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DOWNLOAD THE BUILD HERE

(Update 2) - So probably this is the last update to the Early Access Builds of the Alpha Demo, thinking if all goes will I might be releasing the demo in the next few days to the public. Anyway the update mostly improves the Intro, Outro, and GameOver screen, added some additional SoundFX in the game, adjust the stamina system, etc. As usual share any thoughts on EarlyBuildv3 if you give it a play.
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(Update) - So posting this at 2:30am so didn't fully test the update, but I made a couple of improvements along with putting a little Disclaimer on the Visions, cause some assume that its an alternative way of unlocking punishments when that is not the plan. Anyway I added EarlyBuildv2 to download.
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Its been such a long time, but final a new Demo is at least in a decent playable state for my supporters to give the it a test run. The Demo feature so many changes and new mechanics to the game that its really hard for me to list them at this time. Plus maybe its be good for you all to be surprise at all the differences in the game.

Just remember that this is an early access of the new demo that I hope to release to the public before the end of march. So expect missing Sounds -&-Animations, along with some areas of coding and design still needs some additional polish and fixing.

Anyway give the test build a play and please give me your opinions either in the comment section of this post or in the Discord server in the Support-Feedback channel.

Files

Comments

Anonymous

I enjoyed it. I like the stamina bar that drains as you hop, though I would suggest that if it runs out that you either cannot hop or you have to hop in half time, meaning instead of hoping instantly it takes on extra "animation" to hop, as it were. Basically a punishment for running her out of stamina besides the lack of jumping ability. Because if anyone was wrapped like that, hoping would take a significant amount of stamina and once drained you would not be able to hop well at all until you took the time to rest. Something else to consider, if I may be so bold as to suggest something..... is to consider her bare feet. Maybe have some small spikes or small pebbles or even something sticky like tar that you can jump on to but doing so will slow you down, a lot. You can choose to hop through a path that does not include the spikes/pebbles/tar but it will take more time, but if you go through the spikes/pebbles/tar then it will slow you down for a bit until your feet "heal" or become less sticky, as it were. May not be fun in application but seems like an idea that might work *shrugs* I am not sure. Im not a game developer :)

Anonymous

Good demo. If you are caught under curtains, after scene you are left into curtains without chance to exit. Or there is some button?

Costa

I liked it! I enjoyed seeing Yui's thoughts, though if there's a way to make it look less like a microsoft text box, and more like something in the world, that would be perfect! Also I appreciate the inclusion of the "rotate" buttons. I'm curious the thought process behind changing the interaction button from it's own button to a directional button.

MrWrapture

Good to here, the UI is not final so it will get more stylize with time. As for the reason on the directional buttons to interact, when I moved the Interact to a different button that wasn't [Space] or [E] I found it awkward, I recall some other grid base games you just press a direction to interact, so thought why not my game? I mean Yui can't move when an interactable is in the way, so why not just make pressing the direction to interact. Added question, any thoughts on the Sanity Mirages and unlocking Visions when you collect enough? And maybe some other thoughts on the build.

MrWrapture

Might not be noticeable at first, but when the Stamina is low Yui's hops are much slower and will stay slow until the bar is fully refill. I original thought that when the bar hit zero Yui would stay in place to catch her breath, but I worried if player my find that more frustrating. So I thought of the slowdown instead of a flat out she can't move. Also game will not feature something like Spikes, tar is a possibility but it is still something I need to think on how to code that and such. Added question, any thoughts on the Sanity Mirages and unlocking Visions when you collect enough? And maybe some other thoughts on the build.

Costa

Makes sense for the interact buttons. I had no preference one way or another, it works for me either way. The sanity/mirages honestly didn't have any effect on my play-through. I collected (what I'm assuming is) all 28 of them, and got that one image. I'm not sure what their function is supposed to be, beyond that. To echo a comment Mondo made... though I did notice Yui got slower when I ran her stamina bar dry, it was a very subtle slow. If it's within the coding means, I would slow her just a little more, so that it's even more apparent that you need to manage the stamina. Also, I am a fan of finding other slave-girls and being able to use them as save points. I think that's a fun new layer to add to the game. Now, interactions are Yui solo, her thoughts, enemies to dodge, and fellow slaves to speak to. That could even open up possibilities too. Like they act as merchants too; maybe you can trade mirage coins for mirage artwork? Or (and I know this is a big coding thing, but throwing it out regardless) different costumes? Either way, I really like that idea of an additional intractable character throughout the levels. Also adding to the exposed feet ideas; some kind of floor that tickles her and slows her down? Also could expose her if trying to hide or escape a threat.

Anonymous

I'm sorry to tell you that I'm having problems again. In the initial screen, I have to press the tab key first, then a box appears around the text so that I can press the space bar to skip the text. And the jumping system still did not work on my computer. I held down the space bar and then pressed the arrow keys, but Yui just moved a frame, and then fell to the ground. It looks like the problem is the same as in the previous build. (WASD still did not work so I have to use arrow key to move)

MrWrapture

Basically the Visions are planned to feature exclusive memories of other characters' kinky experiences in the tomb prior to Yui's arrival. So this making the act of avoiding booby traps and an enemies more rewarding. I'm just using the current punishment images as placeholders until the art made for the visions are made. Also I will say the game won't have something like a Merchant, that really would remove the helplessness of the gameplay I'm going for

MrWrapture

you only need to tap the Spacebar to have her do a Long Hop, no holding and pressing a direction key. And she must be standing in place to do it. But it seems like this is some bizarre issue with your PC cause no one else has issues with the keyboard. Do you have any accessories plugged in or some background software that effects the PC. Did you change the keyboard layout in the settings in the past builds, cause that data might been stored on your PC and mess the key bindings and you need to change them in the settings.

Anonymous

Tapping the spacebar still doesn't work so I wanted to try it on my other computer, but this time the game wouldn't even run...At first it said it couldn't find d3dcompiler_43, x3daudio1_7, xapofx1_5, these three dll files, then I copied it to windows\syswow64, but it still didn't work. Then I copied them to system32 and this time the error code was 0xc000007b. I'm very confused now...

MrWrapture

I'm just as confused by this, have you try rebinding the keys in the settings. try setting Long Hop to be a differed key instead of Space

Anonymous

Yes, you are right. In my setting, Long Hop is not bound to any button. I'm ashamed of myself... The following is feedback on the demo: The combination of turning left/right and long hop is great. Especially to the right can go below and to the left can only go above. The addition of interactive button prompts is great. The method of collecting memories I think is great too. I don't need to lose the game for collecting punishment pictures. NPCs are designed as characters to assist Yui here is also good. I hope they will not only be involved in the story in the future, but also in the game operated by the player. But I didn't figure out how a woman with her hands tied behind her back could get someone out of the quicksand XD. In addition, I found that the trap that tries to push Yui off the bridge cannot push her down, I'm not sure if this is considered a bug. Overall, I like this demo, it's better than the past ones.

MrWrapture

Glad that you found what the problem is. Wall Push is a little buggy, for the most part it does work and push Yui off the ledge, but based on timing and location of Yui will lead to a bug with Yui not getting pushed. Something I'll be look into future updates. And I'm mostly using the current Slave-Girl NPC for now, I might some day have her updated to have a different look and be more free.

snnopypoopy

I liked it. It was pretty fun and I liked the idea of having to solve puzzles fast to get to a hiding spot. The stamina system at least in this demo seems to be kind of pointless but I bet there will be later points in the game where stamina management will be more of an issue. Also while the game looks great I feel like the characters and the backgrounds really clash and have completely different art styles. It looks jarring and I hope you plan to change how the level looks to make it look more like the art style of the characters. Other than that it is looking promising.

MrWrapture

The 3D Graphics aren't final, I am still fiddling on the idea on how they will look, gameplay and level design comes first though