Scrapper.swf [ 499.28 KiB | Viewed 5377 times ]
Elaymidoray Wrote:Tentacles Thrive, I love it, +1 support
AcetheSuperVillain Wrote:Welcome aboard. I love the artwork. It's great to see someone doing frame-by-frame animation instead of those annoying 2D skeletal animations.
As far as following LoK norms, it's better to give each game their own topic, and if the games need to be downloaded to be played, they should be in the Non-Flash forum. I think people tend to be a little suspicious of download-only games (I know I am). If you can make a Flash or HTML5 demo, that might help attract people to the final product.
PS- I see that you joined back in 2014? Once you get up to 10 posts, you don't need the moderator approval anymore.
musical74 Wrote:Hm, I'm actually seen Always a Good business deal somewhere before and kicked the idea around about trying it. Love the idea of Tentacles Thrive (tentacle sex is always a good thing for me!) hoping there's a lot of variety for who gets to have some fun!
WonderGamer Wrote:Only gripe I have about Always a Good Business Deal is the gameplay directions really are not well described, feels like I'm trying to learn how to play it through trial & error...
Looking forward to Tentacles Thrive, just hope it's going to have a better play mechanic than AaGBD does (or at least better instructions)...
Weirdo Wrote:Looks promising to me and for some reason i´ve never even heard about you or your games even though i practically live in the internet ^^
Even though im not on the tentacle train anymore ill give it a try and look forward to your future projekts since i like your aproach to games and the art is superb too
Anonymous94 Wrote:Tentacle Thrive looks interesting (I'm looking forward to it)
keradi01 Wrote:Always a Good Business Deal's controls are really rough. Maybe it's just me, but it seems like it is pretty hard to time multiple clicks per "thrust" and I'm drawn to look at two different parts of the screen at once. I have to look at the center to gauge the pace since it speeds up and down throughout the gameplay by design and try to line up my rhythm properly, but I'm also drawn to look at the top right corner to check the information it's giving me. It could really use a better system for feedback. Plus the fact that I am deliberately supposed to vary up my pace with the clicking to unlock more stuff, I have to mind how much I'm clicking, along with trying to line it up with the rhythm and check the amount of thrust rhythms I have on the top right. So trying to make sure I'm doing well with any of those parts, means distracting myself from the others. But I don't know, maybe that's just me, but I have played a number of rhythm games before and I was never that bad at them.
Katarina Wrote:Tentacles? Always fun.
More tentacles, please! ^_^
Dongman Wrote:will all the h scenes only be with lilith? other than that, this game looks really good.
WonderGamer Wrote:There are 2 ways you could improve the tutorial or by having an on screen tip to help guide the player in how to play the game. I honestly had trouble understanding whether I was supposed to click on the beginning of the thrust forward of when you hit the furthest depth inside of her. The two methods I'm talking about you could use to help simplify this would be:I'm not saying these need to be done on every level, although a short practice period on each level may be helpful (or at least a video to demonstrate how to do it), if anything, there needs to be an improvement in the tutorial that is already in the game (provided it's the same click point in the tutorial as with every other level, having individual demonstrations shouldn't be needed).
- A sonar type indicator that closes a larger circle in on a smaller one showing the point that you should be clicking where the circles meet.
- A sort of flash around where you are clicking that is colored whether you are clicking early, late or correctly (this is more of a trial & error method, but at least it gives some kind of indication as to whether you're actually doing it right).
Nonoplayer Wrote:Another man played with my Lilith, yay~
You are not bad, the game is a bit difficult indeed. I hear you on having to gauge at two different places, perhaps attaching the rhythms with the cursor can help with that. Did you use the combination list that comes along with the game?
keradi01 Wrote:I did use the combination list, it was pretty much the only reason I was able to get most of the combos (the rest were entirely by accident). However, I kept getting thrown off because different scenes seemed to go at a different pace. I recall how in one scene my thrust rhythms could easily reach 4, but struggle a lot to get to 5, while in another scene the pace kept jumping from 1 to 8 and back to 1 again immediately if I made any mistake. It feels like it is intentional for the different scenes to go at different paces, but it is admittedly difficult to learn the controls under such circumstances since it feels like I have to learn how to play each scene rather than the game as a whole.
I mean, overall, the game looks beautiful and is overall pretty well made, but yeah it's hard even with the cheat sheet.
Archoniq Wrote:Hey! Both of these games look visually stunning, Tentacles Thrive seriously piquing my interest.
Do you have a Patreon set up? Because this is the kind of thing I would definitely support.
Thomas Wrote:That Tentacles Thrive thing looks incredible! When do you think you will be able to upload a playable demo?
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