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Recent Game Reviews

6 Game Reviews

There is a lot of things I like with this.
I love how there is a story, and it doesn't get in the way of the game play.
I lave the art and the story you did (as well as content ;D )
love the art style.
I liked that we could see the progress of the story on the side (but had to focus on the game).
While not easy to design this in on purpose, it was cool that I could figure different strategies and techniques to try to do better.
I don't recommend making any more images. Why?
Well as it is I think it is balanced, it is at the limit of what I think most people could do (even with skill) (I was noticing some duplication glitching when destroying some objects that were being mirrored (might have to do with the order the object code is running and if the alive one that is mirror accidentally overriding the dead object, making it so the mirrored half of an object doesn't die first try). Instead, I think what make work out is, when you finish (unlock the final image), the game stops and goes to story mode, so players don't have to keep going for stupid long like I did. You could do multiple chapters or have multiple characters, but I think the important thing is, to have a moment where players can start at zero again for the next chapter or character, and possibly be able to switch to focus on one chapter or character depending on which one they could do better at. As is I think this is really good, but I think it could be easy to overwork yourself by trying to fit too much in one game, one character and a short story for each unique game I think is good enough as is, I would love to see where you go with this idea!

MightyCockArts responds:

That was really nice to read.
I know alot of people want some more content, so the chapters idea could really help me out with that.

I will also try to track down that duplication issue, I have one object with 8 children distributed around it, so there may be some layering issues I didnt notice.

Love it! The main issue I have seen game makers (think users of the F95zone and reddit) have with making games is setting limits. limits and focus points are the key to a good nsfw game I think and often people think too big. I love how this game is so simple, but puts in a good amount of effort and it has a nice simple and easy to go along story. some basic problems solving is welcomed and the fact that I don't have too keep trying or I don't have to read a ton of text is why I love it! I feel inspired!

Shabetto responds:

Thank you for the comment. I also thought it would be better if I kept the game small. I really hope you will enjoy the sequel!

10 out of 10 would plot twist again! -IGN :P

Definitely my type of game! I think this is a great example of a minimum viable product (altho a bit more refined)

As Farseeer227 commented just before this, not only should you make a game that you can be proud of, but you enjoy making. I would love to make in-depth games but makers tend to lose steam with longer games. It is a rule of thumb that a first project should take 30 days from start to finish, as a way of balancing your energy and motivation. I always have a hard time keeping projects simple enough (still refining my art style), but if you can make or plan out major milestone update release each month, it may work as a way of balancing out your motivation and the amount of work you have to do.

One concern I want to bring up is ideas you may want to try with this game. As simple as it is, as you continue to build on it, you may want to add many different things. One such thing would be to incorporate a wider range of sexual interests. For example, user hentaifan6969 expressed their eagerness for nsfw lesbian sex scenes, while user dpray96 expressed jokingly their interest for monster rape attacks. If you have been involved in the deeper ends of the adult game making community, you will come to learn a wide range interests can be found, and you may try to hit as many as you can. If you change your priorities to try and achieve as many interests as possible with your game, you may find that the project is not as fun, because it will require much more work than focusing on things that actually interest you. If anything, you may want to focus on just repeatedly hitting a few interest, which you can then list out in the description of your game. But that depends on whether or not you already have a plan for this game or not. (idk about your, but I can plan out a game at 800 miles per hour, but still be stuck making basic art for nearly two months, supper frustrating).

In review of many good and bad games, stories, etc. it seems to me that the main subconscious idea that people have in mind when they enjoy adult material such as this as that they want to not only enjoy the art and gameplay, but also the fantasy. That can include the world itself, or a particular sexual fantasy that a game can satisfy. It seems that there is an unspoken rule of what makes one sexual fantasy more successful than another is the relationship. Not that I am saying that you need to develop complex storylines or character development, but rather, these fantasies are the manifestations of certain relationships. In the case of the monster raping the girl, there are lots of games that have this, and these seem to be the only sexual elements of the game. If every monster does this, then no one monster is more special than another, its just different sex scenes used to try and sell the game. Players such as myself can be quickly bored or even turned off by a game such as this.

If say, you make it a bit more complex, such as having the girl like it after a while, now not only does the monster have an opinion of the girl, the girl has an opinion of the monster, than thus a relationship. this could be further enhanced by making it special. you could have it such that there are a few monsters you can have relationships with. such as maybe there are different parts of the world, with different monsters, but each zone has a boss that rules over these monsters, and this one boss is actually a character you can develop a relationship with. Or say, a smaller character such as a slime could invade your body in one mission and require you to change your mission or go back, and your character has to be careful because the slime monster is in them all the while ( possible inflation type fetish here), possible develop a conversation and a basic relationship (learning that the slime is a different npc) and then maybe in the future helping them with another mission, and in that mission the main character actually gets used to, accustom to, or ends up liking the slime, and then further developing the relathionship (not as a couple type of relationship, just making their history between the two characters more complex or filled with more details).

And that is just monsters. Getting into character theory on its own is more than a year's worth of college level 300, 400 classes. But as a simple case, lets look at Neko. I agree with farseeer227 that I prefer a game where it takes some effort to get to the sexual content. This is because it requires developing a relationship. You do a task, you get a reward. How the Neko does it is pretty cute and unique to her character (basically how the character was writen and worded) But say you want to add some more depth to her personality. You can talk with her again and you currently have it set up where she teases you calling you a perv before flashing you. You don't need to develope an entire love story with just this character, but here is one trick to develope her character a little bit more. When you talk to her again, for the first time after she first flashed you, have her ask the question again, call you a perv again (calling your a perv as if teasing you but you have yet to answer her question) and allow the player to answer yes, no. Yes, and she can be embarised that you would be so upfront about your question, flashes you embarashingly, asking if you like it, and when you say of course, she is embarased but now she really likes you, and is now more comfortable around you and willing to flash you at your request. or if you say no when she asked your if you wanted to see, she can be a little disapointed, only for you to say you still need to kill 2 more slimes before you earn that gift again, she blushes, while not embarished she is happy again. eagar to flash you at your request again. Very simple, shows her being timid and possible nervis of your judgment, but how you interect with these NPCs devolpes the sitianion and thus this will be the story players see, and the relationships they will make, that then in turn make the art ( aka neko flashing you) more interesting (So you do a little work to get the first flashing, and then a little more work to talk to the character to unlock a little bit more aka repeated flashing).

In the future, depending on how the town may become in the future, or how sophisticate the game may become, you may want to make a starting area. This isn't just a tutorial area, but also a preview area. what I mean by that is one thing you may come across as an issue is that some players (many) will have a sort attention span when testing out your game (hence why you may want to highlight what possible fantisies (sexual and non sexual) this game focuses on) and it is often do to wanting to see some 'goods' to know how good the game may be. So what many games do that have a longer story or a game play time is that there will tease the player near the start by some how showing of a few sex scenes near the start to get players interested. One way you could do this would be to say, have your player start on the road leading into town, with instructions writen in the grass showing off arrow as what is used for walking, which direction to start heading (you can do this without instruction by showing a broken carage from which you start from, and facing the play in the direciton they need to go to continue) to, and maybe even before telling them about attacks and monster you go right for the preview. A possible preview idea could be say, you are at the gate of the town and Cicle is as well (or who ever, town major?) but she is either stuck climbing over the gate, wall, or crushed under a sign she tried to put up, and her ass is completely expsosed. so players get to see it. There could even be an accident where when the player tries to help, say part of the sign falls off (connected by chains?) and ends up pulling off her panties while you help her, she reacts (two things important thing about relationships is how others react to one another, and the tention that can develep between two characters, such as neko getting flustered about you wanting to see her again, or being sad about you not liking her (tension, aka negative feelings instilled on the player or distress between two characters) ) but eventually you help her up, and then she introduces you to the town and the idea of accepting jobs and requests. (as simple as this game was, I still managed to get lost, I killed slimes for a while before realizing I should talk to neko... I read through text before I actually read...)

Those are just concepts for you to consider as an adult game maker. But here are some personal ideas that I would like to nominate

I assume in the future you will have more actions (attacks). Maybe you should try the dioblo 3 method, where you unlock more attacks, but you can't use them all. say you have a kick attack, dash attack, wider reaching swipe attack (weaker but hit more enemies?), throw a rock attack, etc. but you only have two buttons. You could have it such that different players can program or select what attacks they want to each of the two key, so it forces players to design a build for their play style, a way of custimization and you may find players see this as giving the game more depth (assuming that the skills are earned after so many levels or special powers gained after defeating a boss or quest). I know I would prefure a dash and swipe attack so I can feel ninja.

Lastly, I don't like the buttons. I am ok with using the arrows, but it bugs be to us Z and X for battle but then having to move my hand to E to talk with people. I would rather I didn't have to move my hand. Perhaps the A and S Keys for attack, with F being the talk or use key? with D being just a buffer between the two so your not beating the crap out of neko by accident (good call disabling attacks while in town, but I was still able to step on her tail >:3 ).

Hopefully you found this review resourcefull, and I'm not just making an ass out of myself. Great game, like the animation of your characters. doing as much as it does with such simplisity, it really inspires me (as a game maker who has recently gotten into a spee of uncompleted projects over the past years) to rethink how i want to design my games.

JMalla responds:

Thank you. Amazing review. I read through it all. I feel like I learned a lot about game design from your review alone XD. I'm grateful to have another game developer such as yourself share their expertise with me. I'll definitely be coming back to read this again.

Recent Art Reviews

2 Art Reviews

That's pretty cool to see her in your style, great work!

Setting your sights on Nina, very interesting. I have started to see this character getting more attention in this last month from various artist and collectors, and I quite like the trend. Excellent work on the model and the animation!

I am a "got to do it yourself if you want it done right" type of guy. So I work on making everything, art, music, game, electronics, and more! I hope to be able to make a few games while I am here. Adult-focused? Well, I hope you like what I make!

Age 30, Male

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Joined on 8/30/16

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