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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

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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)

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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

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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.

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