So just finished it (The, what I will assume is a) percentage meter thing is at 95% but I'm going to guess I missed some minor thing somewhere but nothing terrible.
Game is good, a bit tough but not too bad, and looking forward to more.
One small question, the preview images has the character doing stationary firing in all directions. Am I missing a button I'm supposed to use to hold and fire, because that would have made those little flying bots in the boss fight a bit easier to handle >.>
Using a controller, the left bumper allows you to stop moving and aim in eight directions with the stick. Additionally, the right bumper will allow you to 'lock' that aiming direction and resume movements. Letting go of the left bumper will also resume movements.
Using mouse and keyboard, the cursor serves as an aim target.
just one thing, the game altough fun feels a bit slidy, like if the place is covered in ice or something, thats not bad tough since i got used to it very quickly
Thanks ! The 'slidiness' of the player character was something that was in some megaman games that we tried to replicate. It's not something that everyone likes though, so we might indeed reduce it on next updates :)
I made an account just so I could comment Amazing game, beautiful art, I love the sound design I would like you to bind the superpunch to right click (or X controller button here) and replace the "hold" feature with an auto-fire, because my finger is a bit sore after a bit of mashing that attack button
I found two bugs thus far, the first is if you kill the wormboss during it's laser blast, it keeps that graphic during the cutscene, and on it's corpse. The second, is the elevator softlocks you if you go up it, because it doesn't come back down. I've had to beat the boss twice because of this.
I also suggest having a save point immediately after major area bosses, as i, in my noobness, perished immediately after having faced the boss.
I believe this game has an amazing future ahead of itself, I know a bit about coding, and i'm also an artist. I see every last drop of love in this game, both mechanically and graphically. I feel as if you spared no expense and cut zero corners in your project thus far, and that is amazing!
If you are taking ideas and suggestions, I'll put a list here, but until then, this comment's pretty much done, thank you for reading!
Ahem A main rival or recurring antagonist (whomst've you fuck, naturally) I noticed an area where there were two punchshrimp, I'd like it if they could gangbang the protag! Romance options, if you feel you are going that direction at all, I would like the ability to romance multiple characters please! full-on bosses that you can fuck (or get fucked by when you lose), not all of them, i loved the worm boss! But having a boss similar to that creature that you can "interact" with would be just lovely!
I assume you're going to add more weapons, and doors that can only be opened by X weapon, one that I suggest would be an "oil slick", it can do damage on it's own, but it could also speed up the player's base movement at the cost of being a bit slippery! there could be a fun mechanic where using it on a "charging enemy" makes them bash into a wall, momentarily dazing them!
I'm not sure how you'd include this, but, Kissing! maybe it could be a re-triggerable cutscene with an npc, where they just smoosh their fat lips against the screen/against the player's visor!
If it's alright with you, i'll be happy to comment more ideas if i come up with any! Thank you very, very much for making this game, I look forwards to it's development!
Woah, I read your comment on my phone, and just had to get back on my computer to reply.
That's one hell of a comment you left there. I really appreciate the fact that you took the time to let us know what you thought in such details.
I'm going to go point by point :)
The right click is alas occupied by something already. I'll tell you about it at the end of my reply :p
The hold feature is definitely something we already thought about, but we're unsure how to add... I'm with you on that, we'll have to think of something.
For the boss graphic, I'll have to check that, thanks for the report. For the elevator, it should normally return to your position if you approach it even if it's not there (Though I wouldn't recommend staying on its path. You willget squished.) It is not really required to go back up though, the next part is not up there ^^
For the save point right after the boss, yeah, that zone was a bit rushed. We actually didn't really plan to have it on the demo initially, but eh, we wanted Rask to be there too, and it made sense for him to be there. That's also why so many doors are blocked off, they all lead to ugly, grey checkerboard in-progress rooms :p. The save point was added in a bit of a rush and should have been a smidge closer.
I'm really glad you appreciate the work that was put into the game. As the developer of the team, I assure you that I did everything to not only have the 'game' part of the game working, but also all the surrounding systems. I wanted to have a full gameplay and system loop (well, almost, looking at you completion percentage >:( ), and I feel like we succeeded in that regard. It warms my heart for you to pick up on that :)
As for your suggestions:
It's tough to say what we will or won't do just yet. With the release of the demo, we haven't had the time to fully sit down and talk about what to do next just yet. My entire time was recently taken by keeping up with comms, and updating the demo to fix major issues.
Though I can say that some of your suggestions were already talked about. It's then a matter of thinking how much we want to spend development time and resources. For example, I really like the idea of having two medium enemies going both at you. But it's very easy to overextend. It's already a lot of animation work if you think about it since we have at least two variants per enemy. And what if you have two different enemies ? It's definitely something we will think over though.
Interactable bosses is also something we definitely wanna do. It's just that for prototyping, the worm seemed like a good idea... until we realized we were kinda stumped as to what to do lewd wise with a giant worm...
Expect next bosses to be more sexy and interactable though !
And feel free to join the Discord, we're fairly active there :)
Finally, about the right click... I'll let you on a small secret for such a comment. The save files are located in %appdata%/LocalLow/StickyKeys/StarSpawn. Save profiles are just json plaintext files, very easy to edit with a notepad.
Inside a saved profile, look for the GUID "357027ee-ccee-471e-861a-fe4201e027e6". This is the save-state for the player's unlock profile. It has some little upgrades that were not used for the demo if you are curious. Watch out, some of them will sequence break the game :p
That way you'll find out what the right click is used for :p
i... got a big problem. so basically, i'm stuck in the start because i can't do tiny morph, i literally pressed all the the keys from my keyboard and the character never morphed into tiny. i don't know if anyone else is having this issue. i barely can do anything.
The demo was amazing and definietly worth the download.
The main issue I had was lacking a compatible controller. I know an Xbox controller would work here, but I don't have that. I tried using a Switch Pro controller and a PS4 controller, but neither worked. Are there plans to make these other controllers compatible in the future?
There were minor framerate issues, but that's most likely because I was playing on a Chromebook.
The gameplay is incredible and the art style is beautiful. This and Oh So Hero are easily my top 2 favorite adult furry games.
Oh dam, you're the first one I've heard that ran the game on Chromebook. The Switch Pro or PS4 Controllers should have worked, as we use a generic controller template for mapping the controls. Unfortunately, we lack a Chromebook to test that. It is most likely an issue with the library we use for mapping controls, Rewired on Chromebook, but again, we can hardly test that :s
Still, I'm glad keyboard and mouse worked for you, and that you liked the game ! :)
Understandable. I'll hopefully be able to play these games with less scuffed methods in the future.
One cool thing I discovered is that I can tap the screen to fire because my chromebook has touch-screen. It's unorthodox, but anything beats using that track pad.
Also, separating the animation where the yellow mini-boss is cumming on you from the ending explosion would be super hot. Same goes for red where he's filling you up. Actually, having the climax being separate from the explosion would be nice in all scenarios.
I thought of something rather nefarious for the BioShit Biome. : An fake save station made of shit that results in a game over (Puts player in an looping animation when their energy reaches 0). Something to consider maybe for an update.
This is excellent. Jumping feels just a little floaty (or maybe the animation makes me feel like it will be and then it's not), but the game is amazing and i look forward to seeing more.
Smooth animations with good art, I love the theme! However, while playing on Hard difficulty and using a controller, I hit a wall with the giant worm boss.
The jumping mechanics need improvement. On the controller, you have to hold the jump button for at least three full seconds to reach max height, which is often the minimum required to clear certain platforms. My thumb hurts, and this makes “jumping frequently between rocks to dodge the laser” during the worm boss fight a nightmare.
Still on jumping—there’s no way to turn mid-jump, so your character always lands facing the same direction as when they started. This feels very clunky.
Another jumping issue: to drop down, you need to hold the jump button. A light press reattaches you to your original platform, preventing you from descending to lower ones. This makes “moving between platforms to avoid attacks” during the worm boss fight extremely frustrating.
In normal form, there’s no crouch or ability to shoot downward, which leaves you helpless against shorter ground enemies (I know you can shoot them in your smaller form, but what about before you get it?).
Even in the smaller form, you’re limited to horizontal shots—you can’t even aim upwards.
The character slides when stopping&can't diagonal shots when stand. (The Aim-Lock mentions in the page, I tried it but it seems doesn't work.)When diagonal shots is tricky, there’s even a time-limited map that requires precise diagonal shots! OMG.This makes “trying to shoot at the two flying drones” during the worm boss fight a terrible experience.
When executing a charged punch, you can’t change direction immediately after charging. The punch always goes in the direction you were facing if you use the punch immediatlly. You have to wait about a second before you can begin moving, and you must hold the movement direction button to punch in that direction. Otherwise, it will punch to the original charging direction
The check point for the giant worm boss is way TOO far back and requires getting through a laser trap first. Combined with the poor jumping mechanics, this made facing a boss that requires multiple attempts incredibly frustrating. So, I decided to quit.
The game recommends using a controller, but for now, it feels like the keyboard might offer better contro.
Theses are all valid points. Thanks for the extensive comment ! We'll do our best to polish up movements and aiming while adding content in the future :)
So I gave the keyboard a try, and yeah, it’s way easier than using a controller... I even managed to take down the worm boss before it got mad, so it didn’t use its laser attack this time.
Having cleared the game, I think it’s a solid demo! I’d like to add two more suggestions, though:
Both mini-bosses can be infinitely staggered by your charged punch, leaving them unable to counterattack at all. I’m guessing this wasn’t intentional? Compared to the worm boss, they’re even weaker than the regular enemies.
I’d love a feature where holding down the 'down' key lets me view further below. That way, I wouldn’t have to blindly stumble into traps that are outside the screen's view.
For the mini-bosses, they are supposed to behave that way. Ideally, we want theses to teach you to use the power punch effectively.
Calling them mini-bosses is a bit of stretch. They are essentially souped up versions of enemies that you will be able to find in the overworld once you beat them for the first time.
I am going to deploy an update soon where you'll be able to find more Punch Shrimps in Zennia and Meteo (The 1st and 2nd zone). It was our original plan, but it was cut due to wanting to release the game for Halloween.
For the second point, that feature is already added :o
Looking very forward to seeing the future of this, and what new critters we can meet (and meat)!
At the risk of creating a broken record, I'll add my voice to the pile asking for grapple scenes for smaller enemies. Those little guys that come out of the pods particularly, maybe even the jellyfish things from the 'hive' blocks you have to punch.
Also, the first time I saw them, the hooks that you can hang on looked to me like facehuggers, and I got very interested for a moment xD
Well... It's very far ahead in the future so there's no saying what we might come up with... But in the game design documents we wrote... The last zone, Quasox, is probably going to be much more horror/alien theme, so... :p
Will smaller enemies have nsfw scenes in the future as well? This was great, my only real complaint is that there's looong stretches of time where no nsfw stuff is happening. Was disappointed to see that the cock huggers dont do anything other than attack lol
IMO, sex content should be integrated into the game itself, not just a reward for beating a boss. Not expecting this to be like alien quest eve or oh so here where every single enemy has multiple scenes, but it being limited to JUST bosses is too infrequent.
I get what you are saying, and we have received that input quite a few times already.
I do plan on updating the demo with a couple fixes and QoL features. One of the things I want to do is to add more medium enemies in the overworld after beating them for the first time.
Since the second medium enemy is unfortunately at the end of the demo, it's going to be impossible to add the second one in the overworld, but I will add more of the first one :)
Adding another +1 to enemy initiated grapples. I remember when SesVanrubles posted a designdoc for what seems very much like this game on his discord before it got hacked and i was very interested in that possibility which AFAIR he said he was hoping to do.
I was playing on Trivial cause I am bad at platformers like this... and at some point after the first mini boss it bumped me up to normal... what did I do? Had to start over on trivial.. I think I died cause I thought there was a game over defeat screen... and that might have bumped up the difficulty to normal. Just got through that.. and once I died... I noticed the game was harder. That was a weird bug :D
That sounds like a bug. Did you save on trivial and respawned ? Could you describe more to me what the steps you took for it to happen ?
You can also find your save profile under %Appdata%/LocalLow/StickyKeys/StarSpawn. It is pretty easy to edit the current difficulty with a simple notepad there :)
yeah... it was really weird... I continued...and then suddenly the game got really hard... I thought the enemies had a defeat animation, ya know? Continuing meant the mini boss had more health. At some point I go to menu and my save file notices it is normal. I really don't know what happened. It could have also become a freak occurrence. I was able to beat the demo at 3/4 Health upgrades. The last one is well hidden.
I tried running it (windows 8) but i got the error: "The procedure entry point SetThreadDescription could not be located in the dynamic link library C:/.../UnityPlayer.dll"
The game was made with Unity 6, and the player does need to meet Unity 6 requirements. Unfortunately, Windows 8 is not supported by Unity 6 anymore. You can check the requirements on the link below, under the category 'Unity Player' and ' Desktop'.
Very cool start! Definitely would like to see more scenes, esp. loss scenes, mid-combat scenes, etc. Definitely would support once it's seen some progress!
Thanks for the comment ! I understand completely for the lack of scenes. We made the decision to focus on the 'game' part of the game instead of the adult content for now (An insane amount of games in the same genre focus on animations first and lacks proper gameplay and architecture, something that we wanted to avoid). This has allowed us to publish the demo with almost complete functionality, which is what we wanted.
Next updates, while they will be for supporters, will focus on adding more content (including adult content) and level design.
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So just finished it (The, what I will assume is a) percentage meter thing is at 95% but I'm going to guess I missed some minor thing somewhere but nothing terrible.
Game is good, a bit tough but not too bad, and looking forward to more.
One small question, the preview images has the character doing stationary firing in all directions. Am I missing a button I'm supposed to use to hold and fire, because that would have made those little flying bots in the boss fight a bit easier to handle >.>
Using a controller, the left bumper allows you to stop moving and aim in eight directions with the stick. Additionally, the right bumper will allow you to 'lock' that aiming direction and resume movements. Letting go of the left bumper will also resume movements.
Using mouse and keyboard, the cursor serves as an aim target.
Ah, I heard noise when I hit the bumpers but the sound had me thinking it was to cycle through things that aren't in the demo. Sorry
NGL, thats a very well animated game
and as a Metroid fan, it really hits home
just one thing, the game altough fun feels a bit slidy, like if the place is covered in ice or something, thats not bad tough since i got used to it very quickly
Thanks ! The 'slidiness' of the player character was something that was in some megaman games that we tried to replicate. It's not something that everyone likes though, so we might indeed reduce it on next updates :)
I made an account just so I could comment
Amazing game, beautiful art, I love the sound design
I would like you to bind the superpunch to right click (or X controller button here) and replace the "hold" feature with an auto-fire, because my finger is a bit sore after a bit of mashing that attack button
I found two bugs thus far, the first is if you kill the wormboss during it's laser blast, it keeps that graphic during the cutscene, and on it's corpse. The second, is the elevator softlocks you if you go up it, because it doesn't come back down. I've had to beat the boss twice because of this.
I also suggest having a save point immediately after major area bosses, as i, in my noobness, perished immediately after having faced the boss.
I believe this game has an amazing future ahead of itself, I know a bit about coding, and i'm also an artist. I see every last drop of love in this game, both mechanically and graphically. I feel as if you spared no expense and cut zero corners in your project thus far, and that is amazing!
If you are taking ideas and suggestions, I'll put a list here, but until then, this comment's pretty much done, thank you for reading!
Ahem
A main rival or recurring antagonist (whomst've you fuck, naturally)
I noticed an area where there were two punchshrimp, I'd like it if they could gangbang the protag!
Romance options, if you feel you are going that direction at all, I would like the ability to romance multiple characters please!
full-on bosses that you can fuck (or get fucked by when you lose), not all of them, i loved the worm boss! But having a boss similar to that creature that you can "interact" with would be just lovely!
I assume you're going to add more weapons, and doors that can only be opened by X weapon, one that I suggest would be an "oil slick", it can do damage on it's own, but it could also speed up the player's base movement at the cost of being a bit slippery! there could be a fun mechanic where using it on a "charging enemy" makes them bash into a wall, momentarily dazing them!
I'm not sure how you'd include this, but, Kissing! maybe it could be a re-triggerable cutscene with an npc, where they just smoosh their fat lips against the screen/against the player's visor!
If it's alright with you, i'll be happy to comment more ideas if i come up with any! Thank you very, very much for making this game, I look forwards to it's development!
Woah, I read your comment on my phone, and just had to get back on my computer to reply.
That's one hell of a comment you left there. I really appreciate the fact that you took the time to let us know what you thought in such details.
I'm going to go point by point :)
The right click is alas occupied by something already. I'll tell you about it at the end of my reply :p
The hold feature is definitely something we already thought about, but we're unsure how to add... I'm with you on that, we'll have to think of something.
For the boss graphic, I'll have to check that, thanks for the report. For the elevator, it should normally return to your position if you approach it even if it's not there (Though I wouldn't recommend staying on its path. You will get squished.) It is not really required to go back up though, the next part is not up there ^^
For the save point right after the boss, yeah, that zone was a bit rushed. We actually didn't really plan to have it on the demo initially, but eh, we wanted Rask to be there too, and it made sense for him to be there. That's also why so many doors are blocked off, they all lead to ugly, grey checkerboard in-progress rooms :p. The save point was added in a bit of a rush and should have been a smidge closer.
I'm really glad you appreciate the work that was put into the game. As the developer of the team, I assure you that I did everything to not only have the 'game' part of the game working, but also all the surrounding systems. I wanted to have a full gameplay and system loop (well, almost, looking at you completion percentage >:( ), and I feel like we succeeded in that regard. It warms my heart for you to pick up on that :)
As for your suggestions:
It's tough to say what we will or won't do just yet. With the release of the demo, we haven't had the time to fully sit down and talk about what to do next just yet. My entire time was recently taken by keeping up with comms, and updating the demo to fix major issues.
Though I can say that some of your suggestions were already talked about. It's then a matter of thinking how much we want to spend development time and resources. For example, I really like the idea of having two medium enemies going both at you. But it's very easy to overextend. It's already a lot of animation work if you think about it since we have at least two variants per enemy. And what if you have two different enemies ? It's definitely something we will think over though.
Interactable bosses is also something we definitely wanna do. It's just that for prototyping, the worm seemed like a good idea... until we realized we were kinda stumped as to what to do lewd wise with a giant worm...
Expect next bosses to be more sexy and interactable though !
And feel free to join the Discord, we're fairly active there :)
Finally, about the right click... I'll let you on a small secret for such a comment. The save files are located in %appdata%/LocalLow/StickyKeys/StarSpawn. Save profiles are just json plaintext files, very easy to edit with a notepad.
Inside a saved profile, look for the GUID "357027ee-ccee-471e-861a-fe4201e027e6". This is the save-state for the player's unlock profile. It has some little upgrades that were not used for the demo if you are curious. Watch out, some of them will sequence break the game :p
That way you'll find out what the right click is used for :p
i... got a big problem. so basically, i'm stuck in the start because i can't do tiny morph, i literally pressed all the the keys from my keyboard and the character never morphed into tiny. i don't know if anyone else is having this issue. i barely can do anything.
Tiny morph is an upgrade you'll get later in the game. Look for another way :)
ah.. well.. i'll see what i can do because i'm very confused at the moment...
You can always take a look at the playthrough linked in the description of the game if you are stuck :)
(Please note that the playthrough was recorded with the first version of the demo, a couple things might be different, but the path stays the same.)
thanks. i might take it in count, i felt really dumb when i had to jump into an hole in the start. i can't believe i didn't see it
only getting one anim....:(
You can either walk into a dazed enemy, or power punch him to get an alternative animation.
The demo was amazing and definietly worth the download.
The main issue I had was lacking a compatible controller. I know an Xbox controller would work here, but I don't have that. I tried using a Switch Pro controller and a PS4 controller, but neither worked. Are there plans to make these other controllers compatible in the future?
There were minor framerate issues, but that's most likely because I was playing on a Chromebook.
The gameplay is incredible and the art style is beautiful. This and Oh So Hero are easily my top 2 favorite adult furry games.
Oh dam, you're the first one I've heard that ran the game on Chromebook. The Switch Pro or PS4 Controllers should have worked, as we use a generic controller template for mapping the controls. Unfortunately, we lack a Chromebook to test that. It is most likely an issue with the library we use for mapping controls, Rewired on Chromebook, but again, we can hardly test that :s
Still, I'm glad keyboard and mouse worked for you, and that you liked the game ! :)
Understandable. I'll hopefully be able to play these games with less scuffed methods in the future.
One cool thing I discovered is that I can tap the screen to fire because my chromebook has touch-screen. It's unorthodox, but anything beats using that track pad.
Also, separating the animation where the yellow mini-boss is cumming on you from the ending explosion would be super hot. Same goes for red where he's filling you up. Actually, having the climax being separate from the explosion would be nice in all scenarios.
I thought of something rather nefarious for the BioShit Biome. : An fake save station made of shit that results in a game over (Puts player in an looping animation when their energy reaches 0). Something to consider maybe for an update.
freaking LOVE this game (pixel art games are 10/10 in my book :D ) keep on great work and i hope we see more of this hiden gem ^^
Just beat the demo and this game is fan-freaking-tastic! I can't wait to see where this goes. Definitely gonna think of supporting
This is excellent. Jumping feels just a little floaty (or maybe the animation makes me feel like it will be and then it's not), but the game is amazing and i look forward to seeing more.
I'm in love with it
I loved everything in this game the level design, the enemies, the bosses, the atmosphere
looking forward and wish you the best luck to continue on this project...(plz add dragons if possible)
Smooth animations with good art, I love the theme!
However, while playing on Hard difficulty and using a controller, I hit a wall with the giant worm boss.
The game recommends using a controller, but for now, it feels like the keyboard might offer better contro.
Theses are all valid points. Thanks for the extensive comment ! We'll do our best to polish up movements and aiming while adding content in the future :)
Great to hear back from you!
So I gave the keyboard a try, and yeah, it’s way easier than using a controller... I even managed to take down the worm boss before it got mad, so it didn’t use its laser attack this time.
Having cleared the game, I think it’s a solid demo! I’d like to add two more suggestions, though:
For the mini-bosses, they are supposed to behave that way. Ideally, we want theses to teach you to use the power punch effectively.
Calling them mini-bosses is a bit of stretch. They are essentially souped up versions of enemies that you will be able to find in the overworld once you beat them for the first time.
I am going to deploy an update soon where you'll be able to find more Punch Shrimps in Zennia and Meteo (The 1st and 2nd zone). It was our original plan, but it was cut due to wanting to release the game for Halloween.
For the second point, that feature is already added :o
Oh, gosh, you are right, sorry for it!
Perhaps because I didn't press the button long enough.
Thanks again for the explanation!
How do you start a different scene? I read it in the game too I believe
When a medium enemy is dazed, you can either walk into him, or power punch him.
I thought I already did that thank you
I'm having trouble finding the second mini boss I can't find him. But overall it's interesting and I want to see what comes next
I have added a link to a full recorded playthrough in the description if you need help :)
Oh, thank you <3
Looking very forward to seeing the future of this, and what new critters we can meet (and meat)!
At the risk of creating a broken record, I'll add my voice to the pile asking for grapple scenes for smaller enemies. Those little guys that come out of the pods particularly, maybe even the jellyfish things from the 'hive' blocks you have to punch.
Also, the first time I saw them, the hooks that you can hang on looked to me like facehuggers, and I got very interested for a moment xD
Well... It's very far ahead in the future so there's no saying what we might come up with... But in the game design documents we wrote... The last zone, Quasox, is probably going to be much more horror/alien theme, so... :p
[Interest intensifies]
Will smaller enemies have nsfw scenes in the future as well? This was great, my only real complaint is that there's looong stretches of time where no nsfw stuff is happening. Was disappointed to see that the cock huggers dont do anything other than attack lol
IMO, sex content should be integrated into the game itself, not just a reward for beating a boss. Not expecting this to be like alien quest eve or oh so here where every single enemy has multiple scenes, but it being limited to JUST bosses is too infrequent.
I get what you are saying, and we have received that input quite a few times already.
I do plan on updating the demo with a couple fixes and QoL features. One of the things I want to do is to add more medium enemies in the overworld after beating them for the first time.
Since the second medium enemy is unfortunately at the end of the demo, it's going to be impossible to add the second one in the overworld, but I will add more of the first one :)
Adding another +1 to enemy initiated grapples. I remember when SesVanrubles posted a designdoc for what seems very much like this game on his discord before it got hacked and i was very interested in that possibility which AFAIR he said he was hoping to do.
I was playing on Trivial cause I am bad at platformers like this... and at some point after the first mini boss it bumped me up to normal... what did I do? Had to start over on trivial.. I think I died cause I thought there was a game over defeat screen... and that might have bumped up the difficulty to normal. Just got through that.. and once I died... I noticed the game was harder. That was a weird bug :D
That sounds like a bug. Did you save on trivial and respawned ? Could you describe more to me what the steps you took for it to happen ?
You can also find your save profile under %Appdata%/LocalLow/StickyKeys/StarSpawn. It is pretty easy to edit the current difficulty with a simple notepad there :)
yeah... it was really weird... I continued...and then suddenly the game got really hard... I thought the enemies had a defeat animation, ya know? Continuing meant the mini boss had more health. At some point I go to menu and my save file notices it is normal. I really don't know what happened. It could have also become a freak occurrence. I was able to beat the demo at 3/4 Health upgrades. The last one is well hidden.
Thanks, I'll take a look. Sorry that this happened to you. I'll try to fix it in a next update along with some other features :)
Played through it, love the art and it plays well! The only complaint I could possibly have is the unskippable starting cutscene. T^T
It is, at least, a well made cutscene
I tried running it (windows 8) but i got the error: "The procedure entry point SetThreadDescription could not be located in the dynamic link library C:/.../UnityPlayer.dll"
The game was made with Unity 6, and the player does need to meet Unity 6 requirements. Unfortunately, Windows 8 is not supported by Unity 6 anymore. You can check the requirements on the link below, under the category 'Unity Player' and ' Desktop'.
https://docs.unity3d.com/6000.0/Documentation/Manual/system-requirements.html
Thanks for the report though, it is something I should have added to the description and will do so.
Could you port it to a windows 8 compatible version of unity once it's finished?
does it stay gay focused? Just so i know,
The character is planned to stay male, although we do have female enemy characters in the works already.
Okay then I keep an eye on it, I'm more okay with a fair mix instead of gay only.
Will any non-M/M (eg. M/F, Futa) content be unavoidable?
There will be fem, futa, etc. xenos added :3
Tried to play but got error with 0xc0000005 (it's five)
I think i need d3d12 or better pc. I just don't understand what's wrong
May I have more information about your system ?(Mostly your exploitation system.)
You can also check the necessary requirements for Unity 6 on this page:
https://docs.unity3d.com/6000.0/Documentation/Manual/system-requirements.html
I already figured out
Unskippable decently long intro is pretty bad...
You're right, we will update the game to be able to skip most of the intro.
Very cool start! Definitely would like to see more scenes, esp. loss scenes, mid-combat scenes, etc. Definitely would support once it's seen some progress!
Thanks for the comment ! I understand completely for the lack of scenes. We made the decision to focus on the 'game' part of the game instead of the adult content for now (An insane amount of games in the same genre focus on animations first and lacks proper gameplay and architecture, something that we wanted to avoid). This has allowed us to publish the demo with almost complete functionality, which is what we wanted.
Next updates, while they will be for supporters, will focus on adding more content (including adult content) and level design.
Focusing on the game first is a great idea since a bad game with good naughty bits is still a bad game.
I LOVE GAY SEX!!!
hell yeah!