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As of late, I have been reading a lot of reviews and feedback from multiple sources, and from what I can see, everyone loves the art, but finds the brawler gameplay and platforming boring. We all know what type of game Gamer Struggles is, but in the end, it is still a game and we do want to make playing it a fun experience as well. So with that said, what type of enemies, mechanics or platforming challenges you would like to see in the game? What do you think will be fun to play? What will spice the game up for you?

Let us know in the Patreon dm's or in the comments below!

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Comments

iR3mmy

I think it'd be fun to see a combo system DMC style for the combat

Caenis

I personally don't mind the 2D side-scrolling aspect of the game, whether it be platforming or combat. The only thing I can really think of that would make it more fun and engaging is if the combat was faster paced and the platforming was rewarded in some way. Perhaps by having optional areas or "scenes" or some kind of "reward" for the player in going out of their way to do particular platforming puzzles, or even killing enemies. That would definitely motivate me to go out of my way to attempt these extra challenges (for lack of a better word). Otherwise! I love your game and I love you! Keep up the amazing work.

Andrew

Dear cumbusters devs: I wouldn't have came to comment if i didn't receive an email asking me to do so and I'd love to give my feedback. For me I enjoy lewd platforming games that lead to sex scenes when you lose. for me the idea of being defeated is my reason for enjoying this genre. In terms of making it more enjoyable for other players, platforming games tend to be more about movement than they do about combat. If the MC could slide and carry their momentum into jumps it would be a significant improvement. Maybe later on she can unlock some sort of grappling hook to allow for even more fluid motion. In terms of combat having an ability to block/parry could provide a much needed skill test to keep people more engaged rather than just dodging damage providing a risk reward play-style rather than just hit and run. These are my suggestions but I enjoy the game as-is and look forward to more content from you in the future :3

El Taco's TacoTime!!!

Maybe a skill tree? Or multiple that you can upgrade, and there’s a lewd one that unlocks sexual skills and other stuff?

cody

I think it would be cool if maybe you can pick up a weapon that break after how ever many hit but I still love the game and keep up the good work

Dee

I find that skill trees on platformers add a ton to a game, especially if the skill tree unlocks different animations (whether its combat or, uhh, another kind). I know that'll bring with it a large amount of work, but it'll definitely spice the game up a hell of a lot.

CheesyBoi

I think the format's fine the problem is the content isn't there which is to be expected in such early development. In short more enemies more maps and definitely more scenes. Something I wish more games would do would be to have more diversity in the scenes instead of just being a you go down insert scene. Maybe have a struggling mechanic that has more than one outcome or just more variety in general be careful because there are some games that copy and paste the same animation across enemies and that never tends to work well. There's an easy way to do things and it's usually always worse right?

CheesyBoi

I think Kincaid has an issue where it takes them so long to release an update that it honestly just makes me want to cancel my pledge to them and yeah the content is good but I can't help but feel that in between updates nothing gets added I end up playing the same game five times over trying to find the new content and it's just never worth it. The bug fixes need to happen and some mechanics are good to introduce but if the content isn't there, it's not there. If you can complete the game in 30 minutes and a new update doesn't add anything that makes it worthwhile to play, why play? They got a whole four enemies in the game and yet they're wasting their time making an underwater level? I got faith in you don't make the same mistakes they do lol.

Millioann

I agree with some of the comments mentioning a combat rework, I think the simple combat "does the job," but it would definitely be cool to see something a bit more in depth in terms of the combat! I do think, narratively, it would make a lot of sense for Chiro to attack enemies with some sort of weapon, so she would instead attack these characters METAPHORICALLY instead of 'literally' (basically, she's imagining these things because of her clouded perception of the "real world," so she would alternatively think she's a badass defeating enemies, when in reality she's just imagining these 'normal people' as enemies and defeating them). To piggy-back off of that idea, the weapons can alternate to a specific enemy, so a hammer --for example-- would kill heavier enemies easier but have a harder time with lighter enemies and vise versa. Either way, this game could definitely be a lot of fun if it made the combat system a lot more broad instead of mashing the attack button until they die (or letting yourself die to see a sex scene). Also, PLEASE don't make attacks stamina based, make them animation based! It's cooler to look at and less to worry about compared to waiting for a stamina bar to fill up so you can punch again

Millioann

These are great ideas! I like the idea of a fast paced combat system

Carl Katt

Some ideas - swappable skill powerups (i.e. like how Mario swaps between fire flower and tanuki modes, etc.), Metroidvania mechanics like unlockable skills that let you return to previous areas and access new things, alternate playable characters, alternate costumes available by either finding them in-world (maybe as rewards for mini side quests) or by completing achievements, or hidden collectibles in each level that give you some kind of reward. Now that there are multiple areas, it might be nice to have an overworld or some other way of selecting different levels to let you replay an area without having to start a new game. If you implemented some of these you could add a grading system that gives you a grade based on things like how many enemies you defeated, how many collectibles you found, how often you got hit, etc. and then give rewards (i.e. costumes, characters, powerups, extra art) for getting good scores. That would add a ton of replayability right there. I really like the aesthetic of the game and the art, but in its current state there just isn't a ton of content, and it is a bit frustrating to have to essentially restart the game from the beginning every time a patch comes out to experience all of the changes. If it takes a lot of time to add new levels and content, it seems like it would make sense to add some replayability and depth to what is already there.

dudeman

we all like the game for its main purpose but sometimes it can feel like a one and done with some of the enemies you encounter. maybe a way to add more scenes to characters through combat such as outfits giving you a different style of fighting that also contribute to added scenes. and i dont just mean her wearing the outfit in the same scene. will the require much more effort on making scenes?yes for sure but at the same time you can focus on the assets you have now instead of creating a new character and making a scene with them. for example you can make an outfit that allows flight with wings and those can create a special scene where she is in the air when she has sex

Dee

People also need to temper their expectations. There's games like future fragments that took insane amount of time which was a problem, but Kincaid has only been in development for a very small time in comparison. The problem is a public facing update requires work that does not go towards the progress of the game. So while yes, updates are good, but too much updates are actually counter productive.

Wright's_tactics

Try out Ato for some inspiration, I absolutely enjoyed that game personally

Techno Destructo

bring back enemies from previous areas with a wardrobe swap to make them fit their

Tien

a corruption system and wardrobe, make it so as she progresses she can have like a perversion scale

Mikeala Hyakuya

Maybe a trap type of enemy that is partially hidden

Michał Wójtowicz

I know I might be late but I hope it can reach devs. First thing I would suggest a zoom in on a pixel animation when it happens. Second, if the fighting doesn't always work, then maybe a different approach from time to time would be beneficial. From my experience such games need to be simple and engaging, as they can't compete in complexity with family friendly stuff. So instead of focusing on making skill trees and other mechanics that actually lower the engagement, you could try thinking about adding some simple puzzles to the game? At the end the main character is a GAMER, so it would be natural for her to do some real-life gaming stuff. Maybe to progress in the level player would need to move some boxes in right order. Or you could add doors that need to solve easy memory game in reasonable time limit (you need to uncover pairs of cards with the same symbol). Solving such puzzles or failing them could give some rewards or punishment. Overall it would be nice to see the main character use her gamer past to progress the game.

Michał Wójtowicz

Another, easier suggestion. I do understand that some player like to get content by loosing, but on the other hand this design is antagonizing other players. So maybe this design could be extended. For example after being defeated by enemy of type X, when returning to last checkpoint, player would gain a bonus +25% attack against this enemy type, with some icon of this enemy in the UI to represent the bonus is active. This way players likeing being defeated are still happy, and other players get a nice mechanic to proceed through the level faster / easier.