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So, this is the first build since the restart of development. The project has changed its name, although this is still a working title. So it is possible that by the time of release on Steam the title may also be changed or shortened (for example, the release title may be The Chronicles Of Eldarion).

Now about this build. This build mainly focuses on combat mechanics. Therefore, there is not much sexual content in it. The sex system is not finished yet (it is being completely reworked), like many other mechanics.

At the moment we only have a small and unfinished section of the first location. In future builds it will be expanded, improved and finalized.

Additionally, the next build will focus mainly on sexual and fan content.

But now I would ask you for feedback on the combat system. How convenient it is, how complex it is, or, conversely, how simple it is.

And the main question is: how fun is it to play at this stage?

So, what's in this build:

- Basic locomotion system (jumping looks terrible at the moment and the whole system will be improved in the future)

- Basics of combat mechanics

- Basic spell mechanics

- One outfit that can be torn in battle (all outfits will have this feature).

- One sex scene of defeat

- One treatment sex scene (tentacles)

- Some other small mechanics such as facial animation (will be improved in the future) etc.Download link 1 - GDrive  (temporary)

Download link 2 - MEGA  (may require waiting)

Files

Comments

Artilus

I'm getting an error message that the Microsoft Visual C++ runtime is required to run the program. The problem is I do have it installed. Is it supposed to be a specific file included with your download? I made sure to install the latest version just in case it was out of date, but it still gives the error. Here is the error message verbatim: The following component(s) are required to run this program: Microsoft Visual C++ Runtime

Hans-Jürgen

Check which version of MS VC runtime do you have installed. There are several version. You can download the latest from the MS web site.

HighSinger

I have a problem aswell LowLevelFatalError [File:D:\build\++UE5\Sync\Engine\Source\Runtime\RHI\Private\PipelineStateCache.cpp] [Line: 437] Shader compilation failures are Fatal. Crash in runnable thread Background Worker #7

Disher

I think its pretty good just some small issues but other that its good

Artilus

Ok so feedback time. I'm just a gamer (not much of a coder or video game developer at all). The sex stuff is fine and all, but I'm hoping to give genuine feedback on the gameplay itself. Action animations look good for the most part except for the jump, as you mentioned. Hurdling animation over the chopped logs in the later portion of the map needs work. It looks unnatural. Might look better if the log piles were a little bigger to fit the size/scale of the animation. As it currently is, the character looks to be doing an exaggerated motion to move over something small. The enemy execution mechanic sometimes pushes the enemy to one side while the animation plays out, causing the character to execute the air, but at least the enemy character is killed properly. Perhaps consider reducing the 'push back' caused by the weapon strikes? It could cause the enemy to briefly stagger in place instead of being pushed away. I also really appreciate that the execution animation prevents you from taking damage. If it was to be easily interrupted by taking hits, there would be no incentive at all to do the executions since you're locked into that animation once it starts. I appreciate that you allow the weapon to do cleaving damage to be able to hit multiple enemies if grouped up. Single target damage is a bad idea for this style of combat, unless of course you're going for a complicated combat system like that of devil may cry, in which case you might want to consider (if you haven't already) expanding on the enemy execution mechanic in terms of both variety and function. Like, the final kick in the execution could push back multiple enemies, for example (just an idea). I also like that there seems to be a sort of auto-targeting system/aim assist so long as the center of the screen is on the target. An aiming reticle/crosshair would definitely help, though, particularly for the fireball. The blocking mechanic seems to only reduce the damage taken rather than prevent damage, not sure if that's intentional or not. I assume a shield is something for later down the line that actually fully blocks damage as opposed to parrying with the sword. Edit: I forgot to mention feedback on the voice. I can forgive it now since it is a very early build and I'm sure you still have a ways to go to how you want your game to turn out. The opening dialog voice sounds a little unnatural, almost robotic and devoid of emotion. It sounds like the character has little concern that the village is seemingly empty, and instead sounds like someone just reading a piece of scrap paper they found on the ground. Perhaps the voice actress wasn't given enough context? Maybe have them play the demo if they aren't already. Overall I think you guys are off to a decent start. I look forward to seeing how you improve from here.

burningblaze

im not sure if you are still going for this but i neeeeed a futa option for sure. Thanks

Diep De Vries

How is it possible to give proper feedback on the combat mechanics without knowing what type of world we are playing in? Will there be levels? Is it going to be RPG like? Or is the combat just some interaction in between scenes? How important is said combat? etc etc.

Mase the ace

I think its solid. A "lock on" system would be nice, but overall enjoyed

Asteverde

So, just from a cursory perspective, I think this is a pretty good base, but... - Combat feels too rewarding for just spamming the attack button. - As there's no radial stagger effect during killmoves, the enemies unaffected by this continue to attack. The i-frames mostly make up for this, however, the combat can still turn into a loss if against one of the 'deadly'/miniboss enemies. - It would be worthwhile separating the block and magic aim functions. - Either increasing the number of magic projectiles, or limiting the max range of the spell(s), as until the projectile despawns, it has had the effect of locking one out of that function. Last thing I can think of is... Movement can feel too fast -in- combat. Even with motion blur turned all the way off, it can make it hard to keep track of everything that's going on, while being able to respond without over-adjusting (when actively trying to not just spam basic attack combo). Summary: It's fun, all in all. And I hope this feedback sort of hits what you're after for the development cycle.

El E

I like it, the gameplay is fun and as long as there are enough nude and sex scenes, I am happy.