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Hi guys

I want to relay some progress to Tentacle Hell made by the team. Before anything else, I would like to clarify that the team working on Hell is different from the team working on Lust and Asylum in case you feel the two games feel drastically different.

Anyway, let me start by making a few key notes between Lust and Hell, specifically about the gameplay differences between the two games.

Here's the core gameplay of Tentacle Lust:

  1. You put them on lockers and generate lust, consequentially generating reports as well.
  2. As you generate lust, you earn more skill points which allow you to make new lockers. In turn, you'd be able to deal with the reports.
  3. Rinse and repeat until you successfully conquered all the lockers in an area to proceed to the next area.

Now, Tentacle Hell is currently built a bit differently:

  1. You have this thing called "soul" which has a minimum and maximum. You start an area with a 20/20 soul value.
  2. Your soul is your life. If it reaches 0/20, the game is over and you will have to restart the area (that may change in the future).
  3. To create new tentacle lockers, you also use your soul. As a base, a new locker costs 5 souls.
  4. You regenerate your soul by putting targets on your tentacle locker. Each target has different soul values depending on the type.
  5. Rinse and repeat until you successfully conquered all the lockers in an area to proceed to the next area.

In theory, this gameplay loop of Hell should be more engaging and fun, but we have trouble finding that ourselves due to the endless hours of us working on it.

Hence, this prototype playtesting was released again. I would like to do a closed playtesting here on Patreon to start, then maybe a public one sometime soon. For now, feedback is critical to move things forward.

PLAYTEST

Specifically, I would like to get feedback about the following:
1.) Gameplay
2.) Visuals (i.e. art style, etc)
3.) Lewd scene
4.) etc

Any and all feedback about the current versions is appreciated. :)

You can download the current files here: https://drive.google.com/drive/folders/1AX6kbc0dRfKyxo_djhRJ45EWeIys9kzs?usp=sharing

Files

Comments

Anonymous

I really like the direction this game takes the Tentacle Locker conceit. It's more short-term, almost tactical compared to the Tentacle Locker's stealthy wait-and-see approach. If you add a time pressure you should also give players a better way to scan the whole room and ways to coordinate lockers on a small scale, so they can start figuring out how to get more action from the same stretch of time on a small scale. An interesting idea for incurring risk would be to make each abduction attempt cost 1 soul. You could then make girls in later levels require multiple steps from multiple specialized lockers to capture. That would make it so you turn each room into a toolbox for capturing each type of girl that travels, there. The artstyle is a huge step up from the last game. I definitely want to see more of it. As far as the lewd scene, her pussy looks a little funny and the flying demon's dress clips strangely with the tentacles, but I like the direction you're taking.

Random Person2

I'd say it's the good beginings of a game, but I would change the perspective of the hallway. The way it is now isn't intuitive I appreciate tryiing out new things, but the slant hinders the player's abilty to immediately read a situation. That's a problem when this is supposed to be a more tactical lovecraft locker spin-off (I assume