and that seems like it's going somewhere but then it never truly becomes a plot point. Most of the storylines involving these guys just seem to fizzle, too; the Cotton rivalry just blunty ends with no emotional resolution, Bitterback's seemed very underwritten (if they're both former lovers of Zephyr Lily you would expect some tension between him and Yarrow but they don't interact at all), there were hints of discontent from Stonecrop toward Yarrow that died just as quickly as they were suggested &c. Even when it comes to what they were planning it's all a bit vague and generically nefarious. I was left wanting for a scene that brought it all together. Lots of room to expand on the bare minimum.
Most of the time I knew what I needed to do even if I didn't immediately know how to do it. Stonecrop tripped me up because I immediately figured that I needed to bounce her shots back at her but didn't know that you get infinite bullet time during boss fights. I was trying to dodge by dashing (which kind of felt useless without any i-frames, especially here where the shots homed in on you) and getting frustrated with how tough it was to get the bounce angle. Some were saying that there could have been more of an indication for when she's going to fire, but thought the sound cue, her aim steadying, and the glowing cannon were enough as far as that's concerned. If anything a tip off early on that boss fights have that inexhaustible bullet time was what it needed. Seems like I'm not the only one who stumbled upon that by accident and if you don't know to use that then you'll likely never manage to consistently bounce her shots back. The other moment was the vine at the end of the final boss fight. While shooting the glowing weakpoints is obvious to anyone with gamer intuition it's not immediately obvious that this is how you stop the screen-filling thorn vine. A couple of warm-ups where you have to shoot them to remove an obstacle or something leading up to that might have been good to prime the expectation.
Destroying the field did feel a bit anti-climactic, too. That's a moment where you'd usually bring the mine down on him with TNT or cobble together a flamethrower or something. It just kinda catches on fire for no reason.
Had a lot of fun with this, though, and the couple of spots where gameplay segments were a bit arcane only stood out because it usually struck a balance between letting you know what to do and giving you some room to experiment with getting it done.