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Usually side projects are a $10 reward, but I'll make this one $5 as thanks for your continued support. ^-^

Some of you may not remember DStP. I started it years ago as an effort to diversify, trying to hit different markets and stores, in case both Patreon and Steam turned hard against adult content. Several programmers and a lot of headaches later, this is no longer the brief little diversion I originally intended.

That said, please give it a play if you're into this sort of casual game! I intend to make a public Newgrounds version after this, unless feedback requires a longer cycle.

Link: https://louckhiddentreasure.itch.io/dontsavetheprincess?password=sierraleee 

Hmm, what all has changed in this build? The original coin mechanic has been replaced with a coin vacuum. The shop has changed to equippable upgrades and there are mini-quests now, both of which were elements I originally intended to include. With the addition of pits/jumping, this has covered almost all of my original design document. In terms of content, there are some new scenes throughout and all of World 3.

Once the mechanics are ironed out, in theory we could finish up the rest of the game. Unfortunately, with the artist turning so flakey, art assets might prove to be the obstacle. I'm committed to doing another acid test of mechanics, but this side project might return to the backburner after that.

Comments

Grim8P

I am playing this pretty tired. Please forgive me ahead of time. This is also not really my kind of game, but I thought I'd play it to provide some amount of feedback. - This is much better than the version I played on New Grounds. In particular, the coin vacuum is a lot better than just spamming the right arrow. I also prefer that there are penalties to doing so and that you have to be more strategic about it. - Combos seem to be interrupted by vacuuming up coins (but not always... maybe just throwers?). Not sure if intended or I missed an explanation but this feels pretty bad to me. It was not a case of me waiting too long. It happened to me several times when the attacks hit within 1 second of each other. - Would adjust the arrows when Runman picks up power-ups. Twice I mistook a left arrow followed by a right arrow as two lefts. Might have been because I was tired but the arrowhead portion could probably be bigger. - In general not being able to tell when my traps are coming up removes a lot of potential strategy for me. I can save my super for when power-ups are on the screen, to try and get a better combo, or to try and make sure he falls in a pit but that's it. There isn't really any other strategy in play here. There is rarely a penalty to throwing a projectile right away. I don't find I'm often punished by a spike trap appearing right away. If a smasher isn't already on the screen it'll be too late if I try and hold for one. Being able to see further ahead or having more useful info on the map at the bottom could help. Or a power-up that gave this info if you'd prefer. - I'd like a way to go to the shop from the level select screen that isn't hitting the Back button but this is nit-picky. - Same for if I've selected a level from the level select screen. If I realize I need to go to the shop first I have to hit Esc then click the Back button. You already have a menu for this screen after you beat a level. I'd reuse it or what is applicable if possible. - I encountered a display glitch where the store's level would appear lower than it was until I clicked on something. I didn't notice this until the store was level 3 but it happened at levels 3 and 4. - The thrower timing to interrupt Runman picking up a power-up or to knock him down a hole feels a bit too tight to me. Might just be me but I'm often too late and then even if I get the mini game right the thrower misses and I lose out on the damage (for power-ups). - I would like the ability to see previous text during conversations if that isn't too much work. - I think there is some text cut off: "Dragogai groaned and his hips drove him further against her body, but he kept himself under" - I hit Skip on the final scene because I thought I had messed up with the text missing and instead of skipping the scene it started it over again. I had used the Skip button a few times in other places when I had missed text to go back and start again and it worked each time that happened. - I enjoyed that the quests gave me a reason to change up my play style. I didn't really have an issue with any of them, they all seemed like a good fit. - I have mixed feelings about pits. Getting my first 5x combo was pretty rewarding but it was still a lot of luck. I missed a lot of attacks trying to get him to fall into the pit but getting in him there always amused me when I was successful. - I think 1-8 was the only level I died on and I only died once. Despite my comments I was still able to complete the game. I hope that is helpful. :)

Trisk

The changes in this build are definitely improvements over the last version I tried. Choosing which upgrades to equip makes the store a lot more interesting. An opportunity to try different builds to see what works best for you, or fine tune for particular quests. While still getting gradually stronger overall by unlocking more slots. The Helper upgrade in particular was a welcome addition. It helped me with my poor timing on the smasher, but with the trade-off of not being able to use that slot of something that provides a numerical buff. So it's not just easy mode. The difficulty might be a bit low on this build. I got through all of the current story mode with only 3 or 4 losses. And I'm generally pretty bad at rhythm/reflex gameplay. Suggestion: With the Helper upgrade equipped there could be an indication of how long the thrower has left on the screen. A counting down timer or a shrinking bar over its head maybe? I enjoyed all the scenes between levels. Particularly the little bits of humorous world building. Like the Darklander's molting out of their armor to grow bigger.

Lamsey

Just finished a playthrough - I agree with basically everything Trisk and Grim Reaper said above.

BleBle

Well I played a bit, I didn't played the other one os it is a first experience for me. It was easy, a bit of bugs that's for sure, for example: in the tutorial of the stone falling, I clicked before the tutorial gets on, it didnt hit, but it falls in his head, weird.the helper I wouldnt' say it is a helper because trades off a slot. In overall made me remember those times when I was a young girl and played flash games.Flash games that get older pretty bad but made your day. It gived me the sensation that needs another deep look on mechanics because it was cheap. ¿Would I play again the game? If this would be full core game I'd say "nope, a game for a day". Cheers!!

Decanter

Feel like this is finally developing into a fun game. Sometimes I'm like "eh, this is too random to set up combos or anything" but in later stages I had fun when I wasn't grinding. I'm not particularly good at it and I died several times, not counting double-digit deaths from when I just didn't have the powerups to get through yet.. Anyway, thoughts: * Other than disagreeing about difficulty being low, which is subjective, I'm gonna second everything Grim and Trisk said. * Scrollwheel on achievements list works but scrolls very slowly. Clicking the scrollbar causes the view to jump to where we clicked, rather than the expected standard behavior of moving one page toward where we clicked. PageUp/PageDown don't work at all. * In level select, I click "show quests" and a blank grey box appears below that text. There seems to be no way to dismiss it; I would expect clicking "show quests" again to do it. * I've probably mentioned this, but in scenes where Plum and Dragogai are just standing there talking, it's hard to see Plum's anime-style thin line mouth at the normal resolution (and resolution doesn't seem alterable, which could really stand to be changed if feasible). * It's mildly annoying that I need to use the mouse for menus but the keyboard for gameplay, especially if all I wanna do is restart. Actually could we have a restart hotkey? R would seem the intuitive choice. * Kinda feel like we should be taken to the shop after the first time it's unlocked, instead of directly to the next level. * Helper "simplifies the use of traps" how exactly? Oh, I see, guidelines for when to press the button to activate them. More Helpful description for this Helper would be good. I feel the smasher's line could stand to be a different color (yellow-orange like the icon over the pits?) while the thrower could *really* use a timer so we can get a sense of how long he'll be around. * The lightning cannon seems to stop charging when we use the coin magnet still. You didn't feel the magnet bar itself was enough, after adding that? I think this mechanic makes it harder to gather coins while accomplishing other objectives (or trying to while beating one's head against a stage), leading to more grind. * I'm used to right-click hiding dialogue, or at least not *advancing* dialogue, so that's a tweak I'd suggest. Similarly, clicking anywhere to unhide dialogue would be convenient. * Dialogue box translucency slider, with a non-opaque default setting, might also be nice. * Display glitch where the store's level progress bar would appear somewhat less full than it should until I clicked an item. This happened to me consistently at shop level 4. * I seem to hit a barrier in ability to do quests once I get three "do x in one level" quests that aren't immediately within reach, and have to grind. For a long time I was stuck with "get 10 crits, do 10 combos, cause 25s stun with throwers" and eventually I got the first by luck. * Ah, so the Mega Shoe level is where we're supposed to do 100 damage with smashers. Or we can do quests in Endless Mode, which might be unintended but I feel is good actually. * I feel like something mildly special should happen if we hit Runman while he's in the air. Maybe some extra damage from making him faceplant instead of land gracefully? * One challenge of World 3 is ignoring the foreground decorations and other things that look like traps but aren't. * In the 2-E scene, maybe instead of "focused on it" it should say "thought about it"? * lol the cat face demon clouds * hehe minion balanced cereal on his head * Oooh, Dargai used to have another form. Maybe he will again! Monsterfucking goooo~ Relatedly, I wonder if there are female darklanders or what. * Dargai made everyone equal... underneath him, I assume. * Oh, I know this one! Plum is a "princess" despite being the sovereign because Shoeland is a principality, not a kingdom! This makes sense, so it must be Shoeland's reason! ...wait... * There are items to help with various game aspects but nothing for if one sucks at the powerup minigame. I don't suck at the powerup minigame, but maybe others will? * A permanent solution... like those spacetime warp portals? * (DStP fullres art pack eventually? Plum does have great tits. Also I like her color scheme.) * "She began to shake her breasts up and down even more forcefully, slapping her heavy breasts against his rock solid chest" His chest? His abs, maybe. * Got all achievements except the Endless Mode ones; I get tired of Endless Mode not long after I hit 500 score, so 5000 is right out for me.

FinetalPies

I recorded notes while playing Visuals: -Coin Magnet appears/disappears too quickly to visually read when playing optimally. -I only realized I was activating spikes at the end of the tutorial, due to screen scrolling quickly and the 2 frame animation. Maybe a "spikier" sound would help. -Powerup minigame keyboard symbols hard to read and clash aesthetically -Runman looks like a little shit and Plum is hot, excellent character design Narrative: -Missed monster-fucker opportunity (wrote this during chapter 1, talk of Dargoguy's "true form" extremely promising) -"To help me get in the mood, let's talk about literature, economic policy and politics!" I am being personally called out and attacked (I love this) Mechanics: -Getting combos is very satisfying -A longer animation of ball thrower leaving would be nice, to make it easier to time throwing at the last possible second, hard to benefit from the upgrade that makes them stay for longer when you don't have a clear idea of how long they stay. -Combo could max out at like, x9+!!!?! instead of just x9!!!!, or possible opportunity for other fun text like, "Combo: A lot!" Sound: -Coin sound is great when playing rapidly, but bad when the sound completely overlaps. Maybe implement (small) minimum time between coin sound? I think the difficulty was pretty good. I never used damage upgrades and opted to try and go for like, a combo oriented "build" to mixed results. Having some specific quantities on the upgrades would've helped me a lot, I didn't realize how potent the spike trap upgrade was for slowing Runman down, as the generalized increased slowdown upgrade wasn't particularly effective. Also, while satisfying I didn't really get a sense that the bonus damage/slowdown from combos was particularly impactful. Maybe floating damage numbers would add clarity there (Floating damage numbers are very satisfying) But even when I was failing levels I was having fun, though I don't think the gameplay has to be like, incredible to be a good overall experience. The genre of like, "Flash minigame punctuated with hentai scenes" is very near and dear to my heart and this captures that pacing extremely well. I would go so far as to say it has nostalgic appeal. And to elaborate on the monster-fucker thing, I just think it's so so crucial to the genre of like, Princess kidnapping subversion, be it dragons, vampires or Bowsers. Though like, I think I'd be foolish to doubt your understanding of genre based on how frequently you excellently pick them apart or your ability to deliver on good monster-fucker content (to say which games I mean would be spoilers). But I also don't want to like, sully the creative process by inflicting you with the burden of expectations. Just as a quick final note, the writing was good! The worldbuilding maintained a fun lightheartedness that fit the silly premise and the sex scenes were good at showing the developing relationship and being sexy. Looking forward to seeing more on both fronts.

Rachnera

Though still rough around the edges (the length of previous comments speak for themselves), game is indeed way better that it was. In addition to things already said: The game can be played almost exclusively with the arrow keys + space bar... Except for starting a level (which requires hitting enter) and buying/selecting upgrades (mouse-reliant), which does break a bit the focus given by a very minimalist approach. The game shows its age in that some references have been outweirded by the Mario canon since it was written. For example, now that it's canon that toads can use power-ups to turn into humans (https://www.mariowiki.com/Super_Crown), the joke about how a human rules over them feels kind of tame.