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Which I'm starting to find pretty hot actually :D. Love the art choice. Got Jessikas voice is not fitting with the looks of her character and besides, why cant i turn them off?

Cause i basicly love Darkest Dungeon and this seems to be a parody of it sooooooooo I would play it if i had the ability to turn them off.

I think the only issues I've seen so far are that sometimes damage numbers don't quite match up with damage dealt, more so against the enemies than against the player character e.

Outside of those, I'm very much enjoying the game and am very much looking forward to where you go with it!

I hope you don't mind if this is a bit long-winded as a comment. First, I want to say wow. This game's production values are quite high!

I think my eyes were wide open during the entire play session to say the least! The overall concept of the game is interesting. Adventurers go on adventures where lewd stuff can happen.

With a title like Jessika's curse I can see that there's going to be some kind of overarching narrative though.

I wish you luck on the game as a whole! Now about the gameplay experience as a whole. First the hub world: It looks beautiful, and the NPCs are brimming with personality.

When I was thrown into the hub city and the message said to explore, I thought I would be clicking on buildings since that's where an!

Turns out you can only navigate the town using the icons at the bottom left. I don't think that's very intuitive. I think if an area has a quest, instead of showing the marker via the in-world location it should be shown via the icon, OR you should be allowed to navigate the town by clicking on the buildings.

You can't tell what the skills are in the skill upgrade menu. You only see icons but not what they actually do.

Maybe hovering over the icons should give you more details? You cannot re-enter the forest after defeating the boss. Don't know if that's a bug or intentional though.

I'm also not a fan of the lack of sound effects when interacting with buttons and the like. This part shouldn't be too hard but I hope you guys don't neglect it.

I don't think the designs are very future proof. I haven't seen a scrolling menu at all. So will there only be 8 levels to increase your weapon by?

Is it just a weapon and armor for equipment? What happens if a user has 20 skills? Also when I was trying to level up to 4 while I had g and the cost was g I couldn't do it.

Currently, all movement is designed with moving "right" in mind. When they stop they stop facing right. The camera is always facing right as well, but there seems to be times when the game wants you to move left.

The times you move left, I was feeling that the camera being so right-centered was wasting screen space with information I didn't want.

The parallax on the last layer is also incorrect. The last layer of parallax should always be centered on the camera.

From a programming perspective it moves the most, but from a visual perspective it shouldn't move AT ALL. Always where the background is.

Your first and second layer parallax is perfect though. Before I get into combat, I'd also like to mention the battle transition.

I think it's interesting that you guys are aiming to have the battles happen right there on the field. If that's the case though I think the enemies shouldn't just appear as they do now.

Maybe jump out of the background or at least fade in. Also, the treasure chests stay on the minimap after you open them? I understand the enemy icons staying if the combat is recurring, but the chests don't make much sense to me.

It's very straightforward and simple. I'm actually not a fan of super simple combat systems but complexity usually comes with time and this is just a demo so I don't mind.

First a general flow conversation. Right now the flow is to click on the enemy, then click on the skill to use.

I think maybe the reverse would work for a faster battle flow. Especially if you can choose which skill to use with the numbers.

So press 1,2,3, or 4 then click on the target. Some skills don't even need targets so choosing a target first is moot right.

I'm also not sure I like if I can't tell the numerical value of how much damage I'm taking. Usually if you show damage numbers, you'll show the actual HP in number format somewhere so you can better strategize.

I don't think the current display is very helpful when it comes to planning strategies. Also regarding the turn order, I don't think you need to show turns of people who have already gone.

If the active turn window is scrolling left, then I think the active position should be the far left. There's no value in knowing who has already gone.

Overall the combat is fine otherwise I'll mention my personal suggestions later, but I'll now be talking about the bugs I found.

During relatively long battles, turn order got a bit messed up. Sometimes two enemies acted at the same time, even though I never saw that before.

I appreciated it since it made enemy turns go by a bit faster, but I feel like it might've caused some errors at well.

At some point it became my turn before the enemy even finished returning to their starting positions. Not only that but enemy positioning on the map didn't look good at times.

The camera also overextended at times and just made everything look aweful on the left and right side of course. A simple clamp should fix this when it comes to the camera though.

I noticed you were doing this strange thing where the character's positions weren't absolute in battle. As the characters moved the camera would follow them, but the character's positions would also move relative to the camera and I don't think that looked good personally.

Also, move the camera down a bit more during battles. The bottom menu covered up alot of the cool motion and action really often.

The battles showed too much of the trees and upper side of the screen. There's nothing interesting happening there, so it felt disappointing missing out on the cool animations because the camera didn't center on the characters.

Well this is a general controversial aspect to discuss. Everyone's got their own tastes and reasons for doing what they do, so I'm not going into that.

I'm only going to talk about how I feel the adult elements were integrated into the game. To be honest, I'm actually a bit disappointed with how long I had to play before I saw any adult aspect show itself.

Second time I played, just to see whether the forest was randomly generated, I didn't experience any adult content throughout the entire experience.

Regarding the audio I'm not sure I liked Jessika's voice actor too much. Maybe when I saw the image, I just had different expectations for how she'd sound.

I think the voice actress sounded a touch too serious. Mouse was pretty great though. Regarding Exploration, I think retreating should allow you to keep all of your loot.

At least have an exit area so that if you go all the way back to the starting location you can leave while keeping all the stuff you got.

Also when you switch locations your character should appear the door of the location that leads back to where you came from in my opinion.

Regarding development, I don't think your enemies need a death animation. Your animator and artist is amazing, and I don't know how fast you work but death animations are only useful if the death target can be revived.

Usually players can revive dead allies so they have a death animation. If enemies can't revive dead allies, then it might be better to just have them slowly disappear or flatten or something.

You don't have to give yourself too much work. Regarding combat, I really hope you don't ignore passive abilities and unique actives.

Passive abilities are always running, but don't think of them as just stat steroids. That would be a good passive ability, but you can do some interesting things there too.

For instance, you can have the passive ability Weak Chaser - When an ally inflicts a status ability on an enemy, teleport behind the enemy and slash.

Or maybe Greedy - Attacking a stunned enemy has the chance to rob them of some gold. You can change your window settings here.

Do not modify the 'Window Resolution'. If the game runs for you opens and crashes, for example , then your graphics card info should already by copied into your clipboard.

You can send us this info simply by pasting in any text field. This means you are missing some necessary Windows Redistributables.

You will need the x86 version. Download them here. This means you are missing some necessary DirectX Redistributables. More information. Status Released Platforms Windows Rating.

Download Now Name your own price. Comments Log in with itch. SlipStreamOmega 88 days ago. SlipStreamOmega 37 days ago. My fault, sorry.

I'm still trying to figure out a fix for that issue. NewWorldBlues days ago. HelpMePls days ago. I really want to play this Agahnim days ago. I have an error saying Invalid Value can you help me please?

The game is in black screen SharkyMaster days ago. RenaissanceDreemurr days ago. NBJ doesn't go black, but it keeps crashing for whatever reason.

View more in thread. Liaaboiii days ago. The game doesn't open when I try to open it. Doesn't open at all I mean. Sh4dowWalker96 days ago.

Slav Phoenix days ago. Fenir8 days ago. Wayward 38 1 year ago. Oh and it also doesn't close unless I restart my laptop.

Eugenne 1 year ago. LadyAerin 1 year ago 1 edit. LadyAerin 1 year ago. Deleted post 1 year ago. Deleted 16 days ago. Will this be available for Mac as well?

It looks cool! Enokie 1 year ago. View all tags. New itch. Subscribe for game recommendations, clips, and more. Mushroom Hunt. Into the Wild. DicPic Studio.

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