In Progress FEMTALITY (18+)

The project is currently under development.
Just wanted to share this cool "Roman Cancel" mechanic inspired by Guilty Gear, essentially the player can cancel out of any situation and turn all enemies slo-mo as long as they have the mana for it. Thanks to an awesome member from this forum for helping me set it up (they dont wanna be named :)

 
Okay, I'm impressed. The consistency and clean presentation... I swear I've never seen a lewd project be this good ever since Queen's Gate spiral chaos.

Love the mechanics you're putting in this game. The giantess stomp attack caught me offguard - I can't stop laughing on how unexpected it is! Way to put Morrigan Aensland to shame here, haha.

Also, did you draw the characters by yourself or someone drew them for you?
 
Okay, I'm impressed. The consistency and clean presentation... I swear I've never seen a lewd project be this good ever since Queen's Gate spiral chaos.

Love the mechanics you're putting in this game. The giantess stomp attack caught me offguard - I can't stop laughing on how unexpected it is! Way to put Morrigan Aensland to shame here, haha.

Also, did you draw the characters by yourself or someone drew them for you?
Yeah I make all the characters myself
 
The tag team system is crazy! I love how you made it different from Super Tokusatsu Onore, despite using that as a reference. Plus, you give each playable character number of lives. That's a nice twist there! 👀 (eyebrows raised)
 
The tag team system is crazy! I love how you made it different from Super Tokusatsu Onore, despite using that as a reference. Plus, you give each playable character number of lives. That's a nice twist there! 👀 (eyebrows raised)
Actually the 1, 2, 3 are not lives, it is the button you press 1, 2, or 3 to switch to which character. :)
 
Indeed, this is all looking very well made. Hentai stuff just isn't my bag of apples, especially the ludicrously disproportionate designs, but that's a personal taste thing. Objectively I really like that you're trying to employ unique mechanics and make something original.

I will say the animations are extremely stiff and at times very disjointed. This can also make them appear disconnected from the background. Other than that I see a lot of potential here.

Keep it up @Aerisetta!

DC
 
Indeed, this is all looking very well made. Hentai stuff just isn't my bag of apples, especially the ludicrously disproportionate designs, but that's a personal taste thing. Objectively I really like that you're trying to employ unique mechanics and make something original.

I will say the animations are extremely stiff and at times very disjointed. This can also make them appear disconnected from the background. Other than that I see a lot of potential here.

Keep it up @Aerisetta!

DC
Thanks a lot!

I wonder if the feeling of stiffness is due to lack of animation frames or very long hit stop or perhaps it's something else?
- For the animations, I try to use as few frames as possible because it's still in development. (and I change my mind a lot so a lot of art is wasted haha)
- For the hit stops, I stop really long for every hit 30-60 stop frames, one to show the sexy poses and two because my audience generally aren't that good at playing action games so it gives them a long buffer.

Or perhaps you mean the fact that all the enemies only have 1 pain animation frame? or how the enemies walk animation is actually just 1 frame with some drawmethod squash and stretch?

I'm interested to know, I have heard this comment several times, but I'm not sure anyone gave me a clear definition yet (though I might not do anything about it in the end because the time/effort trade off is too big).
 
Thanks a lot!

I wonder if the feeling of stiffness is due to lack of animation frames or very long hit stop or perhaps it's something else?
- For the animations, I try to use as few frames as possible because it's still in development. (and I change my mind a lot so a lot of art is wasted haha)
- For the hit stops, I stop really long for every hit 30-60 stop frames, one to show the sexy poses and two because my audience generally aren't that good at playing action games so it gives them a long buffer.

Or perhaps you mean the fact that all the enemies only have 1 pain animation frame? or how the enemies walk animation is actually just 1 frame with some drawmethod squash and stretch?

I'm interested to know, I have heard this comment several times, but I'm not sure anyone gave me a clear definition yet (though I might not do anything about it in the end because the time/effort trade off is too big).

There are a lot of minor things here and there, but for the most part it is due to the very limited number of frames.

One of the biggest offenders is the enemies. They desperately need at least two more falling frames. Falling animations should have at minimum the following:

lift -> peak -> fall -> down

Right now they only have lift and down. Not only is that too stiff, it also takes away from the impact and makes the game look too much like an amateur flash project. Same goes for stun animations. I see you used the Streets of Rage template of one stun frame with shaking to convey impacts, but SOR only got by with that because of the smaller, more pixelated sprites. It doesn't work with your higher res minimalist style line art. You need at least three hit stun frames.

Just fixing those two alone would go a long way toward smoothing things up IMO.

DC
 
There are a lot of minor things here and there, but for the most part it is due to the very limited number of frames.

One of the biggest offenders is the enemies. They desperately need at least two more falling frames. Falling animations should have at minimum the following:

lift -> peak -> fall -> down

Right now they only have lift and down. Not only is that too stiff, it also takes away from the impact and makes the game look too much like an amateur flash project. Same goes for stun animations. I see you used the Streets of Rage template of one stun frame with shaking to convey impacts, but SOR only got by with that because of the smaller, more pixelated sprites. It doesn't work with your higher res minimalist style line art. You need at least three hit stun frames.

Just fixing those two alone would go a long way toward smoothing things up IMO.

DC

Thanks! That's very useful insight and not too hard at all. I'll give it a try
 
There are a lot of minor things here and there, but for the most part it is due to the very limited number of frames.

One of the biggest offenders is the enemies. They desperately need at least two more falling frames. Falling animations should have at minimum the following:

lift -> peak -> fall -> down

Right now they only have lift and down. Not only is that too stiff, it also takes away from the impact and makes the game look too much like an amateur flash project. Same goes for stun animations. I see you used the Streets of Rage template of one stun frame with shaking to convey impacts, but SOR only got by with that because of the smaller, more pixelated sprites. It doesn't work with your higher res minimalist style line art. You need at least three hit stun frames.

Just fixing those two alone would go a long way toward smoothing things up IMO.

DC


I tried it out, what do you think?

One thing that is weird is when I juggle the enemy on the ground while lifted, it immediately goes from lift to peak, making it look strange.

Code:
anim    fall
    landframe    10
    dropframe  8
    delay    2
    offset    800 650
    bbox    700 380 252 290
    frame    data/chars/soldier/fall101.png ###lift
    move     10
    frame    data/chars/soldier/fall101.png
    move     -10
    frame    data/chars/soldier/fall101.png
    move     10
    frame    data/chars/soldier/fall101.png
    move     -10
    frame    data/chars/soldier/fall101.png
    move     10
    frame    data/chars/soldier/fall101.png
    move     -10
    frame    data/chars/soldier/fall101.png
    move     0
    sound    data/sounds/male_pain.wav
    delay    1600
    frame    data/chars/soldier/fall101.png
    delay    10
    bbox    700 380 252 290
    frame    data/chars/soldier/fall102.png ###peak
    delay    1600
    bbox    700 380 252 290
    frame    data/chars/soldier/fall103.png ###fall
    delay    20
    bbox    100 365 322 91
    offset    236 446
    frame    data/chars/soldier/fall2.png ###down
 
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