Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

ramadan_steve

5
Posts
3
Following
A member registered Mar 29, 2019

Recent community posts

Yeah so it turned out I did already, i just misinterpreted the arrow sign by the breakable wall as showing the direction, rather than double tap the arrow button for the power. i thought it was going to be another power next to the wolf's. I realized probably a few minute after i typed up my message lol

i love the animations for the game, but i feel like a goof since i cant seem to tame or use the wendigo powers. the cooldown icons on top but when i open up the power menu its just the wolf. how do i tame the wendigo, and how do i use its power?

(2 edits)

Heres a mouthful but its all typed with meaning behind it. I took your response as someone not convinced rather than saying no, so in that regard, the benefits are:

1) Adding more variety into the game to make exploration of dungeons a bit more unpredictable. Golden Sun, Dragon Quest, Runescape, Mortal Combat (the older ones), Super Mario, etc are all successful games that use alternate colored sprites in order to implement the same enemy types in new areas, but as stronger versions. It is useful for difficult or plot-significant areas, similar and stronger enemies let the player focus more on the region rather than studying if this new enemy's move set. Plus this can be a way for you to put back in the kobold for future stages, rather than for just the first two. Higher health, slightly faster king kobolds maybe?

 (Extra info https://tvtropes.org/pmwiki/pmwiki.php/Main/PaletteSwap)

2)Its a quick way to create new enemies to make the world more varied. Time is a valuable resource, and this will let you re-use some of your animations again. Since there are not many porn games out there, I can only give one clear cut example for this: Project X Love Potion Disaster (That sonic fighting side scroller one). In the game, it has 5 large stages (Which actually are fun from just a gaming standpoint), and plenty of enemy variation, and they all have 2 rape scenes each . The Love Potion Disaster team has made lots of different enemies (robot themed enemies for stage 1,  forest creatures for stage 2, underwater creatures for 3, halloween creatures for 4, dino/tribal for 5), but they still utilitize palette swap to vary the stage more with higher health versions.

For every enemy besides bosses, they have three recolors of it throughout the stage.  It lets them use the same asset to create more variety of enemies(as each color has different health) as the stage progresses, and it does work. They have a decent following, but I have never seen a single comment complaining about the sprite recolors. I guarantee that if you do a poll, people will be in support of extra enemy colors, regardless of how it is implemented.

3) It is a good compromise. You have stated in prior responses that you do not want enemies to be the focus of the game (At least in regards for the next update). This will let you get extra bang for your buck for sprites, so that you can re-use them once or twice to save time to focus on your goals while still increasing variety in the stages. 

The actual sex scenes are the same animations, yes.  However, different colors are preferable by different people, even its the same in all other aspects, like when picking between two colors of the same car model. I think all of us who like the idea of palette swapping will be happy with the scenes being just color swaps, but this can also be a way to put in new animations with the enemies, if you had any planned.

----------------------------

All in all, there are plenty of ups for using some palette swaps. If you do not want to, no pressure, the game is fine either way. But try just recoloring one of the sprites/animations and see how it looks to you. Since there are already canon king kobolds, maybe a black kobold could be the way to go. Hopefully this wasnt too much of a mouthful. This wasnt all because I want the recolors badly, but because I was just explaining the appeals to palette swap to retro games in general(besides the sex scenes obv). Either way, I hope you have a pleasant day!

Plus a benefit of the recolors is that it doesnt require Carpet to redo the sprites/animations from scratch, so it will be time efficient. Maybe sprites that would look good are red/black/blue for kobolds, white/brown/gray for wolves, purple/green for goo, blue/idk for the robo bunnies

Hi Carpet, glad you are giving this game a second go. I have a few relatively minor improvements that can probably be put into the next version.

1) I saw in a comment on e621 that its tough to hit enemies on the bottom left of the screen, so I tested it out. Both going up and going right, the sword swings in the upper right arc. I think switching it so that moving right swings in the bottom right arc will be a good fix so he isn't swinging with his left hand for only when he is facing right

2) Alpha Wolf adjustments. Maybe its not the biggest of deals, but I feel like both of the Alpha Wolf scenes should have a climax scene implemented.  An addition benefit of that is that you can maybe re-use the Alpha wolf sprite in future levels as well (boss or no boss, it would be nice to see the scenes more than once a playthrough is all, and can give better variety for factory+ levels) 

3) I definitely wouldnt mind additional scenes with the current monsters, as said in another suggestion. But this is a redundant suggestion/comment.

4) Again I am no expert in sprite animation, but I think having alternate colored sprites would be cool. Maybe even make it more of like the shiny pokemon where its just a rarer version or something (1/50-200 spawn chance or something, 1/8192 if you are cruel). Would be an incentive to explore more rooms in order to find the alternate sprites

Either way, even if none of these ideas you like, go at your pace. It is your pet project, and I just hope you like some of the ideas.