Indeed it can, but that's not the purpose of that tag. That tag means "supported platform", ie the game in question is specifically designed for said platform, which the CS games are not. It means they are intended to run smoothly and easily on a platform, which these games are not with Linux. It implies that if they DON'T work on those platforms, I will put in the time and effort needed to make sure they do. In other words, it is, or may be, possible to get these games running on Linux (or Mobile), but it isn't SUPPORTED. If you want to try, you're on your own, and things will probably break at various points. And as I remind people whenever this comes up, just for starters I have a number of plugins at this point that assume a desktop Windows environment, so they're not going to be happy on a Linux system. But if you want to try, you're certainly welcome to, and I imagine getting an RPGMaker game to run on Linux will probably be much easier than say a serious 3D game that's trying to make intense use of the hardware. But it will be a hassle.
Just tried to find the hypnotized version of the fight music but had no luck. All i could find was that it's called Dance With Powder. Did you slow the song by yourself? Or did you find a different version? Thanks in advance
After seeing the gallery im suprised you dont have a option to fight the genaric boars again or have a image of the bun with the diffrent poses you made for the game.
Galleries are always about a time calculation. The idea is to let impatient people skip straight to the juiciest content, or people who have played through revisit said content easily a few months/years afterward if they want without having to fumble with saves or replay the whole game. I leave the battlesex stuff out of the gallery because my thinking is it's fairly easy to reach normally. Even if you had no saves and had to play through the intro bit again, that's MAYBE 20 minutes, and then you can quickly lose and see all the variations of the battlesex system. In contrast, getting to every single scene normally takes a while. But as always, I do keep an ear out. If enough people want a fight generator I may consider it.
Fun game so far, though I've noticed an edge case that looks like it wasn't accounted for. If you reach the broken in state and then take off your ear clips, there's no special dialogue or anything. In the next battle, the sprite initially shows without the clips, but you still deal reduced damage and as soon as the enemies have a turn, they fuck you again as normal. At that point, the clips magically reappear on the sprite. Would be nice to either have some different mechanic here or dialogue explaining that we don't want to take off the clips at that point or something. (It also might be important to mention that I was naked when beginning the fight. So naked, but without ear clips.)
In general, the ear clips exist as a toggle to allow players to avoid the sex mechanic in battle at certain points. It's somewhat of a meta thing however: narratively, Mezz can't remove the clips because he doesn't know they're there.
Once Mezz has been defeated 3 times, this ability to toggle off the battle sex is removed: you can remove the clips, but it won't do anything. This is by design. As for the sprites, while I try to maintain "common sense" consistency for the most part, I'm not sure it's worth digging through the code for this particular case at this point. I will take a look when I have a chance though, and see if there's a simple way to address it, and to see if I can remember whether this was deliberate for some reason or a genuine oversight. Thanks for reporting though, regardless.
Alright, had a chance to sit down and do some testing. Starting a fight after 3 defeats ("slut mode") with the clips removed does indeed initially show Mezz without them, but they re-appear once the sex starts.
Unfortunately I think I'm going to leave it as-is for now. Fixing would require a whole unique set of sex sprites without the clips, and code to check for slut mode, and I don't want to mess with the precarious coding of the battle engine on CS unless I have to. Thanks for letting me know though!
Yeah, the lack of variety in enemies/combat is definitely an issue, and it was improved SOMEWHAT in GutterTrash. I'm a little limited in what I can do in that area though, because more enemies, if they're significantly different, doesn't just mean new sprites, but also new variations for the sex sprites etc. It adds up quickly. I do a similar thing in GT (one species of enemies, but a few palate swaps for sub-classes), but there's a bit more depth to it, especially on some of the bosses. Glad you were able to enjoy this first attempt though!
Il negozio di alimentari non mi dà cibo gratis. Insistono perché io usi i soldi. Lo stesso vale per il distributore di benzina. E la lavanderia a gettoni. E il mio ISP. In verità, c'è molta crudeltà nel mondo di oggi.
I did not have any technical problems and everything seemed well polished enough, but after seeing the two "good" endings I kinda wish there was a middle road. In my first playthrough I went in blind, kept the clips and engaged with the scenes while trying not to lose so I ended up avoiding the slut mode, made we kind wish he didn't toss them at the end. While the slut mode end felt too much like I still lost the game, so I would not go that route if given the choice again. I understand that's the kind of game you're making, just needed to get that out of my chest.
Different flavors for different people obviously, nothing wrong with that. But yes, unfortunately what I call the "trained" ending, with him being used but escaping is essentially the "middle" ending depending on how you look at it. Pure obviously would be no captures. But I suppose middle is debatable, because maximum corruption leads to the trained end, whereas SOME corruption either leads to the ordinary victory, a temp defeat and then the ordinary victory, or a full defeat where he doesn't leave the island. Thematically though, I tend to think of the trained end or slutmode end as the middle path.
What were you looking for, more specifically though? You don't have describe specific scenes or anything, just broadly what were you imagining as the ideal middle way? What would it look like? Obviously not going to change this game, but I can always consider ideas.
Was kinda worried I was coming in too strong, I respect the effort you've put on this project a lot, forgot to mention I do love the style, specially the main character. If you want to hear my thoughts, I admit I agree the "middle road" I imagined is not a great fit for what's built here, mechanically it would involve the ability to actively engage with the sex battling, rather than just being overtaken by an enemy, making it an option along with the normal attacks, maybe even giving xp for k.o. an opponent that way since normal sex here gives none. And for the story I guess it'd be something like a glitch? the clips and hypno not entirely working as intended as he would not turn into an obedient slave, but keep his personality and goals while becoming open to sex and nudity, he might still need to fight off hypnotic attacks since he'd be on the brink of giving in but would pull through regular battles when needed. An example would be what I mentioned on the previous post, getting the normal ending where the boars die, but leave with the clips on hand instead of tossing them into the sea.
No no, you're perfectly fine. People are free to talk about things they dislike about the game (and in fact I encourage it) as long as they're not being really shitty and rude about it, which you weren't.
"mechanically it would involve the ability to actively engage with the sex battling, rather than just being overtaken by an enemy."
I'd highly recommend you check out the sequel, GutterTrash, if you haven't already. Definitely more of that there. Though to be fair, there is SOME engagement here too, at least in terms of choosing to actively participate, go along with it, or struggle.
In terms of the rest of it I can see what you're saying, but essentially that's what the Trained end is for: he's defeated, but he THINKS he won, and continues on with further adventures, keeping the clips and conditioning. Again, I'd encourage you to play GT if you haven't to see how all this starts to mesh together.
Appreciate the thoughts though, I'm always glad when people care enough to think this stuff through and try to articulate what worked or didn't for them. I can't hit everything obviously, but I definitely take it into account.
Glad to hear, and I'll think about it. I'll let you be, but to finish, what you said is a point that sticks with me "thinks he won", I've played these kinds of games for far too long and that always rubs me the wrong way, to do the fun part you have to sacrifice the main character's goals, it's hard to find a game where the mc gets into the fun willingly or at least enjoys in a way that isn't portrayed as a negative while also achieving a definitive win in the end, I guess I always end up getting too invested in the plot.
Again, different things for different people. But there are actually a LOT of games out there that are just ordinary sex, darker stuff is actually pretty rare, especially in western games. If I'm understanding you right you're basically saying "why can't this be a game where the hero can just enjoy having sex without the dark overtones?", but those overtones are the whole point. That's the kink. The drive of these games has always been to have that darker flavor, they're very much games where the bad end is the good end, ie what you as the player are actually trying to achieve. They're about sadism and masochism, though more mental than physical, and obviously not as brutal as that might imply. But if that's not your flavor, that's entirely fair.
Well this first game itself is free. The save file may not be as useful as you think though, as the game doesn't have a gallery to unlock yet: the only way to see the scenes currently is to actually play the game. If you're having trouble with a particular part, let me know, or check the Scene Guide here.
To be clear, in case other people see this and get confused, this is in GutterTrash, not this first one. By "night club" I'm assuming you mean the basement party area with the green fog? Talk to the NPCs. Specifically, one on the far left.
No, you want the green kitsune, not the hyena. That should put you on the right path to getting the key. If you already HAVE the key, you should just be able to use it (once you've dealt with the guard).
No problem, feel free to use your native language if it's easier, and it's a common one. I can probably machine translate it.
The one you want is the green kitsune/fox all the way on the left, Satin. He gives you a long fetch quest going back and forth through various NPCs in the room via hints, which I can see being difficult if English isn't your native language. BUT, you actually don't have to do that: you can skip the quest. Talk to him again, and when he gives you the text input box, type "you". He'll deny it the first time, so do it again, and then you'll get the key.
Played the game for my first time yesterday- haven't played many games like these before and wasn't sure what to expect. Was very entertaining. The music was superb, my favorite track is the overworld theme, but really I wasn't expecting the soundtrack to sound so good. Overall, the music, sound effects, and the animations though simple are effective enough to immerse me into the world of Mezz. I didn't think I would get so lost in everything (in a good way). The gameplay itself and plot was very fun. Very cool world building. And yes... Very hot! I think I like it all a little too much...! Great work to everyone involved, and thanks for putting this, and any future installments out. (I would like to leave a review for Gutter Trash as well but couldn't find a Comments section, would love to leave a review for that as well).
Aw thanks, really appreciate it! It means a lot when people take the time to share their experience with the game, good or bad (though I'm glad it was good!). I'm flattered you enjoyed the world so much; I definitely try to have a bit of depth and flavor to things, that's kind of the fun of a game like this in my opinion, and something often isn't explored as much as it could be. But this was my first full attempt, so it is pretty basic. I'm definitely eager to hear what you think of GT; things came together a lot more there. Speaking of: There is a "Comment" section on GT, it's just integrated into the general board for it. I had to switch to that because the volume of communication grew a lot from CS to GT. Just scroll down to "Community" and click "General Discussion" and reply there, or do a fresh post if you prefer.
Hi. Lost my original save with old pc and chose to replay the first game.
Found annoying glitch: when in slut mode, you're stuck in sex encounter until everyone cums. however, randomly any actor on screen can "reach out for mez" during sex to reset the timer until orgasm. it was already fun for three people to shove cock down your throat to hasten one guy to nut but to purposefully delay the end seems annoying.
Especially when its just one guy left and he keeps resetting his own cum counter
Yeah, that does sound unintentional. Would you mind confirming that this is happening on the most recent version, 0.4.1? You can check the number on the zip file you downloaded, the folder name, or the most recent revision listed in the readme.
Fixed. Turns out a switch that turns that move on and off when appropriate wasn't getting flicked when it should have. Slut mode fights should go a bit faster now. I'm not going to do a new release quite yet (unless you were really dying for it), will probably wait till the 2nd content pack comes out for GT so I can collect a whole bunch of bugs in the next release for CS 1. But it is in there as of now.
Ayyyy finally got around to playing this game - I have a bunch of notes, which might be a little late considering I see the sequel is out - but for what it's worth:
you can unequip the clips, and the enemies saying "something strange" will still switch the battle mode - during which your character model shows the clips equipped as well. This happened after I first got clipped, fought the next battle in the area to the left, unequipped the clips afterwards, then fought another battle in the same area. I checked to make sure, and the clips remained unequipped. I guess I could see if that was a sly reference to the character not being aware of them... but in that case, there should be some sort of little wink to the player that that's the case, imo, otherwise it mostly reads as a bug.
it would be nice to see some variety in enemy parties - 3 warthogs over and over again gets monotonous. Every once in a while I've seen 2, but it really mostly seems like 3.
re: resource management - it seems like the only way forward is to use your attack-all skill when facing three boars until you run out of energy - then whittle the remainder down to one boar - then focus until you've restored your MP - then kill the final, and trade your MP for HP out of battle - then start the whole process again with the next group of 3. There really needs to be some variety here, because there doesn't appear to be any other way to avoid burning all your items right away
the sex mechanics are hot. really enjoy how it's implemented. the escalation from regular boars to masher boars is good.
the masher boards calls in adds even if you've already killed them that turn - that seems like a glitch. I've had this happen before where BOTH use that ability at the same time, resulting in 4 tough guys attacking you out of nowhere - maybe the call for backup should bring two regular grunts, rather than two elites?
the adds also attack immediately, which seems unfair - new arrivals to the battle should have to wait til next turn to fight.
why don't the masher boars have a distinct overworld map sprite? it would be helpful to gauge the risk before actually getting pulled into a fight.
the item that kills you is just... I don't get why you have multiple of them, and why you even allow the possibility of using them by accident. it also glitches out and switches your character model to a naked version, if you use it in battle, which doesn't make any sense - if enemies beat you, then sure, they strip you, but why do you get naked when you kill yourself?
good characters. the writing and the art all line up real nicely to make everyone enjoyable to watch and interact with.
the 'stealth' mechanic is a lil janky - it's not real clear how far away the boar guards can see you to catch you, and the vision cone is misleading in that regard, because they can actually see FAR outside what's shown in the model - as a matter of fact, they can see you through concrete walls.
It would also be nice to have a 'accidentally caught' mechanic, versus a 'I'm fighting them on purpose' state - the former might reduce your dodge for the first turn ("Mezz was caught off-guard!") the latter might guarentee your accuracy (or even a crit) on your first turn. Maybe based on if you're facing them / moving towards them when you first run into eachother, versus if you're turned away / moving away from them?
during normal combat, also to switch up the difficulty of the standard 3-pig-party, consider having an occasional "BOAR told a dirty joke" that slightly raises your Lust but otherwise has no effect apart from giving the player a break from the repetative attacks. Similarly, "BOAR took a while swing!" lower accuracy, chance to drain your focus, something like that - just something to add some variety to the early combat.
at least initially, lust and cumming don't seem to do anything in terms of game mechanics - you cum as a matter of course, but it doesn't seem to do anything, other than display a message.
when you break out of a sex scene, for instance the oral one - you're immediately naked and covered in cum, even if nothing much had happened. nudity, cum, and even arousal should be linked to events that have occurred.
really appreciated the scene with the urinal and the guards - and the scene with Diezel. Makes me wonder if I missed any other 'special' loss scenes.
I appreciate that that the final boss battle is very doable with either guard/hamburger or focus/secret dodge move.
it's a shame that you finish the game without ever getting the opportunity to equip any alternate items - unless I just missed them? an upgraded staff in particular with less chance to miss, or armor with less defense but greater dodge chance, etc.
It's also a shame that there don't appear to be enough enemies to fight to make it to level 14 - I finished the game with 43 XP To Next Level, and as far as I can tell, I completely cleared out all the enemies
Anyway, downloaded and played it for free, beat it several times to find all the endings I could, and then turned around and bought it officially for $10 - really enjoyed this game! Looking forward to repeating the process with GutterTrash.
Hey, thanks for playing, and for the notes. I'm genuinely really honored when people take the time to dig through this stuff in depth. Let me work my way through these...
I will start by saying: keep in mind this was my first outing in formally making a game. So while some things are more or less where I want them to be for this game, they've definitely improved in Gutter Trash in many cases. With that general preface though:
1. So to be clear, clips off IS supposed to function as a toggle: you shouldn't be getting any battle sex/hypo stuff with them off. To be EXTRA clear that toggle stops working once you've been defeated enough times, but on your second battle it should still be working fine. I'll test this out and get back to you, though it might be a bit, working on finishing up a piece of art first.
2. So, this is a theme you'll hear a lot unfortunately: art is a big time and effort sink for me, far more than writing or programming. I agree, variety would be good, but it takes a lot of time to refine out a brand new character design. And it's not just just the battle standees: you'll notice the enemies, or parts of them, show up in a lot of the battle sex sprites. Which means I need a new variant of EACH of those for each new species I introduce (or worse brand-new sex positions!), which stacks up fast.
It's also a matter of give and take because of the mechanics. See, I'm not just doing a simple RPG fight system, and then tacking on scenes if you lose. I wanted to have sex mechanics IN the battles themselves. Which means each new enemy needs to have NEW mechanics, and those mechanics each need to be balanced against each other, and on and on. Long story short, I had to make a choice, and I decided the best way to spend the time and energy I had was to invest them in taking a handful of enemies (really just one with some palate swaps for minor variation) and giving them a fun, somewhat juicy battle sex mechanic. An inch wide and a mile (well, maybe four or five yards) deep rather than the opposite. I DO have new enemies for GT though, with new mechanics, and plan to mix it up each chapter at least.
3. Main fight mechanic is VERY simple in this game, yes. I think you've pretty much described it. I've made things a LITTLE more complex in GT, but in both it's basically broad attack, recharge, broad attack, recharge, but strategically hitting with the single attack when an enemy is weak to save time. The fights are built around not wasting time, even more so in GT, which moves much faster. If you're gathering items properly and using the ability out of battle to heal you shouldn't burn through them TOO fast. You do have to conserve them a bit though. Keep in mind you aren't meant to kill ALL the enemies: there's no reward, and in fact a punishment for doing so, since it will eat into your resources. The idea is to carve a path through them, as efficiently as possible.
4. Excellent, good to hear. And like I said, my aim was to focus time there, on the sex mechanics, rather than on the general mechanics. Those are really just a frame to hang the rest of it on, because having some agency and interactivity is hotter than just clicking through a visual novel. Of course I'd love to add more depth to the extent possible, and may add a BIT as future games go on, but let me know how you find GT. That's still not super complex on the general stuff, and I probably won't go too much more than that on this series, but it does add a little.
5. My enemy "AI"/battle code is a little bit of a mess in general on this first one (got a lot cleaner on GT): I've managed to squash most of the serious bugs, but there are some odd ones that crop up occasionally due to poor planning when I originally set things up. And the Mashers are the goofiest of the bunch: they're already nowhere near as broken as they used to be. But I'll definitely run a few more fights with them and consider what you're saying here; will get back to you with what I find.
6. Same as 5.
7. See my previous comment about art assets. Every new overworld sprite means nine new sprites need to be drawn, pixel by pixel. Given, some of those are just flips, and in this case I'd be tweaking an existing one, but that still takes time, and I was working on a very short deadline for this first game, and judged it was less important compared to a lot of other things (like having extra endings, check out fireplace's guide if you haven't already, if you're curious/want to check that you've hit all the endings/side stuff). I know it doesn't sound like a lot in isolation, but making the game initially, I have to make ALL my overworld sprites from scratch, unlike a lot of RPGMaker games. That's why there's only three for this one: Mezz, the boars, and Diezel. There's a bit more variety in GT though.
8. That's a core element of games like this, to allow skipping immediately to defeat, in turn allowing quick gathering of scenes that someone's missed their first time through. There have to be multiple because deaths aren't "hard" in the game: you get defeated, go through a scene, and then go out and fight again, and need to be able to force defeat again. Of course it could just be a non-consumable of some kind, but it's just tradition to do it this way. As for Mezz's death sprite being stripped, that's actually part of a larger inconsistency: it's just always stripped (though not always...glazed), even if you fight with hypno disabled and he stays completely clothed. That case may make more sense to you than the first, but you're really just bridging the gap with your own narrative there (as do I); it's a little goofy in both.
The practical answer is that although the kill item does exist in-game and in-narrative, I still see it more as a debug item that players can use, rather than a serious part of the game, so it's less refined. I also felt like giving people MORE bunny ass probably wasn't a bad thing. But my standard since the game came out is that if enough people complain and it's easy to fix, I'll fix it. I may even have a clothed version of the sprite hanging around somewhere, will have to check. Long story short though: yes, it is a little sloppy, but I see the item as "debug", so I wasn't as worried about it.
9. Thank you much! And I certainly hope so, because writing is the one thing I can do reasonably well. If people aren't enjoying that, I'm in trouble.
10. To be fair, I never actually state that the flashlights are vision cones. But yes, they're purely aesthetic. It's VERY basic stealth, but you can get a sense of their range with a little experimentation. And I actually find it a bit more fun if you don't know EXACTLY where detection is. But again, something very basic and simple to put in, just to add a little bit of flavor to things on my first attempt at all this. There is a new take on stealth in GT though, so you'll have to let me know how you like that one.
11. Not a bad idea: the traditional thing would be to grand some kind of "stealth attack" bonus on the start of combat if you approach them from behind. But again, in this case it really was intended to just be a very basic "try to avoid combat on this screen" kind of thing. There are lot of things you can do to make an ACTUAL stealth section in RPGMaker, and again, I did do something a LITTLE more involved in GT, so check it out when you can. Will probably leave this one as-is though.
12. Have something like this in GT. Probably won't back-port it to CS 1 though.
13. Pay attention to your meters: cumming decreases health and energy, and can even down you if it gets low enough. Lust builds up until you cum, then you take damage and reset. It's an imperfect metaphor, it's not as though it's actually damaging you. But the HP in this case is more like "ability to fight" or "fighting spirit" or whatever. So if you get brought to climax too many times, you lose. The goal of each fight thus is to either beat or fuck the boars to submission before they do the same to you.
14. Again, first game. I am tracking a LOT already in battle, but at a certain point I had to draw a line in terms of how granular and accurate I was going to be. It's one of those things that seems simple from the outside: just use the nude sprite instead of the cum one, but in practical terms it means there's an additional state I have to track, and make sure it plays nice with all the other states. That said, I think GT is a bit better on this, though still not perfect. I probably won't change this on CS 1, but in general going forward I am trying to be more accurate with tracking states, within reason.
15. Again, be sure to check out OpenFireplace's guide if you haven't already. Very handy.
16. Yeah, I try not to force anything TOO much, although I did start getting a little stricter with certain boss conditions in GT. Generally though, my philosophy is you can do it the "right" way, or the hard way, but if you realy want to put up with the tedium, I won't stop you.
17. Again, it's a question of where I'm going to put my time. My guiding design philosophy with these games is to have just enough ordinary RPG stuff to be functional and a little fun, and then spend the rest of the time on horny stuff. I feel like that's where the biggest bang for buck is. I could do new weapons, items that modify stats, etc, but then I have to balance around that, the character sprite in battle wouldn't reflect the new items, and maybe most importantly, the games just don't go on long enough to make that level of complexity worth it. CS 1 is roughly a 2 hour game. GT is maybe 4-6 hours, and only half of that, at most, is combat. This isn't a classic RPG where you're spending 30+ hours watching your characters go on multiple adventures and evolve over time. As you yourself noted, there is only enough gameplay in CS 1 to level up a handful of times. I think that says it all.
You also have to understand that I have a tiny, tiny brain. I am not an RPG nerd at all, and math makes my head hurt. So I have to start small and simple so I can hold all this stuff in my head long enough to make it work. That said, I am slowly, gradually adding a LITTLE complexity to things, and will continue to do so as I make new chapters. Don't ever expect super deep RPG mechanics from these games though, that's not what they're for. They're for super deep fucking mechanics.That said, I do recognize that part of it is a little bland, and again, with time will hopefully be improving it a LITTLE. Probably not in CS 1, but in general going forward.
18. Like I said, leveling up doesn't really serve any purpose in these games other than flavor and to slightly boost your stats. I hand out new abilities on the map via manuals rather than at level barriers. And your level won't truly carry over to the next game anyway: I just take a "typical" level at completion of one game, and start Mezz at that for the next chapter.
Hope than answers at least some questions. Hope it isn't frustrating that I'm turning a lot down: aside from technical issues, and eventually a few quality-of-life improvements, CS 1 is probably more or less in final state at this point. But I still want to explain WHY it ended up the way it did, and if there's something that's a big improvement for very little effort, or a serious issue/annoyance (like some of the bugs you brought up) I definitely want to take a look at it. And I will eventually take a look at the issues I noted above and get back to you on this thread, though it might be a few days.
Beyond that though, thanks for trying (and buying!) the game, despite its flaws. Each chapter is a stepping stone, and they're definitely improving as I go along.
ah thanks for taking the time to read and reply! I'm glad you appreciate the feedback. And honestly it's good to hear that most of the answers were "I thought about this but just didn't have time to address it" - I know the struggle of being a solo dev 😅 at some point, you gotta ship it! Lookin forward to checking out gutter trash sometime this weekend.
No problem! Hope you don't mind me revisiting this, but I wanted to actually check on a few of the more serious things like I said. So, here's what I'm seeing:
1. Unequipping clips after first fight has no effect, enemies still do hypno attacks: Couldn't reproduce this. Went through a few battles, always on the second one after getting the clips, just in case. Tried a few combinations of equipping and unequipping them. No luck. Let me know if you CAN successfully reproduce, or if this pops up again.
2. Masher boars: -adds called in after death
-more than one add called in per-turn
-adds attack immediately
-maybe adds should be ordinary
To me this is two questions: do these things actually occur, and should they be changed? In order then:
-I think the problem here was that for some strange reason when I called the check for adds on the start of turn 4, RPGMaker decided to run that FIRST, THEN run Mezz's attack/damage eval from turn 3. Which is...baffling. I've swapped the logic so I'm now checking at the END of turn 3: Mezz attacks, boars counter (if any are alive) and THEN check. You still get 3 attempts at trying to down them all before more are called in, but now it should be impossible for a totally dead troop to call adds (as the battle will end before the check runs).
-I think this just comes from a mis-understanding of how calling the adds work (which is fine, you haven't spend hours in the guts of the code.) After 3 turns (you attack, they attack = a turn), two more boars will be added to the troop. It's always two, and it can't run twice because it's not actually an ability the existing boars are using, just a time-dependent condition for the whole group. Granted I did have it set to run on "turn 4" with no explicit off switch, so if you got to turn 8 I suppose it might have triggered again. I've added that off switch now though: It should only be able to run once per battle.
-I THINK this should no longer be an issue, because the timing now results in: you attack for the third time, damage is done, you fail to fully eliminate the troop with your third attack, adds are brought in, and it's your turn to attack again. The ordering may have been weird before, but now you should get one attack on the adds before they have their first attack.
-I think this may actually be a good idea. Unfortunately, there are a lot of interlocking systems to handle the various battlesex stuff, and they all assume a given type of enemy per battle. That's why, as you may have noticed, I don't mix and match enemy types in battles in CS 1 (though I do in GT). So it would require a whole re-working of a very large chunk of code to make this happen, and as such I'll probably leave this as-is for now.
The other changes have been made though. Won't show up publicly until I roll out a new release, which I'll probably be holding back for a bit to get in a few more final quality-of-life improvements, but they'll definitely be there when it does. And thanks again for the feedback!
alright, had a few minutes to go back to this, and - first sex battle happens after finding the ear clips, as expected - I unequip the clips - next battle, I'm wearing the clips again in my battle sprite - and one of the enemies 'says something strange' and boom, sex time again. I win the battle, and check my character - and head slot is definitely <empty>
so yeah, easily reproduced on my end, which is odd. :\
Hmm, still not seeing it, let me walk through it to make sure I'm matching you. So we go into the first battle, clips on. Did you allow yourself to be hypno'd in this one? Did you allow it to play all the way out, or escape? Did you win or lose the overall fight? I just re-played, and in my case let it play out, then won the fight. Went into the menu, unequipped the clips, went into the next fight, Mezz sprite is without clips as intended, and no hypno.
Genuinely one of the best hypno games I've ever played! I've never actually paid money for a game like this, but I'm 100% going to buy the next one. I do wish there were more options for clothes, items, and things showing up on Mezz. Like a slutty outfit that you have to be even more of a whore to wear~ Having to blow and fuck every boar in your way when you go full hypno is kind of repetitive too. Other than those two things this game is AMAZING. The writing and personality of the main character are perfect.
These kinds of comments aren't uncommon, but I'm still humbled every time I get them. Thank you, really.
I agree, would be fun to have more outfits and visual status stuff. Unfortunately art assets are my nemesis: long time to make, and difficult. Clothes especially: if I want to do it fully, that's something like 6 sprites for movement (9 but 3 are just mirrored), another 9 (I think) standees for battle, and maybe another to introduce it. That said, if you want to see Mezz in some new outfits, definitely check out GutterTrash :D.
And yeah, the way slut mode works in this one does drag a bit, though the hope is that by the time you get there you're almost to the end anyway. But I did some new stuff with it in GT, so again, give that a try and let me know whatcha think!
Ha, and thanks. I do enjoy the dynamic I've managed to get going so far with Mezz and the others.
I may do exactly that eventually, but that'll be after they're all out, which is quiiite a ways away yet. I don't like to overcommit, so I'm definitely not going to take money for several chapters into the future. One day (and one game) at a time.
Understandable, but I think you're looking at it the wrong way. While it was originally planned to be combined into one game, that plan was shelved a long time ago, and one of the reasons was that it became obvious each chapter was going to be larger than expected. It isn't five slices of one game, it's five GAMES in a series. According to at least one person working their way through the new material, total playtime for everything in GT was six and a half hours. That may be a little high, since he's methodical, but at least four is probably a safe bet. That said, if you want to wait 4+ years for the last chapter to come out and be bundled, you certainly can. But I'm definitely not delving into any pre-order territory: that stuff is a contract with satan.
there's no real perfect solution it seem, I'm not opposite to get each chapter for 10 dollars nor get every chapter bundled inside a 60 dollar pack
I just feel a lot less likely to get half a chapter for 10 and wait that to be updated
if my words even make any sense at this point, I just prefer a fully finished game / chapter before sinking the money
as it stands, I'd be ok to pre-order chapter 3 as soon as GT is concidered finished
had the other, like carpetwurm was doing, he sloppy up an ending in the first game before staring a second, and was barely halfway toward that game and already planning a 3rd game, (not to mention a number of unfinished comics on his FA)
Different people have different price points they're comfortable with, and if this isn't yours, that's certainly alright.
That said, I don't think it's entirely accurate to characterize GT on release as "half a game." A lot of early access games on release are VERY incomplete, with major mechanics, assets, story stuff and so on missing, severe bugs, and so on. GT on the other hand was a fully-functional game. You could play it all the way through, all the necessary mechanics were there, as well as most of the story, and bugs were minimal. Yes, there were extra scenes hinted at that weren't there yet, but the game was perfectly enjoyable in its original state. It's not a perfect divide either way, since with this first pack especially there were a few scenes and narrative bits that were needed overall, since the full corruption route is part of the story, but I see these packs as leaning more toward DLC or expansion packs than missing chunks of the original game. If I hadn't left those narrative hints in the initial release that there was going to be more stuff, most people wouldn't have even noticed.
In general, it's important to me to only charge for stuff as it exists, which is why I've settled on this structure. I definitely don't want to get in the habit of taking people's money before a game exists (outside of Substar, but that's a different situation). The "ideal" solution would be getting a massive loan from some absurdly wealthy friend, spending 2 years making each game to completion, and then releasing it. This is how medium-sized games were traditionally made (just replace "friend" with "investor" and replace loan with getting a cut of the action). But barring that, I have do things in chunks, as the funding works out. That said, it's been working fairly well so far, and hopefully will continue to.
Stumbled on this, downloaded on a whim, and BOY am I happy I did. You managed to do hypno so right, especially during "that fight". Absolute chefs frickin' kiss. I said it in my full review, but do you plan to include animation in later episodes? I really think animations would add a whole new level. Understandable if you can't, but either way, absolutely love it! Fantastic work!
Aw, thanks! I still have a long way to go in many ways, not the least of which is my art, but my hope was always that there was enough there to work with, to get the idea across, so it's really great it's clicking for people. Animations WOULD be neat, but whoa boy would that be a lot more time and work, so no, nothing planned for now. Maybe some day though! Oh, and be sure to try out the sequel, Gutter Trash, if you haven't already. If you liked this one, you'll definitely enjoy that too, and there's new content coming soon!
I'm as dense as Osmium and I was wondering. so my friend was planning to buy the sequel of this for me and I was wondering how the stealth works. I don't play much RPGMaker and so I always got into fights because I don't know the stealth and from what ive heard CS 2 is alot more stealth centric if you dont want to be used (which i often leave to the next playthrough) so yeah I wanted to know how stealth works
It's not especially complicated. The main gameplay works just like CS1, fighting when you attract attention, so not really "stealth," though you can sometimes avoid a fight here and there. If you get caught repeatedly it switches to a basic stealth mechanic. Normally the guards move randomly, but once you're in this new mode they move in basic looping patrols, and have a somewhat smaller zone of where they'll see you. So it's just a matter of correctly timing your movements to get through these patrols. If you get caught you reset to the start of the area, and if you get caught too many times it's a game over.
So not too hard, and it's entirely possible to play the game and not encounter the stealth mechanic at all, depending on how you play.
I'm not sure if this is a bug, but after the 2nd or 3rd defeat (not sure which) mind control effect became permanent, remove the ear clips no longer prevents mind control, but still doesn't allow the jacket to be removed
After the third defeat yes, the clip removal is no longer an option. I can't remember whether clothes removal is allowed at 2 or 3 defeats, but yes, it is also intended. I'll have to double-check at some point to see if I can reproduce, but you should definitely be able to remove the jacket after 3 defeats. You may have stumbled on some combination of variables I didn't anticipate, as I'm fairly sure that never gave me issues, but like I said, will double-check.
I'm not complete sure either, but I was able to remove the ear clip but not the jacket, but the next fight the boar were still able to zap his mind and the ear clips were still on his ears in the sprite animation, but I double checked after the battle, and he was not wearing them, it was not equipped in the menu
I know that is a different character in the script, so my best guess is somehow the characters got swapped in the wrong order, unless there's 3 or more versions of mezz in the script, if that's the case, whatever flag or variable that let the mind control happens is incorrect set to a different version
I might have mis-spoke/mis-remembered then: it could be that you ARE allowed to remove the clips after 3, it just ceases to do anything, by design. I know it was my intent in the general narrative that after a certain point the clips aren't needed. The jacket is definitely a bug though, will take a look hopefully later today.
yes, that's what the issue was, I removed the clip after the second defeat, and the option to remove the jacket was not available yet, the boars were still able to use the mind control, I did notice mezz was doing a lot less damage in every attack, and the status were lowered in the menu, I can guess that's a different character in the script because of how RPGMaker works
and that made me think some flags were set incorrectly, maybe the masher boar is set to fight the second version of Mezz, or the second version of Mezz is set to always be zapped by a masher boar in the second area even without the clips
I can try to reproduce the issue tonight, but I know I was fighting the boars with the X on the baseball bats when this occurred
So, did some basic testing in the first area to refresh myself and make sure the basics were working right:
No defeats:
-Can unequip clips
-Can't unequip jacket
1 and 2 defeats: same
3 defeats:
-Can unequip jacket
-Can unequip clips, but it doesn't matter, they show up anyway when a fight starts. Canonically this is because Mezz is putting them on again without realizing it. Mezz is also much more vulnerable to hypno attacks at this point, and his own attacks are weaker.
So of all the stuff you described in your initial post, the only thing that isn't as it should be is the jacket: after 3 defeats, you should always be able to toggle that. What happens when you try to remove the jacket? Does he give the normal quip about not being that confident, or do you just get nothing after you drop out of the menu? I've tried a few different combos in terms of equip/unequip order without any luck, let me know if there's a particular one you're doing that's causing the jacket issue reliably.
Also, doesn't really matter for the bug, but since you were curious: I'm not swapping out characters, just modding stats via states. Things are a lot easier to keep track of that way. All the changed graphics are state-dependent.
Editing this as I didn't realize what comment section I was in at first; thought it was a GT question. For this game, consider taking off the ear clips. This will turn off the hypno mechanics in the fights, which will streamline them a lot if you just want to get through a number of them quickly.
I see. To me this game seems really curious but not in terms of gameplay (as it is grindy even without clips to me). I am more interested in the lore of it all. Does it actually have lore? Like explanations for who the creepy guy is, why our guy is familiar with the clips and all that?
It does! Some of the basics are laid out here, but more is explored in GT. There's actually a whole optional lore-dump computer. As for why he's familiar with the clips, examine the notes you pick up at the beginning and consider the meaning of "delta."
Feel like I've seen you comment before, either here or FA. Squirrel looks familiar. When I saw your first comment on this chain I thought you were a newcomer genuinely worried about the tone of the game, but the combination of your followup and looking closer at the pic made me go "oh right, Kate's commented before."
RPGmaker doesn't have Linux support appearantly (dunno why), you can use Wine though. With Winetricks, it may work. It does sound like something that can break your system though...
To be clear, RPGMaker does theoretically have Linux support, but a lot of plugins and custom solutions don't play nice. And since I'm doing a little custom file IO for the special save feature, it's very unlikely to fully work as-is. As I've said though, people are welcome to experiment, I just make no guarantees (except that it WILL fail to work correctly on Linux out of the box).
Thanks! And appreciate the info. It's definitely possible on some level, and again, people are welcome to fiddle with it if they want. I just don't want to get into it myself. Out of curiosity, have you tested with GT yet? Was the plugin able to read the DataCrystal file successfully?
This game is damn good. Not enough 18+ games (that aren't Japanese) that have Battle Lewd scenes. Thanks for sharing this.
Also, allowing us to just opt out of the hypnosis with the unequip- able control device is great, allows us to get to the good stuff and still be an optimal vigilante.
Thank! It really is an untapped genre, and a lot of fun to explore. The hypnosis toggle actually works on two levels: a. Just giving some flexibility and convenience to players but also b. In terms of narrative. It was important from the beginning to not have anything be forced story-wise: in broad strokes, what happens to Mezz can vary quite a bit, and it is entirely on the player and what decisions they make. The whole fun of games like this is maaaybe you kinda let yourself get caught, or chose a sluttier path because it was easier, etc. Rather than just "Play game, get porn."
So is the fight with the guards at the stairs that lead to the boss actually beatable? The combat isn't that hard but this one fight seems like it's intentionally impossible. Other than that I liked the game a lot.
UPD: Learned that the fight is actually beatable but still don't see any way to do it. Just a little tip on how to win would be nice
Oh it's definitely beatable, and easier now than it used to be. A lot of it comes down to proper timing and item use. If you don't have a decent supply (or any) of items going in, you're gonna have a bad time. Beyond that, it's about trying to crowd-control before things get too out of hand. If you don't take out early enemies quickly, the situation will rapidly deteriorate into something that may very well be impossible to win. Also, keep in mind that you can disable hypno effects in battle by taking off the ear clips. It's still beatable even with them on, and whether you want to consider this "cheating" is up to you, but it's an option.
One of the most awesome games that i have played. Perfect combat and in 15 minutes I got the hang of it. Played untill i've finished it, waiting for a part 2 or something.. 11/10 I recommend it
People certainly have different tastes. But I will counter by saying that this is far from balls-to-the wall serious-business rpg. If I can complete it, without cheating, there should be hope for most people.
It's quite easy to beat it, I beaten the game without using any items well as much items maybe 10 at most.
But basically what you do is, you try your best to reduce the boars to just 1, then you regain focus/engery, then once you finish the fight to use skills to heal yourself and repeat.
There will be moments were you go oh I need to heal, just use serume and save burgers for boss battle.
Boss battle is easy as well, All you do is use special attack once, if he charges his attack then use evade, if he doesn't you can use special attack one more time. But after you dodge his special attack you need to regain energy by using focus. At most you will use 2 burgers and 1 serume.
Seriously why does combat feel this bad. Mana bar is whatever. Seriously the enemies doing 50 to 60 DMG without blocking? Ffs they should do BASE 30 and go to 50. It's the starting area why do basic enemies hurt that bad?
Difficulty is like spicy food: you're never going to please everyone. This game was actually a bit easier initially, and people complained about that. Ultimately, I have to take a balance of what the general feedback is, combined with my own taste, and come down somewhere. For now though, I'm reasonably happy with where it is. Sorry it wasn't quite what you were looking for though.
I'll also point out that this one is free, so the risk/cost of someone checking it out is minimal.
Heya, as a fellow game dev, thanks for doing such good work in such a specific niche :)
Also, I saw that you said you don't have Twitter/other social media because you don't like it (which is so valid). However, if you're trying to sell your game, it might be good to make an account on there, because the hypno-furry scene on there is somewhat lively! Cheers and thanks again!
The internet is a clusterfuck these days in so many ways. You can't really win no matter where you go, or what service you use. But I believed, and continue to believe, that Twitter is like that old WarGames quote: the only winning move is not to play. All software is either a tool, or a trap, it either empowers you or gradually enslaves you. Either you use it, or it uses you. This is obviously on a gradient in the real world, but from everything I can see, Twitter is a trap. It's a mind-fuck machine, and not the fun kind I make games about.
I don't drink, and I've never done drugs. Not as some moral flex but just because I have enough problems in my life and don't want to add additional ones. Twitter (and Discord, and Facebook, and so on) tick the same box for me. I've seen them blow up in people's faces again and again, sometimes in small ways, sometimes in big ones, and I'm not interested in rolling that dice.
It is absolutely a missed opportunity marketing-wise, but some things just aren't worth it.
There's also a deeper issue, which is that I'm just not interested in the "social" part of social media. I've made a game. I've put it out. I hope people find it and enjoy it. I'm glad to discuss the game, good and bad. But I don't really want to hang with people and shoot the shit or whatever. I don't want to be "part of a community." I am my community. My fans (and my detractors) are my community. And that's about as far as it goes. Any leftover energy has to go into making the game, or doing things not related to horny hypno entertainment on the internet.
Sorry if that comes off a bit harsh, nothing against you, it was an innocent question. May be a bit biting at the moment as I feel like shit from this ongoing illness.
Nah that's very valid and probably true! I hope you recover from the illness. I plan on buying the second one at some point, and good luck with development!
Aw, thanks. And thanks for reading my goofy rant. The past few weeks have been...interesting thanks to IRL nonsense, but hopefully I can get back to a more solid work schedule soon.
Nope, those are actually outside. Take a look at the shape of the building when you exit it. Just there for a little added visual interest. Glad you're enjoying it so far, and feel free to ask if you have any questions on the second game too.
I can only admire the second chapter from afar, because the currency conversion screams too loudly for me, sadly. It's looking awesome, though! Will there be anything like a gameplay video in the future?
Where are you, roughly? Do you have a FurAffinity account? If so note me there (Bitshift) and we may be able to work something out.
May do a gameplay video, but we'll see. The main reason I did the first was to get the word out on certain sites, but now that GT is paid they may frown on that as too close to advertising.
Sorry for the delay, my work hours are messy. I live in Brazil, which uses Brazilian Reais. I didn't have a FurAffinity account, so I made one and texted you.
I know that I can use the DataCrystal to carry some stuff over to the next chapter, but I'm wondering if it'll ever lock me out of any content in the next chapter. I'm perfectly fine with playing through the next chapter twice: once with both the endings from the first chapter that let Mezz leave the island. I'm just curious if both endings give their own unique scenes or if the slut ending just gives you more scenes.
Mainline content won't be effected by the DataCrystal data until the final game. Until then, it's just a question of whether you get to see some additional side content or not.
I'm really intrested in buying the second chapter, but hypnosis and humiliation is a bit delicate on my part, I'd like to know if it's just as much as the first chapter or not before buying it
In the same vein as the first game, yeah. In certain circles "humiliation" seems to mean watersports and similar, and just...yech. To each their own, but you'll never have to worry about that here. Humiliation here just means grabbing that part of the switch brain that the switch is hiding to be a dom and twisting until they're a mewling, helpless sub.
Okay, well if it's on the same vein as the first one, or at least this is your definition of "humiliation", I don't see nothing stopping me and I'll probably buy it tday !
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can you add a linux tag to the windows one as well linux can run windows application
Indeed it can, but that's not the purpose of that tag. That tag means "supported platform", ie the game in question is specifically designed for said platform, which the CS games are not. It means they are intended to run smoothly and easily on a platform, which these games are not with Linux. It implies that if they DON'T work on those platforms, I will put in the time and effort needed to make sure they do. In other words, it is, or may be, possible to get these games running on Linux (or Mobile), but it isn't SUPPORTED. If you want to try, you're on your own, and things will probably break at various points. And as I remind people whenever this comes up, just for starters I have a number of plugins at this point that assume a desktop Windows environment, so they're not going to be happy on a Linux system. But if you want to try, you're certainly welcome to, and I imagine getting an RPGMaker game to run on Linux will probably be much easier than say a serious 3D game that's trying to make intense use of the hardware. But it will be a hassle.
Just tried to find the hypnotized version of the fight music but had no luck. All i could find was that it's called Dance With Powder. Did you slow the song by yourself? Or did you find a different version? Thanks in advance
Yeah, it's just slowed down and pitch shifted slightly in-engine.
That’s a shame, i thought it was really good.
I mean you could probably get a similar effect with a few minutes in Audacity or the like, and the song normal-speed is pretty fun too.
After seeing the gallery im suprised you dont have a option to fight the genaric boars again or have a image of the bun with the diffrent poses you made for the game.
Galleries are always about a time calculation. The idea is to let impatient people skip straight to the juiciest content, or people who have played through revisit said content easily a few months/years afterward if they want without having to fumble with saves or replay the whole game. I leave the battlesex stuff out of the gallery because my thinking is it's fairly easy to reach normally. Even if you had no saves and had to play through the intro bit again, that's MAYBE 20 minutes, and then you can quickly lose and see all the variations of the battlesex system. In contrast, getting to every single scene normally takes a while. But as always, I do keep an ear out. If enough people want a fight generator I may consider it.
Fun game so far, though I've noticed an edge case that looks like it wasn't accounted for. If you reach the broken in state and then take off your ear clips, there's no special dialogue or anything. In the next battle, the sprite initially shows without the clips, but you still deal reduced damage and as soon as the enemies have a turn, they fuck you again as normal. At that point, the clips magically reappear on the sprite. Would be nice to either have some different mechanic here or dialogue explaining that we don't want to take off the clips at that point or something. (It also might be important to mention that I was naked when beginning the fight. So naked, but without ear clips.)
In general, the ear clips exist as a toggle to allow players to avoid the sex mechanic in battle at certain points. It's somewhat of a meta thing however: narratively, Mezz can't remove the clips because he doesn't know they're there.
Once Mezz has been defeated 3 times, this ability to toggle off the battle sex is removed: you can remove the clips, but it won't do anything. This is by design. As for the sprites, while I try to maintain "common sense" consistency for the most part, I'm not sure it's worth digging through the code for this particular case at this point. I will take a look when I have a chance though, and see if there's a simple way to address it, and to see if I can remember whether this was deliberate for some reason or a genuine oversight. Thanks for reporting though, regardless.
Alright, had a chance to sit down and do some testing. Starting a fight after 3 defeats ("slut mode") with the clips removed does indeed initially show Mezz without them, but they re-appear once the sex starts.
Unfortunately I think I'm going to leave it as-is for now. Fixing would require a whole unique set of sex sprites without the clips, and code to check for slut mode, and I don't want to mess with the precarious coding of the battle engine on CS unless I have to. Thanks for letting me know though!
Glad you enjoyed it overall!
Yeah, the lack of variety in enemies/combat is definitely an issue, and it was improved SOMEWHAT in GutterTrash. I'm a little limited in what I can do in that area though, because more enemies, if they're significantly different, doesn't just mean new sprites, but also new variations for the sex sprites etc. It adds up quickly. I do a similar thing in GT (one species of enemies, but a few palate swaps for sub-classes), but there's a bit more depth to it, especially on some of the bosses. Glad you were able to enjoy this first attempt though!
This was an amazing game, I got the slut mode ending because obviously that’s accurate for me. Really well designed and good gameplay as well.
Thanks!
How dare this game be so good and im now only hearing about it! also amazing game 10/10
Ha, thanks! Give GutterTrash a try too when you can: if you like this, you ain't seen nothin' yet.
Heck ya, just got it actually am super exited to play!
Excellent! And let me know what you think, always enjoy hearing from people.
Perche non mettere il gioco gratis capitolo 1 & 2 avresti molti piu giocatori fidati..... il gioco bello peccato che si debba pagare
Il negozio di alimentari non mi dà cibo gratis. Insistono perché io usi i soldi. Lo stesso vale per il distributore di benzina. E la lavanderia a gettoni. E il mio ISP. In verità, c'è molta crudeltà nel mondo di oggi.
I did not have any technical problems and everything seemed well polished enough, but after seeing the two "good" endings I kinda wish there was a middle road. In my first playthrough I went in blind, kept the clips and engaged with the scenes while trying not to lose so I ended up avoiding the slut mode, made we kind wish he didn't toss them at the end. While the slut mode end felt too much like I still lost the game, so I would not go that route if given the choice again. I understand that's the kind of game you're making, just needed to get that out of my chest.
Different flavors for different people obviously, nothing wrong with that. But yes, unfortunately what I call the "trained" ending, with him being used but escaping is essentially the "middle" ending depending on how you look at it. Pure obviously would be no captures. But I suppose middle is debatable, because maximum corruption leads to the trained end, whereas SOME corruption either leads to the ordinary victory, a temp defeat and then the ordinary victory, or a full defeat where he doesn't leave the island. Thematically though, I tend to think of the trained end or slutmode end as the middle path.
What were you looking for, more specifically though? You don't have describe specific scenes or anything, just broadly what were you imagining as the ideal middle way? What would it look like? Obviously not going to change this game, but I can always consider ideas.
Was kinda worried I was coming in too strong, I respect the effort you've put on this project a lot, forgot to mention I do love the style, specially the main character. If you want to hear my thoughts, I admit I agree the "middle road" I imagined is not a great fit for what's built here, mechanically it would involve the ability to actively engage with the sex battling, rather than just being overtaken by an enemy, making it an option along with the normal attacks, maybe even giving xp for k.o. an opponent that way since normal sex here gives none. And for the story I guess it'd be something like a glitch? the clips and hypno not entirely working as intended as he would not turn into an obedient slave, but keep his personality and goals while becoming open to sex and nudity, he might still need to fight off hypnotic attacks since he'd be on the brink of giving in but would pull through regular battles when needed. An example would be what I mentioned on the previous post, getting the normal ending where the boars die, but leave with the clips on hand instead of tossing them into the sea.
No no, you're perfectly fine. People are free to talk about things they dislike about the game (and in fact I encourage it) as long as they're not being really shitty and rude about it, which you weren't.
"mechanically it would involve the ability to actively engage with the sex battling, rather than just being overtaken by an enemy."
I'd highly recommend you check out the sequel, GutterTrash, if you haven't already. Definitely more of that there. Though to be fair, there is SOME engagement here too, at least in terms of choosing to actively participate, go along with it, or struggle.
In terms of the rest of it I can see what you're saying, but essentially that's what the Trained end is for: he's defeated, but he THINKS he won, and continues on with further adventures, keeping the clips and conditioning. Again, I'd encourage you to play GT if you haven't to see how all this starts to mesh together.
Appreciate the thoughts though, I'm always glad when people care enough to think this stuff through and try to articulate what worked or didn't for them. I can't hit everything obviously, but I definitely take it into account.
Glad to hear, and I'll think about it. I'll let you be, but to finish, what you said is a point that sticks with me "thinks he won", I've played these kinds of games for far too long and that always rubs me the wrong way, to do the fun part you have to sacrifice the main character's goals, it's hard to find a game where the mc gets into the fun willingly or at least enjoys in a way that isn't portrayed as a negative while also achieving a definitive win in the end, I guess I always end up getting too invested in the plot.
Again, different things for different people. But there are actually a LOT of games out there that are just ordinary sex, darker stuff is actually pretty rare, especially in western games. If I'm understanding you right you're basically saying "why can't this be a game where the hero can just enjoy having sex without the dark overtones?", but those overtones are the whole point. That's the kink. The drive of these games has always been to have that darker flavor, they're very much games where the bad end is the good end, ie what you as the player are actually trying to achieve. They're about sadism and masochism, though more mental than physical, and obviously not as brutal as that might imply. But if that's not your flavor, that's entirely fair.
How do you move the save file from this to the second game?
Follow the instructions here. Note that you're not actually moving an ordinary save file, but a js file I use to store some extra info.
very nice, i dont see many hypnosis games, hope to see more!
Thanks! Definitely give Gutter Trash a try if you haven't already: much more of the same, and more coming in a month or so!
who can send me full game with save file?
Well this first game itself is free. The save file may not be as useful as you think though, as the game doesn't have a gallery to unlock yet: the only way to see the scenes currently is to actually play the game. If you're having trouble with a particular part, let me know, or check the Scene Guide here.
oh k ty
このゲームを日本語に翻訳したいと思います。どのエンジンを使って作ったのですか?
ご覧いただきありがとうございます!
Cruel SerenadeとGutter Trashは、どちらもRPGMaker MV 1.6.2で作られています。Translator++( https://dreamsavior.net/download )を使うことをお勧めします。少し複雑ですが、手作業でファイルを編集するよりも、あるいはプロジェクト・ファイルから作業するよりもずっと簡単です。また、荷造りや荷解き、その他多くのことを自動化してくれる。インターフェイスは他の言語にも切り替えられるが、残念ながら日本語版はまだない。いくつかの設定ファイルを編集することで、インターフェイスの独自翻訳が可能なようだ。
以下の限りにおいて、翻訳と配布を許可する:
1. ゲーム全体ではなく、変更したテキストファイルだけを配布すること。
2. 「非公式」または「ファン」翻訳であることを明記すること。
3. お金を請求しない。
がんばってください!もし完成したら、また教えてね!ぜひ見せてください。質問があれば遠慮なく聞いてください。
分かりました!返信ありがとうございます!
How do I get through the nightclub phase with the Hyenas? I found the door but I don't have a key to open it.
To be clear, in case other people see this and get confused, this is in GutterTrash, not this first one.
By "night club" I'm assuming you mean the basement party area with the green fog? Talk to the NPCs. Specifically, one on the far left.
I've already spoken to Hyena and the scene has already occurred but I'm stuck with the key and I can't get it crooked.
No, you want the green kitsune, not the hyena. That should put you on the right path to getting the key. If you already HAVE the key, you should just be able to use it (once you've dealt with the guard).
sorry, I'm very buggy, English is very weak
the green kitsune how do i think?
No problem, feel free to use your native language if it's easier, and it's a common one. I can probably machine translate it.
The one you want is the green kitsune/fox all the way on the left, Satin. He gives you a long fetch quest going back and forth through various NPCs in the room via hints, which I can see being difficult if English isn't your native language. BUT, you actually don't have to do that: you can skip the quest. Talk to him again, and when he gives you the text input box, type "you". He'll deny it the first time, so do it again, and then you'll get the key.
Played the game for my first time yesterday- haven't played many games like these before and wasn't sure what to expect. Was very entertaining. The music was superb, my favorite track is the overworld theme, but really I wasn't expecting the soundtrack to sound so good. Overall, the music, sound effects, and the animations though simple are effective enough to immerse me into the world of Mezz. I didn't think I would get so lost in everything (in a good way). The gameplay itself and plot was very fun. Very cool world building. And yes... Very hot! I think I like it all a little too much...! Great work to everyone involved, and thanks for putting this, and any future installments out. (I would like to leave a review for Gutter Trash as well but couldn't find a Comments section, would love to leave a review for that as well).
Aw thanks, really appreciate it! It means a lot when people take the time to share their experience with the game, good or bad (though I'm glad it was good!). I'm flattered you enjoyed the world so much; I definitely try to have a bit of depth and flavor to things, that's kind of the fun of a game like this in my opinion, and something often isn't explored as much as it could be. But this was my first full attempt, so it is pretty basic. I'm definitely eager to hear what you think of GT; things came together a lot more there. Speaking of: There is a "Comment" section on GT, it's just integrated into the general board for it. I had to switch to that because the volume of communication grew a lot from CS to GT. Just scroll down to "Community" and click "General Discussion" and reply there, or do a fresh post if you prefer.
Hi. Lost my original save with old pc and chose to replay the first game.
Found annoying glitch: when in slut mode, you're stuck in sex encounter until everyone cums. however, randomly any actor on screen can "reach out for mez" during sex to reset the timer until orgasm. it was already fun for three people to shove cock down your throat to hasten one guy to nut but to purposefully delay the end seems annoying.
Especially when its just one guy left and he keeps resetting his own cum counter
Yeah, that does sound unintentional. Would you mind confirming that this is happening on the most recent version, 0.4.1? You can check the number on the zip file you downloaded, the folder name, or the most recent revision listed in the readme.
yep, literally downloaded a week ago from this very page. version 0.4.1
Hmm, will take a look then and see if it's working as intended or I need to tweak something. Will get back to you in a day or so.
Fixed. Turns out a switch that turns that move on and off when appropriate wasn't getting flicked when it should have. Slut mode fights should go a bit faster now. I'm not going to do a new release quite yet (unless you were really dying for it), will probably wait till the 2nd content pack comes out for GT so I can collect a whole bunch of bugs in the next release for CS 1. But it is in there as of now.
okay, take your time. and thank you for looking into it so quickly.
Ayyyy finally got around to playing this game - I have a bunch of notes, which might be a little late considering I see the sequel is out - but for what it's worth:
it would be nice to see some variety in enemy parties - 3 warthogs over and over again gets monotonous. Every once in a while I've seen 2, but it really mostly seems like 3.
re: resource management - it seems like the only way forward is to use your attack-all skill when facing three boars until you run out of energy - then whittle the remainder down to one boar - then focus until you've restored your MP - then kill the final, and trade your MP for HP out of battle - then start the whole process again with the next group of 3. There really needs to be some variety here, because there doesn't appear to be any other way to avoid burning all your items right away
the sex mechanics are hot. really enjoy how it's implemented. the escalation from regular boars to masher boars is good.
the masher boards calls in adds even if you've already killed them that turn - that seems like a glitch. I've had this happen before where BOTH use that ability at the same time, resulting in 4 tough guys attacking you out of nowhere - maybe the call for backup should bring two regular grunts, rather than two elites?
the adds also attack immediately, which seems unfair - new arrivals to the battle should have to wait til next turn to fight.
why don't the masher boars have a distinct overworld map sprite? it would be helpful to gauge the risk before actually getting pulled into a fight.
the item that kills you is just... I don't get why you have multiple of them, and why you even allow the possibility of using them by accident. it also glitches out and switches your character model to a naked version, if you use it in battle, which doesn't make any sense - if enemies beat you, then sure, they strip you, but why do you get naked when you kill yourself?
good characters. the writing and the art all line up real nicely to make everyone enjoyable to watch and interact with.
the 'stealth' mechanic is a lil janky - it's not real clear how far away the boar guards can see you to catch you, and the vision cone is misleading in that regard, because they can actually see FAR outside what's shown in the model - as a matter of fact, they can see you through concrete walls.
It would also be nice to have a 'accidentally caught' mechanic, versus a 'I'm fighting them on purpose' state - the former might reduce your dodge for the first turn ("Mezz was caught off-guard!") the latter might guarentee your accuracy (or even a crit) on your first turn. Maybe based on if you're facing them / moving towards them when you first run into eachother, versus if you're turned away / moving away from them?
during normal combat, also to switch up the difficulty of the standard 3-pig-party, consider having an occasional "BOAR told a dirty joke" that slightly raises your Lust but otherwise has no effect apart from giving the player a break from the repetative attacks. Similarly, "BOAR took a while swing!" lower accuracy, chance to drain your focus, something like that - just something to add some variety to the early combat.
at least initially, lust and cumming don't seem to do anything in terms of game mechanics - you cum as a matter of course, but it doesn't seem to do anything, other than display a message.
when you break out of a sex scene, for instance the oral one - you're immediately naked and covered in cum, even if nothing much had happened. nudity, cum, and even arousal should be linked to events that have occurred.
really appreciated the scene with the urinal and the guards - and the scene with Diezel. Makes me wonder if I missed any other 'special' loss scenes.
I appreciate that that the final boss battle is very doable with either guard/hamburger or focus/secret dodge move.
it's a shame that you finish the game without ever getting the opportunity to equip any alternate items - unless I just missed them? an upgraded staff in particular with less chance to miss, or armor with less defense but greater dodge chance, etc.
It's also a shame that there don't appear to be enough enemies to fight to make it to level 14 - I finished the game with 43 XP To Next Level, and as far as I can tell, I completely cleared out all the enemies
Anyway, downloaded and played it for free, beat it several times to find all the endings I could, and then turned around and bought it officially for $10 - really enjoyed this game! Looking forward to repeating the process with GutterTrash.
Hey, thanks for playing, and for the notes. I'm genuinely really honored when people take the time to dig through this stuff in depth. Let me work my way through these...
I will start by saying: keep in mind this was my first outing in formally making a game. So while some things are more or less where I want them to be for this game, they've definitely improved in Gutter Trash in many cases. With that general preface though:
1. So to be clear, clips off IS supposed to function as a toggle: you shouldn't be getting any battle sex/hypo stuff with them off. To be EXTRA clear that toggle stops working once you've been defeated enough times, but on your second battle it should still be working fine. I'll test this out and get back to you, though it might be a bit, working on finishing up a piece of art first.
2. So, this is a theme you'll hear a lot unfortunately: art is a big time and effort sink for me, far more than writing or programming. I agree, variety would be good, but it takes a lot of time to refine out a brand new character design. And it's not just just the battle standees: you'll notice the enemies, or parts of them, show up in a lot of the battle sex sprites. Which means I need a new variant of EACH of those for each new species I introduce (or worse brand-new sex positions!), which stacks up fast.
It's also a matter of give and take because of the mechanics. See, I'm not just doing a simple RPG fight system, and then tacking on scenes if you lose. I wanted to have sex mechanics IN the battles themselves. Which means each new enemy needs to have NEW mechanics, and those mechanics each need to be balanced against each other, and on and on. Long story short, I had to make a choice, and I decided the best way to spend the time and energy I had was to invest them in taking a handful of enemies (really just one with some palate swaps for minor variation) and giving them a fun, somewhat juicy battle sex mechanic. An inch wide and a mile (well, maybe four or five yards) deep rather than the opposite. I DO have new enemies for GT though, with new mechanics, and plan to mix it up each chapter at least.
3. Main fight mechanic is VERY simple in this game, yes. I think you've pretty much described it. I've made things a LITTLE more complex in GT, but in both it's basically broad attack, recharge, broad attack, recharge, but strategically hitting with the single attack when an enemy is weak to save time. The fights are built around not wasting time, even more so in GT, which moves much faster. If you're gathering items properly and using the ability out of battle to heal you shouldn't burn through them TOO fast. You do have to conserve them a bit though. Keep in mind you aren't meant to kill ALL the enemies: there's no reward, and in fact a punishment for doing so, since it will eat into your resources. The idea is to carve a path through them, as efficiently as possible.
4. Excellent, good to hear. And like I said, my aim was to focus time there, on the sex mechanics, rather than on the general mechanics. Those are really just a frame to hang the rest of it on, because having some agency and interactivity is hotter than just clicking through a visual novel. Of course I'd love to add more depth to the extent possible, and may add a BIT as future games go on, but let me know how you find GT. That's still not super complex on the general stuff, and I probably won't go too much more than that on this series, but it does add a little.
5. My enemy "AI"/battle code is a little bit of a mess in general on this first one (got a lot cleaner on GT): I've managed to squash most of the serious bugs, but there are some odd ones that crop up occasionally due to poor planning when I originally set things up. And the Mashers are the goofiest of the bunch: they're already nowhere near as broken as they used to be. But I'll definitely run a few more fights with them and consider what you're saying here; will get back to you with what I find.
6. Same as 5.
7. See my previous comment about art assets. Every new overworld sprite means nine new sprites need to be drawn, pixel by pixel. Given, some of those are just flips, and in this case I'd be tweaking an existing one, but that still takes time, and I was working on a very short deadline for this first game, and judged it was less important compared to a lot of other things (like having extra endings, check out fireplace's guide if you haven't already, if you're curious/want to check that you've hit all the endings/side stuff). I know it doesn't sound like a lot in isolation, but making the game initially, I have to make ALL my overworld sprites from scratch, unlike a lot of RPGMaker games. That's why there's only three for this one: Mezz, the boars, and Diezel. There's a bit more variety in GT though.
8. That's a core element of games like this, to allow skipping immediately to defeat, in turn allowing quick gathering of scenes that someone's missed their first time through. There have to be multiple because deaths aren't "hard" in the game: you get defeated, go through a scene, and then go out and fight again, and need to be able to force defeat again. Of course it could just be a non-consumable of some kind, but it's just tradition to do it this way. As for Mezz's death sprite being stripped, that's actually part of a larger inconsistency: it's just always stripped (though not always...glazed), even if you fight with hypno disabled and he stays completely clothed. That case may make more sense to you than the first, but you're really just bridging the gap with your own narrative there (as do I); it's a little goofy in both.
The practical answer is that although the kill item does exist in-game and in-narrative, I still see it more as a debug item that players can use, rather than a serious part of the game, so it's less refined. I also felt like giving people MORE bunny ass probably wasn't a bad thing. But my standard since the game came out is that if enough people complain and it's easy to fix, I'll fix it. I may even have a clothed version of the sprite hanging around somewhere, will have to check. Long story short though: yes, it is a little sloppy, but I see the item as "debug", so I wasn't as worried about it.
9. Thank you much! And I certainly hope so, because writing is the one thing I can do reasonably well. If people aren't enjoying that, I'm in trouble.
10. To be fair, I never actually state that the flashlights are vision cones. But yes, they're purely aesthetic. It's VERY basic stealth, but you can get a sense of their range with a little experimentation. And I actually find it a bit more fun if you don't know EXACTLY where detection is. But again, something very basic and simple to put in, just to add a little bit of flavor to things on my first attempt at all this. There is a new take on stealth in GT though, so you'll have to let me know how you like that one.
11. Not a bad idea: the traditional thing would be to grand some kind of "stealth attack" bonus on the start of combat if you approach them from behind. But again, in this case it really was intended to just be a very basic "try to avoid combat on this screen" kind of thing. There are lot of things you can do to make an ACTUAL stealth section in RPGMaker, and again, I did do something a LITTLE more involved in GT, so check it out when you can. Will probably leave this one as-is though.
12. Have something like this in GT. Probably won't back-port it to CS 1 though.
13. Pay attention to your meters: cumming decreases health and energy, and can even down you if it gets low enough. Lust builds up until you cum, then you take damage and reset. It's an imperfect metaphor, it's not as though it's actually damaging you. But the HP in this case is more like "ability to fight" or "fighting spirit" or whatever. So if you get brought to climax too many times, you lose. The goal of each fight thus is to either beat or fuck the boars to submission before they do the same to you.
14. Again, first game. I am tracking a LOT already in battle, but at a certain point I had to draw a line in terms of how granular and accurate I was going to be. It's one of those things that seems simple from the outside: just use the nude sprite instead of the cum one, but in practical terms it means there's an additional state I have to track, and make sure it plays nice with all the other states. That said, I think GT is a bit better on this, though still not perfect. I probably won't change this on CS 1, but in general going forward I am trying to be more accurate with tracking states, within reason.
15. Again, be sure to check out OpenFireplace's guide if you haven't already. Very handy.
16. Yeah, I try not to force anything TOO much, although I did start getting a little stricter with certain boss conditions in GT. Generally though, my philosophy is you can do it the "right" way, or the hard way, but if you realy want to put up with the tedium, I won't stop you.
17. Again, it's a question of where I'm going to put my time. My guiding design philosophy with these games is to have just enough ordinary RPG stuff to be functional and a little fun, and then spend the rest of the time on horny stuff. I feel like that's where the biggest bang for buck is. I could do new weapons, items that modify stats, etc, but then I have to balance around that, the character sprite in battle wouldn't reflect the new items, and maybe most importantly, the games just don't go on long enough to make that level of complexity worth it. CS 1 is roughly a 2 hour game. GT is maybe 4-6 hours, and only half of that, at most, is combat. This isn't a classic RPG where you're spending 30+ hours watching your characters go on multiple adventures and evolve over time. As you yourself noted, there is only enough gameplay in CS 1 to level up a handful of times. I think that says it all.
You also have to understand that I have a tiny, tiny brain. I am not an RPG nerd at all, and math makes my head hurt. So I have to start small and simple so I can hold all this stuff in my head long enough to make it work. That said, I am slowly, gradually adding a LITTLE complexity to things, and will continue to do so as I make new chapters. Don't ever expect super deep RPG mechanics from these games though, that's not what they're for. They're for super deep fucking mechanics.That said, I do recognize that part of it is a little bland, and again, with time will hopefully be improving it a LITTLE. Probably not in CS 1, but in general going forward.
18. Like I said, leveling up doesn't really serve any purpose in these games other than flavor and to slightly boost your stats. I hand out new abilities on the map via manuals rather than at level barriers. And your level won't truly carry over to the next game anyway: I just take a "typical" level at completion of one game, and start Mezz at that for the next chapter.
Hope than answers at least some questions. Hope it isn't frustrating that I'm turning a lot down: aside from technical issues, and eventually a few quality-of-life improvements, CS 1 is probably more or less in final state at this point. But I still want to explain WHY it ended up the way it did, and if there's something that's a big improvement for very little effort, or a serious issue/annoyance (like some of the bugs you brought up) I definitely want to take a look at it. And I will eventually take a look at the issues I noted above and get back to you on this thread, though it might be a few days.
Beyond that though, thanks for trying (and buying!) the game, despite its flaws. Each chapter is a stepping stone, and they're definitely improving as I go along.
ah thanks for taking the time to read and reply! I'm glad you appreciate the feedback. And honestly it's good to hear that most of the answers were "I thought about this but just didn't have time to address it" - I know the struggle of being a solo dev 😅 at some point, you gotta ship it! Lookin forward to checking out gutter trash sometime this weekend.
No problem! Hope you don't mind me revisiting this, but I wanted to actually check on a few of the more serious things like I said. So, here's what I'm seeing:
1. Unequipping clips after first fight has no effect, enemies still do hypno attacks: Couldn't reproduce this. Went through a few battles, always on the second one after getting the clips, just in case. Tried a few combinations of equipping and unequipping them. No luck. Let me know if you CAN successfully reproduce, or if this pops up again.
2. Masher boars:
-adds called in after death
-more than one add called in per-turn
-adds attack immediately
-maybe adds should be ordinary
To me this is two questions: do these things actually occur, and should they be changed? In order then:
-I think the problem here was that for some strange reason when I called the check for adds on the start of turn 4, RPGMaker decided to run that FIRST, THEN run Mezz's attack/damage eval from turn 3. Which is...baffling. I've swapped the logic so I'm now checking at the END of turn 3: Mezz attacks, boars counter (if any are alive) and THEN check. You still get 3 attempts at trying to down them all before more are called in, but now it should be impossible for a totally dead troop to call adds (as the battle will end before the check runs).
-I think this just comes from a mis-understanding of how calling the adds work (which is fine, you haven't spend hours in the guts of the code.) After 3 turns (you attack, they attack = a turn), two more boars will be added to the troop. It's always two, and it can't run twice because it's not actually an ability the existing boars are using, just a time-dependent condition for the whole group. Granted I did have it set to run on "turn 4" with no explicit off switch, so if you got to turn 8 I suppose it might have triggered again. I've added that off switch now though: It should only be able to run once per battle.
-I THINK this should no longer be an issue, because the timing now results in: you attack for the third time, damage is done, you fail to fully eliminate the troop with your third attack, adds are brought in, and it's your turn to attack again. The ordering may have been weird before, but now you should get one attack on the adds before they have their first attack.
-I think this may actually be a good idea. Unfortunately, there are a lot of interlocking systems to handle the various battlesex stuff, and they all assume a given type of enemy per battle. That's why, as you may have noticed, I don't mix and match enemy types in battles in CS 1 (though I do in GT). So it would require a whole re-working of a very large chunk of code to make this happen, and as such I'll probably leave this as-is for now.
The other changes have been made though. Won't show up publicly until I roll out a new release, which I'll probably be holding back for a bit to get in a few more final quality-of-life improvements, but they'll definitely be there when it does. And thanks again for the feedback!
alright, had a few minutes to go back to this, and - first sex battle happens after finding the ear clips, as expected - I unequip the clips - next battle, I'm wearing the clips again in my battle sprite - and one of the enemies 'says something strange' and boom, sex time again. I win the battle, and check my character - and head slot is definitely <empty>
so yeah, easily reproduced on my end, which is odd. :\
Hmm, still not seeing it, let me walk through it to make sure I'm matching you. So we go into the first battle, clips on. Did you allow yourself to be hypno'd in this one? Did you allow it to play all the way out, or escape? Did you win or lose the overall fight? I just re-played, and in my case let it play out, then won the fight. Went into the menu, unequipped the clips, went into the next fight, Mezz sprite is without clips as intended, and no hypno.
Finaly i played it! it was nice! good job bitshift!
Ha, starting the new year off strong! Thanks, glad you're enjoying it!
Yuup! Good luck 🍀
Nice and short game. Love the reveal you get for losing against the boss but not giving up. Mechanics are solid.
Thanks!
This game is really good! Got through chapter 2 and really enjoyed it!
Thanks! Already working on the next pack, so keep an eye out a few month from now.
Genuinely one of the best hypno games I've ever played! I've never actually paid money for a game like this, but I'm 100% going to buy the next one.
I do wish there were more options for clothes, items, and things showing up on Mezz. Like a slutty outfit that you have to be even more of a whore to wear~
Having to blow and fuck every boar in your way when you go full hypno is kind of repetitive too.
Other than those two things this game is AMAZING. The writing and personality of the main character are perfect.
These kinds of comments aren't uncommon, but I'm still humbled every time I get them. Thank you, really.
I agree, would be fun to have more outfits and visual status stuff. Unfortunately art assets are my nemesis: long time to make, and difficult. Clothes especially: if I want to do it fully, that's something like 6 sprites for movement (9 but 3 are just mirrored), another 9 (I think) standees for battle, and maybe another to introduce it. That said, if you want to see Mezz in some new outfits, definitely check out GutterTrash :D.
And yeah, the way slut mode works in this one does drag a bit, though the hope is that by the time you get there you're almost to the end anyway. But I did some new stuff with it in GT, so again, give that a try and let me know whatcha think!
Ha, and thanks. I do enjoy the dynamic I've managed to get going so far with Mezz and the others.
not to be the "I'll not buy because X" but I wish to get the whole game with all chapters in a single bungle, is that something that can be done?
(I never though I would be asking for a season pass for a porn game)
I may do exactly that eventually, but that'll be after they're all out, which is quiiite a ways away yet. I don't like to overcommit, so I'm definitely not going to take money for several chapters into the future. One day (and one game) at a time.
it's more like, I would rather pay 60 dollars for a full game and not 10 dollars for 6 chapters of a single game as they come out
(a bit more like Mass Effect / Dot.Hack and a bit less like Life is Strange / The Walking Dead)
Understandable, but I think you're looking at it the wrong way. While it was originally planned to be combined into one game, that plan was shelved a long time ago, and one of the reasons was that it became obvious each chapter was going to be larger than expected. It isn't five slices of one game, it's five GAMES in a series. According to at least one person working their way through the new material, total playtime for everything in GT was six and a half hours. That may be a little high, since he's methodical, but at least four is probably a safe bet. That said, if you want to wait 4+ years for the last chapter to come out and be bundled, you certainly can. But I'm definitely not delving into any pre-order territory: that stuff is a contract with satan.
there's no real perfect solution it seem, I'm not opposite to get each chapter for 10 dollars nor get every chapter bundled inside a 60 dollar pack
I just feel a lot less likely to get half a chapter for 10 and wait that to be updated
if my words even make any sense at this point, I just prefer a fully finished game / chapter before sinking the money
as it stands, I'd be ok to pre-order chapter 3 as soon as GT is concidered finished
had the other, like carpetwurm was doing, he sloppy up an ending in the first game before staring a second, and was barely halfway toward that game and already planning a 3rd game, (not to mention a number of unfinished comics on his FA)
so I would much prefer this aproach
Different people have different price points they're comfortable with, and if this isn't yours, that's certainly alright.
That said, I don't think it's entirely accurate to characterize GT on release as "half a game." A lot of early access games on release are VERY incomplete, with major mechanics, assets, story stuff and so on missing, severe bugs, and so on. GT on the other hand was a fully-functional game. You could play it all the way through, all the necessary mechanics were there, as well as most of the story, and bugs were minimal. Yes, there were extra scenes hinted at that weren't there yet, but the game was perfectly enjoyable in its original state. It's not a perfect divide either way, since with this first pack especially there were a few scenes and narrative bits that were needed overall, since the full corruption route is part of the story, but I see these packs as leaning more toward DLC or expansion packs than missing chunks of the original game. If I hadn't left those narrative hints in the initial release that there was going to be more stuff, most people wouldn't have even noticed.
In general, it's important to me to only charge for stuff as it exists, which is why I've settled on this structure. I definitely don't want to get in the habit of taking people's money before a game exists (outside of Substar, but that's a different situation). The "ideal" solution would be getting a massive loan from some absurdly wealthy friend, spending 2 years making each game to completion, and then releasing it. This is how medium-sized games were traditionally made (just replace "friend" with "investor" and replace loan with getting a cut of the action). But barring that, I have do things in chunks, as the funding works out. That said, it's been working fairly well so far, and hopefully will continue to.
Stumbled on this, downloaded on a whim, and BOY am I happy I did. You managed to do hypno so right, especially during "that fight". Absolute chefs frickin' kiss. I said it in my full review, but do you plan to include animation in later episodes? I really think animations would add a whole new level. Understandable if you can't, but either way, absolutely love it! Fantastic work!
Aw, thanks! I still have a long way to go in many ways, not the least of which is my art, but my hope was always that there was enough there to work with, to get the idea across, so it's really great it's clicking for people. Animations WOULD be neat, but whoa boy would that be a lot more time and work, so no, nothing planned for now. Maybe some day though! Oh, and be sure to try out the sequel, Gutter Trash, if you haven't already. If you liked this one, you'll definitely enjoy that too, and there's new content coming soon!
I'm as dense as Osmium and I was wondering. so my friend was planning to buy the sequel of this for me and I was wondering how the stealth works. I don't play much RPGMaker and so I always got into fights because I don't know the stealth and from what ive heard CS 2 is alot more stealth centric if you dont want to be used (which i often leave to the next playthrough) so yeah I wanted to know how stealth works
It's not especially complicated. The main gameplay works just like CS1, fighting when you attract attention, so not really "stealth," though you can sometimes avoid a fight here and there. If you get caught repeatedly it switches to a basic stealth mechanic. Normally the guards move randomly, but once you're in this new mode they move in basic looping patrols, and have a somewhat smaller zone of where they'll see you. So it's just a matter of correctly timing your movements to get through these patrols. If you get caught you reset to the start of the area, and if you get caught too many times it's a game over.
So not too hard, and it's entirely possible to play the game and not encounter the stealth mechanic at all, depending on how you play.
I'm not sure if this is a bug, but after the 2nd or 3rd defeat (not sure which) mind control effect became permanent, remove the ear clips no longer prevents mind control, but still doesn't allow the jacket to be removed
After the third defeat yes, the clip removal is no longer an option. I can't remember whether clothes removal is allowed at 2 or 3 defeats, but yes, it is also intended. I'll have to double-check at some point to see if I can reproduce, but you should definitely be able to remove the jacket after 3 defeats. You may have stumbled on some combination of variables I didn't anticipate, as I'm fairly sure that never gave me issues, but like I said, will double-check.
I'm not complete sure either, but I was able to remove the ear clip but not the jacket, but the next fight the boar were still able to zap his mind and the ear clips were still on his ears in the sprite animation, but I double checked after the battle, and he was not wearing them, it was not equipped in the menu
I know that is a different character in the script, so my best guess is somehow the characters got swapped in the wrong order, unless there's 3 or more versions of mezz in the script, if that's the case, whatever flag or variable that let the mind control happens is incorrect set to a different version
I might have mis-spoke/mis-remembered then: it could be that you ARE allowed to remove the clips after 3, it just ceases to do anything, by design. I know it was my intent in the general narrative that after a certain point the clips aren't needed. The jacket is definitely a bug though, will take a look hopefully later today.
yes, that's what the issue was, I removed the clip after the second defeat, and the option to remove the jacket was not available yet, the boars were still able to use the mind control, I did notice mezz was doing a lot less damage in every attack, and the status were lowered in the menu, I can guess that's a different character in the script because of how RPGMaker works
and that made me think some flags were set incorrectly, maybe the masher boar is set to fight the second version of Mezz, or the second version of Mezz is set to always be zapped by a masher boar in the second area even without the clips
I can try to reproduce the issue tonight, but I know I was fighting the boars with the X on the baseball bats when this occurred
So, did some basic testing in the first area to refresh myself and make sure the basics were working right:
No defeats:
-Can unequip clips
-Can't unequip jacket
1 and 2 defeats: same
3 defeats:
-Can unequip jacket
-Can unequip clips, but it doesn't matter, they show up anyway when a fight starts. Canonically this is because Mezz is putting them on again without realizing it. Mezz is also much more vulnerable to hypno attacks at this point, and his own attacks are weaker.
So of all the stuff you described in your initial post, the only thing that isn't as it should be is the jacket: after 3 defeats, you should always be able to toggle that. What happens when you try to remove the jacket? Does he give the normal quip about not being that confident, or do you just get nothing after you drop out of the menu? I've tried a few different combos in terms of equip/unequip order without any luck, let me know if there's a particular one you're doing that's causing the jacket issue reliably.
Also, doesn't really matter for the bug, but since you were curious: I'm not swapping out characters, just modding stats via states. Things are a lot easier to keep track of that way. All the changed graphics are state-dependent.
In terms of the idea this game is great, but gameplay is a bit too grindy for me. Is there any way to not grind as much?
Editing this as I didn't realize what comment section I was in at first; thought it was a GT question. For this game, consider taking off the ear clips. This will turn off the hypno mechanics in the fights, which will streamline them a lot if you just want to get through a number of them quickly.
I see. To me this game seems really curious but not in terms of gameplay (as it is grindy even without clips to me). I am more interested in the lore of it all. Does it actually have lore? Like explanations for who the creepy guy is, why our guy is familiar with the clips and all that?
It does! Some of the basics are laid out here, but more is explored in GT. There's actually a whole optional lore-dump computer. As for why he's familiar with the clips, examine the notes you pick up at the beginning and consider the meaning of "delta."
Oh that's quite nice! Am gonna try and find that computer if I didn't skip over it by accident
I've been trying to find the computer with the lore but the ones I've found don't have anything, could u tell me where is it pls
To be clear, it's in the sequel, Gutter Trash. In Mezz's hideout.
this is so sad... his mind breaking is worse than if he did unwilling... poor and sad thing...
I mean, that's the kink. I understand it may not be for everyone though.
I looked at the menu and unequipped the
earingzzzzzt clothes willingly because I knew what would happen, and still wanted to see itSome people just want to see the
world burnbun get zapped (also, don't know why I didn't recognize your pic earlier).do you know me from somewhere else? if so, I'm sorry, I'm forgetful
Feel like I've seen you comment before, either here or FA. Squirrel looks familiar. When I saw your first comment on this chain I thought you were a newcomer genuinely worried about the tone of the game, but the combination of your followup and looking closer at the pic made me go "oh right, Kate's commented before."
will it be on ubuntu?
No, no Linux version planned at this time.
RPGmaker doesn't have Linux support appearantly (dunno why), you can use Wine though. With Winetricks, it may work. It does sound like something that can break your system though...
To be clear, RPGMaker does theoretically have Linux support, but a lot of plugins and custom solutions don't play nice. And since I'm doing a little custom file IO for the special save feature, it's very unlikely to fully work as-is. As I've said though, people are welcome to experiment, I just make no guarantees (except that it WILL fail to work correctly on Linux out of the box).
Thanks for the detailed respone, dev.
Got this to work in Linux btw. Here's the little hack:
* Download and extract the Linux version of NW.js. I used nwjs-v0.80.0-linux-x64
* Copy the ./www dir and ./package.json file to the nwjs folder
* Fill in the name field for package.json ("name": "" -> "name": "anything")
* Rename www/img/system/Logo.png to logo.png
(windows is case-insensitive)
* Run ./nw
I was able to play through a few endings and saving works just fine. Enjoyed this game quite well, nice work.
Thanks! And appreciate the info. It's definitely possible on some level, and again, people are welcome to fiddle with it if they want. I just don't want to get into it myself. Out of curiosity, have you tested with GT yet? Was the plugin able to read the DataCrystal file successfully?
This game is damn good. Not enough 18+ games (that aren't Japanese) that have Battle Lewd scenes. Thanks for sharing this.
Also, allowing us to just opt out of the hypnosis with the unequip- able control device is great, allows us to get to the good stuff and still be an optimal vigilante.
Thank! It really is an untapped genre, and a lot of fun to explore. The hypnosis toggle actually works on two levels: a. Just giving some flexibility and convenience to players but also b. In terms of narrative. It was important from the beginning to not have anything be forced story-wise: in broad strokes, what happens to Mezz can vary quite a bit, and it is entirely on the player and what decisions they make. The whole fun of games like this is maaaybe you kinda let yourself get caught, or chose a sluttier path because it was easier, etc. Rather than just "Play game, get porn."
So is the fight with the guards at the stairs that lead to the boss actually beatable? The combat isn't that hard but this one fight seems like it's intentionally impossible. Other than that I liked the game a lot.
UPD: Learned that the fight is actually beatable but still don't see any way to do it. Just a little tip on how to win would be nice
Oh it's definitely beatable, and easier now than it used to be. A lot of it comes down to proper timing and item use. If you don't have a decent supply (or any) of items going in, you're gonna have a bad time. Beyond that, it's about trying to crowd-control before things get too out of hand. If you don't take out early enemies quickly, the situation will rapidly deteriorate into something that may very well be impossible to win. Also, keep in mind that you can disable hypno effects in battle by taking off the ear clips. It's still beatable even with them on, and whether you want to consider this "cheating" is up to you, but it's an option.
One of the most awesome games that i have played. Perfect combat and in 15 minutes I got the hang of it. Played untill i've finished it, waiting for a part 2 or something.. 11/10 I recommend it
Thanks! Hope to keep making more for people to enjoy into the future.
No sales, but send me a note over on FurAffinity (Bitshift) and I may be able to help you out.
The premise sounds nice. Im really into hypnosis. But sadly the difficulty is much too high.
People certainly have different tastes. But I will counter by saying that this is far from balls-to-the wall serious-business rpg. If I can complete it, without cheating, there should be hope for most people.
It's quite easy to beat it, I beaten the game without using any items well as much items maybe 10 at most.
But basically what you do is, you try your best to reduce the boars to just 1, then you regain focus/engery, then once you finish the fight to use skills to heal yourself and repeat.
There will be moments were you go oh I need to heal, just use serume and save burgers for boss battle.
Boss battle is easy as well, All you do is use special attack once, if he charges his attack then use evade, if he doesn't you can use special attack one more time. But after you dodge his special attack you need to regain energy by using focus. At most you will use 2 burgers and 1 serume.
Seriously why does combat feel this bad. Mana bar is whatever. Seriously the enemies doing 50 to 60 DMG without blocking? Ffs they should do BASE 30 and go to 50. It's the starting area why do basic enemies hurt that bad?
just legit dont pick this up. unless there are major tweaks to the combat system leave it. its not worth the file size
Difficulty is like spicy food: you're never going to please everyone. This game was actually a bit easier initially, and people complained about that. Ultimately, I have to take a balance of what the general feedback is, combined with my own taste, and come down somewhere. For now though, I'm reasonably happy with where it is. Sorry it wasn't quite what you were looking for though.
I'll also point out that this one is free, so the risk/cost of someone checking it out is minimal.
Heya, as a fellow game dev, thanks for doing such good work in such a specific niche :)
Also, I saw that you said you don't have Twitter/other social media because you don't like it (which is so valid). However, if you're trying to sell your game, it might be good to make an account on there, because the hypno-furry scene on there is somewhat lively! Cheers and thanks again!
Thanks, glad you're enjoying it!
The internet is a clusterfuck these days in so many ways. You can't really win no matter where you go, or what service you use. But I believed, and continue to believe, that Twitter is like that old WarGames quote: the only winning move is not to play. All software is either a tool, or a trap, it either empowers you or gradually enslaves you. Either you use it, or it uses you. This is obviously on a gradient in the real world, but from everything I can see, Twitter is a trap. It's a mind-fuck machine, and not the fun kind I make games about.
I don't drink, and I've never done drugs. Not as some moral flex but just because I have enough problems in my life and don't want to add additional ones. Twitter (and Discord, and Facebook, and so on) tick the same box for me. I've seen them blow up in people's faces again and again, sometimes in small ways, sometimes in big ones, and I'm not interested in rolling that dice.
It is absolutely a missed opportunity marketing-wise, but some things just aren't worth it.
There's also a deeper issue, which is that I'm just not interested in the "social" part of social media. I've made a game. I've put it out. I hope people find it and enjoy it. I'm glad to discuss the game, good and bad. But I don't really want to hang with people and shoot the shit or whatever. I don't want to be "part of a community." I am my community. My fans (and my detractors) are my community. And that's about as far as it goes. Any leftover energy has to go into making the game, or doing things not related to horny hypno entertainment on the internet.
Sorry if that comes off a bit harsh, nothing against you, it was an innocent question. May be a bit biting at the moment as I feel like shit from this ongoing illness.
Nah that's very valid and probably true! I hope you recover from the illness. I plan on buying the second one at some point, and good luck with development!
Aw, thanks. And thanks for reading my goofy rant. The past few weeks have been...interesting thanks to IRL nonsense, but hopefully I can get back to a more solid work schedule soon.
I admire your determination and ethics. Thank you for sharing your point of view and also do rest well if the sickness is still annoying ya <3
Thanks!
hello just wanted to ask what does the three boars in the respawn room do?
the ones on the upper left.
i was wondering if i can get to them lol.
loved the game and excited for the next one
Nope, those are actually outside. Take a look at the shape of the building when you exit it. Just there for a little added visual interest. Glad you're enjoying it so far, and feel free to ask if you have any questions on the second game too.
i love how the game has a normal and slut ending and unlocks a scene on the next game, will the second game have something like that too?
gonna wait for all the other parts of the second to finish before i buy it, but already looking forward to it.
no pressure just do your stuff. thanks for the reply your games are cool. love the rpg aspect of it.
Yes, that's definitely planned. Should have that in all the games, though the way it works will vary a little obviously.
Is there supposed to be a black square over Mezz's sprite??
Nope. That's a bug that happens on mobile. One of the many reasons the game is Windows only.
how do you get more health?
Healing items you gather as you explore, or using the "Patch up" skill while outside combat.
I can only admire the second chapter from afar, because the currency conversion screams too loudly for me, sadly. It's looking awesome, though! Will there be anything like a gameplay video in the future?
Where are you, roughly? Do you have a FurAffinity account? If so note me there (Bitshift) and we may be able to work something out.
May do a gameplay video, but we'll see. The main reason I did the first was to get the word out on certain sites, but now that GT is paid they may frown on that as too close to advertising.
Sorry for the delay, my work hours are messy. I live in Brazil, which uses Brazilian Reais. I didn't have a FurAffinity account, so I made one and texted you.
Excellent, got your note, we can carry on over there.
I know that I can use the DataCrystal to carry some stuff over to the next chapter, but I'm wondering if it'll ever lock me out of any content in the next chapter. I'm perfectly fine with playing through the next chapter twice: once with both the endings from the first chapter that let Mezz leave the island. I'm just curious if both endings give their own unique scenes or if the slut ending just gives you more scenes.
Mainline content won't be effected by the DataCrystal data until the final game. Until then, it's just a question of whether you get to see some additional side content or not.
I'm really intrested in buying the second chapter, but hypnosis and humiliation is a bit delicate on my part, I'd like to know if it's just as much as the first chapter or not before buying it
In the same vein as the first game, yeah. In certain circles "humiliation" seems to mean watersports and similar, and just...yech. To each their own, but you'll never have to worry about that here. Humiliation here just means grabbing that part of the switch brain that the switch is hiding to be a dom and twisting until they're a mewling, helpless sub.
Okay, well if it's on the same vein as the first one, or at least this is your definition of "humiliation", I don't see nothing stopping me and I'll probably buy it tday !
Excellent!