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UPDATE 2

This link will get you PC, Mac, and web versions:

https://louckhiddenlust.itch.io/dontsavetheprincesstest?password=sierraleee  

There's no new content for anyone who's already played, but if you were waiting, now is a good time. Maybe this version will be close to the public one? I'm not sure when that will happen, as other releases will take priority.

UPDATE

Louck says that most of the serious bugs were due to past save data conflicting with new features. This version should resolve that issue, so please check it out if the game wouldn't work for you before:

https://mega.nz/#!HgEAFKbL!pGZ8H7FpMbSLLCCUkzVvgbNBV3Kwre9iLDgXGKeWjjk 

We also fixed the aliasing issues and a few other things, hopefully leaving this version in decent shape.

ORIGINAL POST

Are we actually getting close to releasing the public demo of this? I hope so, but please give your honest feedback on the new version:

(OUTDATED)

If you've played previous versions, this one includes two new CGs, new conversations, a couple new gameplay mechanics, and many tweaks. Barring any new bugs uncovered or potential additions/changes, I'd like to actually post this version online to get wider feedback.

This was meant to be a quick experiment at making a casual game, but for a variety of reasons it has dragged on in the background for a long time. I hope it will be a worthwhile experiment overall as opposed to a moneysink. At minimum I hope it provides some cute sexy fun for you guys.

Files

Comments

Dream Fractal

I played a Mac version of the first Beta! Are you still considering a Mac release?

Discomelon

glad to see progress has been made on this one its been on the backburner for a while now.

Captain Hair

This is a bit random, but when you get closer to release I want unlockable Yarra, Simon, and Chosen of Ivala skins for Plum, Dragogai, and Runman.

Decanter

The first thing that happened when I "press any key to continue" is the shop screen overlaying the title screen. The shop screen doesn't seem to have been properly unlocked yet, but I do have 75 coins at the start for whatever reason. Is this perhaps uncleared save data from the older betas causing problems?

Blue Dragon

In the shop, when I try to upgrade anything in the "Special" box, the money decrements but the upgrade does not occur.

Hollow49

I’m glad to say that the World 2 background is no longer giving me any photosensitive strobing issues. Thank you very much for taking the effort to resolve the issue!

Hell Satan

Oh so this use unity cool unfortunately if my new laptop keyboard does't ative before the end of the month I mighy have to stop playing for a while.

Rachnera

I had missed the previous demo, so that was my first time actually playing this game. And... Well... I vaguely remember that the stated goal was for the game to be simple and repetitive yet addicting. Well, two out of three is not so bad? I didn't really enjoy it. The initial concept is fun but its translation in game mechanics is just yet another "push the right button at the right timing". Sure, there are a lot of good rhythm-based games that can be described as such but they all have some spark to make them stand up of their own: music, or style, or a pace artistically crafted to be almost hypnotic in its frantic symphony of inputs. Here, there's only a resounding meh. In short, Don't Save the Princess seemed very bland to me. The cutscenes are cute though. As for some actual "workable" issues, as "I didn't like it" does not exactly help much: Seems like when you quit a level after a failure and go back to the level selection menu, you can select the next level as if you had won. The feedback of your base actions is not obvious. The first time I launched 1-1, I was puzzled at the fact that Oiram didn't move right when I pushed the right arrow and wasn't jumping when I pushed up. It took me a while to understand what those two actions actually did. Maybe add some sort of animation showing the coins being vacuumed to the right side, and exaggerate the upper movement of the spikes? And add sound effects?

Ezzie

Hi. Report. arrows, wasd don't work at all on my surface 4, rendering me unable to play it. Didn't try elsewhere.

Ezzie

According to my own preference, since it's made in Unity and has such simple controls, I'd like a phone or web release please. Web would be preferable because restrictive appstores. Perhaps via Nutaku? But also touch controls so I can play on phone please.

Decanter

I played 3.1 (if that's what we're calling it) and here are my notes on it. There seems to be a sketch of Plum faintly visible on the title screen - just an unfinished element? The characters are looking a bit less aliased in cutscenes, though their mouths as single thin lines can still be hard to see. However, Plum looks very aliased in the shop menu. The lightning meter is a bit rough around the edges. Also the paintings in the World 2 background, very aliased. Maybe move "Hide" so it's below the dialogue/text window and not to the right of it. Otherwise it can be easy to view "Hide" as part of the dialogue and be momentarily confused. Having added music, I think some people will want a way to reduce (or zero out) the volume. And sound effects, separately. Total money might be better to display on the level end dialog than money gained from that level, which is visible in the top right. After all, it's total money that determines whether one should visit the shop before the next level. Or you could display both totals in the dialog maybe. 1-B, the Shoehead zooms into the background of the scene and then back into the foreground. Alternately, he becomes very small and then big again. It looks quite strange. Right-clicking cancels out of the credits screen, but not the level select or shop screen. Runman got extra health unannounced at some point between worlds, darn him. The minigame is a nice feature so we don't have to rely on the charge gun to keep him off of powerups. I'm also glad it can be upgraded to reduce difficulty or increase damage. According to the level select screen, 2-10 was supposed to unlock endless mode (unless I'm misremembering). However, I seem to have unlocked it after beating 2-8 (or sometime earlier that I didn't notice immediately). "Okay, what about this? Any coins found while trying to stop Runman can be used to upgrade the troop stopping him?" "troop"... might not be technically incorrect, but I think people will read it that way. Would suggest "troops". "I want it rough" she says. Apparently last time wasn't, despite the satisfaction about him not treating her "like a porcelain doll". It really is unfortunate how consistently the text box covers important parts of the visuals, and not exclusively in h-scenes either. It seems like a lot of CG changes happen one conversation frame too late in the second h-scene. Like it goes dialogue, text box hide, then more dialogue simultaneous with CG change even though the dialogue is covering the CG. "Plum began touching herself as she imagined it" Imagined what, the thing that is actually happening right then? "Now... faster" This line disappeared on its own without me pressing a key to advance dialogue. "Hell yes! I've gotten used to you back there," I... feel like a line by Dragogai was supposed to play on the previous frame and it just failed to appear? Something similar happened with several lines in 2-F. I was pressing Space to advance text if that matters.

Desertopa

So, I spent a while writing up a comment on this a while back, and only just now checked and realized that it was apparently never posted. So here's my second attempt, which hopefully won't vanish on me as well. Like Arachne, I didn't spot the feedback for collecting coins at first. I went a couple levels without collecting any because I didn't notice the difference between collecting them and having Runman pick them up. I think the scenes could really use a text backlog function, since it's easy to skip lines by mistake. I think some longer, more in-depth text scenes wouldn't hurt. Nobody else in the casual games market is going to be able to match your explorations of the economy of the Kingdom of Shoes, so I don't think it hurts to play to your strengths there. I think the scenes would also be improved by more dynamic sprite emoting. Speaking of more dynamic emoting, I think the sex scenes would also benefit a lot from more visual beats complementing the narration. I think it's best to think of the visuals, not as illustrations of what's happening at key points in the scene, but as a second channel of information which is complementary to the text. Lacking an appropriate save file, I can't grab an appropriate screenshot, but I think TLS does a great job with this in terms of use of the character portraits accompanying the dialogue (Qum/Simon's "It is time for the fuckety fuck" in particular comes to mind.) Since most of the artwork can be conserved between frames, I think it's a good place to take advantage of changes in expression and action cues like motion lines, tremble lines, etc.

Secular Reason

Random error where the coin count stopped going up after 13, and now even when starting a new level it stays at zero. I'm not entirely sure why it happened, so I'm going to try and see if I can replicate it.

Dream Fractal

Playing the Mac version. Some thoughts: - The main menu should have a 'controls' section for review - The game doesn't explain how the electricity cannon works after the cut scene. A circle that reads "Special" appears on the side of the screen in the new level, but no explanation is given. - The game is still laggy for me. Maybe my graphics card just sucks? A useful addition would be a less graphics intensive mode for the game in an options menu (either a lower resolution or lower quality rendering mode, perhaps). - Purchasing upgrades to the Special doesn't work (I see this is also an issue others are having). I'm probably running from an old save, I think.

DukeLeto7

I managed to do something impressively stupid. I left DStP open in the background and forgot about it, then started a much older game that changed Windows' resolution to be appropriate for a 2002ish title. That game had a fatal CTD. Now DStP's screen size has changed to about the same size as the screen but uncentered, and it's impossible to get it to change back to the default.