Another game with stellar graphics and solid gameplay.
I really like the level design. Not too straightforward, but still satisfying to explore (1-2 in particular). I only encountered two major roadblocks in total:
In 1-2, I had trouble with the red block you have to push around. I didn’t know you could refresh its duration with more fire paint, and was using the baseball bat to push it away, so it kept disappearing before I could jump on it. The timing was tight, but not impossibly tight so as to make it obvious I was doing something wrong; instead it made it feel like I just needed to do things faster. I eventually figured it out by pure accident.
In 1-3, I had trouble destroying the block on the path to the Ghost Lady’s room. The first solution I found got patched in 0.1.2, and I had to look it up on discord to learn about the backflip-spray. I never suspected the backlip would have any mechanical relevance, I thought the difference with other jumps was purely aesthetical.
The character controls have solid bases, but could be made more intuitive. I don’t think they’re as bad as some people say, but I can see why they would be complaining about it. They did feel clunky until I was able to figure out all the little subtleties, and learnt to work around them.
Trying to enumerate them all feels like a lot of nitpicks, but the cumulation of these is what gives off the overall feeling of clunkiness.
A recurring issue is actions being too dependant on the character’s state, and not so much on the inputs. Certain short animations (crouch, stand-up, turn-about) will lock you out of other actions for a split second, which makes the input for some actions very timing-sensitive: pressing the correct keys just a tad too fast will cause some inputs to get eaten away, and the wrong action to be performed.
Most cases can be fixed by implementing either input buffering or animation-cancelling for those action.
Suppose your character is facing left, and you want to do a frontflip to the right. If you press and hold [Right]->[Jump] too fast, she will do a straight-up jump instead, (despite still turning around to face the intended direction). If she was crouching and had to stand up before turning around, the delay before she can frontflip will be even longer.
Jumping while holding a directional key should always result in a front flip in that direction.
(This was a much bigger issue before v0.1.2 when trying to grab ledges. Letting the character grab them during backflip was a huge help, since backflips are a lot easier to pull off consistently than frontflips.)
Suppose your character is facing left. If you try chaining a light attack to the left with one to the right. Pressing [Atk]->[Right]->[Atk] too fast will result in both attacks going to the left. Pushed to the extreme, spamming light-attacks will cause directional inputs to be ignored pretty much indefinitely. This also applies if your try to crouch or stand up in-between attacks.
This mostly happens to me while fighting the ghost lady, because she involves a lot of crouching and flip-flops. (She is still very fun to fight nonetheless).
In this case, directional input should take precedence over the attack inputs.
If you try chaining a light-attack with a heavy attack, pressing [L-Atk]->[H-Atk] too fast will result in two light attacks instead. If you then proceed with spamming [H-Atk], the character will spam light attacks.
I can’t picture a situation where I would want the heavy-attack button to result in a light attack. I’d rather [H-atk] be completely ignored until the light attack animation ends.
While running with a paint can equipped, pressing the light-attack button will instead result in a heavy attack (firing the spray paint).
Again I can’t picture a situation where I’d want this button to fire the paint. I’d prefer if the character did the same attack as when no weapon is equipped.
When crouching, the character will refuse to start crawling until she has finished playing the entirety of the crouching animation. This including all jiggle physics, making it unexpectedly slow. It doesn’t usually happen in fast-paced situations, so it’s not a huge problem, but it still contributes to making the controls feel irresponsive.
By contrast, you can transition into a slide-kick immediately after pressing [Crouch]. Optimally, crawling should be able to cancel the crouch animation in the same way.
From a standing-up position, the character will refuse to fall through a platform if you double-tap [Down] too fast. The delay you have to wait between taps isn’t as long as for crawling, but I still run into this a lot.
Aiming the spray paint upward is fine, but aiming it down is much more awkward. Using [Left]/[Right] instead of [Down] isn’t very instinctive. But mostly, there are a lot of cramped spaces that don’t really give you the freedom to take a step forward before firing. (E.g. when fighting smaller enemies like the toads or crawling shadows). To avoid taking that step forward, I have to press the two keys as fast as possible, at the risk of pressing them in the wrong order, and firing in the wrong direction.
I think it’d be a lot more comfortable by reworking the aiming mechanic :
Hold the attack button to aim, and release it to fire. While aiming, all other movements would be disabled, so all directional key could be used to adjust the aim. This completely neuters any risk of the character moving while trying to aim, and would also enable the usage of the actual [Down] key to aim downward.
I think the crouching pose is giving false expectations of what the character can or cannot do in that position:
Visually, When the character crouches, she faces directly at the camera, in a very symmetrical pose. It gives the impression that, from there, she could potentially turn to face either direction.
In reality, she’s already committed to face either left or right, and she cannot change direction without first standing up.
(She will also revert back to this pose after doing a light-attack, giving the impression it is still possible turn around after crawling. )
The crouching direction has some mechanical relevance, since this locks the direction the character can slide, attack, or throw kunais in.
In the current state of the game, this doesn’t end up mattering; there are no combats taking place in the vents, and none where sliding is required. But for a new player, who doesn’t know what’s waiting for them, It could potentially matter. (And who knows, maybe this will end up mattering in upcoming levels).
I did waste some time trying to figure out how to turn around while crouched, so as not get bad surprises later on. I was a bit frustrated when I decided to give it up; it felt like I was missing out on something obvious.
Depending on what you want to achieve: Either allow the character to change direction while in that pose, or modify the visual a bit, so as to have her explicitly face a specific direction.
but the art is awesome, but it's so pointlessly hard to climb walls like Ninja Gaiden does, or the fact that when you stop moving the character slides a bit forward. ´
Overall, the controllers could've been more intuitive and responsive.
How do you pass stage 2? I got the fire and ice spray paints, I got the chest with rewards, the max life potion. I am sick of this level; I've been to every single corner, and I just can't get the skeleton door to recognize me and let me pass.
Love the game so far, personally wish you would lean heavier into lewd as from what I'm reading you dont seem to want to sway that way. Would be a perfect game for defeat sex scenes >:)
GUYS! I have unlocked the... minigame!... Oh... there's a minigame for this game too :P
Here's the video for it too... pretty sure this covers everything for this game! I can't wait for the full release! I just hope it won't get frustratingly hard-
By "Sexual Content will be Mild" do you mean that there will be Nudity and Erotic scenarios, completely excluding Sexual scenes, Or that there will be a minimal amount of Sexual Scenes, Focusing more on the Gameplay and other Lewd events?
controls suck, puzzles insane, level 1-3 io have no clue how to kick frozen bats into what im supposed to break or how to get the little flame to light the exit.... disappointed as i wanted to like this game, cute character despite no clothing damage or nudity.
For me, the controls feel fine, but the game definitely benefits GREATLY from using a gamepad. If you are having trouble with level 1-3, I can show you to my video to show you how to beat it!
The game also has damage and nudity, you just need a lot of health (and healing potions) for the damage to appear. As I have learnt and managed to get Kotone completely naked!
I have a performance problem that also happens to me in moon when there is a lot of fog the game seems to drop to 10/15 fps, any advice to solve it? I use intel pemtiun with intel hd graphics 4000
Bug found: After playing a level again and doing worse than your previous run, the higher letter (i.e. A) will get replaced by a lower letter (i.e. C), although the high score still shows up.
The game does suffer performance issues in certain instances, usually at the beginning of the game.
I assume that getting 25000 Points reward an S Rank?
The Bonus Game is interesting, although seeing the ghosts is impossible when moving horizontally. Not sure if that was intended.
I do wish we have save slots. Accidentally pressing New Game could reset the game's save.
So... I have finished the game and I adore the pixel art! Along with the gameplay too, which I find fun but the inventory does feel clunky. The controls overall takes a little to get use to but the game will definitely benefit from using a gamepad than using a keyboard! The only thing I like to see added is a gallery (to view animations and... lewds~!). Not too sure about other things... since I am not a good reviewer just a game enjoyer :P
Anywho, if any of you guys need a guide or anything, I think my YouTube vid on the game should help you if any of you are stuck! For things I missed, I talk about them in the comments!
its pretty fun, really hard like the other one, some of the puzzles are confusing but doable, your clothes survive much longer than you do, you are really weak and after some tests, you die 2 and a half times before your clothes tear, its only a demo but like the other game, it has its flaws but its something i want to see finish XD
How on earth do you get past the room with the skeleton fish in stage 2? I've tried jump kicking off the enemies but can never seem to get enough height to jump up to the wall above.
Find and kill the ghost lady (which you must have already done to enter nekomata form) and hold down and space bar. That will allow you to phase for a few seconds. To the bottom right of the ghost lady's room is some metal bars, so long as you are phased you can go through those.
You can see it in the picture of the ghost lady in the preview pics.
This looks fun, love the style! I'm really looking forward to it how it might evolve.
Maybe turning stuff like the Baseball bat, or the element paint sprays into a secondary weapon you can use with another buttom than the attack buttom would be a good improvement?
Also, and I'm sorry for being horny, it kinda seems like this clothing damage isn't working yet, can that be?
I have a question. How do I climb a wall or jump off the wall. It says to hold z and use arrow key (<-, ->) but it's not working as the instruction is telling me to do for me. Can you let me know if I'm doing it wrong.
Edit: Nevermind. I figured it out. I have to hold "Z" while using the arrow key. Lol!
does this work for 32x operating systems? just want to know before i waste time downloading this on my slow 2.2 mb/s max download speed computer which averages 1.5 mb/s download speed.
Right, proper stuck on stage three now. There's a blue wall, and i can't get rid of it. It's the room with lots of bats and shadow people in it and a hidden chest in the top right.
Man, posting these get me good luck, found a new place to go. That series of wall jumps to go backwards where a pain though. Any chance you can chance the command so it doesn't matter which order you press jump in? Having to jump then turn is counter-intuitive.
Alright, first bug. Died twice to the sewer boss and now the level is stuck. When it loads in, it loads it with every enemy i defeated before dead (killing more will perma-kill them too), all blocks i've broken before also broken and the chute down to the boss is covered by some sinister smiling blocks. I can hear the boss stomping around down there, but i can't get to him.
...Went back to title and chose continue, went back intot he same level, and now Kotone isn't even here??? Unclear if related. can't hear anything when pressing buttons.
Do you mind sharing with the class? I've gone through the rest of the level, having missed the chest room that i only passed because i glitched through it.
How do you pass stage 2? I got the fire and ice spray paints, I got the chest with rewards, the max life potion. I am sick of this level; I've been to every single corner, and I just can't get the skeleton door to recognize me and let me pass.
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nice game
Another game with stellar graphics and solid gameplay.
I really like the level design. Not too straightforward, but still satisfying to explore (1-2 in particular). I only encountered two major roadblocks in total:
The character controls have solid bases, but could be made more intuitive. I don’t think they’re as bad as some people say, but I can see why they would be complaining about it. They did feel clunky until I was able to figure out all the little subtleties, and learnt to work around them. Trying to enumerate them all feels like a lot of nitpicks, but the cumulation of these is what gives off the overall feeling of clunkiness.
A recurring issue is actions being too dependant on the character’s state, and not so much on the inputs. Certain short animations (crouch, stand-up, turn-about) will lock you out of other actions for a split second, which makes the input for some actions very timing-sensitive: pressing the correct keys just a tad too fast will cause some inputs to get eaten away, and the wrong action to be performed.
Most cases can be fixed by implementing either input buffering or animation-cancelling for those action.
Suppose your character is facing left, and you want to do a frontflip to the right. If you press and hold
[Right]->[Jump]
too fast, she will do a straight-up jump instead, (despite still turning around to face the intended direction). If she was crouching and had to stand up before turning around, the delay before she can frontflip will be even longer.Jumping while holding a directional key should always result in a front flip in that direction. (This was a much bigger issue before v0.1.2 when trying to grab ledges. Letting the character grab them during backflip was a huge help, since backflips are a lot easier to pull off consistently than frontflips.)
Suppose your character is facing left. If you try chaining a light attack to the left with one to the right. Pressing
[Atk]->[Right]->[Atk]
too fast will result in both attacks going to the left. Pushed to the extreme, spamming light-attacks will cause directional inputs to be ignored pretty much indefinitely. This also applies if your try to crouch or stand up in-between attacks.This mostly happens to me while fighting the ghost lady, because she involves a lot of crouching and flip-flops. (She is still very fun to fight nonetheless).
In this case, directional input should take precedence over the attack inputs.
If you try chaining a light-attack with a heavy attack, pressing
[L-Atk]->[H-Atk]
too fast will result in two light attacks instead. If you then proceed with spamming[H-Atk]
, the character will spam light attacks.I can’t picture a situation where I would want the heavy-attack button to result in a light attack. I’d rather
[H-atk]
be completely ignored until the light attack animation ends.While running with a paint can equipped, pressing the light-attack button will instead result in a heavy attack (firing the spray paint).
Again I can’t picture a situation where I’d want this button to fire the paint. I’d prefer if the character did the same attack as when no weapon is equipped.
When crouching, the character will refuse to start crawling until she has finished playing the entirety of the crouching animation. This including all jiggle physics, making it unexpectedly slow. It doesn’t usually happen in fast-paced situations, so it’s not a huge problem, but it still contributes to making the controls feel irresponsive.
By contrast, you can transition into a slide-kick immediately after pressing
[Crouch]
. Optimally, crawling should be able to cancel the crouch animation in the same way.From a standing-up position, the character will refuse to fall through a platform if you double-tap
[Down]
too fast. The delay you have to wait between taps isn’t as long as for crawling, but I still run into this a lot.Aiming the spray paint upward is fine, but aiming it down is much more awkward. Using
[Left]
/[Right]
instead of[Down]
isn’t very instinctive. But mostly, there are a lot of cramped spaces that don’t really give you the freedom to take a step forward before firing. (E.g. when fighting smaller enemies like the toads or crawling shadows). To avoid taking that step forward, I have to press the two keys as fast as possible, at the risk of pressing them in the wrong order, and firing in the wrong direction.I think it’d be a lot more comfortable by reworking the aiming mechanic :
Hold the attack button to aim, and release it to fire. While aiming, all other movements would be disabled, so all directional key could be used to adjust the aim. This completely neuters any risk of the character moving while trying to aim, and would also enable the usage of the actual
[Down]
key to aim downward.I think the crouching pose is giving false expectations of what the character can or cannot do in that position:
Visually, When the character crouches, she faces directly at the camera, in a very symmetrical pose. It gives the impression that, from there, she could potentially turn to face either direction.
In reality, she’s already committed to face either left or right, and she cannot change direction without first standing up.
(She will also revert back to this pose after doing a light-attack, giving the impression it is still possible turn around after crawling. )
The crouching direction has some mechanical relevance, since this locks the direction the character can slide, attack, or throw kunais in. In the current state of the game, this doesn’t end up mattering; there are no combats taking place in the vents, and none where sliding is required. But for a new player, who doesn’t know what’s waiting for them, It could potentially matter. (And who knows, maybe this will end up mattering in upcoming levels).
I did waste some time trying to figure out how to turn around while crouched, so as not get bad surprises later on. I was a bit frustrated when I decided to give it up; it felt like I was missing out on something obvious.
Depending on what you want to achieve: Either allow the character to change direction while in that pose, or modify the visual a bit, so as to have her explicitly face a specific direction.
For some reason when I'm hit the spirtes don't change, even on 10 hp
I have the same problem and don't understand why it happens
You mean for clothing damage?
I really like your previous work and is going to try this one out soon.
Also may I ask what game engine made this?
the controls seriously suck...
but the art is awesome, but it's so pointlessly hard to climb walls like Ninja Gaiden does, or the fact that when you stop moving the character slides a bit forward. ´
Overall, the controllers could've been more intuitive and responsive.
How do you pass stage 2? I got the fire and ice spray paints, I got the chest with rewards, the max life potion. I am sick of this level; I've been to every single corner, and I just can't get the skeleton door to recognize me and let me pass.
It just doesn't let me get through.
I see what the problem was. If you don't kill that ghost that gives you the blue flame, then the skeleton door won't turn on letting you pass.
The game should at least give you a hint about this... x_x
awesome game! No CG is fine. I hope there will be more sth like immediate H when getting hit under naked form. I love this kind of H rather than CG.
Love the game so far, personally wish you would lean heavier into lewd as from what I'm reading you dont seem to want to sway that way. Would be a perfect game for defeat sex scenes >:)
gotta say I like the animation style, looking forward to how this comes along
GUYS! I have unlocked the... minigame!... Oh... there's a minigame for this game too :P
Here's the video for it too... pretty sure this covers everything for this game! I can't wait for the full release! I just hope it won't get frustratingly hard-
By "Sexual Content will be Mild" do you mean that there will be Nudity and Erotic scenarios, completely excluding Sexual scenes, Or that there will be a minimal amount of Sexual Scenes, Focusing more on the Gameplay and other Lewd events?
Latter, but not like with CGs.
The Game's "NOT" Recognizing the Controller!!!!!
Are You Planning to Make an Update to Address This Issue?????
It would help if I knew what kind of controller it was, if it's a non Xbox controller I can only do so much.
Playstation Controllers(Being The DualShock 4 Controllers(For The PS4) Or The Dual Sense Controllers(For The PS5))!!!
Is there anything walkthrough? Some maps i don't know how to do next step....
You can check out my video if you want some kind of walkthrough! Which you can find... down below in the comments!
the game is great and i reccomend anyone who tries this game use a controller
this might just be a problem with itch, but there's no download
I had to reupload due to something I overlooked.
please make an Android version of this raw material!🙏
when i try tp select a different input mode nothing changes despite a controller being plugged in
am i doing something wrong or is this a bug?
the controller is an xbox one controller if that helps
Bug, should work in 0.1.3 now.
it works fine now thank you!
cool a other game by kosmic
controls suck, puzzles insane, level 1-3 io have no clue how to kick frozen bats into what im supposed to break or how to get the little flame to light the exit.... disappointed as i wanted to like this game, cute character despite no clothing damage or nudity.
For me, the controls feel fine, but the game definitely benefits GREATLY from using a gamepad. If you are having trouble with level 1-3, I can show you to my video to show you how to beat it!
The game also has damage and nudity, you just need a lot of health (and healing potions) for the damage to appear. As I have learnt and managed to get Kotone completely naked!
I have a performance problem that also happens to me in moon when there is a lot of fog the game seems to drop to 10/15 fps, any advice to solve it? I use intel pemtiun with intel hd graphics 4000
Ayo another game by this amazig dev?! hype
So far, fun game.
Bug found: After playing a level again and doing worse than your previous run, the higher letter (i.e. A) will get replaced by a lower letter (i.e. C), although the high score still shows up.
The game does suffer performance issues in certain instances, usually at the beginning of the game.
I assume that getting 25000 Points reward an S Rank?
The Bonus Game is interesting, although seeing the ghosts is impossible when moving horizontally. Not sure if that was intended.
I do wish we have save slots. Accidentally pressing New Game could reset the game's save.
ran this game and my entire pc froze and shut down, would not recommend
So... I have finished the game and I adore the pixel art! Along with the gameplay too, which I find fun but the inventory does feel clunky. The controls overall takes a little to get use to but the game will definitely benefit from using a gamepad than using a keyboard! The only thing I like to see added is a gallery (to view animations and... lewds~!). Not too sure about other things... since I am not a good reviewer just a game enjoyer :P
Anywho, if any of you guys need a guide or anything, I think my YouTube vid on the game should help you if any of you are stuck! For things I missed, I talk about them in the comments!
Thank you for playing the game, I need to do more work on the inventory system, I haven't fully decided how it should function yet.
Welp, I have no idea what would work best for a game like yours! But I am sure others have better ideas!
its pretty fun, really hard like the other one, some of the puzzles are confusing but doable, your clothes survive much longer than you do, you are really weak and after some tests, you die 2 and a half times before your clothes tear, its only a demo but like the other game, it has its flaws but its something i want to see finish XD
I'm stuck at the bat blocks on stage 3, how do i get past them?
Got past bat blocks by messing around, can anyone help me get past these red blocks?
Currently impossible, requires a magic spray that isn't fire, ice, or light. No such spray exists in either public nor patreon extended demo.
How on earth do you get past the room with the skeleton fish in stage 2? I've tried jump kicking off the enemies but can never seem to get enough height to jump up to the wall above.
If you have earned the ice spray already, the ice spray can be used as a platform when sprayed on the water's surface.
Don't you have to go through that room to get the ice spray? I've already collected one spirit but didn't see anywhere to go after that.
took me two hours to beat that level
Go into the water, there is a secret path that will lead to an ice spray. You can use that to freeze the surface of the water.
Also you have infinite jumps in the water.
Can someone please assist me with stage 3? I've been stuck, trying to figure out how to get pass these blue walls.
Find and kill the ghost lady (which you must have already done to enter nekomata form) and hold down and space bar. That will allow you to phase for a few seconds. To the bottom right of the ghost lady's room is some metal bars, so long as you are phased you can go through those.
You can see it in the picture of the ghost lady in the preview pics.
👌🏻👌🏻
This looks fun, love the style! I'm really looking forward to it how it might evolve.
Maybe turning stuff like the Baseball bat, or the element paint sprays into a secondary weapon you can use with another buttom than the attack buttom would be a good improvement?
Also, and I'm sorry for being horny, it kinda seems like this clothing damage isn't working yet, can that be?
Clothing damage either requires a whole lot of weak attacks or a few potions to see.
Question: Will this game be LEWD lewd, or just lewd aesthetics?
I'm having fun, though getting stuck in Stage Three.
Lewd lewd, but not highly, there's no CGs or long looping animations.
Fair.
Any advice for Stage Three? :P
It depends what you are stuck on. You only need the light spray paint to clear it, if you don't have that then you need the bat to find it.
The blue wall with triangles on it.
The triangle symbol blocks have a switch that changes color.
I have a question. How do I climb a wall or jump off the wall. It says to hold z and use arrow key (<-, ->) but it's not working as the instruction is telling me to do for me. Can you let me know if I'm doing it wrong.
Edit: Nevermind. I figured it out. I have to hold "Z" while using the arrow key. Lol!
does this work for 32x operating systems? just want to know before i waste time downloading this on my slow 2.2 mb/s max download speed computer which averages 1.5 mb/s download speed.
I haven't tested it but most likely you'll need a PC with at least Windows 7 64bit to run the game.
Finally... a wonderful christmas present
I’ve seen this and… yes
Cool, but how do i pass stage two? Got fire and ice... now what? Door is still closed, and picking up the potion didn't do anything,..
Nwmind, got it like right after i posted lol
Right, proper stuck on stage three now. There's a blue wall, and i can't get rid of it. It's the room with lots of bats and shadow people in it and a hidden chest in the top right.
Man, posting these get me good luck, found a new place to go. That series of wall jumps to go backwards where a pain though. Any chance you can chance the command so it doesn't matter which order you press jump in? Having to jump then turn is counter-intuitive.
Alright, first bug. Died twice to the sewer boss and now the level is stuck. When it loads in, it loads it with every enemy i defeated before dead (killing more will perma-kill them too), all blocks i've broken before also broken and the chute down to the boss is covered by some sinister smiling blocks. I can hear the boss stomping around down there, but i can't get to him.
Loading another level does not fix this.
...Went back to title and chose continue, went back intot he same level, and now Kotone isn't even here??? Unclear if related. can't hear anything when pressing buttons.
Do you mind sharing with the class? I've gone through the rest of the level, having missed the chest room that i only passed because i glitched through it.
Just head left again, your not done with that path!
How do you pass stage 2? I got the fire and ice spray paints, I got the chest with rewards, the max life potion. I am sick of this level; I've been to every single corner, and I just can't get the skeleton door to recognize me and let me pass.
Head back to the water room, There are more platforming opportunities now that you have the ice spray!
The art is good, but the controls are wonky
yey finnaly