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We're going to go over the responses to the survey (you can still respond, by the way!) over the next few days and discuss some of your ideas/feedback, but I can say we've already decided on a few things;- We will be lowering the Guard Celodst's health enough so that you can kill him in 2 shots, and POSSIBLY lowering his damage also, as well as adjusting the map design around places he's at so that he can't just keep attacking against a wall, making it nearly impossible to hit him

- We will be introducing a "not permanently stunlocked" feature (enemies will be able to get one shot off after being stunned for so long), and making it so the Tall Celodst instantly jumps down into his "crawl" form upon sighting Talia

- We will be putting easy mode in, which will consist of a number of difficulty reductions (spawning at the start of maps instead of at save pads, likely more health drops and/or health regen being re-enabled for that mode only, possibly sex/self-stun not damaging Talia). However, do note that in the full game, you'll have to beat it on normal to get the full ending/true final boss, etc.

- We will be putting the "resolution change" in, as well as gamepad support, minimaps, all of that etc.

- We will, in some format/way, be putting in the idea that 2 or 3 people had about "collecting/keeping all the powerups you ever collect" and "being able to swap them from your inventory at any time", making powerups more about "permanent upgrades/collection" than "random roguelike function"

- We will be putting sound effects in for ambient sounds, enemy attacks, etc.

- We will be adding in an option to toggle shaders for those of you getting the shaders bug that can't install DirectX for whatever reason (old computer, bug, etc.)

For everything else, we'll be getting around to that in the more fleshed out post later this week :) Thanks for all the survey results; if you haven't taken it already, please do! (It's in the post below this one.)

Comments

Dubrix

Cant post in The patreon only thing just wanna know if The new ice demo features Any new enemies we havent Seen in The previous short ice demo? :)

bigtotoro

Another random idea here, sorry if somebody already mentioned this or it was addressed otherwise. Would it be possible to make it so that when an enemy kills you and you land on a platform below him, him runs down to Talia to do the H-animation? (you'd have to check if there's a safe path so the enemy doesn't just comically fall into a chasm :D) Asking this because a lot of times when I got killed I landed somewhere out of the enemy's reach, but he could just walk there if he could walk off platforms.

RogueVictory

I like the permanent powerup solution. When you have a lot of powerups - it's better to be able to go through and think hard about what play style you want rather than searching around for them and trying remember what the good ones are on the fly.

Diehr

Just an idea, but you could make the Guard Celodst's shield have a health factor as well. Make the shield breakable =) By doing so, you could also introduce 2 new H-animations as well for that enemy.

Papanomics

Is the shield enemy the only new animation? Can't find much else.

Robbie Jones

health bars on enemies would be helpful, zoom during ecchi, and when going down by an enemy or purposely by an edge her fall back doesnt knock her off making it sad that you cant see enemy sex scene given your now out of reach.

Ayra

Haven't had the chance to play through much yet so I can't give detailed feedback yet, but one thing I've been wondering since forever: is there any reason why you can't move after you start firing? You can fire while moving, but if you shoot first, you are fixed in place until you stop shooting. Is there any gameplay reason for that? I'm finding that inconsistency a bit annoying and I'm really not sure why it's designed that way.

Jason Bill

A bit off topic, but a few things. We're going to start seeing stunned animations in the last couple levels that are penetration, right? I know the stunned loops are generally more about pleasure for Talia. When we get to something like tentacles in particular though, i do hope we'll be seeing that philosophy sorta thrown out. IIRC you mentioned it a while ago on ULMF that farther into the game the animations would start getting more intense. I'd love to see enemies at the end of the game be pretty selfish; caring about themselves getting off rather than Talia. That, and I'd really like to see some clothed sex. Has any more though been put into animating the start and end of scenes. IIRC this was also mentioned a while back as a possibility. That kind of polish would be something pretty awesome that very few games actually have. Would love to see the berserker pick Talia up and flop down to start his defeat scene. The moment of insertion and such. Saw this on your tumblr: <a href="http://hentaiwriter.tumblr.com/post/154272681504/why-i-dont-think-a-nudist-talia-mode-would." rel="nofollow noopener" target="_blank">http://hentaiwriter.tumblr.com/post/154272681504/why-i-dont-think-a-nudist-talia-mode-would.</a> Perhaps animation intros could be something you focused on first if the development process is going so well. And lastly, i do hope we see some traps and curveballs in with some of the cutscenes and dialogue decisions. Something like the injured soldier in the fire level. I'd love to see some similar situations where there is an actual trap. Maybe in the background if you're paying attention you can just barely see an enemies arm sticking out from behind a rock or something, and when Talia approaches a group ambushes her and it leads to a gangbang scene. Stuff like that. You very clearly care about making a quality product. I wanna be surprised and thrown for some loops. Make it good.

Jonathan Marlow

anyone else here waiting for Emulis of the Valley of Magic to be released on DLsite? it keeps getting pushed back after it popped up on the 16th of November, this wait is so annoying!

Ayra

It's been many months since I last played this game, but unfortunately this new demo cemented my feelings about it. My apologies in advance for the extremely harsh critique... Visually, the game is amazing. Absolutely zero complaints on that front. Back story is obviously super-developped. Really, everything but the gameplay is superb. However, the gameplay itself just doesn't feel right for me. After thinking for some time, I feel that the main issue for me is that there's no "flow". Everything is constantly stop and go. The main cause of this is the enemies: everything takes a lot of hits to kill, and deals a ton of damage. It means that you have to take a lot of time to dispatch them, and you absolutely have to since they 2-shot you. In the vast majority of 2D platformers/metroidvania/arpgs I played, the small enemies are 1-shot quick-kills. Here, they are 5 hits. They aren't dangerous; they are just there to waste your time. Usually, you have one on one side and two on the other. So drop down, let go of charged shot. Charge another shot, wait, let go. Challenging, not at all. Breaking the flow? Yes. The same apply to all those solo tall Celosts on flat ground. There's 0 challenge in killing them since they don't get to fire: however, you need like 1 charged shot + 12 hits to kill one. Again, flow-breaking. I don't even need to talk about the Guard Celost, who takes 5 charged shots to kill... I went and played a few minutes of other games afterward to compare what felt off. Take a Megaman game for example. Most of the time, you'll be killing stuff as you move. Few monsters take more than a charged shot (and you don't stop moving when shooting a charged shot there), and those are usually mini-bosses. You'll have plenty of small flying thingabobs to shoot with 1 or two bullets. Or if you want to stay in the h-world (so that it's not mega-budget against indie game), something like Unholy Sanctuary. You have little bats flying around. You got dangerous skeletons throwing bones at you. They are challenging, but they die in one quick whip hit. Tougher regular enemies die in a few hits but pose an interesting challenge, same with the obstacles and traps that hurt, but aren't two-shot deaths (and that game has basically three lives). You don't have the mobility of Kurovadis and the same sense of "wow, I'm so badass pulling off those maneuvers and evading all that stuff". Or smooth flowing combos like Samurai Sacrament or, well, everything in Nightmare Sphere. Even something as barebone as Lab: Still Alive felt better from a gameplay perspective. It's incredibly simple, but the stages flow better. You are far more durable and the enemies die quickly, mistakes are not punished by instant death (or 2 shot), yet you still have to put some care else you won't survive until the next save point and it throws a lot of enemies at you later on. You can change your melee and your ranged weapon to fit the current challenge instead of just always relying on piddly magic orbs that feel utterly innefectual. Enemies in Future Fragment feels like a waste of time, thrown there randomly pad a level's length. They are no real challenge to beat, but to mess up means death. You usually aren't dodging or weaving enemy attacks, or kneeling and jumping while fighting a castlevania axe dude: you just stand there and spam the attack button (guard celost excluded which takes that concept to an absurd amount). Production values for Future Fragment are extremely high, but the gameplay feels so unengaging for me that it feels completely out of place. You said that way back then that people not interacting with the enemies was an issue with the game, and "solved it" by using the current formula of no health-regen, high damage and health drops from enemies. I think that the biggest issue is that the enemies in this game are not actually fun to interact with due to their skill sets, positioning and stats. The controls themselves are stiff but functional. The platforming sections are adequate but little more. I didn't get a single "YES, I DID IT!" or "Aha! That's how you solve this part!" moment. The platforming is better than the fighting and is adequate overall, but it won't win any award from me. Future Fragment is the best-looking, best animated and best-written h-platformer/metroidvania of all time but it's such a shame I'm finding it a chore to actually play in its current state... Sorry for the blunt critique, and if everyone else is enjoying it, that's great! Maybe the gameplay style just happens to not appeal to me.

lucid996

i don't really find it that difficult but everyone is entitled to there own opinion.