Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Ophiderom

7
Posts
10
Following
A member registered Apr 19, 2022

Recent community posts

Locking the render scale in the new upload at 100%  fixed the hypnosis rendering! Thank you so much!

The head turn to look at a noise is also a cool addition and the new audio is great. I have one suggestion and one bug to report.

Fen is often looking the wrong way for the body glow hypnosis to lead to eye hypnosis. I would suggest that it look around to detect body-hypnotised players or for affected players to make a noise like a whimper which then gets Fen's attention.

I've noticed that "Spawn player prey" spawns a non-player prey if pressed while in MonsterPOV (or at least it stays in the POV).  The menu changes as if the player is in a body (showing Prey Debug and Enter spectator mode) but the camera doesn't.

(4 edits)

Yes and no.

When I load the game and first pick a scene, it plays perfectly - it looks high-res and is centred correctly. It converges inwards, lags for a second, then diverges outwards.

When I change from one scene to another, it only has the lower left bars. They start from the lower left corner then travel up and to the right to fill the screen. Once the whole screen is full, it suddenly changes to the "correct" fully-covered screen (where it is focused on the centre) and diverges out from that normally.

Side note: Sometimes the Spawn player prey button doesn't seem to be clickable.

Edit: When changing scene, the loading effect can sometimes focus on screen (still up and to the right). It seems to improve based on some weird variables. Maybe how long I have been on the scene or how angled I am away from looking at the pred.

I did some more testing around the hypno effect bug I have to see how it worked with the new body glow.

Eye and body glow hypnosis both have the same weird error but the glow does correctly align my vision towards the eyes so it does know where they actually are.

I had an instance where the eye hypnosis had managed to focus somewhat (still up and to the right of where it should be) and then the body glow occurred and that caused the focal point to slide up and to the right until it was back off of the screen. It's almost as if it that is some default state and the hypnosis being "reset" caused it to tend towards it.

(1 edit)

Yeah, I was just testing the new build, myself, and I have the same displaced effect.

One thing that has changed for me is that the lighting looks incredibly different. Most of the outside used to be pitch black and the outside lamp used to unbearable to look at. I don't know what changed that.

My display is the 1920x1080 144Hz screen of a laptop, in case that is relevant.

Here's an image. itch was having issues with me uploading it to the previous post.

I love where this project is going and the clips you've made of it really got my attention.

I just want to report a bug on my end, in case it's useful: The hypnosis effect is always mispositioned. The screen is completely taken up by the bars that should come from the lower left. If I turn up and right enough, I can sometimes see the diamond that is supposed to be over the eyes.

I'm using the windows x64 zip on a windows x64 laptop.

I was happy to see that the save carried over to the new version and I am looking forward to more.

Sorry if this is confusing to read, I was editing bits in over time.

------------------------------ Spoilers -------------------------------

I like the TMs - Shadow Ball especially feels very rewarding to find and. Flamethrower is a bit underwhelming as I don't think effective against anyone but it is resisted by the 2 fire types and Copycat I tend to avoid. I would suggest a ranged physical attack (such as Rock Throw instead of Rock Tomb) to make physical stay a good option after the player collects multiple TMs.

I'd like to see more submit scenes that apply debuffs like how Haunter adds int loss. It makes Haunter stand out as a scarier enemy and makes hunting the int loss ending more plannable. Combat debuffs could work for this as well e.g. sometimes getting confused after body swapping because of the disorientation - that might also discourage people submitting to a whole crowd rather than isolating Pokémon off.

I haven't encountered any poison so I'm wondering if the poison curing berry is supposed to be accessible.

I would suggest changing the lock icon used for not encountered scenes. It looks identical to the lock icon for the chastity trap so I thought for a while the chastity trap scene was instead a scene I hadn't found.

You may also want to gray-off unlocked scenes that aren't compatible with "no" kinks - I turned off int loss and hypnosis to see how Haunter/Espeon changed but Mismagius was still available and seemed to have the same scene as when those are enabled.

Once I had 4 int loss meaning equipment just displayed as "Equipment" in the inventory and equip slot but when I equipped something that gave me "Curse of Servitude", it mentioned it was a collar in the equipping message. I don't know if you consider this a problem.

As an aside to that, I really like the use of pink text for mind control and how int loss makes Lucario forget what status effects do. You could maybe extend that to forgetting the icons/number of stacks of effects as well.

I would appreciate if the order you forgot moves was more randomised. It always forgets Swords Dance first which makes it too predictable.

It's been interesting working for the special Game Overs - I have the traders and most of the traps.

Any hints on how to do the game over two places after Ninetales/below Espeon? I can't tell anything from the icon.

I'm also stumped by the blue orb with purple and the sleep game over. I've unsuccessfully tried stacking sleep/sleeping often but it doesn't show an obvious counter like corruption, deleveling or int loss.