Jewellery Reworked! - v0.5.1


Hi everyone!

Over the last month i've been hard at work solving bugs and adding features, as well as reworking the Jewel system to be more streamlined and favour more interesting builds. There is a new tutorial area, new jewels, and a lot of bug fixes. Over the next month, I will be working on the next Ecosystem, and over the one after that make all the lewds for it :3
Here's the patch notes ^^

Version 0.5.1

  • Reworked the Jewel system! It is now much more intuitive: simply select the jewel you want to equip from the full list!
  • Added Tutorial area! This short segment will explain the basics of the game to new players =D
  • All jewels have had their locations changed. This new location is final, and will persist for the rest of development (i've mapped all jewels for future areas as well). This, along with the rework to the jewel system, means that your save file is not compatible. As the game will warn you, I strongly recommend resetting progress to avoid unnecessary bugs. This is the last reset before the final release of the game (hopefully).
  • Added several new jewels and reworked or tweaked others. Since all jewels are now competing with all other jewels, a balance pass was necessary.
  • Added a new spell: "Scented Candles".
  • Added a new soundtrack to the Singing Nest.
  • Fixed a bug with the "positioning" system, that caused issues when hitting a "warping" hazard in certain situations. (thanks Thedabisme for the report)
  • Fixed a bug that allowed you to hit the same tentacle multiple times with the same attack (thanks Thedabisme for the report)
  • Fixed Oh-so-many other bugs, including a very stupid one that would crash the Player's script if you pressed F without lewd tentacles nearby.

Files

Aphrodisiac 2 - v0.5 167 MB
Version 32 41 days ago
Aphrodisiac 2 - v0.5 DEMO 167 MB
Version 4 41 days ago

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Comments

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(+1)

Heyo, just letting you know the game runs smoothly mostly, the 2nd area before slime king where the hidden jewel in the suspended pool still lags but not significantly, and as for the balancing of jewels, it works nicely and I see potential for even more madness by mixing jewels and strategies.

Sonic boom remains unbelievably strong, but I see a good drawback to making it cost both a heart and manna, it makes it is a committed strategy but without need for any other

The magic charms/spells seem very nice as well, combined with manna restoration it would be neat.

I am curious however what would be the light blue jewels main strength to the purely manna build, of course you are free to disregard this.

Thank you for the amazing game :)

(+1)

mmh, i'll take another look at the specific room, maybe I missed a layer.

I'm glad the Pleasure in Power (previously Sonic Boom) jewel is still seen well, I am quite satisfied with the state of it, and I definitely want trigger-spells to be a viable playstyle.

Mana builds here have a strong focus on versatility. since mana can always be used to heal, and can also be used to damage, playing a mana-focused build allows for "on-the-fly" adaptation. Of course 1 or 2 mana jewels are attractive for most builds anyway, for the convenience of having more spells available.

So far, i'm happy with balance, because different builds shine in different ecosystems. A build that has trouble defeating the Lamia, for example, might breeze through the Burrower, and vice versa. And i'm very happy with that =D