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Yelsavick

314
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8
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A member registered Jun 06, 2016 · View creator page →

Recent community posts

I really like this update, 2h warrior feels like a viable option and you even get to stunlock enemies without just jump spam.

That said, I think some enemies have lost some identity while some enemies gained it. For example the skulls were a menace but now are indistinguishable to slimes since you can take them out the same way. The scythe enemies are most distinct because they can get an attack out even when you’re fighting them, same goes for pig.

As levels increase I would like to see more of what we saw in the earlier build mixed with what we have now. More aggression, but now with more tools and options.

Thank you v much for all this work.

I enjoy that the guy goes “oof” and “ow” when jumping. I could understand the movement very well. Only sometimes can you move up and down? I got stuck when I went to the left.

This was a cool gamification of an old technique in mercantilism/science/etc. I like the style.

Personally I think the difficulty could be balanced with more hitstun, faster wind up. Using heavy melee for example, the jump attack applies pushback and hitstun more than any other move and you can spam it into a combo kill.

Looking forward to it, even if it has nothing to do with From.

Honestly, I think I would really like to see your own original game with the work you did here. It would be amazing, since you clearly have a passion for what From did with dungeon crawling years past.

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It honestly did, thank you.

That was interesting insight to your choice of characters, I simply assumed it came from a place of “I just liked those characters”. However, you saw them more for specific traits that could play well with both the reader and the main character and that’s rad.

Well done. If I had any honest critique - I’m actually not super sure how I got the True ending. If I had to act a certain way with all suitors or explain the viewpoint best, I couldn’t exactly tell. It was a lot of trial and error on my part. But I’m glad I did.

Good writing.

I admit aromanticism frustrates me (like the would be “suitors” no doubt) conceptually since I’m the exact opposite end to that, but I would be foolish not to realize how well realized this works as a lens into that kind of person/character.

Although as far as suitors go Sakuya and Kogasa feel a bit self-indulgent as far as those who have Reimu on their mind, although perhaps many fanworks tend to be! That’s not a dig I just think it’s amusing.

Yeah I’m searchin by jam title. Didn’t notice the autocomplete, but yeah that’s true I can just google site:itch.io to find ’em.

Would be handy to have it built-in.

I noticed in the Jams page this very frustrating constant where you can’t search for game jams textually. It’d be very handy to do so, so that you can browse long running game jams and see their history.

Nah I think you gave a good picture. It helped me make an informed decision.

I didn’t mean that as like an insult, I would just avoid such topics and some games may not broadcast it as much as I’d like. I’m glad Accursed did, though!

Oh thanks for the heads up, didn’t know Seeds was like that. Gonna have to unfollow.

Well hey, thanks!

Tried to get through the demo but I got filtered at the first sex scene. Not my thing (non-con, tentacles, rape talk), was pretty uncomfortable, is a lot of the non-optional story scenes gonna be like that?

I assume that’ll be the same on the finished release?

You ever consider adding gamepad support (if it doesn’t have it already)?

This is a fantastic effort for a fangame.

Hell yeah!! I wonder what that next big project is gonna be. Is Ep3 the final one for Adaca?

What would you ballpark the sexual fetishes covered in this game? Obviously I assume you fuck Orcs, Tentacle Monsters, maybe wolves, but is it like - noncon, forced, gangbang, etc?

Are you gonna upload the demo to steam? Would be nice to have it on my Steamdeck.

Yeah that was my favorite part about indiedb, was people being able to mess around with the pages to do that.

This was sweet, although I felt like Mira having to learn how to open up - makes the game feel a bit one sided, even though I know the ending shows it’s about them both mutually reconciling.

That picture is so cute. Itch is a lot more convenient/user friendly than the forum DLs from SAGE so I’m not surprised.

I’m looking forward to more developments!

Well I’d say I’d invest in a full RPG starring a lady with a dick. Not a hard sell for me.

The story characters will all be original, I assume?

Listen, just have it be first person and him be completely naked.

But lol ty for the transparency.

Will she be able to fuck the MC in the butt

What’s the music from?

I need more. This is everything to me, thank you.

The ticket don’t have a link, but that’s a cool contest!

That sounds like a fun idea - people still talk about Guardian Legend today.

This is likely a longshot but I like to use the Steam Deck for playing indies on the go, would it be possible to add a controller UI for that? That’d be cool.

Same goes for people who use TVs or just prefer controller only stuff.

Congrats on the update! Looking forward to the full game every time.

I like the funny slime

Is the bundle up? All I see linked is the fun in the sun bundle.

Congrats! Do you have anything planned for the future?

Could you tag the kinks this game covers? It seems like you’re getting a lot of negative attention due to misplaced expectations. It might be better for you in the long run.

Does the android ver have gamepad support?

I really like the idea and style of it, but it’s incredibly confusing to remember which range is for what pattern - I think it’d be very useful to color-code the pattern enemies (at least at the beginning?) so that it isn’t just an immediate knowledge check when you get out the door. It might also be neat, as an option, to switch these colors based on the popular controller configs.

Not that it’s necessary it’s just that otherwise taking out enemies feels “wrong”.

It’s also funny because the color pattern almost matches the PlayStation button patterns, Triangle = Green = Vertical, and Cross/X is Blue but instead it does circular patterns rather than the X shape.

I’d also rebind L3 to just dash and R3 to just brake, there’s no need to make it a hold button.

And selecting a level requiring holding Square/X which was strange to me

The game has a lot of fun potential, however. And I enjoyed playing the levels, other than the mantles since you can get hit by enemies during it without any control other than making sure you killed everything beforehand. It felt like getting on those shoulda killed enemies to keep the score time low.

really cool art, expressive as hell