My games tend to feature lighthearted NTR scenarios. I don't personally find stories where the protagonist gets all the girls particularly interesting, but there are many such games out there and I encourage you to play them if you like them.
Congratulations on clearing Summer Sweepers, there's quite a lot to do in that game! There's v1 of a new game coming at the end of this month, last update for Bastion on March 10th and more updates for Monster Monsoon until at least the start of summer!
- Don't go into high storm areas until you're feeling confident (the number of clouds is the danger level). In next month's update the danger level will not scale all the way and you won't have a time limit anymore, so this will get easier.
- Plan your moves and read enemy descriptions. Many of the more common sprout types can be avoided by fairly simple placement patterns (jitter, spitter, and leafhopper sprouts will never hit you if you end your turns diagonal to them for example). Check if enemies have an attack that costs a move or if the ranged skill cannot be used in melee.
- In general, try to move to whatever side has the fewest enemies. Do this every turn. Do not try to hide in a corner unless there's only a couple of turns left to go. Optimal end of turn placement is as close to the center as possible while still out of enemy range, this will give you the most options for next turn.
- Try to maximize the damage potential of your item. Push enemies into each other a lot (pushes also bypass shield sprout armor). Focus on the enemies that block your "escape position" first while hitting as many others as possible with area attacks. Try to use all of your attacks every turn, hitting as many squares as possible, but don't put yourself in danger to do so.
- Get your first item as soon as you can, even if it's not the best one. Stick to items with simple attack patterns at first. "Gem-baited lure" and "snarlblaster wand" are both high reach, efficient and easy to use starter items, that don't require complex plans.
- Get damage upgrades early, even if you have to buy them from a trainer.
A unicorn is getting added to a stable in one of the taverns in v3. There may be others in the future, I have some plans for an insect girl side-character for example. I don't think they will appear as recruitable companions however, the main cast will probably not expand.
Thank you! I always enjoyed games with lewd content that are also very fun to play, so I try to keep my own projects exciting. That does mean that my games are a bit less flashy than the ones that focus on artwork and narrative, but I think that giving them interesting gameplay is important.
Your games have a simple but fun gameplay loop and you keep the lewd on a simmer till its time for more of a boil and they can be played one handed (mostly). Plus I find your art very charming and really like how you focus on all kinds of body types.
That's wonderful to hear, thank you! I always have a lot of fun giving my cast a broad range of bodies and personalities, it is something you can certainly expect to see in most of the games that I make.
I think I'll use both. Pixel art was a bit of an experiment this year. In some ways it worked out well, but I really hoped that it would speed up my art by enough for me to animate things, which so far hasn't worked out.
Starting next year, I want to make several smaller projects and they will probably employ a range of different art styles.
I prefer strategy over action, so I think that most of my games will be similar to the types I've been making for the past two years. I'm currently running a poll on Subscribestar to figure out what my next project will be. The current top 3 picks are: turn based dungeon crawler, tactical chess roguelike, and city builder RPG. Development for one of them will start in February 2023.
I try as I can to make my games accessible with a variety of difficulty settings and unlockable boosters to give players a head start in subsequent playthroughs. It doesn't always work out, but I'm always willing to improve them.
The phone took a long time to set up and really tested my coding skill. Well, less so the phone and more of the remake to my event scheduling system that the phone relies on. Getting it to track any number of character pairings across very different event types and figuring out which ones the player qualifies for was a challenge. V1 just kept a count of how many times you visited a tavern and played an event at your 2nd or 3rd visit and that was all there was to it.
Thank you, I'm still quite new to pixel art so they take a long time right now. I'm hoping to learn how to draw them fast enough to be able to animate them in the future.
I know the battle (I don't draw hentai but I draw a lot of characters). It'll take a year or two for you probably to get your speed up. It doesn't really come with practice from my experience but with artistic maturity (time). Don't be afraid to do lower resolution images, like 8-bit style if it helps. That can be really hot as well if animated. As a side-note, I love the side scroller aspect of the game in the tavern as well in between duels. It creates a more welcoming feeling than previous games of yours which is very nice. The gameplay of course can be improved upon a lot but that's not the main importance right now.
I definitely can't call my little creation better than Into the Breach, but it is heavily inspired by that game. The day limit serves the purpose of being an ending point. I've brought this up as a point of discussion on my SubscribeStar account, and many were in favor of using a limited-time format. It will make more sense after the Sprout Queen is added to the game, since she will present an optional challenge to try to complete within the time limit.
I really enjoyed it! Using the environment and pushing monsters into objects and eachother was very satisfying.
I liked the characters too, Jade is great, but I hope the tavern keepers won't be the only ones coupling :D And please add a character tracker to the world map to see who is where (i assume you were planning to anyway, but just in case.)
Looking forward to the next update, keep up the good work! :)
Yea, I definitely have plans to add more interactions and ways to track where everyone is. Jade's one of the most popular characters in the game at the moment, so there will be lots more of her in the future. I want to add a phone in the next big update to let players know how everyone's doing and where they are. It will also give hints regarding the types of scenes you may encounter.
Thanks for checking out my game, I'm really happy that you had fun!
As always I love your style and the feel of the game. I can definitely see this being really good, I love the idea of the party-based skills and almost RPG elements combined with the tile-based strategy. It's a really good framework to build upon.
Just a few of my thoughts from a player's perspective, as some feedback:
Obviously it's early days in development, so its replay-ability is a little limited. This will obviously be expanded out with content, but I think having the difficulty align with different rewards and tiers could be a good way of encouraging more playtime and more playthroughs. That kind of... 'beat the game at difficulty 1 to unlock X bonus next time, beat the game at difficulty 2 to unlock X etc'. I liked the system you have in your other games of progressively unlocking more and more ways to speed up/influence your runs; it provides incentive to keep playing over and over and I hope that finds its way into this game too.
I didn't encounter many scenes during my play-time thus far, so I am unsure if I have just not hit the content or whether it is limited (which is fine, I am just genuinely unsure whether I've seen everything or not). I probably did 6-7 runs through and kept seeing the same things with mostly the same ending text, so I'm not sure if it's just me or that was about everything there was to experience. I don't know if you can progress with certain characters (I have spoken to them all whenever there is the option and traded everything, etc). I saw 3 bedroom/voyeur scenes; I'm not sure if I just didn't RNG any of the others or that is all there is. I hope that a form of gallery will make it into the game at some point; if only just as a way to track what's been seen and whether there's anything still worth grinding a few runs to get or not.
I am looking forward to seeing the combat expanded out in the future. It does get a little bit repetitive and I personally think a fun way of encouraging variance might be to (probably much later down the line) have a system where using certain allies might advance stories/scenes with them, or being able to specialise your party and your allies a bit (maybe having weaknesses and strengths of enemies? Like an enemy having vulnerability to fire, resilience to magic, etc etc). That could make each run feel a bit different, as each time you might have to adjust your strategy based upon the random generation of enemy types and strengths/weaknesses/match ups. Might be good to encourage a bit of player choice between trying to build up a strong, balanced squad or specialising certain characters because you're trying to advance their story/etc.
Just a few thoughts, anyway. Overall I think you've got a really solid framework to build upon, but I think it's a bit hard to really get too much into it right now as after a few short playthroughs it does feel like you've sort of done everything (which will naturally change as more content is added).
I look forward to following the progress. I definitely like the direction it's going! Thanks for all your hard work and effort in bringing this to us, I wish you all the best.
Thank you, it means a lot to me to see players enjoy my games enough to complete them several times, and I'm really happy to see such a detailed review. A lot of the points you have addressed are prepared to be expanded upon in future patches. I plan to add quests and phones in v2 of the game. Optional quest objective should make the maps feel more dynamic and offer more variety. The phone system will give players better ways to track events among other things. I'm also hoping to expand the map with a 4th city as soon as I can. Additions like the gallery and new game+ features will likely be added sometime before version 4.
Here's a list of the lewd events in v1a and how to find them: - 1 battle event for each companion and client pairing. You need to have had both of the characters in the party for at least one trip before any battle events can occur. Longer maps give you a better chance to see them. - 4 Tavern events can randomly occur after *all* of the characters involved have been in the same tavern as the player enough times. The tavern pairings are: Tash and Nadia (2 times), Riza and Jade (2 times), Miriel and Kokou (2 times), Anne (4 times)
I plan to make this relationship system a bit more involved, I'm just keeping it simple while there's only a handful of unique events to find.
Thank you again for a very thoroughly playthrough, I will strive to add lots more content in the future, so please drop by again for v2 and beyond.
Oh nice. The game looks promising already. I very much enjoy the characters you meet and the pixelart style. I got the grip on the gameplay fairly easily and I can see potential with the different attacks and enemy variants.
Perhaps the difficulty can be adjusted slightly, my group was beaten several times early on. But anyways, I hope to see more updates coming and hope you good luck making them.
I'm very happy that you enjoyed it, thank you so much for playing it! This is my first real attempt at making a strategy game and I'm quite proud of how well I've got it working.
The difficulty is something I'm still adjusting. The maps are quite short and there's no huge penalty for losing, so I'm hoping that the default difficulty setting will provide a nice curve to get new players started. This has been a point of discussion ever since the first private demo of the game launched and several big adjustments to the difficulty progression have already been made. I want to make the game as accessible to new players and as challenging for experienced players as I can, so this is something that I will certainly strive to balance out.
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is this a cuck game and the mc just a loser?
My games tend to feature lighthearted NTR scenarios. I don't personally find stories where the protagonist gets all the girls particularly interesting, but there are many such games out there and I encourage you to play them if you like them.
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So can you actually have sex with the girls or is it just a cuck game?
There will probably be a few scenes for the protagonist characters at some point, but light NTR is the primary focus.
Just finished V3 after completing Summer Sweeper(took me a long time) Looking forward to the update and the new game coming. :)
Congratulations on clearing Summer Sweepers, there's quite a lot to do in that game! There's v1 of a new game coming at the end of this month, last update for Bastion on March 10th and more updates for Monster Monsoon until at least the start of summer!
not gonna lie, this game is kinda hard lol. (could be a skill issue). Any hints on how to play good?
Also, the game is pretty fun, I'm just bad lol.
- Don't go into high storm areas until you're feeling confident (the number of clouds is the danger level). In next month's update the danger level will not scale all the way and you won't have a time limit anymore, so this will get easier.
- Plan your moves and read enemy descriptions. Many of the more common sprout types can be avoided by fairly simple placement patterns (jitter, spitter, and leafhopper sprouts will never hit you if you end your turns diagonal to them for example). Check if enemies have an attack that costs a move or if the ranged skill cannot be used in melee.
- In general, try to move to whatever side has the fewest enemies. Do this every turn. Do not try to hide in a corner unless there's only a couple of turns left to go. Optimal end of turn placement is as close to the center as possible while still out of enemy range, this will give you the most options for next turn.
- Try to maximize the damage potential of your item. Push enemies into each other a lot (pushes also bypass shield sprout armor). Focus on the enemies that block your "escape position" first while hitting as many others as possible with area attacks. Try to use all of your attacks every turn, hitting as many squares as possible, but don't put yourself in danger to do so.
- Get your first item as soon as you can, even if it's not the best one. Stick to items with simple attack patterns at first. "Gem-baited lure" and "snarlblaster wand" are both high reach, efficient and easy to use starter items, that don't require complex plans.
- Get damage upgrades early, even if you have to buy them from a trainer.
ayooooooo thanks alot!!! I'll try these while waiting for the update :D
Really good, can't wait to see more content. Are there any plans to add any four legged friends or centaurs or something?
A unicorn is getting added to a stable in one of the taverns in v3. There may be others in the future, I have some plans for an insect girl side-character for example. I don't think they will appear as recruitable companions however, the main cast will probably not expand.
Very cool. Love your games by the way, they are some of the best porn games around.
Thank you! I always enjoyed games with lewd content that are also very fun to play, so I try to keep my own projects exciting. That does mean that my games are a bit less flashy than the ones that focus on artwork and narrative, but I think that giving them interesting gameplay is important.
Your games have a simple but fun gameplay loop and you keep the lewd on a simmer till its time for more of a boil and they can be played one handed (mostly). Plus I find your art very charming and really like how you focus on all kinds of body types.
That's wonderful to hear, thank you! I always have a lot of fun giving my cast a broad range of bodies and personalities, it is something you can certainly expect to see in most of the games that I make.
Nice,I love it.
Thank you, there's more coming. I plan to keep adding updates through at least half of 2023.
Very nice. will you bring back the drawn art style in some other projects?
I think I'll use both. Pixel art was a bit of an experiment this year. In some ways it worked out well, but I really hoped that it would speed up my art by enough for me to animate things, which so far hasn't worked out.
Starting next year, I want to make several smaller projects and they will probably employ a range of different art styles.
thank you for the reply also do you plan to make games other than stategie games because even on the easiest difficulty i still suck at them lol
I prefer strategy over action, so I think that most of my games will be similar to the types I've been making for the past two years. I'm currently running a poll on Subscribestar to figure out what my next project will be. The current top 3 picks are: turn based dungeon crawler, tactical chess roguelike, and city builder RPG. Development for one of them will start in February 2023.
I try as I can to make my games accessible with a variety of difficulty settings and unlockable boosters to give players a head start in subsequent playthroughs. It doesn't always work out, but I'm always willing to improve them.
Very nice. Good new additions to the game in V2.
The phone took a long time to set up and really tested my coding skill. Well, less so the phone and more of the remake to my event scheduling system that the phone relies on. Getting it to track any number of character pairings across very different event types and figuring out which ones the player qualifies for was a challenge. V1 just kept a count of how many times you visited a tavern and played an event at your 2nd or 3rd visit and that was all there was to it.
Thank you for checking out the update!
I love the sprites
Thank you, I'm still quite new to pixel art so they take a long time right now. I'm hoping to learn how to draw them fast enough to be able to animate them in the future.
I know the battle (I don't draw hentai but I draw a lot of characters). It'll take a year or two for you probably to get your speed up. It doesn't really come with practice from my experience but with artistic maturity (time). Don't be afraid to do lower resolution images, like 8-bit style if it helps. That can be really hot as well if animated. As a side-note, I love the side scroller aspect of the game in the tavern as well in between duels. It creates a more welcoming feeling than previous games of yours which is very nice. The gameplay of course can be improved upon a lot but that's not the main importance right now.
Feels a lot better than [Into the Breach] with the addition of items, but I don't understand the day limit purpose.
I definitely can't call my little creation better than Into the Breach, but it is heavily inspired by that game. The day limit serves the purpose of being an ending point. I've brought this up as a point of discussion on my SubscribeStar account, and many were in favor of using a limited-time format. It will make more sense after the Sprout Queen is added to the game, since she will present an optional challenge to try to complete within the time limit.
I really enjoyed it! Using the environment and pushing monsters into objects and eachother was very satisfying.
I liked the characters too, Jade is great, but I hope the tavern keepers won't be the only ones coupling :D
And please add a character tracker to the world map to see who is where (i assume you were planning to anyway, but just in case.)
Looking forward to the next update, keep up the good work! :)
Yea, I definitely have plans to add more interactions and ways to track where everyone is. Jade's one of the most popular characters in the game at the moment, so there will be lots more of her in the future. I want to add a phone in the next big update to let players know how everyone's doing and where they are. It will also give hints regarding the types of scenes you may encounter.
Thanks for checking out my game, I'm really happy that you had fun!
As always I love your style and the feel of the game. I can definitely see this being really good, I love the idea of the party-based skills and almost RPG elements combined with the tile-based strategy. It's a really good framework to build upon.
Just a few of my thoughts from a player's perspective, as some feedback:
Obviously it's early days in development, so its replay-ability is a little limited. This will obviously be expanded out with content, but I think having the difficulty align with different rewards and tiers could be a good way of encouraging more playtime and more playthroughs. That kind of... 'beat the game at difficulty 1 to unlock X bonus next time, beat the game at difficulty 2 to unlock X etc'. I liked the system you have in your other games of progressively unlocking more and more ways to speed up/influence your runs; it provides incentive to keep playing over and over and I hope that finds its way into this game too.
I didn't encounter many scenes during my play-time thus far, so I am unsure if I have just not hit the content or whether it is limited (which is fine, I am just genuinely unsure whether I've seen everything or not). I probably did 6-7 runs through and kept seeing the same things with mostly the same ending text, so I'm not sure if it's just me or that was about everything there was to experience. I don't know if you can progress with certain characters (I have spoken to them all whenever there is the option and traded everything, etc). I saw 3 bedroom/voyeur scenes; I'm not sure if I just didn't RNG any of the others or that is all there is. I hope that a form of gallery will make it into the game at some point; if only just as a way to track what's been seen and whether there's anything still worth grinding a few runs to get or not.
I am looking forward to seeing the combat expanded out in the future. It does get a little bit repetitive and I personally think a fun way of encouraging variance might be to (probably much later down the line) have a system where using certain allies might advance stories/scenes with them, or being able to specialise your party and your allies a bit (maybe having weaknesses and strengths of enemies? Like an enemy having vulnerability to fire, resilience to magic, etc etc). That could make each run feel a bit different, as each time you might have to adjust your strategy based upon the random generation of enemy types and strengths/weaknesses/match ups. Might be good to encourage a bit of player choice between trying to build up a strong, balanced squad or specialising certain characters because you're trying to advance their story/etc.
Just a few thoughts, anyway. Overall I think you've got a really solid framework to build upon, but I think it's a bit hard to really get too much into it right now as after a few short playthroughs it does feel like you've sort of done everything (which will naturally change as more content is added).
I look forward to following the progress. I definitely like the direction it's going! Thanks for all your hard work and effort in bringing this to us, I wish you all the best.
Thank you, it means a lot to me to see players enjoy my games enough to complete them several times, and I'm really happy to see such a detailed review. A lot of the points you have addressed are prepared to be expanded upon in future patches. I plan to add quests and phones in v2 of the game. Optional quest objective should make the maps feel more dynamic and offer more variety. The phone system will give players better ways to track events among other things. I'm also hoping to expand the map with a 4th city as soon as I can. Additions like the gallery and new game+ features will likely be added sometime before version 4.
Here's a list of the lewd events in v1a and how to find them:
- 1 battle event for each companion and client pairing. You need to have had both of the characters in the party for at least one trip before any battle events can occur. Longer maps give you a better chance to see them.
- 4 Tavern events can randomly occur after *all* of the characters involved have been in the same tavern as the player enough times. The tavern pairings are: Tash and Nadia (2 times), Riza and Jade (2 times), Miriel and Kokou (2 times), Anne (4 times)
I plan to make this relationship system a bit more involved, I'm just keeping it simple while there's only a handful of unique events to find.
Thank you again for a very thoroughly playthrough, I will strive to add lots more content in the future, so please drop by again for v2 and beyond.
Oh nice. The game looks promising already. I very much enjoy the characters you meet and the pixelart style. I got the grip on the gameplay fairly easily and I can see potential with the different attacks and enemy variants.
Perhaps the difficulty can be adjusted slightly, my group was beaten several times early on. But anyways, I hope to see more updates coming and hope you good luck making them.
I'm very happy that you enjoyed it, thank you so much for playing it! This is my first real attempt at making a strategy game and I'm quite proud of how well I've got it working.
The difficulty is something I'm still adjusting. The maps are quite short and there's no huge penalty for losing, so I'm hoping that the default difficulty setting will provide a nice curve to get new players started. This has been a point of discussion ever since the first private demo of the game launched and several big adjustments to the difficulty progression have already been made. I want to make the game as accessible to new players and as challenging for experienced players as I can, so this is something that I will certainly strive to balance out.