A downloadable game for Windows


Battle Monstergirls through a never seen before blend of Match-3 puzzles and Shoot 'em up!


   

Explore a colorful world with a unique dungeon crawling and Point & click gameplay mix!




Let the titular BE take place and increase your stats and your baps through the power of Amplification! (they get bigger btw)



And much more! Expect...

  • A super cool Genesis/Megadrive style soundtrack!
  • A varied and colorful cast of characters
  • An ecchi game, not a hentai game!
  • BOOBA?
  • Synthesizing spells and equipment through alchemy
  • An unpredictable story
  • Lil jokes an' all that
  • Every Monstergirl you fight is playable! Over 20 in total!
  • Every playable character can be amplified (BOOBA!)
  • Never seen before boob sizes in a video game (BOOBAAAAAAAA
  • A game that could stand on its own even without the boobs. But I just love boobs too much


This version of BE Witches is still a WIP, everything is subject to change! You can learn more about the game's development and monstergirl poll on my Patreon page:

https://www.patreon.com/nosebecc


Enjoy! ^^


FAQ + Walktrhough here!

Updated 4 days ago
StatusIn development
PlatformsWindows
Rating
Rated 4.3 out of 5 stars
(312 total ratings)
AuthorNoseBecc
GenreAction, Puzzle, Role Playing
Made withGameMaker
TagsAnime, Cute, Erotic, expansion, Fantasy, growth, moe, Monster Girls
Average sessionA few hours
LanguagesEnglish
InputsMouse
LinksPatreon

Download

Download
BE Witches - Public.zip 403 MB

Development log

View all posts

Comments

Log in with itch.io to leave a comment.

Viewing most recent comments 10 to 49 of 315 · Next page · Last page

I  can't get debug mode to work- Enter + Shift + F2 does nothing. Is there somewhere specific i need to do it?

我常常搞不懂下一步去哪?能做個任務指引嗎?

There is a walkthrough here, but it is only in english: https://www.patreon.com/posts/119207938


(Google translate)

這裡有一個演練,但只有英文:https://www.patreon.com/posts/119207938

(1 edit) (+1)

khe-khe... ALRIGHT! As i promised - it's critisism time! (SPOILERS)

Now, before we get started i want to make one important thing very clear - even though i have these issues with the game, that does NOT mean that i didn't absolutely love it. As soon as it goes on Steam i'll buy it, and then i'll buy it again if given a chance. But EXACTLY because i love this game so much - i want it to succed. I want it to be perfect. I want other more pickier players to have as much excitement and joy as i did. That's why i have to say these things.

Anyway. I have a paper here, with main points written on it, so i won't get lost in thoughts... 

--------------------------------------------------------------

1) First: Witch Swap.

An incredible mechanic that just... didn't shine as much as i would like it to. Here is the thing: there simply aren't enough reasons to swap witches in the first place. HealthBar is universal - it isn't divided  between witches, so switching doesn't give you a 'second chance'. And if your next witch is of a lower lvl, then your MaxHP decreses. In a way, you get pretty much punished for switching! Yes, i DID find a use for it, when fighting SlimeNurse (when she changes colors of Onyons, so you can equip your next witch with other colored abilities), but it's just such a one time case that it doesn't feel justified. Yes - you can make a "full on attack -> full on heal -> 2x moderate both" build, and this way utilize witch swapping, but come ooooon! It's obvious that it's not how it was intended. And while you can switch to use "ultimate ability" of another witch - battles simply don't last that long. Even when fighting Nightmare for the first time, i switched ONCE and only because i messed up so badly, that it probably was a panic switch, rather than a strategy one. The whole thing just... underperforms.

What i suggest: 

--- Give every witch a separate HP bar, but decrease it by a LOT. That way i am pretty much forced to swap witches at some point, making the game more dinamic. What about 'last hit' mechanic? Well let's make it, so that if Cha's (for example) health goes to zero - I won't be able to switch her to the next witch and cheat the death, in a way. 

--- "But what if I don't want to force players into swapping witches? I want them to do it only if they so desire" - fair point. In this case, let's make it so that upon swapping you: get a small attack buff and a tiny regeneration, while all your previous buffs and debuffs (or 50%) get removed. This way you are not forced to swap witches, but such behaviour is encouraged. Which is good too!

--------------------------------------------------------------

2) Next one on the list: Cards (rebalances/reworks/new cards)

It's obvious that, in the game about using cards, cards are kind of a big deal. Here i'll say what cards need changes and what other aspects to focus on.

--- Boomerang - It. Sucks. Balls. No, i MEAN it! 22 Fei for... how much power, again? 8?! And heal for 2?! Those are like the worst stats in the entiere game! I understand that you don't want to make Boomerang a healing card by making it's dmg too much - i agree with that. That's why 25% is perfect, but make it do at least a bit more damage. It just doesn't have a place nor in attack nor in heal focused decks. It just sucks.

--- Squeeze - and other cards like it should provide more value. It's not always easy to pull out a combo with Hug and Squeeze, so having it give you as much value as Flame (for a bit less Fei, though), while being much less reliable, just doesn't make sence. Of course don't buff it too much and make it meta, but make it's Fei = Power. Maybe it shouldn't do as much damage as Flame, but make it very cost effective, so pulling out these combos would be worth the effort.

Now, i want to name you a card that i'm in love with:

--- Earthquake - by FAR my favorite card in the game! And imho, a PERFECT example of what unique cards or "reward/punishment" cards should be! It deals a solid amount of damage, for solid Fei, BUT punishes you by pouring stone blocks from the sky. Cool! Amazing, even! AND it has a unique trait where floating enemies don't get damaged by it cause they are... well, floating. (Or at least, that's how i explain why Nightmare gets Null damage from it). It's just a perfect nieche card! And THAT'S what cards like that should be like! Great in certain cases -> useless in others. Great value -> but a noticable punishment. 

So many cards you can make by that logic! A card that deals a great amaount of damage, but makes it so that you earn less Fei for next 10 second. Or a card that zap-stuns enemies, but also gives attack buffs monstergirls that somewhat benefit from electricity. Possibilities are endless! 

You get the main idea. And ofcourse we need a much bigger variety of cards, so that pretty much every playable monstergirl could get her own unique kit. (But i understand that it's a demo, so card variety wasn't exactly the main focus)

--------------------------------------------------------------

3) Monstergirls's Unique Abilities.

You may ask a question: "But isn't every ability already unuqie?" - it is... partialy. While yes, Vuu's 'Super Attack' (we'll call it SA for short), clears the whole room, Rose attacks only monstergirl and 'T' does a bit of both - they are still just "Do damage" type of SA's. When i say unique i mean, like do difderent things. 

Let's take Cha for example (yes, i'll use every opportunity to call Cha)! She is a goblin, right? And what do goblins do? Steal stuff! So, Cha's ability could be her stealing the spell that enemie is about to use, and use it herself with 2x Power! Unique? Yes. Useful? Yes. Nieche? Also, yes! Exactly what an ability should be! ... Okay, Cha, you can go back to playing.

Ompom's SA, could damage and 'burn' monstergirl - making her take more damage from al sources. 

Lamia could 'squeeze' enemy monstergirl in a tight gripp. She'll deal small damage, but will STUN the enemy, stopping them from using skills or summon shapes.

Now, i'm not saying that "Just deal damage" shouldn't be a thing. Of course it should be, but even then there must be a tiny twist to them, at least in attack animation, or their effect on the battlefield. 

Let's take for example our lovable lady Cerelea: Her main thing are her powerfull legs, righr? Causing earthquakes and etc. So why not make it kind of her thing and build Cerelea's SA around it? She could make a powerfull STOMP causing an earthquake, HEAVILY damaging enemy monstergirl, but also SHAKING the screen  for like 5 seconds as a 'punishment' for such a powerfull SA. Unique? Check. Damage? Check. Relates to thee character? Also check. Perfectc, no?

You get the idea, right? And while understand, that making a completely unique ability for every monstergirl will be a torture - we aren't a type of people to break easily! Come on, Mr NoseBecc! Head up high!

--------------------------------------------------------------

This may not be obvious at the first glance, but trust me - it's important.

4) Reviving witches - is a very cool and unique feature, but... i feel as if it has some core flaws. 

I understand why revived witches should be randomized, i do. You want players to try out different witches, to maybe find a new favorite one, who knows? To have them strive for something at the very least. And that's fair!

Take me for example: I get Cha - i don't care about other witches. I ain't gonna revive and try all of them, i truly won't (even though i did). And that's why it has to remain random. 

BUT! Amd it's a HUGE BUT! What i think should NOT be random - a spawn of that 'resurrector lady'. 

A player shouldn't do leaps in the forest, waiting for her to eventualy come. Then, just get somebody they don't want -> get sad/frustrated -> get back to running. It shouldn't be like that, that's not a fun/exciting experience. Am i trying to say that 'resurrector lady' shouldn't spawn randomly? No, quite the opposite! She could still visit you from time to time, but there MUST be a place (or a way) where you can guarantee meeting her. It may be an expensive or craftable item (like the ones that decrease/increase spawnrate) made out of hard-to-find resources. Make it not easy, but possible.

 And i've experienced it first hand when i tried to revive all witches. I just kept running around in circles, simply because 'resurrector lady' didn't spawn. I had all the money, all the shards in the world - but no resurrector lady. Which sucked SSSO much, at the time. 

That's a thing that should 100% be worked on.

--------------------------------------------------------------

Now... No, i'll save it for later. Then, let's talk about:

5) Sidequests. 

The 'Cookie' sidequest is the first 'sidequest' to ever exist in the game, am i wrong? I don't remember them being in the first Demo...

Anyway! Sidequests - they are cool little things that every game needs and BEW is not an exception! Some fun little sidequest should be here and there, but please listen, Mr NoseBecc - it's also important to NOT overpopulate the game with sidequests! That, unless they also include some unique interractions on already cleared terrain. 

For exapmle: a sidequest where Cha loses her favorite earring, so now we are suposed to go to the Riety forest and look for it (and we WILL look for Cha's earring). We beat some monstergirls, collect stuff BUT - randomly fall into a pit (that wasn't there the first time) and stumble upon a hidden cave. Treasury? Lost city? Someone's hideout? It could be anything! And in the process we also learn some history about the forest, or Cha herself, or her kind - something like that. So that sidequest doesn't just feel like "go there, kill that, bring me this". And after all that - we don't find the earring. Just to (in a comedic fassion) for Cha to realise that it was in her pocket all this time, or that it fell off and got lost in her bossom, while she was asleep. I don't know, something like that.

So? ... What do you think? Did my Cha story win the 'writer of the month' award?

--------------------------------------------------------------

I don't really know how to name this one, so...

6) Cute little in-game details.

Let me try to explain, so it doesn't sound so vague. You know how when momstergirl gets bored during your stroll, you have to click on her few times to make her happy again, right? Well - Cerelea has a chance to sometimes reward you with a jug of milk ("There's more where that came from", i bet there is - i had 27 in my inventory by the time i revived my last 3 monstergirls)! It's a cute little detail, but these details are what make BEW so beautiful. Like how Cha sometimes puts on her sunglasses (awesome f-n sunglasses, by the way). 

I don't know where exactly i'm going with it, though. Do i mean that we should have more interactions with characters while we walk? May be. May be i want something else, i don't know. But you get the idea.

--------------------------------------------------------------

Okay and now... for the last complaint:

7) Secrets and Rewards from them

"AAAAAAAAAHHHH, this is NOT how it was supposed to go!" - okay, Mr NoseBecc please calm down! I know that we went over this already in some of my previous comments, but i have to reiterate - i have big BIG problems with that.

THOUGH! 

These last few days made me rethink some stuff... After all: puzzles, secrets and little things like that, are what make BEW - BEW. Sneaky spots and levers hidden behind levers are pretty much a staple in BEW, so me saying that these charming little aspect should be reduced - was just silly. So I came to a conclusion that (i think) will satisfy BOTH of us:

Necessary for progression items like Orbs - should NOT be hidden. NO! They should not be, Mr NoseBecc! Sneaky secrets, quirky puzzles and liefs that i must pull to open the door, should NOT hide valuable stuff like Orbs behind them! 

Yes, i understand why orbs are a thing - players shouldn't be allowed to just farm XP in the same spot, so that they could just get to lvl 40 and one-shot Nightmare. I get it! Players need to explore to enjoy the game at 100%. And i agree! But players also shouldn't be FORCED to go out and look for secrets under the pressure of not being able to upgrade their momstergirls tp max rank. Do you know how much time it took me to find the golden tree, Mr NoseBecc? Do you?! And i had a guide on my hands! Now imagine a person that didn't visit itch.io site, or isn't reading every word in  game's "about" page - they'll simply NEVER find it. And there are no "ifs" or "buts" and even "erm, actually" doesn't find a place here. They will NEVER find it. Average player will NEVER find (i want to make it clear) - a NECESSARY for progression item! 

"But what would be a reward for such secrets then?!" - skins for monstergirls, special backgrounds, music (like a disc that you can play while walking, or fighting), extremely powerfull/unique spells or - heck, even a legendary monstergirl could be waiting there if you want. Gifts for Tril are a perfect example! Do you need them to rank up Momstergirls? No! But would you be willing to look for them if you want to see Tril sleeping in his bed? Yes! 

I should WANT to look for secrets, not be FORCED to do so. Because there is no joy in it then - magic of adventure disappears.

And if you still want players to try themselves before deserving their Orb. It's also ok! You can make some difficult puzzles for people to solve, but make them obvioisly visible. Give out few Orbs for comleting certain sidequests, why not? It would be cool, no?

...

I'm... sorry for getting so emotional. I just really don't think that leaving it as it is - is a good idea. 

--------------------------------------------------------------


Well... that was it. My long rant - is over. I said my piece, i made my contribution and now my heart is clear.

I just really hope that you didn't take it as an insult, Mr NoseBecc. Every single word i wrote was with a good intention and i hope that you see it as such. I hope that you can see the passion that i have for BEW and how much i want it to suceed.

Bh the way, is there a way to contact you privately, Mr NoseBecc? Like Discord? Nothing special, just to chit-chat or share some fan-art.

And if you don't want to share your username there - i'll share mine. 

Name: corpusgreed.

Thank you.


                                                                           Best wishes

                                                                                  CorpusGreed

M-Mr NoseBecc? You weren't offended, were you?

1) First: Witch Swap

I definitely want to make this mechanic more useful. I think making it so it removes both buffs and debuffs could be interesting... It does give you a small heal currently, I could also increase that value. I'll keep thinking about it! ^^

2) Next one on the list: Cards (rebalances/reworks/new cards)

Balance still needs a lot of work for sure! There won't be as many spells available this early in the final game, their availablity and some of their stats will be rethought. Some spells will have evolved versions as well, and I do want a lot more variety and weird effects in the future too! I'll do my best :B

Also, the reason Nightmare didn't take damage from Earthquake is because she nullifies all yellow damage she receives ^^

3) Monstergirls's Unique Abilities.

No worries, they'll each have a unique skill in time! ^^

In Cerelea's case, I want hers to be Wall smasher, the same spell she uses when you face her. The more stone blocks destroyed, the more damage it deals

4) Reviving witches

That's completely fair! I've included a bunch of monstergirls to be revived, but there won't actually be this many this early in the final game. I'm also thinking about some way to make it easier to meet her as you said, which will help a lot ^^

5) Sidequests

This is indeed the very first (and currently, the only) quest in BEW! I know exactly what you mean. For the most part, I plan for most sidequests to relate to one or several playable characters. They'll be optional, but double as a way to learn more about the characters. They'll give some good rewards and in some cases be a criteria to rank up said characters. I have a bunch of ideas when it comes to this (including relating to Cha!), so no worries there, I'm confident! ^^

6) Cute little in-game details.

I love these little seemingly pointless things, so you can definnitely expect more of that too ^^

There will also be more party events that trigger as you explore under certain conditions. This is a very recent system so there are only a few non optional ones currently, but there'll be more!

7) Secrets and Rewards from them

Agreed! For now, I chose to make it so you only need 10 power orbs to rank up everyone, so you don't need to find all of them. In the future, quests or more obvious puzzles will be how you often most of them. The golden tree will have to do with a quest as well, so it won't stay this hard to find.


No worries, I really appreciate that you took the time to express all this! It will only help me make the game better ^^

A lot of these issues are due to the game being a WIP and "early" balance. I agree with pretty much everything you said and in most cases I have some sort of plan in mind, though it will be some time before I can implement it all. I'll get to it at some point, for sure!

nosebecc@gmail.com is an easy way to contact me, I guess I wouldn't mind sharing my discord handle there. I need to mention that I've been especially busy of late however, so even though I do my best to get back to everyone, it might take some time!

(+1)

Game is AMAZING. From the art style, to the combat system! It's really well made, and clearly had a LOT of time put into it.

Only had 2 issues, one of them is the backtracking into certain areas, especially with how large they are. My suggestion is to have some sort of fast travel system, probably at save points or via a small puzzle in certain rooms you have to complete, just to make it less of a hassle. Though this would be unlocked AFTER clearing the tower area, since the tower and Sablee become unavailable after clearing them.

Next is the combat feeling a bit too much for bosses (primarily Nightmare) since you have to focus on so many things like the enemy attacks, shapes and shape attacks, and the board itself typically having a gimmick like mushrooms or gravity changing, all just happening at the same time. I get that bosses are meant to be far more challenging, its just when it moves so fast it becomes hard to keep track of everything on screen. This is especially noticeable for Nightmare, since you basically have a time limit before she does an insta-kill move.

My little rant aside, this game was an absolute blast! Hoping to see more in future updates!

Thank you so much! ^^

I do plan to implement a fast travel system later, it will very probably be linked to the save rooms as you said :B

There's definitely a long going on in fights, making it as readable as possible has been a challenge for sure. I personally like when it feels overwhelming, but I'll keep trying to make it easier to follow the action/limit how much is happening.

Thank you again! I appreciate the constructive criticism, it helps a lot ^^

(+1)

No problem! Just wanted to voice a few suggestions for the game, since you made it REALLY good and enjoyable. Nightmare's fight was one where it felt really challenging but not outright impossible, and my main issue was just the fact SO MUCH was happening it made it hard to attack or keep my combos going. I just don't want it to become a reoccurring issue with every upcoming boss in the future, and wanted to address it as early as possible.


Again, thank you so much for making this, it's awesome in nearly every aspect, and hope you have a good day/night wherever you are!

(+1)

This game is SO CUTE, the mechanics are very easy to understand and the artstyle and personality the game has as a whole is so adorable i LOVE IT

Thank you so much! I'm glad ^^

is there a way to not have the jugs grow? also me stuck, where are the pirates?

There is! You can check the "Rank lock" option in the settings.

The pirates are in the ocean, accessed by walking into the water all the way north of the starting village

thanks! also i did the cave explore and got on the island with npc, there is a pink totem and that's it... npc said "a bit further" but there is no way further

I recommend you take a look at the map in the ocean! This will help you deduce where to go next ^^

If you want, you can also find a walkthrough here

oh... i got it :D
also i appriciate walkthrough but i'd rather go blind :3
playing further made me wonder about something else...
1. one of my chars died, she's gray, how do i heal her?
2. is there a way to just... escape enemies? because all those random encounters makes my backtracking quite annoying.

Ah, fair enough!

Your characters will be revived once you save. There is also an item called a Heartchain link which can be used to revive a character anywhere, but you might not have access to it yet, I'm not sure.

Likewise there is also an item that instantly removes any fight on use, the Heart dummy, bought at the same shop as the Heartchain link. Or you can use Sneak mode (The button with Vuu's face, next to the map) to lower the encounter rate. Finally when walking into a room with an enemy encounter, you can always walk back the way you came from. In some cases this can allow you to walk around the encounter ^^

This game has genuinely fun mechanics but I'm afraid I might have softlocked myself with my own skill issue - I know what I'm supposed to do in the spinning gears puzzle of Night Dome's F3, spinning them from right to left, but I have strained my wrist trying to move fast enough to keep all three spinning at once. Is there some hidden technique I'm simply missing, or is this just something I'll have to keep brute-forcing?

Ah, I'm sorry to hear that...

Lowering the difficulty will make these gear puzzles easier. You can lower the difficulty to 0.5, clear the puzzle, then raise it back to 1 if you'd like.

If you look at the keybinds in the settings menu, you'll see keys corresponding to the "Spin up" and "Spin down" actions. These keys can be used instead of the mouse wheel (or even in combination with the mouse wheel if you want to make it even easier).

The sign at the first gear puzzle does mention this, but I'll be adding hint events to re explain this at every gear puzzle if needed.

Sorry again, and I hope this helps!

(+1)

*Inhale* ... *exhale* (Spoilers ahead)

Welp. After hours of gameplay i can officialy say that i've beaten the game. And boy oh boy... do i have things to say. And as i promised - you'll have to read an essay, Mr NoseBecc. 

Now before we start, i want to make one thing clear: while i do have some constructive stuff to say about the game (suggestions and criticisms), THIS comment is NOT that. This will be a summary of my first impressions as an average player that went through the game at a normal pace, clicked what saw and missed what didn't. I just think that (as someone who played first Demo too) impressions on the game - are important. Gameplay is cool, but if the game doesn't cling to your heart - gameplay doesn't mean that much.

Anyway... let's get on with it:


1) The new story - wow, is it amazing. From the beginning, till the end, i was at the edge of my seat, wondering what's gonna happen next. Moments with angels felt intense and frightening, little gags here and there lifted up the mood and i really felt for Vuu's loss. Rose's (yes, i remembered her name) past being a mistery to us and other characters was done well. How did she end up here? Why? And why in the jail of all places? Why is Vuu in same jail? What on earth is going on?! A lot of questioms that remained unanswered (or may be i just didn't get them). And it's great - because i love theorising. On important note - jokes landed! ALL!! I'll confess and say that i at least smiled at every one of them and some even made me laugh out loud! Vuu's insult to Nightmare was savage as heck, though. I hope she'll recover...

By the way!

2) I love how we went from one location/story to another so fluidly. It didn't feel like characters were saying "okay, we're done exploring here. Let's go to the next set, the script demands so". Not a single part of dialogue felt 'forced'. It was like listening to a genunine conversation of a real group of  people - not actors.  And none of them felt over the top. Vuu is naive, but not stupid. Rose is serious, but she doesn't feel like a robot (as writers often mess up with characters like that). 'T', despite me expecting it, didn't cross the line between "goofy" and "annoying as hell". Really good writing.

About that...

3) Old characters - i'm so happy that they returned. You simply can't imagine how much joy i felt when i noticed that green little creature in the forest: "Lvl1 Golbin?! Awww, lomg time no see sunshine! Look at you - all big and strong now, aren't you? You've changed you appearance a little, yeah? It suiys you so much! Yeah, yeah, i'm very sorry, you are not lvl one anymore, you are level tw- ... Dear. God. You are level 4 now?! You were training all this time?! I'm... i-i'm so poud... *sob* No, Gobby, my eyes are not sweating, these are just tears of pure happiness." - absolute cinema. And it hoenstly didn't hit me until just now how good Imp's and Gobbo's new designs look. I look at old Imp and just think - wow, that's... atrocious. And there is no wonder that Mud Elememtal's design remained the same - it's peak! New characters look amazing too, don't get me wrong! They are absolutely gorgeous. Lamia looks full of life, Ghost/Wisp is great too too, Pirates are just as adorable as you can get (still, lvl1 4 Goblin keeps her first place).

Next one.

4) The 'resurrector lady' - such a great idea. Mainly because i can rest peacefully, knowing that every monster we've defeated didn't really die. I swear, i did NOT expect this turn of events: "Haha, that's right little pirate! You shouldn't just try and steal ones belongings. Let this be your lesson! Now, let's see what loot we have he- DID SHE JUST F-N EXPLODE?!" - cause my heart skipped the beat when i saw bones flying around. Back to 'resurrector'... it's unironically SO nice to play as monsters. Lore acuracy is cool and stuff, but what if i want Gobby to beat Nightamre to death, instead of Vuu? And now i CAN DO THAT!! (Although, Gobby's weapon of choice is... more unique that 'T' could ever dream of. Is she like 'shapes fight' exclusive character? Because i have no idea how to reliably use that circular saw in a normal battle.) Just the fact that you can choose is already worth it. Don't like Rose for some reason? Sure, swap her for Ghost, why not. T doesn't look curvy enough to you, huh? Okay, pick Imp, if you so desire. Vuu is getting a bit boring? First - shame on you. Second - swap her if you want, nobody is holding you (but i will judge).


And the last one: I like how new riddles are made. Sometimes you don't see how to do them emidiately, and then something in your head just clicks and you go: "i tried everything! I tried pulling, tried to find the hint, tried to- wait... what if i... just whack that stupid star?". Or these things that you need smash to activate. While walking past them you think - "press with force, press with force... but how? Do i need something heavy? IMP! Sit on that damn thing, please".  And when you get smash - it all comes together, and you rush to obliterate every button you saw earlier.


Well. That concludes today' comment. It's mostly positive, because that's the impressions that i got from majority of the game! Cool story, art and mechanics - together they formed a perfect Demo.  But! That's not to say that i have nothing to criticise here! 

As i said before - i have a lot of constructive things to say about the game and i WILL lay all of them out in the next comment, because this is one is already too long already and i want to sleep. 


Oh! And the last one:

Please, PLEASE! I'M BEGGING YOU! Give Goblin a 4th, 5th star designs too, PLEASE!! I know that she's only lvl4, i know that she's just a goblin, but please with a cherry on top! No, make it 7 cherries! Just look at Gobbo! Don't you think she wants to evolve more?

                                                                         Sincerely

                                                                                  CorpusGreed

Thank you so much! I'm happy you enjoyed it this much! ^^

I put a lot of effort into making the story progression feel natural while also introducing characters / concepts without having these feel forced. And yeah! Some characters badly needed a redraw / redesign. I still have a few in mind, but the most urgent ones have been taken care of!

Goblin's Yoyo Heartpower isn't an easy one to use, but it's very powerful. You have to right click again if the Yoyo hits a shape to have it rip through it (you can hold right click to keep going too!). The line deals damage too, and once enough shapes have been hit by the line in one go, you'll be able to shoot a laser when winding back the Yoyo. Tough to use, but it can let you destroy even the strongest shapes very quickly! I still need to add actual explanations for Heartpowers, among other things.

I'm not too sure I understood your last request about Gob though! She might get an alt costume if she wins one the Patreon alt costume polls, but it'll be some time before the next one :B

But yeah, I'm glad the game resonated with you, thank you again! I'm curious to hear about the parts that caused you some issues too, of course! ^^

(1 edit)

Yeah, sorry about the last one - i confused myself, and now confused you too.

Here is the explonatiom: after i revived Cha, I emidiately rushed to lvl her up to 22. But upon defeating enemies she didn't gain XP and there was just text "Max Rank" or something like that.

Whatthought was - "Cha is a low rank momstergirl, that's why i can't lvl her up above 17, which means that she doesn't have 4th and 5th forms. Aaaah, i get it now" - but i DIDN'T get it! I just didn't rank her up, thay's why her lvl was locked. But i did the thing, so now she's rank 5, in all her glory and might.


And i'm sorry, Mr NoseBecc, but... "The Golbins' sudden and impressive growth spurt-" growth... 'spurt'? Growth SPURT?! That's an understatement if i've ever heard one! That's not a 'spurt' that's a growth BOOM! A growth 'atomic explosion'!! How is Cha planning to walk after that?! Her bossom is heavier than her whole body! 

(+1)

Aah I see!

lol she's basically more boob than Goblin at that point yeah. But she loves it, no worries :B

And keep in mind that everyone will get a 6th rank in the final game, too ^^

Just finished the demo, And the entire experience was amazing! Each area had such a bright and fun atmosphere along with puzzles that really make you think. The gameplay is very unique especially with the variating shots between different hearts alongside the unique boss mechanics. I can say when the full version comes out im 100% gonna get it on steam!

Thank you!!! ^^

The game seems so colorful and vibrant, it visually was very charming. Sadly I kinda got really annoyed at the first real puzzle involving slotting shards into the wall. I understood rotating the red shards into place and socketing them in, and I get that I need to use the red glowy pellet onto the yellow shard to turn it into the last red shard I need but I spent like 15-20 minutes wiggling, yeeting, spinning and dropping the shard (I tried it with the blue shards too) but couldn't figure out how to activate it. The NPC helpers only said "Look at your color guide." which didn't really explain how to change a shard's color. After another 20 minutes of combing the starter town to see if I missed a tutorial explaining how the overworld puzzles work and not finding anything I think I'm just too dumb for this game, oh well.

Sorry about that! And thank you, this helps a lot. I'll try to make the hint text clearer to prevent this kind of issue

(2 edits)

I have a problem that makes it i cant play the game its a shadder problem with an item glow i duno what that means but i cant play the game like at all is it comon or its only me btw may i ask if there will be a mobil device version in the future like but only for mobil devices with bigger screens

Old GameMaker games require a certain driver, you'll find what you need in the README file! ^^

I don't have plans for a mobile version currently, sorry!

Oh ok thanks for replying

I liked this Game really, had very much fun. One thing i have to ask tho is there a way to get back to old locations? I havent found anything in the Walktrough to this. 

Thank you! ^^

After you beat the demo, a pod will appear in the very top right room of the Rietti plains. You can go back to previous area by using it ^^

Thank you! ^^

is their a way to revive teamates I accidently let one die and the walkthrough says nothing about this please help  (this was before the night dome incase your wondering)

Just go there where you save and then when you save there gonna get revived

thank you good sir

This looks so much fun! Are you planning on releasing a MacOS version?

Thank you!

Sadly doing so is pretty complicated... If it does happen, it won't be before a long time I'm afraid

(3 edits) (+2)

Okay, i'll have to do it quick, cause the game's so good, i can't stop playing. I'll go over the main few points that i liked since old demo, but you can expect me comming back with comments that have more words in them than most novels.

One, two, three, go! >>>

1) The "My Turn!" mechanic is so simple, but genious, i LOVE IT! It, honestly, was a pretty big issue in the first beta. I have two characters, but since i love Vuu - what's the point of using the HUMAN (i forgor her name T^T), if they are very much the same? Same abilities, same heart (i'll get to that later), same stats and etc. There was no reason, except for boredom. But now that i can do the same fight 2 times, not only to farm more XP, but to get more rewards from it - it makes me want to master each character! 

2) Different heart attacks - my GOD, that's so good! The fact that i'm (sometimes) FORCED to switch from Vuu to HUMAN (still so ashamed...), is a nice feeling. Lots of weak 'shapes'? Vuu is here. Tanky shapes - HUMAN got you covered. So good... And now a 'shape fight' doesn't feel as tedious, cause i can finally one/two-shot most of the enemies tgere. (I don't understand 'T's attacks YET, but i'm sure that there is a way to utilize her too)

3) I'm not even going to talk about amazing artsyle and story - you know you cooked there, i won't toot your horn TOO much. ... Okay, maybe a liiiiitle more.

4) Riddles... Wow. With every location they get much MUCH more complicated, and interesting. Right now i'm stuck in mushroom land/cave. These riddles are... hard. Now, hear me out! That's a very ME specific thing, i'm not sure how it goes for everybody else, but i - am not the _biggest_ fan of the "look closely at the map - you can miss a lever/button at ANY moment" part. Sure, it's cool to spot them and go "he he he, free coins", but my paranoia and feeling of "what if there was an orb i missed? Or two?!" - were and ARE eating me from the inside. And the riddle where "The hint must be somewhere nearby", where i have to pull up or press mushrooms, then activate a button to open the gate... I can't. I just can't find i! What does "somewhere nearby" even mean? Is it in this room? Is it in the room next to this one?! OR IS IT IN THE COMPLETE OPPOSITE OF THE MAP??? I have no way to know! *sigh* ... Except fot that part (right now) everything is great. 


Now that it's out of the way, i want to ask few things:

1) The part where i have to help Cookie - i am confused. I tried clicking on things, while berries are in my inventoty - nothing works. I tried dropping them onto the floor - nothing happents. I tried clicking and smashing things, giving berries to Cookie and cheff, tried putting them inside boxes - nothing is working. Am i bugged or do i just not get how to do it? If it's the latter - could you explain it to me?

And second:

2) If that's a public beta... why not put it on Steam? I don't mind checking itch.io once in a while, but won't it be better for 'exposure' and capturing people's interest? After all, won't allowing players to try the game increase the chance that they'll stick? 


In conclusion - this update was Massive! ... YOU KNOW WHAT ELSE IS MAS-

                                                               With love, 

                                                                        CorpusGreed.

Thank you very much!

T's Heartpower is definitely more on the technical side ^^

When it comes to hidden treasure, I'm planning to implement a way to detect hidden stuff later, kind of like Ms. Mowz in Paper Mario. For now the best way to know if there's anything left in an area is to look at the map discovery and treasure found percentages, in the map menu

I'll update the "somewhere nearby" text in the next update then! The hints you're looking for are in the same corridor as that puzzle (look near the top of the screen)

For the Cookie quest, you need to talk to Cookie while having 2 dopberries of each kind in your inventory! I'll also update the text to make it more clear, thank you ^^

As for Steam, the build is being reviewed! I was hoping I'd be able to release the game on both platforms at the same time, but it sadly wasn't possible. Live and learn I suppose, it should be happening soon, hopefully next week!

Thanks again, I'm glad you're enjoying the game! ^^

(1 edit)

Not sure if this is a bug. but whenever I move my mouse it sometimes get flung to the other side of the screen. It makes the game almost unplayable at times.

That's definitely not normal!

How often does it happen? Are you playing with in fullscreen or windowed mode (and at what resolution if so)? Do you tab out of the game often? Did you notice a "cursor recalibrated" message in the top left?

(2 edits)

The cursor recalibrating was happening every few seconds. 

The bug was happening about the same time as the recalibration.

Tried playing in both window and Fullscreen same issue. On the topic of the changing modes, whenever i do it would force the mouse to the top left of the screen.

As for tabbing out, no not often.

Understood, thank you! I'll see what I can do.

There should be a file called "cursorLog.ini" if you go to "C:\Users\XXX\AppData\Local\BE_Witches", where XXX is your username. If that's ok, do you think you could send it to me at nosebecc@gmail.com? There is a chance it would help me figure out what's going on ^^

super cute! but i'm too slow and i keep getting rekt coz i die 1st :c

Thank you!

There is a difficulty slider in the settings, don't hesitate to lower it if needed ^^

nah, i was just dumb! there was a heal spell in my inventory and i could just explore more and find a shop with green dmg spell so now i have 3 different collored spells with one that heals and 2 that hurts :D that's balanced!

(+1)

Will there be an android version? 

Probably not, I don't think the game would be a good fit for mobile, especially fights where the small screen and having a finger over the screen would hide too much of the action to make it viable. The lack of a mouse wheel would make a lot of parts difficult as well...

Never say never, but I wouldn't count on it!

(+1)(-2)

I have been passively checking in on this game for the years, and I must say, this is a very prominent update. I can't even begin to go over all of the things that surprised me this time around. The story, the gameplay, the music and art... Everything gleams with polish that is rarely seen these days. The temple in particular completely caught me off guard from my previous times trying to pick this game up, and now I can't wait for more! 

lol a lot has changed for sure, I'm glad the temple got you! Very happy with that sequence ^^

Thanks a lot, I'm happy you enjoyed it! ^^

i wanted to know if there would be alternative sprite (like a front sprite of rose or a back sprite of vuu) during combat in a far future

(+1)

There will be alt costume for various characters in the future! In fact, a patreon poll just ended which resulted in an extra alt costume for Nightmare in the future.

I do have some ideas for both Vuu and Rose alt costumes potentially which would change their pose as well, but that's all I can say for now ^^

thx

I can happily report that I've gotten all the way to Biscotti on Linux. The mouse calibration is completely broken, though. I had to estimate the offsets and lock the settings.ini so it wouldn't yeet my mouse offscreen whenever I alt-tabbed. The only actual gameplay issue I've had was with the mouse wheel being inconsistent, so I didn't know I could spin things until the Angel fight.

(+1)

Good to know, thank you! It's not ideal but I'm glad it's at least doable.

An actual Linux version is still some time away but it should be possible somewhere down the line. I still have some work to do first but I'll look into it asap ^^

Loving the demo

Sadly all lewd games are still region locked in the steam store in Germany

Will i be able to buy a steam key on release here on itch?

Thanks a lot! :B

Mmh, I didn't know about this... Is this something that can be done? I would consider it for the final game, but I'm not sure if that'll be possible for the demo

(+1)

Using a key is the only way to circumvent the region lock enforced on steam.

Its due to steams lack of age verification in line with german standards (Quite expensive to implement) that valve refuses to implement.

Its simply easier for valve to not sell or display the store pages of said games in germany.

I have already aquired Subverse, Carnal Instinct, Orc Massage and KoboldKare that way.

(4 edits) (+1)

I’m not a dev but there should be a content survey form for devs to fill out. Valve decided in this matter to not display games in Germany that have no USK-rating or if they don’t have a filled survey form. It’s about a law that enforces a age labeling.

Not sure if this link helps but valve has a page in it’s documentation about that https://partner.steamgames.com/doc/gettingstarted/contentsurvey/germany

Interesting! Thank you, I'll look into this once the demo is out on steam then ^^

(1 edit)

Honestly, I love everything about this game. My only problem is how slow the development seems to be. I see that the game is on itch since 2017 and on the patreon you're talking about how the game is now about 20-25% finished. I wonder when we will get the full release

Thank you!

Small but important difference, I didn't say "the game is now about 20-25% finished", I said that the demo "has about 20~25% of the final content"! As in, what's seen by the player ^^

Most of the dev time was spent on solidifying the base systems rather than adding new content. At this point the foundation is very solid and just about final, so adding content will generally be my focus. Progress will go faster from a player's perspective, but it's still definitely a few years off! I also wish I could go faster, for sure.

I see, sorry for the confusion. Are you working on the game alone? Maybe you should consider hiring a few artists if that's in your budget

All good!
It's a solo effort for the most part but I'm working with several artists and composers yeah! If all goes well, I'll be able to hire more in the future ^^

(+1)

Nice, hope to see more of the game in the future. Keep up the great work!

what did i do wrong? it won't let me open the game

___________________________________________

############################################################################################

FATAL ERROR in Vertex Shader compilation

ShaderName: shdr_ItemShine

D3DXCompile failed - result

at gml_Object_obj_Title_Draw_0

############################################################################################

old GameMaker games require a certain driver, you'll find what you need in the README file ^^

If you overkill a story enemy, such as the first jelly, Khless, T, or the goblin, their soul doesn't appear. So much for guaranteed.

Sorry about that! Things will be a bit different in the final game ^^

You do get to fight bosses again in this demo though, and overkill does work in these refights

hey i was wandering what was the difference between english and english 2

There is none, english 2 is just a placeholder ^^

ok thx

also good game

(+1)

Today I learned that Nose has invented ENGLISH 2

Why where is no debug mode in this demo? I tried the button combination various times but it didn't work. :(

Is the combination different now or something?

Debug mode has been deactivated in the public version! It's really just a tool for me to get around the game quickly during development and can cause bugs and crashes, so I chose to disable it to prevent debug related bug reports.

It is still available on the Patreon version however!

Is the debug mode supposed to be Patreon exclusive, or would it be okay if somebody figured out and shared a way to reenable it on the public version?

It's meant to be a Patreon exclusive feature!

Like below, I want to extend my congratulations on releasing the newest update! I’m having a lot of fun just in the beginning beach/ocean zone (which I might be stuck in, so if you would be willing to tell me the code to the five-digit fish symbol puzzle that would be very kind), and the game is extremely well polished for a demo. Honestly, from just the first zone alone, and with other people mentioning more zones, this seems more like a game in early access or alpha than a demo. I look forward to seeing more updates to this game.

Thank you so much!

For this puzzle, you're meant to explore and find hints that reveal the correct order. I'll look into making this more obvious in the future ^^

Note that if a "!" button appears when entering a room, you can get a hint as to what to do in said room :B

You can find a walkthrough here: https://www.patreon.com/posts/119207938

And finally, the correct order is:

1. Leftmost symbol (small fish)

2. Sixth symbol from the left (trilobyte/worm)

3. Seventh symbol from the left (narwhal)

4. Second symbol from the left (turtle)

5. Fourth symbol from the left (bubbles)


Thank you again, it means a lot ^^

(2 edits)

So first off, I just want to congratulate you on the new demo you just dropped, it is so much fun to play! I've been waiting to play it for a long while and it definetly didn't dissapiont! Thanks a bunch for sharing it with all of us and kudo's on this achievement, the quality is amazing.

I do however have a question. I'm fully hard-stuck in Biscotti. The game seems to be nudging me to go to either the windmill or the abandoned house and while I'm able to enter the first room of both I for the life of me cannot figure out how to get any further. Am I missing something?

(+1)

you need to pull a green leaf that's hidden behind a barrel in the abandoned house

Thanks for helping out!

Thank you very much! It's been a lot of work, I'm glad you're enjoying it ^^

+1 on being hard-stuck on the same part. Got it thanks to the answer below, but maybe this solution is a tad too hidden.

(-1)

I am very afraid your game have got a virus.

It does not! I assume your antivirus is sending you a false positive.

(-3)

Will there be any trap characters?

(+2)

No! This won't be a thing

That's a shame but I get it

It doesn't matter as much tho because game is amazing! I cannot wait to play the next demo!

Thank you! It'll be out very soon ^^

Not sure why but despite being a paying subscriber on patreon I am no longer able to chat on it or access downloads.

I definitely see you as a patron still, that's weird...

Dumb question, but are you sure you're still logged in?

(1 edit)

Yes I'm logged in. I even logged out and logged back in to see if it solved it and it didn't. Says I'm a member off to the side but says I'm not a member on any of the posts. when looking at pas posts it shows I'm a $5 member but I can't type anything in. Keeps asking me to donate $1 to get access.

I've never heard of something like this... I'm afraid there isn't much I can do, you'd have better luck contacting Patreon directly.

Still though, if there was a specific post you were trying to access, send me a DM on Patreon and I'll see if I can at least get you its content!

Looked up what pateron had to say about it but they just say contact post creator.

You'll probably need to actually contact them, nothing looks off on my side.

Still, can you DM me the posts you're trying to access on Patreon? Maybe there's something I'm missing.

one word one single word wen does the 2024 demo will be out because i and my grandma dont have a credit card so i can only pay by google play so i cant get the patreon also dont worry i do am 18+ i just live whit my grandma

(+2)

The demo will be made public on January 2nd, 2025! ^^

(+1)

Than you for responding NoseBecc and also may you get the better time to work on your game :)

(2 edits) (+1)

Suggestion: Shape Relics A special relic that allows you to summon shapes as an ally and has 6 variant bases of the 6 Fei. You can only have one active Shape Relic.

For explain:

  • Oyon shapers (misc type)
    Replace a random not-matching color Oyon with an Oyon shape. Oyon shape acts like a normal Oyon except it can’t be cursed.

  • Assist type
    Summon shapes at your heart and you can shoot with them.

  • Fighter type
    Summon a shaper to fight for you and/or destroy their core.

  • Mage type
    Summon a mage shape that charges to cast a spell. That spell can be a healing, buff, or give you an amount of fei. Enemy shapes attack it to prevent using that spell.

  • Puff Fish (Fighter type)
    It can’t damage shapes but can destroy cores. Eats cores to increase its size and detonate front at the enemy. Explosion damages the enemy x the amount of consumer cores.

Oh interesting!

I really like the Puff Fish one. I might not use these ideas as is necessarily for various reasons (or they might have to be something other than shapes, there are a few relics like that in the new demo), but I'll keep this in mind for the future!

Thank you ^^

(1 edit)

Hey, quick question. How do you reset the save data in the itch demo?

Woops, I deleted your follow up question by mistake.

You'll have to go to the BE_Witches folder in Appdata/Local and manually delete your save there!

(1 edit)

have not found the Local folder here is an image to help:

Aah, that's the wrong folder!

The save is kept in a different one at C:\Users\YOURUSERNAMEHERE\AppData\Local

That would explain it

(+1)

Thank you for your help

I think its probably a really great game.

In short, i think it has a lot of potential, but at this state its pretty confusing and Hard, maybe its just me.

But i have some points that make it really difficult to play.

First thing, when you play in Fullscreen the game just ignores the blue light filter of windows, this is really eye straining for people who got it activated normally (i Have it on like 80%)

Secondly, i think the riddles are a bit confusing, you need a good example of concept before giving the player the riddles.

In the starting desert, i felt like i couldn't do most riddles because IDK how. I got 2 Violet Pillars, one with slime and one with a pot, IDK what to do with them. Also 2 Violet pillars with 3 empty squares, same here idk what to do, i don't think you can use Items of your inventory to place them? And the hardest part in the water was to see the flying shards and to be able to let the shells sink to the ground, but having no idea what for and if i miss something else.

The Minigame seems pretty hard (or I'm pretty bad) but i tried to play the minigame like most "Connect" games, i could kill a goblin, but the zombie was to tough). Also i could not get used to how they changed, so most of the time i just choose 2 tiles to switch.

Thank you!

This is a very old demo that does have many flaws, the vast majority of which have been fixed in the newest patreon build, released just a few days ago. This current itch.io one was more of a proof of concept really ^^

A new public demo will be released in a few months, but it's patreon only currently!

ran into an issue where my crappy bluetooth headphones would cut out, then reconnect but for some reason the sound on the game wouldn't start back up when they reconnected. When I went to save, the clock just kept going faster and faster but wouldn't save. I have only ever experienced this issue when my sound would cut out otherwise I wouldn't think the two were connected. I guess this is a version 7 issue.

Sadly unplugging/replugging headphones can cause the sound to stop playing, to my understanding this is a GameMaker issue that I don't have any control over...

The clock spinning forever bug has been fixed in newer builds though! I recommend playing on the latest one (V11) which was released just at the beginning of this month ^^

In any case, thank you for reporting this ^^

There is one thing i will say this game: I.LOVED.IT.

And no - i'm not exaggerating, i'm not making it up or anything. This was actually such an amazing experience. And i can say for sure - my expectations were, god damn, subwerted.

I honestly didn't expect much of it at first: "Another BE game, nothing special". But man, was i wrong! Character design, cutesy graphics, neat dialogues, such a nice attention to detail and more. It's obvcious how much love and passion was put into it. All these little details (just like i love), puzzles and secrets. So cool. And even though sometimes said puzzles feel a bit TOO complicated - it's still a nice feeling to try and solve them. Who knows, maybe i'll "wisen up" at some point and will come back to solve them. Combat is as unique as you can get too - i've never seen anything like that before, so i was uh... let's just say "confused". But that's probably a ME issue.

Oh oh oh! Almost forgot!

COMBAT OST! Man, the soundtrack during a fight is FIRE! First few seconds i was thinking "Man, it's not that bad..." and just in about a minute i was nodding my head to the beat! "Baaaaaam~ Pa-ba-da-ba Baaaaaam~ Pa-ba-da-ba ---- Bda-pa-pa-pa-da-pa-pa-bap -- Bda-pa-pa-da-pa Ba-badabum!" IT'S INSIDE MY HEAD FOREVER! I love how jolly and energetic it is! Pumps up your mood much better than you would've thought. "Ta-ta-ta-ta-" - okay, enough.


But, yes. Even though i absolutely love this game (and already added it to my steam "wishlist")... I can't deny that there are few issues:

1) TURORIAL. Man, was i banging my head against the wall for around 10 minutes, trying to figure out how the hell I am suposed to deal damage. Yes - it IS possible that some of it was on me and my lack of brain, but just in case - it may be a good idea to look into this issue.

2) LEVELING UP AND EVOLVING. So... I love chalanges. I usually don't farm stuff and prepare for battles, but instead just rush to the next enemy. By the time i beat final boss i was level... 11? 10? Something like that. So imagine my surprise when i coma back to "Evovle" and see that i'm requiered LEVEL 20. I'm barely half way there! (IMPORTNANT - i didn't lose once, so all my progression was as it would be if you don't farm) So i had to sit there and farm all these monsters for a whole hour... Result was worth it, but it was NOT a pleasant experience.  Maybe lower requierements? Or rework them in some way? 

3) EMEMIES TOO MUCH/NOT ENOUGH. Also a pretty annoying issue when you try to simply solve puzzles, or are on your way home. "I don't have time or energy to fight you, you silly LVL1 Goblin!". Losing is not an option - you lose levels. Running is not an option too - enemy is BLOCKING your path. So you HAVE to fight - and it's not always what you want to do. Here also comes lack of enemies when trying to level up (did i say that a solid 25% of my time on lvling up was wasted on simply walking around and searching for foes to fight?). There has to be a way to ALWAYS find a fight when you need one, but NEVER fight if you have something else to do. How? I'm not game dev, why asking me? You silly goose...



Khe-khe... Wow, that was a lot of text, huh? I hope you uh... won't get tired of reading it. Last thing: good luck with your project. It's filled with love, genuine care and talent, it's so... beautiful to see. I'm waiting for an open beta and even more for a paid release on steam. "SHUT UP AND TAKE MY MONEY!" - as one ginger man said. Love to all of you, guys <3

With love - from me. 

Oh, thanks a lot!
I'm glad you enjoyed the game this much! ^^

And from the looks of it, the version you played is the old demo too! There have been some massive changes (including an actual story), and every complaint you have have since been fixed (though there's always room for imrpovement of course). The newest build is available on Patreon only for now ($1) and I'm planning to have a public build released in a few months. You can expect a bunch of new excellent tracks too ^^

Thank you again!

Owww, that's great! And based on waht i've seen so far - i don't think there is a reason to doubt that it'll turn out PERFECT.

But how few are "few months"? 2? 3? Or should we be waiting for it to release next yaer?

Thank you too, kind gentleman!

I'm aiming for it to be ready within 2024! I don't have a date, but that's the plan ^^

(4 edits) (+1)(-1)

I'm not sure where to go to ask this but is there any way to skip the pyramid scene? I have no idea how to fight the monster there and it takes forever to get through the cutscene leading up to it. It's incredibly frustrating. If it doesn't exist in the game, I think the ability to skip incredibly long cutscenes like this would be great for repeat playthroughs since I really have no desire to go through that pyramid conversation again before trying the monster again. Aside from that I've been really enjoying the game so far and I love how polished the art is. The fact that I've been enjoying the game so much is what makes being stuck in the pyramid so painful for me, I don't want my playthrough to end there.

(+1)

Sorry I wasn't able to answer this sooner, I just noticed you tried asking on Patreon yesterday!

I did actually just add a secret command to accelerate this specific sequence in the new build that came out today! Pressing Enter + Middle click (the same that is used to skip cutscenes) once you get control of Vuu will increase her speed. Saves are not transferrable from V10 to V11, but I think it might be worth restarting for this one if you stopped there.

I'm glad you're enjoying it, and sorry you got stuck at that scene! I actually want to expand on the festival scene before that which will teach you how to use charged shots (hold right click), which is how you can defeat the monster. Charged shot at the head, attack while it's weakened, and so on.

If you really can't beat it, there is also a debug mode you can use. Debug mode is explained here https://www.patreon.com/posts/92141393
Basically, you'd have to toggle it on (left shift + enter + F2), press F9 in exploration, scroll up until #17, then click the scarecrow to activate that cutscene and continue from right after the fight. I would recommend toggling debug mode off after the cutscene.

So yeah, sorry about that, it will be improved in a future build! And thank you! ^^

(+1)

Thanks for the response! I can tell you've worked really hard on this game and I wouldn't be voicing my frustrations with it if I didn't think you had something great. I'll give the game another shot.

Great game, it was hard to learn at first how to play and the puzzles were some times annoying (like having a crystal that was hard to grab) but I got better at it!

Thank you!

Clearer explanations and a new hint system are actually what I've been working on this month! I'm sure these will make the game less overwhelming ^^

Viewing most recent comments 10 to 49 of 315 · Next page · Last page