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Hey noticed a kinda major issue on the paid build and think I sorta know the cause:

Killing any enemy and choosing to cuddle doesn't properly transition to the gallery-esque scene. I can still pause like in normal gameplay, check the map, quit to title, etc, but because the player gets deleted during the scenes I'm not able to walk or do anything to interact with the environment.

I tried quitting to title and when I did it then opened the pre-scene text for that enemy and went through the cuddle interaction as normal except I couldn't go back and it seemed to just redirect to itself when I pressed back

Playing on v0.6 in the paid version, remember the demo working fine but I'll double-check if it does for me. Thought it might just be a hardware issue at first but the part after quitting to title makes that seem unlikely. Hope it isn't a pain to fix and great game the demo was very fun, controls are a bit funky but I have odd preference so eh. Love the visuals and artstyle, the jewelry system is really cool (definitely messing with some synergies there when things are sorted) and I prefer it over Hollow's tbh

Guessing what's happening there is the game loads that scene but doesn't play it over the game scene (idk if those are the right terms) and when i close the game scene by going to title it makes the gallery scene the priority again but then ofc has no game scene to go to when I press back

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the game has lgbt tag, but can you actually play a male character?

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You cannot play other characters, but there are LGBT sexual interactions and more of them to come!

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so, basically lgbt means “lesbian” here but not “gay”?

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Lesbian, bi, and trans are included currently or planned. Since the protagonist is female, unfortunately there won't be any MxM content

(+1)(-1)

I have an ultra wide problem (21:9) and it makes some of the newer animations difficult as well as some menu slides.

(there were photos here but the itch site was being stupid,
what would happen is the image would be zoomed in making top text unreadable and the menu comics would have the top AND bottom be hidden)

I understand if you don't/cant fix this given the rarity of the aspect ratio.

Ah! Yes, thanks for the notice! 

There is a "full screen toggle" in the pause and main menu. At the very least, I will make "windowed" the default option if it detects an ultra wide, and add a notice that ultra wide is not supported. Unfortunately getting ultra wide to work correctly would require a ton of changes to the in-game camera (to avoid messing up the background and showing unwanted elements) and many if not all UI screens. I will look into potential alternatives when I go over the settings for the game, which may happen over the next update.

I hope you can still enjoy the game in window mode, where resolution "snaps" to 16:9 as it is intended

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if your ever interested (and don't have one yourself), I can offer me and my ultrawide up as a guineapig if you wanna know things work! (Discord: fallingnarcissist)

(+1)

Thanks for the offer! I'll contact you whenever I get round to it ^^

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So the boss in the new area is like, basically impossible.
Does way too much damage and hits the entire screen.

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Thanks for your feedback!
I may revisit the fight in the future, but for now, here's a few tips:
- Offensive Spells (right click) can be super useful against dangerous enemies, as they are all some kind of ranged. 
- Try messing around with different Jewel combinations. Some work very well against the Lamia's wide sweeping attacks.
- Most importantly, the Dash ability gives very short immunity time. I don't think this is mentioned anywhere currently (other than the jewel which extends it), but I will make sure to include the note in the new update... reworking the tutorials in-game is on the to-do list. You can tell how long the I-frames last by paying attention to the sprite: if Flora's sprite is black, you can't get hit by enemies.

The game is meant to be challenging, but not "basically impossible". Even optional fights like the Lamia are not meant to be this hard. The next ecosystem's boss has a new approach to animations that gives me much more flexibility with timings of attacks. If this approach works well, I will probably go back to existing fights and update them, but it won't happen too soon.

Again, thanks for your feedback. It's hard for me to get "first impressions" on the fight after playing it 50 times while I tweak it, so these comments are super helpful.

Hope this helps, cheers!

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The game is generally easy, actually, but you have progression limiters that means you should maximise before going elsewhere

New patch has reduced the difficulty of the Lamia quite a bit. the moves themselves haven't changed, but both HP and speed have been reduced

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Wait what if i have download the game when it was free? Do i get the new updates autumaticly or i will have to pay now..? 

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Everything that was free is still free! the demo version will be updated with any new feature that affects it, and will remain free.

Ecosystems beyond the first 3 are only accessible in the paid version. If you had donated any amount to the free version, you will have the paid version unlocked. Paid version will go up by 1$ for every new ecosystem I add, but if you already own it you won't have to pay more.

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I haven't actually downloaded the recent updates. But do the scense have finishes? Like creampies n stuff

There's currently two kinds of scenes. The first 3 ecosystems (demo) have type A, the last one and the next update will have type B.

A. Loop: 8-12 frames of regular animation. There's no finish to the loop.

B. Slideshow: 20-30+ frames of slideshow, with second person narration. These have finishes.

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I enjoy this game quite a bit. Upgrades are life. But I admit that I'm a grind gamer and complete things too fast, so I wanted to ask, do you have a roadmap/time frame for future content drops?

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I also wanted to add, by no means do I intend to add any pressure to your process. I just wanna wait until there's more content out so I can complete that in one go too lol 

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no worries mate, I love hearing people are excited about my game! if you want to get daily (more or less) updates, consider joining my discord server ^^ I write down all my progress there, as well as timelines/deadlines I put on myself
the link is somewhere in the aphro2 game page ^^

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Glad you enjoy the game! =D

Current intention is to do 1 ecosystem every 3 months, and that will saturate my schedule. Plan is to have 10 major ecosystems with ~3 lesser ones (tutorial, town, ???). If the game does well, I have 3 others that could get added as an expansion.

With optimal work conditions, it takes approximately 1 month for lewds, 1 month for core gameplay (level design, env, combat animations, jewels), and 1 month for polishing (sound, bgm, bugfixing, testing, and all the bits and bops that I left behind, like tutorials, NPCs, dialogues etc... and adding new features).

It is my intention to add NG+ to the game, but it's not really a grinding game, nor is it meant to be infinitely replayed. Reaching 100% completion requires 5 play-throughs, and each one unlocks a special perk. of course they are cherries-on-top, not really "core" elements, but they will be pretty cool nonetheless.

I would expect this game to be as grindy as a souls-like. you can do it, but you are better off just progressing the game/git gud.

See you in the next update (early next week I'll be adding the Lamiacle boss fight) ;)

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Hi will you ever add a gallery so i know if im maxed?

Yup! It's not high on the priority right now, I want to get at least past the mid-game (3 more ecosystems) before I worry about it. There are 2 ways I could implemented:

  • Current best: the gallery is unlocked upon beating the final boss, and remains unlocked for NG+
    • Pros: big reward for finishing the game, centralized, permanent.
    • Cons: not available for first playthough.
  • Not-so-good alternative: the gallery for each ecosystem is unlocked after 100%-ing that ecosystem. 
    • Pros: available during first playthrough.
    • Cons: fragmented, locks lewds behind finding jewels instead of tentacles.


Your comment does raise an interesting point, and something that I should actually add is a lewd counter, that tells players if they met all tentacles in the current version. I used to have a message in the intro that said "there are X tentacles to find" but I got rid of it because it looked awful. I will see if I can include a functional "counter" of sorts that shows up in the pause screen or in the collection.

Хуйня ебаная

lmao

(+1)

Is there a difference between free and paid?

the Demo Is limited to the first 3 ecosystems. The full version currently has 4, and will end up with 10.

The game page has more details about the progress timeline and plan ^^

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Aphrodisiac 2 ? maybe i'm missing some details but the last time i saw and played this game it was numbered 1. is this a restart of game or was it first part of game?

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The first "Aphrodisiac" game was a very simple idle game, which I stopped working on because a. the time was bad and b. the art is... not very appropriate. It was an experiment and it lived its life.

This is my second game, named "Aphrodisiac 2" simply because it is set in the same "world" aka the Aphrodisiac Den. Pretty much all my games will be named "Aphrodisiac" followed by something fitting. If I had to name this game now, I'd probably go for something like "Adventure" or so, but its too late to change it, I don't want people getting confused over it. The "Aphrodisiac Spa", for example, is simply an interactive gif-viewer of sorts, with a bit of extra lore about the Den added in.

(+2)(-1)

need a male protagonist game

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At this game's inception, I considered which gender to give Flora. I ended up going for regular female, idk if I made a poll or asked on discord, and I honestly can't remember the ultimate reason, but I have a feeling it was either for ease of animation or because I wanted to make the "futa" state a gameplay mechanic.

Next game will likely have guys, both effeminate and manly, subs and doms. I want to include all personalities and identities in my work eventually, but for now I wanna focus on Flora ;)

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Just wondering if you have thought about possible making this avalaible on other platforms?

I did, the main issue is testing and compatibility. IOS is excluded by default because I have no devices to try it, and I know it can have issues that aren't easily fixable. Mobile is a goddamn nightmare to publish and resolution ratio is an issue in a game like this (it messes with the background, solvable but VERY time consuming). The only platform that I could potentially build for is linux, but I will only do that once the game is finished or almost, for now I'd rather focus on making the game good ^^

As for consoles, I don't think they'd like porn games on their stores, but i'm willing if they are ahahah

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Btw when will the new update drop??

I finished working on the SFW mobile game I've been making, so now I'm back in full swing. Probably a little while still (2 months?), but a lot depends on what I decide to include. Next major update will add a small price tag to the game though, and as I develop the game the price will go up. The current content (aka the first 3 major ecosystems) will always remain f2p, as a demo for the game, and this demo will also be updated regularly to keep up with any fundamental game changes or additions

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Is it just me or do others have an issue with the game not loading and crashing after clicking on "adventure"

I will be investigating this issue as soon as I get back to development. Are you the same person that asked this in my discord server?

Yup, that's me

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one thing. make it so you can rebind buttons

as i do not know why you would make it so "w" is jump

it would be like using the left trigger on a controller to jump

it just doesnt make sense

so please make a extra settings menu where you can rebind buttons

Re-binds and controller support will come in at some point, because I realize people like to customize their buttons, they aren't very high on priority.

Jump is on "w" because "w" is "up". If you wish to go up, you press up. The idea is to not require complex hand position on the keyboard, and since "space" is for dash, and that's a lot more frequent, jump makes sense on W more than any other odd key. Mouse only has two buttons, and they are used for the 2 attacks.

On a controller, there's 4 easily accessible buttons on the sides and... yes, jump would most likely be on Left shoulder button (and dash on trigger), leaving the two attacks on the right. As the game is currently, using a twin-stick control scheme, it would be clunky and impractical to use face buttons such as A to jump, because that requires you to stop aiming to jump, and that's uncomfortable in the thick of combat.

It's worth mentioning that I'm not satisfied with the flow of combat as it is. The second stick may not be such a good idea after all, and if that goes away, than controls would shift to using two-handed keyboard rather than mouse and keyboard. I would probably still use "up" as the jump button (or "w" in the WASD scheme).

Another worthy mention is that the basic Jump may not even survive development. with the Dash being so much faster and versatile, it does beg the question of whether a default jump is needed at all. More testing and more work is needed, but I figured I'd share the thought process fully.

Thanks for the feedback, cheers! =D

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Can you make a gallery where you can unlock secens with the monsters and watch them there if you have them unlocked? Would be a very good feature. Anyways great game.

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Yup, it's planned and unlocked after beating the game ^^

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i cant get past where you dash after the first boss fight, like the second room where you have too dash too avoid the spikes.

let's see, here's some info you may have missed:

- The direction of the Dash follows your mouse cursor. you can dash up, sideways, down, or any direction.

- You can Dash after a normal jump. If you jump over the spikes and dash when you start falling, you should be able to go over the spikes easily.

i missed that, tyyy!!! :>

Download tutorial?

there's an "Install guide" section near the end of the page ^^

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Not bad so far just a little short & too easy .
Kind of like a hentai hollow-knight :3

That's the plan ;)

Difficulty is never going to be as high as hollow knight's hardest content, but it's going to be much harder than it is now. It's important to me that the earlier segment of the game is simple enough to get players accustomed to the controls and mechanics

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How do you get to the first boss fight? i have the spell but didnt see anywhere

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damn, it might be another bug*, do you mind posting a screenshot of the boss room (or sending it privately wherever you are comfortable doing so)?

The boss room is the same one you pick up the spell in, and once you pick up the spell the gate* to the left should lift and grant passage to the boss

The gate is closed even though i have the spell

Thanks for the screenshot. Are you on the latest version?

As far as im aware, yes

Well, I figured out one possible reason for this bug. I'm fixing it now, patch should be life soon. while you will need to get the latest version, you might not need to restart, we'll see.

The problem i identified comes up when one changes scene (or exits game) between collecting the spell and fighting the boss. do you recall if that's what happened?

also, you can send stuff privately?

well, I meant on a different platform, I don't think itch has DMs

Ah, that explains it

(1 edit) (+1)

Edited: never mind, the button just doesn't show up when it's windowed.

which button is this?

(1 edit) (+1)

bottom right, I think it's just an arrow.


the very first button you're supposed to push after starting a new game.

Thanks, I'll take a look as soon as I can ^^

I'm having the same problems Flameshot098 had, only I can't really find where the tentacluster boss room is nor how to get to it. Was there mayber some other secret rooms I have missed?

boss room entrance is down a hole in room 4 of the maw, open the map with M, the boss room is the lowest of the ecosystem

(+2)

This is genuinely a really amazing adult platformer.  I could sink literal hours into this.  I'm gonna throw some money your way upcoming month because it's absolutely well-spent.  Please keep going with this, if the passion for it is there.  And if you ever wanna chat about it, game dev, writing, or weird ideas let me know.  It reminds me of old Flash games back in the Newgrounds days, but with far more adult themes.  Everything about it is so on point, so incredibly well crafted.  From the animations to the game mechanics themselves.  There's so much intrinsic and extrinsic value in this game, from the collectibles to all the scenes you can find, to the general feel of getting better at the game's fundamental mechanics and slowly mastering them.  And because there's very little in the way of punishment for fucking up (which can be altered with a hard mode later on if you ended up going that route) it makes it feel less frustrating getting good at it, very similar to Celeste.

All in all, an excellently crafted NSFW game, not something I say about a lot, especially ones that focus on animation over text.  You clearly know a thing or two about game design.

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Thank you so much!
Good to hear you're enjoying the gameplay as well as the lewds ^^
I am a game developer at heart, so it's wonderful to hear people enjoying my game =D

There's a lot more to do! hopefully by the end of the year the demo will be finished, but right now I'm taking a short break from dev and focusing on art to get my finances back up. This game is definitely a huge resource investment for me, I can only hope that once I add a price tag to it (or other monetization), it will carry itself forward

I have absolutely no doubts that I will.  :)  This is a kind of arcadey platformer you could sink hours into I think, with the erotic parts just making it even more fun and welcoming, allowing for even more replayability.  For someone like me who also likes to resist the feeling of giving in, even more-so.

And don't rush it, enjoy the process.  We will too even more then.  :)  I believe in you. <3

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Is there something that I'm missing? I can't progress to anywhere because it's either blocked off (MoM), spiked off (BoD) or physically impossible to reach (CoH).

Hmm, a couple of questions:

1) have you defeated the Tentacluster in the Maw of Mischief? big whipping tentacle that pops in and out of the ground
2) If so, have you tried/can you Dash? hotkey: "Spacebar"
3) if you have defeated the Tentacluster and CANT dash, go back to the boss arena, there should be a jewel you can pickup

4a) if there's no jewel, and no boss, and you still can't dash, it's a bug. May I ask you to make a screenshot of the Collection tab (hotkey: C)?
4b) if you can Dash, you have everything you need to complete the current content. Remember you can Jump first, and then dash mid-air to get extra distance/height.

Hope this helps, if it doesn't please share more info (screenshots of the blocking zones, for example).
Cheers ^^

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It seemed me killing a bunch of things and then walking back down the hole fixed the game, although I did send all the images in the Discord's feedback tab.

Thank you for the pics!
I will fix this issue first thing tomorrow

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at the 1st respawn point of the game, there is a small area where you can stand in the spiky pit

Ty! I'll check it asap!

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love the game and i had no bugs or problems but after i found out that you can shoot with RMB (it dosent stand anywhere that you can do that) the game became to easy because there is no mana or limit on how much you can shoot so even the bosses didnt even came into reach to attack me because you can just spam the RMB XD and like i said realy love the game cant wait for the full version of it and btw did you get inspiration from the game Hollow Knight it really felt like Hollow Knight especially the beginning with the secret path and the standard attack animation i love it  xD KEEP UP THE GOOD WORK 

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Oh snap! I forgot to disable the WIP spell from the hotfix ahahahah
Welp, enjoy it while it lasts, can't drop a hotfix right now =P

Next patch is behind the corner and will bring in the resources to manage that, even though the spell systems probably won't be fully done yet. I'm pushing hard to make this happen by the end of the week.

Hollow knight is the best game ever made, I am indeed taking a lot of inspiration from it, and adding my own twists where possible. The main problem i'm having is that, they really nailed it (ba dum tss), there's not much that can be improved without making crazy complicated systems. So it's great to hear this feedback from players!

Ty and enjoy =D

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I cannot seem to dash at all, is there maybe a problem

Dashing is unlocked after the first boss is defeated, and the progress should get saved between closing and opening the game.

Have you completed the first ecosystem?

maybe it's because after I completed the boss fight and then closed the game before doing the "sexy" or going to the other rooms

if you go back to the boss room, there should be a pink heart in the middle that you can walk over to unlock the dash

boss progress is saved after you defeat a boss, so you shouldn't have to complete the fight again, and item progress is saved when you pick it up, so if you did, you should be able to dash with "spacebar". If you can't dash, fast travel to the boss room (using the map "M" while in a pool), and the dash upgrade should be sitting there

Ok, nevermind, further testing has revealed a missing element. Thanks for the report! I'll fix it and publish the patch =D

where the save files are stored?

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They should be somewhere in your appdata folder. I strongly advise against editing the save files, problems may arise. There is a "reset progress" button in the main menu, however, so any fuckup should be resolvable by those means

Edit: nope, current version doesn't have reset button... I will publish a patch today

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bug report: ultrawide incompatibility 

Launched the game on an ultrawide monitor and the game launched fullscreen at the wrong resolution so parts of the screen were cut off. No settings option to change resolution so I had to play windowed.

Thanks for the report!
I will be doing a resolution pass alongside all other game options (sound volume, keybinds and so on) once I finish the current round of gameplay implementation, but I didn't consider different resolution ratios, so I'll add it to the tasks. I'll do my best to make it work, but it might completely destroy the prospective view of levels and cause issues with UI

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This is obviously a niche issue but thank you for adding it to the todo list!

(+2)

Tired new version. Love it.

Bad points first.

  • Might just be my bad memory, but I it felt like the jump was a bit lower than it was in v0.2.x, which is actually not bad, but it felt like a few locations I should reach I couldn't until I get more dashes. 
  • Default player attack is small, so I keep running into the tentacles when trying to line it up, and it hits in a shallow line, so jump attacks miss often. Circular all around attack is better, but kinda difficult to do and messes with my dash accuracy. 
  • Really want a dash-attack, either one to pierce through the enemies and keep going or one to bounce off the enemies without doing damage, but using one of the dashes. 
  • Some of the dashes are pretty tight, especially in the orange location. I would like a cardinal direction dash because mouse aiming is never completely horizontal. 
  • Sexy time animations of v0.3.x are not really my cup of tea, though I'm sure you'll introduce other aspects common in your artworks in later updates. 
  • Map begs to have either a Tab or M as it's hotkey. 
  • Game is starting to get big enough to warrant a save system. Especially one that will allow players to bring progress from earlier versions forward. I think I did the starting zone a whopping 7 times already.

Good parts:

  • Getting more and more dashes from bosses is fire. Creates the natural "hyper beam" moment, where annoying spikes become a myth of the past and so does floor. Maybe a few more options to hold in mid air and your platforming alone would be good enough to carry the game on it's own, as long as level design isn't completely bad (which it currently isn't, but does tend towards hostile towards the player). 
  • Fountain system is really cool and you clearly have a feel for where to put warp points without them. 
  • Gigantic tentacle boss is really cool and (ignoring the problem with player attacks I described prior) enjoyable to fight even on a single dash. 
  • And with the way you are developing the map, I'm guessing you are going to scale the bosses and levels to the lowest number of upgrades player can have and get there, while also giving an option for the players who struggle to go do other low level zones and come back stronger than intended. If so, that's fantastic design.
(+2)

Wow thanks for the extensive feedback! <3

So, most of the things you pointed out I agree with 100%, and they are either in-progress (spikes), in the current patches (map and save system), or planned for the future (dash-attacks). To address some points specifically:

baddies:

  • Jump was indeed lowered in height, from 7 to 5 units. Top falling speed was reduced considerably, and jump-interruption was quickened. All the areas that now require the dash are meant to, but I may change it later on, depending on what items I put in there.
  • Attacks are meant to be risky and short ranged, but there's 2 big features missing right now: spells and upgrades. Once those are introduced, you will be able to customize your fighting style enough to not feel as limited as you are right now.
  • A form of Dash attack is planned, as well as an update to all attacks. I really want to make this game mouse-and-keyboard friendly, and not have to put the "use controller lol" note, and that means tailoring the systems to the hardware. In the coming weeks, a lot of this stuff is going to get consolidated.
  • A good rule of thumb: if it requires high cursor accuracy mid-movement, it's not the intended solution. I'm aware of certain areas that may be causing unnecessary frustration and will be trying to fix them where possible, but I'd rather it be possible to solve it the "wrong" way, than just forcing the "right" way. Cardinal dashes may happen eventually if the current system just isn't enough after its fully implemented.
  • Map hotkey is in the most recent patch ^^ both Tab and M open and close it.
  • The save system is in game since version 0.3.0. from now on, you should be able to just play the new content. if that's not the case, let me know, because it's essential that it works.

goodies:

  • What you are describing with the dashes is indeed awesome ahahah messing around with 10+ dashes is even more fun than it might sound, especially mid-combat. Traditional platforming is more a thing of the early-game, later sections of the game are a lot more streamlined (as the caverns hopefully prove). New hazards are also not as punishing as the current ones, so once those are in it should feel a lot better to zip around levels.
  • Glad you enjoyed the fight! with each fight I improve my skills, learn from my mistakes and evolve my designs. Already the Burrower feels outdated :0
  • current plan is to not have any "hard" gates beyond 3 dashes. Meaning: after you beat the current areas, you should have everything you need to get to the final boss. I want the metroidvania feeling to be driven by the mad search for power, not some arbitrary hook-shot upgrade. If none of the ecosystems entice you, and you're good enough to just need 3 dashes, so be it. Speedruns are going to be rather fast lol


Thanks again for the feedback! hope you enjoy what I have planned next ^^

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I've realized that part of the game have been inspired from Hollow Knight. I love the look of the game and I hope to see it in it's fullest glory soon.

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Thank you! yes, hollow knight is indeed an inspiration for this one, I love that game :3

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Really nice game, I've found almost all the tentacles, where can I find this one?

A-ha, the Burrows boss! check the map ("ESC" -> Map), he's in the top left of the Burrows ^^

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really enjoyable and cool game

Thank you! Glad you're enjoying it =D

(+2)

you should add xray

(+1)

I'm considering it as an option to add later on =D

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Definitely excited to see more of this game
Movement is pretty clean for me, and the scenes are *hot*
(only wish there was a bit more obvious urethral stuff than just hinted at in the intro text)

Cheers!
There's going to be some explicit urethral in the ecosystems beyond the Burrows, but not much I'm afraid. Female urethral isn't one of my kinks, so the contexts in which it would happen are quite limited

I want to preface this by saying these are the suggestions and not instructions you have to follow. I know you are an artist first and love your work, so please don't take this as me bashing what you already created.

I've not yet played the v0.2.2, but did play the v0.2.1. The platforming feels a bit... wack.  I think you simply add upwards momentum to the character when she jumps, but that means that as soon as she hits a ceiling she drops like a rock. It would be better if she stuck to the ceiling for however long it takes for her to reach the top of the jump ark, and then start gaining downward momentum, all while still being able to move left or right. Also not sure if you have a cap on the downwards momentum or not, but you should. And I'm also not sure if you have coyote time (a short period of time after walking (without jumping) off the ground when the jump is still usable), but even if you do it feels very short. And so the character feels like she's slipping off the edges. Which feels especially bad with one hit kill spikes everywhere. You should probably remove those, or at least make the "teleport to safety" animation faster.

I really love what you did already. My own projects never reached even this far, so the shear fact that you have a somewhat playable build of the game is a huge accomplishment! Good luck on creating more!

Thanks for the feedback! In general, I'm planning a pass for all physics behaviors and overall platforming soon enough, as part of the 4th ecosystem probably, but let's see if I can shed some light on the issues you pointed out:

- Ceiling hover: This actually already happens, but the maximum jump time is really quite short (0.25s). You can test out the difference on a really low ceiling, but it's very small. Much of the "highest jump" duration is simply due to the speed not getting reduced artificially, which gives it an extra bit of arc while physics runs its course. In the presence of a ceiling, Flora's upwards velocity is effectively 0, so as soon as the jump time is up and physics takes over, she falls. I don't see a practical issue with it currently, but it may change as I explore more responsive alternatives.

- Drop speed cap: This is a fairly arbitrary choice. Drop speed cap would make falling much more controllable, but in exchange Flora would be even more floaty than she is currently. There's a lot more that goes into this than you would guess: size, drag, camera behaviors, gravity and much more all play a part. It's on my list of things to try out, we'll see how it goes when I get around to it.

- Edge grace: Has been pointed out before, and I'm still opposed to it. a big part of why flora seems to "slip" off edges is because the running animation is a placeholder and her feet aren't aligned to anything. New animations will help. Outside of that, there's nothing I will do; if you wait for the very last moment before jumping, that's either a personal choice or an especially hard platforming challenge: both of which are fine and need not get corrected.

- Spikes: Yup, there's a lot of em lol. Most certainly the amount will get reduced as I implement new and more interesting hazards. The "warp" mechanic isn't a 1-hit-kill, it deals some damage and warps you back to the previous checkpoint; by comparison, dying reloads the room. The difference will become more meaningful once the rest of the systems are added. These kind of warping hazards are essential to create challenges that can't simply be endured through, but there's currently no other hazard so I can see why they can get so annoying.

- Warp time: I get the feeling that this feels bothersome simply because every hazard warps you. The warp time, other than allowing animations and fades to play out, is a useful break in the pacing, effectively forcing some degree of "rethink your strategy". The longer the delay, the more effective it is, but also more frustrating. Again, this is an arbitrary decision, and I think the warp animation will probably end up being what determines it.

Thanks again for taking the time to post your feedback, it's super useful and always a pleasure to hear! The game is currently in its infancy, so a lot of systems are missing or lacking, and getting this feedback helps me understand what's going right and what isn't.

Cheers <3

Please make an Android version, I don't have a PC🙏😢

(-1)

I will be making mobile games too at some point, but this isn't one of them. It may look simple enough right now, but it would be a nightmare to play on phone once all the features are implemented

Cheers!

(+2)

please make the android🥺🥺

I will be making mobile games too at some point, but this isn't one of them. It may look simple enough right now, but it would be a nightmare to play on phone once all the features are implemented

Cheers!

(+1)

Movement is a little floaty.

Also a map would be nice.

Also the art is amazing!

Thank for the feedback!

I'm going for a tiny bit of floaty-ness, VFX will help convey what i'm going for once they are in. I have nothing done for the map yet, I'm considering the advantages and disadvantages of a variety of options.

Unfortunately this month has been really busy so I couldn't do nearly as much progress as I wanted to, I hope to catch up on january and get back on schedule =D

It happens. Holidays are a thing.

Looking forward to more!

if its about cumflaiton i think running should be slow after it

(+2)

I'll be introducing "status effects" like inflation, infested, corrupted, etc, much later, but you can definitely expect gameplay changes tied to them =P

The cum globe in the HUD serves a different purpose which will be revealed alongside the second Ecosystem release, probably at least 2 months away still

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