Home Artists Posts Import Register

Downloads

Content

The main features of this update are the new enemies: evil painting, dominatrix, latex maiden and dog boy.

Download -> ZIP 

Download -> RAR

Funnily enough this group of enemies all share a bit quirkiness in their ero scenes, with maybe the exception of the dominatrix who has a more run-of-the-mill animation. But then again, how often do you see a strap dildo scene from a pretty domme in a pixel game?

The evil painting has a twist ending; the latex maiden is more of an intermediary that alters Maya's visuals and the dog boy has it own unique way of working. For a detailed explanation of how these new enemies work and where they are located, please refer to the attached change-log file at the bottom of this post.

Speaking of which, as I've had anticipated on the previous post I've ended up molding the concept of the friendly dog-boy into the existing enemy framework; that is to say that at least for now their common behavior and skill usage is akin to the other characters in the game.

This dilemma took way more time and energy from me than I would like to admit, so it was time to make a hard decision and focus on what I've been doing and not getting too crazy with the game's features. From the get-go I've laid out a plan for this game and I'll stick to it in order to complete it as I can already see the finish line in a year or so at most.

It is the harsh reality of game development both big and small; every single game in history some content gets cut along the way, and ideas that seem very fun and creative at first can deviate too much from the original design and bloat the development time, so they are left aside or are reduced in scope.

And it is in this spirit that I think I've reached a serviceable compromise with the dog boy's concept: it is not precisely equal to the original "friendly" idea, but I think I've molded it enough to reach a decent middle-ground. I can assure you this: it got way more attention in its execution than most other common enemies in the game as this level of events are mostly reserved to the bosses, so hopefully you'll enjoy what I came up it.

With this update out of the way, I want to work on the new stages and a new boss as well: it will be a witch that will have lot's of weird tricks to use against Maya. And some new enemies as well.

This is it for now. Thanks again for your patience and support!

Best Regards!

Files

Comments

Vik Virtue

It may have been a while for waiting, but I'd say the update delivers really well. Tried the Princess fight again, and I didn't see any bugs that she did. All her attacks seemed to work properly. Her new ice owl attack was pretty good too. It's fairly simple to avoid and counter, but they're pretty punishing if you're smacked by them. The new enemies are pretty awesome too. The evil painting played out nice, and the different outcomes are good as well. (Funny too even.) Did you actually do all those portraits with pixel art? That's pretty damn impressive, and they all look fantastic. The dominatrix (Dommy, right? Or Domme?) was great too, in all her totally-not-looking-like-any-licensed-character appearance. :3 Some nice good yuri action here. Though I was wondering what would happen, based on the description in the changelog. Maybe in the future, there could be a post scene (like the dogboy) where the dominatrix's hard work of teaching Maya some behavior skills pays off. The latex machine is pretty interesting. Along with a new way to lose, the scenes with the corresponding enemies was nice as well. Probably the closest thing to a different skin/clothes we have for now. Though I was totally expecting the slime to incorporate latex with the end result somehow, like a latex slime, or a slime in latex garb, haha. I think the dog boy was the star of the show here, though. The other enemies were great, but this one takes the cake. Transformation along with our first preggo scene. I'll admit, I did leave the scene going to see how big Maya's cute litter would grow, before reading more about that in the changelog.(also again, those pups are ADORABLE). It's cool to see a scene that transitioned from gameplay into a sort of bad end segment. Perhaps when the game is completed more, older enemies could be given that treatment as well. All in all, a bang up job with this update. Even though the original plan with the dog boy didn't work out, I think it still plays out well here. Oh one last thing, I just noticed with this update, that if you escape or are let go from an enemy grab, it seems like you aren't invincible for a short time before you flash with invincibility. Leading to chain grabs from enemies if they are on you when you escape. I don't remember seeing this before, but it's totally possible I missed it back then.

Anonymous

Jumped right in to try them out- Domme is a nice bit of yuri fun, always amusing when scenes like "the dominatrix yuri scene" are relatively tame in games like these XD. Latex machine was fun- not sure if its a guaranteed game over if youre in for too long or if it counts as a vore scene, but fun either way. I feel like having partial latex suits stick around if you escape early could be really fun, resetting if you heal up- but no idea how hard that would be to implement given all the different animations. The doggy was fun, not sure how wide the range on his bark is but it caught me when he was off screen. Loved the longer game over with the changes over time, hope to see more of that in unique ways in the future (i can imagine some long term vore scenes being quite fun!). Personal favourite is the painting, as tentacles+bondage+transformation/absorption is a combo that really suits my tastes! Always a fan of any transformation or other permanent end for our heroine- a good fuck is always fun but when its truly eternal it is wonderous~ I think its smarter and safer to stick within the current game limitations rather than try to create huge new mechanics, even if it means a 100% implementation of an idea isnt possible. Theres always the option to go back after its done! :) The witch sounds real interesting- magic spells/potions would allow for practically any fetish to be used (perhaps different restraining effects that lead to different bad ends depending on which one you are caught in?). And new enemies are always welcome! All in all, great additions!

McDouggal

Something that's been bugging me for a while - for how much the dash jump is necessary for a lot of the bonus platforming, the timing is *very* tight on it. You can't jump while already in the air, and you can't dash while jumping, meaning that if you're jumping from a 1 tile start you have a very minimal amount of time to press the two keys in very quick succession. From a "dealing with player frustration" thing, if it's possible it might be a good idea to add a small grace period into the start of a dash where you can jump regardless of the fact that you're already in the air.

Crevan Prowler

Damn, I gotta say that doggie boy scene was probably your best work yet from an ero scene in the entire game! The extended game over was utterly fantastic. You may not have been able to preform your original goal, but I'd say this still worked out more then fine. This isn't to say the other new content is bad, just that he in particular really stood out.

Vik Virtue

Oh also, I found an attack powerup that might have been added in this update. And without spoiling it, I gotta say that was a really clever way of showing where it was and how to get it. And one last thing, is the wolf girl mimic not in the beast city anymore? I wasn't able to find her there. I did find her in the swamps though. Maybe the dog boys scared her off?

MegaBlueBall

Hey Vik! I appreciate your detailed feedback as usual! Thank you very much! Indeed the wolf girl is not in the city anymore, but I have good plans reserved for her. For now let's just say that she will be revisited in terms of mechanics, which will tie in with her appearing (and disappearing) in different locations.

MegaBlueBall

Oh regarding the paintings yeah I do all of them by hand. For the 2 "non-explicit" ones I hope it was obvious my inspiration for their depictions, and of course I've added my own little touch to make them creepy hehehe. I'm happy that you've liked them!

MegaBlueBall

Thank you! For the witch yeah, and interestingly enough this particular witch that I will create is very eager to try and test new things, so indeed she will use her powers on Maya. The main transformation will be to turn Maya into a male version, and another is Maya will be transformed into a... well I won't spoil it just yet!

MegaBlueBall

Thank you for the feedback! I agree it can be tough at certain sections of platforming. But I'm leaving all of that balancing for the future for many reasons. The most important ones is that there will be an upgrade to the dash (or perhaps a different skill entirely) that will allow Maya to dash while in the air allowing for easier movement as you said, and I will also of course re-design the layout of all stages to reduce the amount of difficult jumps. But again those changes will come in the next development phase.

MegaBlueBall

Thanks Crevan! Indeed I'm receiving overwhelming positive feedback on those new enemies so I'm happy that it turned out nice despite not being quite as the original design.

Hero

"Perhaps when the game is completed more, older enemies could be given that treatment as well." Yeah hopefully we could see something for a majority of the enemies seeing as a good few just do their bit to Maya then drop her and walk away. The Kitsune for instance I feel could easily have a similar game over to the dog boy but in reverse, maybe even transforming Maya into a Kitsune herself.

erc1971

save for the dog boy I have not seen any of these enemies, and I have used the teleportation to look around a bit - what stage can I find these on?

MegaBlueBall

Hey erc! There are a couple of new places that you can check out (the other enemies are there): 1) You can jump by using the dash skill in Lower Tamaresh to progress to the next stage, then after that you reach an arena and fight a boss and then collect a key. This key opens a new stage back in that castle area. 2) On the 2nd hills stage, there is an entrace to the mines and this leads into a whole new set of levels that are located underground with many enemies. 3) The other new enemies that came with the dog boy are located in the dungeon of the castle. The dungeon is locked and requires a key that you collect by defeating the princess boss.

erc1971

Thanks for the reply - in regards to using the dash skill...I did not realize you could dash jump - that will solve alot of issues.

Anonymous

A bug report from my side: I was in the twisted castle, and just wanted to head through a door to get back into the main castle area. A centaur hit me AFTER I pressed Interact and started the animation of walking through the door. The hit did damage me, and broke the first layer of my armor while I still walked through the door. But the slow-down effect did not end then. So once I was in the main castel hub again, the game still ran in slow motion. I could move, jump attack, but also Esc did not work. So the game still wanted to show how my armor breaks I guess. To fix it I had to regenerate my armor and have it break again.