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File: 1448791853544.png (267.82 KB, 800x600, 4:3, ganker.png)

 No.7217

Heya, my name is kReig and I am working on a different kind of hentai game.

This one's fast paced and action oriented.

You can download the demo here:

https://www.dropbox.com/s/7fpzsc7aa3nenxf/DA_Build_66.rar?dl=0

Or play it on newgrounds:

http://www.newgrounds.com/portal/view/666646

For Development blogs and updates:

http://blightspawn.tumblr.com/

http://blightspawn.blogspot.com/

Hope you dig!

 No.7230

File: 1448870390277.png (482.95 KB, 818x541, 818:541, exploit.png)

Good, but needs a fuck ton more variety.

Not sure if this is intentional, but found a way to kill a fuckton of enemies at a time. If I catch it right I can kill up to ten before the ice breaks.

Love the animation, but again needs more variety. This is getting Zone tier.


 No.7231

>>7230

Oh and you got yourself a $10 pledge.

I don't even give lemonfont that much, please don't abandon this.


 No.7234

>>7231

>>7230

Hey man, thanks for the support.

Cool strategy, but i'll make sure to fuck that up when new enemies arrive.

Each enemy will have scenes. If you have further questions, go on ahead and ask in the feeds.

I've finished a fuck ton of games before (SFW) and did 4 or so for hentaikey, so, yeah, ZONE was the standard they wanted us to emulate. Abandoning this project means abandoning my kid. not happening.

Thanks again!


 No.7264

File: 1449056958843.png (328.61 KB, 750x750, 1:1, 1438851891_Poppo01.png)

>>7217

This is really good op, I see potential

Not a fan of flash though

In any case, keep working on it, I'd donate something if I wasn't a NEET with no money (or rather no credit card).

So have a happy Poppo from 100% Orange Juice instead.


 No.7600

>>7264

hey there. there's no need to donate to support the development. you can reblog or share the project or just the picture of Poppo is fine too.

Thanks!


 No.9888

Patreon bucks flowing, $10+ people will get a new demo relatively soon.

>Progress Report:

New enemies with sexzattack scenes, the Bloodhunter and the Rapevine.

Bloodhunter is 90% done. just a few more minor tweaks and Siggy's expression getting fucked and I'll show the animation to the patrons for the tier.

Rapevine is 0% done. I will focus a whole week for her. THIS is the first time I will be doing lesbian action, so my inexperience for the scene made me move her back in the priority queue. If anyone has suggestions on a pose, comment it. link a picture if you wish.

-New designed maze and dungeon stages for biome 1.

100% Done. This one took almost a week to do. But it will be worth it as in the future, we will have endless and random dungeons. this will be an awesome challenge when we add in the roguelike quests.

-Control configurations for non QWERTY keyboards.

100% Done. This was painful to do. I hate designing user interface. lol. but it's fucking done.

-4th level spell tomes.

100% Done.

New Red Spell: Tornado.

This spell will suck up enemies and damage them at a constant rate. Quite OP. o_o

New Blue Spell: Charm potion.

It was hard to do the mechanics of this one for balance reasons, but I think I designed it well.

I'll show a video for these spells before release.

-Heart drops for hp

0% Done. Should be easy to do, so, later.

-A ton of coding overhauls. (mostly attempts at optimization)

I fucking finally got rid of that tunneling bug. Shit that fucker. There are nights I could not sleep thinking about how I am gonna fix that thing. Good riddance.

Thanks for the support guys. I had NO IDEA the campaign will jump this fast that I alone could not catch up as quick. The moment the expectations and the rewards poured in and pile up in the queue, (I have not forgotten your drawing requests. I'll be at it as soon as we launch the new demo) I kinda panicked.

I was expecting I'll get the full time goal by 4 months time. I am adjusting everything and it's a better feeling compared to having a boss and a discouraging deadline. And I am truly thankful for the support and am very happy you like the project. And Siggy. Took about a month to develop the character as a whole.


 No.9891

Muh dick

Dude, you deserve all that money you are receiving in patreon. Actually, you deserve more.


 No.9892

>>9891

Holy shit I just noticed that you are the creator of forbidden arms.

I love you in the most homo way possible.


 No.9921

I'm not a fan of the mindset that an early demo shouldn't even attempt to make a cohesive plot or reasonable characters.

If you're going to fade out obstructing foreground objects, you have to do it consistently (arches near end of tutorial). I'd also suggest using a fade animation rather than instantly switching to the faded object.

Personally I'd switch the relative power between the instant cast and charge abilities. I may have been lagging massively (if so it's an optomization issue on your end), but if not the charge ability is massively more useful than the instant ability in the first area. Making the cooldown lower and speed faster would be good. (fewer consecutive hits and less knockback in exchange for easier targeting and more shots fired)

It looks like it has potential, but the demo doesn't interest me at the moment.


 No.9922

>>9921

Anon, my laptop is a toaster that turns into a furnace if it plays HD youtube too long. This game ran incredibly well, much to my surprise. It may be your end.

Literally the bare minimum everything went into it it seems. Play one of the dev's earlier games for a proper 'demo'. They're fun.


 No.9927

A few things.

1. It would be nice to have sex in the form of a reward too, not just a punishment. It doesn't really make much sense to have an H-game where the H stuff is what you get for fucking up. It just completely clashes as far as I'm concerned. Then again, I don't have a sub fetish, so it might be up to personal preference.

2. The coins fly way too far. They're all over the fucking place. Even had them go to inacessible areas. I get that you were trying to make the coin upgrade more useful, but it's a little excessive.

3. The keys blend in too well with the environment. They should stand out more so you don't miss them.

4. The resist minigame seems a little too hard, at least for what I presume are supposed to be the mooks of the game. Maybe I'm just a casual though. Take that as you will.

5. The game runs like absolute dogshit. You have extreme memory leaks, using upwards of 5GB of RAM. That isn't normal, and it absolutely needs to be addressed ASAP, before you add even more stuff and it gets even more convoluted. I'm not sure why it happens. It started happening after I spammed the divine beam thing in a fight, though that might just be coincidence and it just finally got enough. It kept happening and creeping higher and higher. Might be worth looking into how the beam works first, other than that, I have no idea.

Other than that, nice work. I look forward to seeing what more you have in store for the future of this game.


 No.9965

>>9927

>The resist minigame seems a little too hard

That was redone. There is a lot of fixes and updates not posted here. I just posted the latest from their patreon.




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