A downloadable game for Windows and Linux


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


   

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




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 15 days ago
StatusIn development
PlatformsWindows, Linux
Rating
Rated 4.5 out of 5 stars
(482 total ratings)
AuthorNoseBecc
GenreAction, Role Playing
Made withGameMaker
TagsAdult, breast-expansion, Cute, Erotic, expansion, growth, moe, Monster Girls, No AI
Average sessionA few hours
LanguagesEnglish
InputsMouse
LinksPatreon

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Download
BE Witches - Public.zip 332 MB
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BE Witches.AppImage 340 MB
Download
BE Witches - Public (previous build).zip 409 MB

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Viewing most recent comments 10 to 49 of 508 · Next page · Last page

in love with this game but i feel like i got softlocked because, i did not get the thunderhorn, i had started anew file because it has happened before, is it a bug or am i missing something? thank you in advance.

I love the game! Just one question. When I use the soul trapper, am I supposed to use the soul for something? Am I able to summon and use the thing I trapped like how it shows above with Lamia?

Thank you very much!

Captured souls are really just used in some recipes currently, or they can be sold. They don't have any purpose outside of that currently ^^

i noticed there was an issue with trying to load an old save into the new version of the game, so i wanted to know if this issue would persist for all of the newer versions of the game? for example when the game updates again after the optimization update will there still be problems with carrying save files to the next version?

I try to make it so saves are compatible inbetween minor updates, but for major ones it's extremely likely they will break in some way yes. Sorry...!

(1 edit)

I love this game, and it changed a lot since I first played, I was not knowing what to do so I just abandonned ( it was like 3 years ago ) Right now I reinstalled the game 3 days ago and already finished the game twice! I am just really annoyed because I got 9 power orbs and that I need 10. My review is: the gameplay is really nice, the art too, I like looking for secrets ( but honestly there are some that are way too hidden for almost anybody to see it on their first playtrought ), I am mad because I cant find all the shards at the last part for the keys ( I looked EVERYWHERE and am missing 20 shards ), the only thing that I dont really like about the game is that if you missed someting and are looking around, you will encounter a lot of ennemies, so just to find it takes like 30 min, 3 min of walking, 27 min of fighting. Last thing, its pretty annoying that there are almost no information about the game, the only thing to help me solve puzzles and find a few secrets was watching a video if the game. So this game is really good, I love the gameplay ( so much that I got someting like 20 hours on the game ) and you did a good work. Almost forgot, when you miss one of more power orbs, you need to restart to get them, wich can be pretty frustrating.

(+3)

Thank you very much! ^^

First of all, there is a Walkthrough available here: https://www.patreon.com/posts/119207938
I guess it couldn't hurt to mention its existence in the intro screen... I'll keep that in mind!

If you went through every room of the Night dome and still didn't find the missing stars, even with the radar, you might be missing a secret room! One thing you can use to figure out where it is is the fact that this map is symmetrical ^^

I agree that some secrets are way too hard to find, I do plan at hinting at some of them in various ways in future builds. And, I also have plans to make fights skippable if you've beaten that enemy enough times! The encounter rate is an issue for sure currently.

One last thing, you can get every power orb without restarting! It's possible to go back to Auria and Sablee by using the pod in the top right of the Rietti plains once you've beaten the last boss of the demo ^^

Again, thank you! I appreciate the praises and the feedback!

(4 edits)

Thanks a lot for telling about the fact I can go back, I was about to start a new game to find all of them. But I dont think there are anything that say you can do that in the game, am I wrong? Too, I would say that the puzzles in the Auria tower are easily the hardest. Almost nobody would think of interacting with the clouds in the background, and to find the removable bricks, I need to click everywhere and see if someting move, maybe I suck at seeing difference between colors. ( I am 100% sure that the only orb left for me is in the Auria tower wich can tell that its hard ) and thanks too for telling that the map is symetrical, gonna save me a LOT of time. And fights are already skippable, but they are not always. I dont know what makes it so I can skip it or not, and the shapes are not skippable but that is normal to me.

The sign at the end of the game does mention the pod and being able to go back to Sablee / Auria ^^

I actually disagree about the clouds and bricks in Auria! The bricks are slightly discolored, but also shake when hovered upon ^^
The clouds are harder to think of, until you encounter these lines of clouds jumping in the background. Although, I'm planning on giving them a better SFX when clicked, and maybe making it so you don't have to click them 3 times to destroy them, that could help.

About the fights, you can always walk back the way you came from when you encounter one, so it's possible to skip them in that sense! Smash also lets you instantly destroy fights if you're 10 lvls or more above the enemy, but yeah that doesn't work on Shape fights, you'll need a Heart dummy for these ^^

(3 edits)

Ight, thanks, the bricks are most likely because I changed the luminosity of my screen so it makes the color harder to differentiate. Thanks for the walktrought, it was a bit long to follow the instructions but I managed to get the last orb! ( It was indeed in the auria tower ) Thanks a lot for telling me that it was symmetrical, I would have took ages to find everything else.

No problem! Good stuff ^^

(1 edit)

I will say, this game is surprisingly amazing with the spritework, the story, and everything! I ended up introducing my BF to this, and he enjoys it too :3

Although, if I might make a small suggestion- alchemy could absolutely use some hints sometimes, I ended up having to consult the walkthrough to make the very stretchy bra TwT

Also, one of the maze puzzles in the Rietti Forest could be cheesed by dragging the ball across the top of the screen really fast, although it was finnicky at times.

All in all, excellent work so far!


I'll try to reply to this thread as I come up with any suggestions, reports, or ideas, so check back regularly!

(1 edit)

Okay so, when I rank Vuu up from rank 1 to rank 2, her boobs do grow- but then they seem to shrink back down again to the previous rank, which persists even after restarting the game and changing my team around...

EDIT: Guess who just found out what the + and - buttons were in the UI!
Nevermind, there isn't a bug with Vuu, I just have a mild case of not being very smart TwT

Thank you very much, I'm glad you both like it! ^^

I'll consider alchemy hints. I think it'd be fine if you had to pay for them, either in magis or in shards... We'll see!

Ah, I've been made aware of the Rietti forest puzzle cheese lol. It's actually possible to kinda cheese he one after that too, but I think I'll leave these in, it's kinda like a fun secret ^^

To be fair the + and - aren't very clearly explained, I'm planning to introduce that feature a bit better in a future build of the game!

(4 edits)

Yee, an explanation on the - and + would be nice in a future update...

Another nice QoL would be a faster way to traverse the map, areas like Risetti and Biscotti are so massive, that back tracking to a save point can take multiple minutes, assuming you manage to avoid every single encounter with only one party member still alive...

Also, another feature that would be very nice to add is a saves directory in the files, so you can back up your save data or send it to friends and stuff- when I encountered that "bug" with Vuu, I ended up accidentally deleting all of my save data by renaming data.win to troubleshoot, right after getting up to the 4th area and getting my party up to rank 2... TwT

It ended up coming back somehow, but I think that would be a very useful QoL feature- or even just the ability to import and export save data in the file select?

Oh! And one more thing- I did encounter a single fatal error crash in the first area of the game (Sablee)
I don't remember how it happened exactly, but I ended up moving 2 rooms rather quickly while an item was despawning, which I think was what crashed it...

Like I said, as I encounter things and play more of the game, I'll be sure to reply to this thread for suggestions, reports, and ideas! ^w^7

EDIT: I also encountered another bug I'd like to report! If you try to capture a soul sometimes after a fight, if you click and then click again, the audio may bug out and play the noise for longer than it's supposed to. It's kinda a silly bug reminiscent of the Genesis era, but I think it's worth mentioning!

EDIT 2: As if to karmically prove my point, my PC just bluescreened and corrupted all of my savedata and the game itself, to the point that I need to completely reinstall the game since I keep getting the following error every time I try to open the file select:

___________________________________________

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

ERROR in action number 1

of Create Event for object obj_file_select:

DoDiv :2: undefined value

at gml_Object_obj_file_select_Create_0

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

gml_Object_obj_file_select_Create_0 (line -1)

Reinstalling did not help, either, so that's one helluva way to lose 15 hours of savedata QmQ
Completely uninstalling and reinstalling didn't help, either, since it keeps crashing...

Huh, that's a lot... Let's answer everything one by one!

I do plan on adding a fast travel system in the future, which will be unlocked later in the story! no worries there ^^

I definitely don't recommend renaming the files...! I'm kinda surprised it still worked after that. More info about the save files below!

The game does have some rare crashes that instantly close the game, without an error log... I'm still trying to figure this out, but these happening as you move into a new room correlates with other reports I've heard. Thank you, I'll see what I can do! I think it might either be a VRAM issue or a problem with GameMaker itself at this time.

Noted for the soul capture, thank you!

As for the bluescreen, I don't expect this was caused by the game since I've never heard of something like this before, but it could have been some real bad timing for sure which corrupted your save...
So, the save files are located in "C:\Users\XXX\AppData\Local\BE_Witches" where XXX is your username. I assume you chose the first save slot, in which case your corrupted save should be named "Save file 0", if possible, do you think you could zip that folder and upload it on say, MEGA, and I can take a look at it? It might be useful to prevent this kind of save file corruption in the future, and with a bit of luck I might also be able to fix your save!

Huh, I can't find a folder by that name anywhere in my AppData\Local folder... Is it possible that the Itch app's sandboxing might have put it in a different directory?

Turns out, the way Itch.io handles sandboxing is that is makes an entirely separate user account on your PC that's hidden, with very few permissions outside of the bare minimum. Who knew?

Anyway- here's (https://mega.nz/file/CA1kjS5D#NHu1dPmtSMdGn5NwLFMuowg_vknd2y1Bf72Z-kdqS8M) a full copy of the BE_Witches folder, which includes Save File 0 as well as my settings file, in case that's somehow messing things up- unless Notepad++ was failing to display things properly, though, the MainSave.sav file was filled with [NUL} on the entire line, so there's a pretty good chance any data there is lost for good...

If you don't mind me asking- is there any way you could implement an automatic backup/restore system into BE witches? Maybe keep a log of your most recent auto save and/or your most recent manual save, as well as some error tracking, so that if one of the folders creates an error and forces the game to hang it's able to identify it and replace it with one of the backups?  Granted, I'm far from an expert on coding, so I have no idea how difficult this would be to implement (at least on the Itch version, since I know Steam handles save files a bit differently due to their cloud saves), but that would be a real life-saver in cases like this TwT""

Also- the crash in Sablee did have an error message in my case, although I forgot to report on it at the time- sorry about that! I tried to recreate it, though, and had no success, so it seems that it's probably an edge-case somewhere...

Enjoying the game, even though I've been struggling with one boss fight. Well, after some research, it seems I'm quite underlevelled! Guess I gotta try and grind out some more levels. Love the work, keep it up!

Thank you very much!

The balance does need a bit more work to be fair ^^

Fair enough. Maybe a slight boost to XP or something? Because I'm around level 9-10 by the time I reach Cerelia. Or rather, I was... I started up the game to grind some more today, and my save was somehow completely gone. If I can't find it, I'll start from the beginning again :(

What?!
Aw fuck, I'm sorry... I don't expect it but did you fiddle with the save files by chance? Or did you maybe try loading a different version of the game and save in there?

The save files are located in "C:\Users\XXX\AppData\Local\BE_Witches" where XXX is your username, what do you see if you access that folder? Surely they didn't fully disappear, maybe it got misnamed through some bug or something and the game can't find it for that reason...?

I had difficulty beating Cerelia first time through, but after learning and practising the fight system (including a lot of stuff which probably isn’t explained by that point in the game), I could beat her easily at level 11 or so, IIRC. I also didn’t have any problems at that level with the Tunnels fights, despite what the walkthough says.

Hi there, been playing the game a ton and just wanted to come here and say I think it's incredible. Personality and charm are clearly baked fundamentally in its DNA! Aside that, I noticed a couple small points I just wanted to bring to light in case they may help as feedback:

  1. Being able to open the map using 'm' is so common in games generally, I was surprised it wasn't incorporated here. 
  2. On death, Vuu her bust size in the game-over screen differs (bigger size) from the one you would have unlocked at the start of the game. I feel like such a nitpicker here but maybe it might be nice to program the screen's bust to be the same as the one you choose to use yourself on the spellcast screen?

Once again, well done. Looking forward to what the full game is going to look like.

(1 edit)

Thank you so much! And I appreciate the feedback too ^^

1. I guess it couldn't hurt! I'd need to be careful and make it so it won't cause issues if you press M while typing a note for example, but yeah, can do, I'm taking note
2. Aah, that's been brought up a few times before. It's fair especially given this is a BE game, but essentially while I'm not against it, my focus is somewhere else currently! If I do end up doing this, it'll be closer to the end of development ^^

Again, thank you!

So I'm curious abut the Shapes fight I know the guide said get 3 bars full to get reward but what happens at 1 or 4 bars is getting 3 bars the best one?

You get various fight bonuses for these!

1 bar: random minor power up
2 bars: health (half a heart or a full heart if you're lucky)
3 bars: +1 drop after the fight
4 bars: random major power up

This game is insanely well polished, and written very well the whole way through the current version. I only ever crashed once and never really encountered any noticeable bugs (other than the ones crawling around the caves) and my only gripe is that the grind to get higher tiers of your party members, even with the end of content fights, takes forever.

Incredibly well done, you should be proud!

Aw man thank you so much! I'm glad ^^

There will be better ways to get XP in the final release, so no worries there! :B

Spell Bomerang don't heal (Sable, don't check rest yet)

Oh shoot, you're right! Thank you, I'll work on fixing this soon!

(+2)

I finished the demo. Here's my impressions :

  • I liked the art style and music.
  • I liked the combination of dungeon crawling and point& click. That works very well, and unlocking the optional paths or finding the hidden treasures is rather rewarding. The different pointers for different interactions is interesting, as it allows revisiting dungeons with a new power to discover more secrets.
  • I liked less the battles though. The combination of match 3 and shoot'em up doesn't work as well as the combination used for exploration. I think the issue here is that you are forcing the player to do two things at the same time, which is hard by itself.
  • A simplification of the match 3, by removing the chain could make the game a little easier for the player as the match 3 would play quicker. For swapping two feys, you currently need three clicks, while by removing the chain, you would only need two clicks. The chain would be an interesting game mechanic if the battle was turn-based as it allows preserving turns by swapping more than two tiles in a single turn. But here, the game is action-based, with the shoot'em up part that hapens at the same time as matching tiles, so the player should be able to quickly switch between the two modes, and because of this, the player doesn't really have the time to think about chains.
  • For the combo spell, I think I would have prefered spells triggered automatically when thresholds are reached instead of having an extra spell to trigger manually that change with the number of combos. But on the other side, it's also a way to reset the combo timeout. Ideally, the combo spells should be different from the manual spells.
  • I had a lot of difficulties to beat the boss at the end of the forest. This is the first boss with the ability to invoke shapes, and the main issue here is that this boss can easilly submerge the player with shapes due to her ability to turn cursed feys into shapes. At that point of the story, the player only have two characters at its disposal, with very little ways to improve them (outside grinding levels with random battles), and the link between the combometer and the damage inflicted by destroying shapes has also not yet been explained (the page that explains it is found later in the game). I think this boss should be rethought, and the ability to turn cursed feys into shapes be reserved for a later boss.
  • I played the Linux version of the demo. I encoutered two crashes when changing room, but no obvious way to reproduce them. I noted that the game systematically crashes with a segfault when I'm closing it.
  • I'm finishing with a suggestion : add a way to quickly travel between the save rooms, as this avoids to traverse several screens when going back to town from a dungeon. I especially felt I would need this when exploring the last dungeon which contains a save room. I guess that quick travel feature should be limited by the story.

First of all thank you very much! ^^

- About the fights, I suppose that's subjective! I could smplify the match 3 part, but it would lose a lot of what makes them interesting. I love the feeling of being overwhelmed and having to figure out the best course of action as fast as possible, as well as buttons having multiple uses. So these will stay as they are, though I do plan on adding some difficulties option, including potentially one that would make the whole thing somewhat more of a turn based system!

- Having the combo spells trigger automatically would be too strong, and potentially a negative in some cases. For ther same reasons as above and because it's also more tactical, I want them to be triggered by the player! It's not impossible that some spells would be combo only, but no promises there

- The forest boss (and the forest in general) are definitely too tough this early in the game, I agree! The difficulty will be rebalanced in the next major update ^^

- Aw shoot, I've been having reports of mysterious crashes for some people, which might either be a memory issue or because of Game Maker itself. These have been very difficult to identify, I'll do my best to figure these out...! The segfault issue is very strange, that one I hadn't heard of... I'll keep an eye out but I'm not sure I'll be able to do anything about it for the time being. In any case, thank you very much for reporting these!

- And yes, there will be a fast travel option later which will work exactly as you described! It will be unlocked later in the story ^^

Again, thank you very much for taking the time to share your thoughts, it means a lot!

For the battles, I sugest adding keyboard shortcuts (1,2,3,4,5 for spells and q for combo).
 Alternatively posibilyty so skip batlee IF we fight with that witch (with the same lv or smaller). Of course some penalties like smallel exp and 25% chance for one item, should be.

Sorry, having to click the spells is an integral part of the gameplay, so I won't add shortcuts...!

I do plan on reworking he encounter rate / system a bit though, possibly by making it so fights can be skipped if you've already beaten that enemy enough times. There is currently a way to insta destroy lower lvl fights by using the ability obtained in the second town if said enemy is 10 lvl or more below your highest lvl party member (I might lower this to 5 lvl in the future). There are also consumable items with that effect ^^

I remember being overwhelmed by everything in the battle system the first time I played as I was trying to make good combos and focus on only the fei needed for my spells. Shooting up enemies at the same time was simply too much and I often got swarmed with shapes.

After getting used to the system however, I've come to really love the fast paced nature that turns the normally cozy connect three puzzle game into something that's packed with stress and action, decisionmaking is shifted from perfection to reaction and everything feels more like a fight. As soon as I got my mind away from "solving a puzzle" to "a battle with shapes and fei" it became immediately more fun. 

I think people tend to expect a certain pace when they see connect three and have a hard time adapting to the much quicker one that's required. I really like that everything is centralized on the mouse and how some shapes chase the hand while others block where you want to move the hand. It's a neat system where everything fits together so nicely, even though it's a bit much sometimes.

My only complaint about the fighting system would be that I can't figure out some of the witches' attacking moves. At least not to a degree where fighting shapes is anywhere near easy. I like yoyo and orbit the best. There's a lot of control in the way those attack, while keeping some distance to the enemy. Starshooter and Boxing are good too but lack defense if that makes sense. It's not quite easy to deal with certain enemies or a big swarm. Mines are very defensive as the fei grid becomes a relatively save zone as long as you keep chaining feis around, though stationary enemies are very hard to deal with on the fly. Not impossible at all, but with everything going on especially in shapes battles this style becomes very unwieldy. And then there's the fly swatter attack... it feels hard to aim and just breaks if you want to attack faster. While it has great piercing (and area of attack I think?)  I have to pay so much attention to where I move and turn to attack the enemy right before me. I can only barely fight other witches with it, but shapes battles seem to be almost impossible with this.
But overall I really like how natural the strengths and weaknesses of different attack types feels. Each attack has advantages against certain shapes and disadvantages agains others while not hardcoding those by saying "+20% damage against sharks" or something like that. It's something you can find out only by playing around with each style. And maybe someone else doesn't want to play with the yoyo, or super enjoys the flyswatter, and my perceived quality difference is just preference

decisionmaking is shifted from perfection to reaction and everything feels more like a fight. As soon as I got my mind away from "solving a puzzle" to "a battle with shapes and fei" it became immediately more fun. 

That's a really good way to put it actually. This has always seemed obvious to me, so I never even considered that some might still see the fights as a puzzle where you need to figure out the perfect solution, which would cause frustration. Thank you, I might actually use that in a tuto page in the game!

Clarity during the fights has always been an issue, and yeah as you said being aware of what spell your enemy is going to cast next is currently one of the main problems with the fights I have to solve. Since a big announcement in the middle of the screen would get in the way, I've been thinking about adding an SFX that would change depending on the spell category (attack, heal, buff, debuff, special), which would trigger when the spell starts being cast and when it's close to being launched. Maybe change the board's background color could help too... That'll be among the changes I work on for the next version, along with a bunch of QoL more generally ^^

I'm glad you weren't afraid to experiment with the various Heartpowers as well! Each has strengths and weaknesses as you said. Most people have some trouble with the Yoyo and the Mines actually ^^
The Swatter though, that one got improved some time ago but I agree that it still needs more. Actually, just right now, I realized that making the Swatter and Fly follow the Heart might help a lot! It would be a lot easier to track their movement and trigger the splat at the right time if you know to do it when they reach the Heart, which you'll already be looking at, rather than having to keep an eye somewhere else on the screen. Definitely worth experimenting with! Thank ye :B

(1 edit) (-1)

The mouse movement is horrible. Hoooly. It's like choppy, teleports everywhere, inconsistent? How does that even happen?

EDIT: Pressing F1 fixed it. Weird.

I'm assuming you saw the README! Good to know it worked

It's a strange Game Maker issue yeah, nothing I can do about it... I hope it gets fixed soon

hello, ive been really enjoying this game but I cant craft anything with alchemy because my recipe page is just 800 pages of boomerang and I have no idea why

Hi!

This is an incompatibility issue that will occur when loading a save from the previous demo with the new demo! You'll need to start a new save with the new demo to avoid this.

Alternatively, you might be able to load that save by launching the old demo (also available in itchio), loading this save there and doing this alchemy in it, saving and turning it off, then loading that save again in the newer build once you're done. It's not ideal but I believe this should work if you don't want to start from the beginning!

I went back and tried that but unfortunately it did not fix it so it looks like ill just have to start over, its alright, its not the end of the world, thank you for the information

Aw shoot, was worth a shot I suppose... Thanks for letting me know, and sorry...!

I'm stuck in the abyss, and can't get out, let alone find the pirates....

what do I do?

If you mean after falling in the pit, you'll need to find the stairs to climb back up, then press the button in the room with a closed door! ^^

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

I have a question about ranks and revives - and booba of course :p



[Spoiler warning for late-game theories]







If a witch ranks up, her breasts grow, so much is clear. What I'm wondering is however, why do witches retain their size after reviving them with their bones? They start back up at rank 1, but I'm sure they had a higher rank beforehand. In Sablee pretty much everyone seemed to have at least one rankup and the guardian (probably) lots of them, so I'd assume that at least some witches, especially the thunder guard captain and the yellow guardian, to have had several ranks before we beat them.
But if reviving reduces rank but not size, why aren't there more witches with massive boobs? 

It depends! Generally, reviving after dying of unnatural causes will preserve the rank (and size), but a natural death will reset both on revival. There's a bit more to it I'm keeping to myself for now, but that's the gist of it ^^

Ah so the way revives work now isn't quite lore accurate?

No, it's accurate! ^^
It's just that every other witch you fight (in this demo at least) is in fact rank 1. I do actually have a lore explanation for that too, especially for the more powerful ones, but the main reason I wanted it to be that way is that I prefer to have the player discovering the higher ranks through their efforts of amplifying the characters after they join your party

(+1)

Then I'll eagerly wait for the next content update to see the missing parts to the lore I currently can't quite piece together yet. I'm happy to see that everything seems to have reason though and isn't the product of oversights or flawed planning ahead

(3 edits) (+2)

I noticed another bug, if I Alt + Tab a few times (which I have a bad habit of doing) the game gets stuck on "Loading!" and, while the gameplay features are there, the entire screen is just the "Loading!" screen (I'm blind but can still interact with stuff)

Oh that's a known issue... uhhhh... take this as a... bigger need to fix it I suppose?

Oh yeah I remembered another thing: sometimes the cursor gets stuck in a smaller window area for some reason, right above the spells and left from the enemy window

Aah, sadly the tab in freeze isn't something I can fix, this is on Game Maker's side, I can only wait. Thankfully there is a temporary fix shared in the README if it does trigger, pressing F6 will toggle fullscreen on/off, which should fix the freeze!

I've never heard of something like that happening with the cursor... Is there any chance this could have been because of a hitstun after destroying a Shape maybe? Would you happen to have a video of it?

(2 edits) (+1)

no, don't have a video, and it felt really random, too, never encountered it afterwards though, might've just mashed a button while not looking 

By the way, I "finished" the game, gotta tell ya the soundtrack is GREAT, I love it so much dude, anyway all that's left is getting all witches to max rank (BOOBAS, lol) and some exploration in the less interesting areas (by the way getting all the stars for the keys took me a WHILE, the only thing I have to say on how to prevent that is making the radar thingy do beeps when coming in a neaby tile like this:

No    Yes    No

Yes   YES   Yes

No    Yes     No

With "No" being no beeping

"Yes" being a slight/faint beeping and 

"YES" being the normal, current beeping)

There are a bunch of small little things that I'd like added, like making a fast travel with the save points (closed off whenever the plot calls for it, call it a "disturbance in fei" or something) to not have to walk so much (I know about fast walking, it's just not enough for me), I noticed how other witches you get in a party get higher level depending on, what I'm guessing, is the overall level in your current party, but that end up meaning that if you get a witch earlier on, it'll be at a MUCH lower level than if you farmed a bunch of levels first, so my idea is a sort of rubber banding of EXP gain, with them getting exponentially more the lower their level is to the highest level witch

uhhh I might've started ranting lol, all I really have left to say is: great game, big booba and I will definitely keep an eye on the game in the future, see ya

Aw damn, well, i'll keep an eye out for it!

Thank you so much, I'm glad you enjoyed it! The composers put a lot of effort into the OST, so this means a lot ^^

I see what you mean about the star radar. I'll consider it, or alternatives, but no promises...!
I do have plans for fast travel between save rooms, this will become available later in the story ^^
And I also have plans for fast XP grinding to catch up low level Witches! Their level currently depends on your highest level Witch at the time they're revived, but that will probably change later in development. But yeah, no worries there! ^^

Thank you again!

Thanks for the linux build, defenily playing again

(+1)

You're very welcome! ^^

(+1)

Hi, uh, when I pause mid-battle with Enter, the game crashes,

___________________________________________

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

ERROR in action number 1

of  Step Event2 for object obj_BGMManager:

Unable to find instance for object index 1413

at gml_Object_obj_BGMManager_Step_2

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

gml_Object_obj_BGMManager_Step_2 (line -1)

(+1)

Aw shoot, thank you! I'll look into this asap!

(+1)

Fixed!

A new build has been uploaded, you can download it and keep playing on your save ^^
Thanks again for reporting this!

(1 edit)

Yay :D

Works perfectly, thanks dude

(1 edit)

Hello, I wanted to report that I encountered a crash when I died in the 2nd phase of the Angel boss in the festival section.(A and I would like to point out that this error is not always triggered)

Thank you for reporting this!

It turns out this crash occurred when dying in this fight, but only if a mini brain is present!
I actually fixed this error just yesterday, if you redownload the game, you should be good ^^
You'll be able to keep playing on your save too!

(+1)

Hey I know you just sent out a patch, but I noticed 2 bugs: The Jelly Tentacle doesn't go into the purple totem on the secret beach. And, the Festival Minigame doesn't let me shoot up.

Hi! That purple totem is only a part of the puzzle, the one in the north east part of Sablee is the one you can put items in ^^
You should be able to spin the heart by scrolling the mouse wheel, does that not work?

Hey! I downloadeed the game but I still have the mouse problem. It is very slow and stuttery. Is there a fix for this?

There are 2 possible fixes! You can try:

- Changing your display's refresh rate (both increasing it and decreasing it work depending on your machine... The logic behind why is beyond me!)

- Pressing F1 in game. This should fix it, but it will also unlock the mouse from the game window. Not really an issue if you're playing in fullscreen on a single screen setup, though it might make certain sequences where the cyrsor is meant to be locked in a certain spot act a bit weird, but still playable.

Hope that helps...! These are temporary fixes, this is a Game Maker issue and I've no choice but to wait for the engine to receive a definitive fix.

Great game, I can only recommend people to give it a try!

Thank you! ^^

I am absolutely shocked, I found this game by accident and its AMAZING. Art is gorgeous, gameplay is engaging, puzzles are fun, world is extremely bouncy and clickable and music is top tier :3

Wishlisted on Steam right away and recommended to all friends.

(+1)

Aw thank you so much!!! I'm glad ^^

(1 edit)

For some reason a fatal error will occur when loading the game because of the item shine vertex failing when loading the game.

This is a known issue, you can find the fix in the readme! ^^
This version of Gamemaker relies on older drivers, you'll find the link in there.

Or alternatively, I'm going to release the optimization update on December 1st, which is a port of the game to Gamemaker 2. That one doesn't have that issue anymore, so you could just wait for it if you prefer! ^^

(1 edit)

Will alt costumes for characters also get chibi art?

(+3)

That's the plan yes! ^^

A small suggestion: Enemies shouldn't heal if a witch gets heartbroken but that's just my thought

Did you mean enemies being able to heal out of the moribund status? If so no, that's just how I want it! Same goes for the player ^^

anyone having issues with the mouse not working right?

(+2)

Sadly Game Maker is far from perfect when it comes to mouse management...
You could try going to open settings.ini in "C:\Users\XXX\AppData\Local\BE_Witches", where XXX is your username. Set mouseYCalibration and mouseXCalibration to 0, hopefully that will help but I can't guarantee it!

I'll be posting a new build on December 1st which fixes that issue, but it also introduces a different cursor bug for some people... Kind of a whole story but basically I have imperfect workarounds for that new one, and I'm waiting for the Game Maker engine itself to receive an actual permanent fix.

But yeah, in short if settings.ini doesn't work you might simply want to wait for the new December 1st version! ^^

Love the game, can't wait for more! One question: I've finished the game and gone back to Sablee to get some power orbs, and I can't find a way to get back. Am I a stupid? I don't have the emblem to get into the big pyramid, I don't think. I even checked storage. Help pls!

Never mind, I found the ship along the beach! I am a stupid!

lol no worries, thank you very much! ^^

(+3)

when i first saw this game i thought its going to be another hard erotic game but instead i see what a true game needs to be. I was so interested that I'm playing it again and making my own side story of it (not a game! Just for me! And if you don’t want any oc’s popping up, i will delete my story or i will keep it private). Back to the game its a solid C#/10 because of the lore and how well its done. 

(+2)

Aw thank you very much! I'm glad you're enjoying the lore, I've got a bunch more planned ^^
And I certainly don't mind, feel free to post it, I'm curious to see! ^^

(1 edit) (+2)

thank you for replying! I didnt know if you would reply but sure ill post it tonight because i did the demo 1 of my story! (If ill learn to code on c# i think ill try to make something of it) 

EDIT: published it 6 minutes ago so make sure to read it with some drinks and snacks!

(1 edit) (+2)

Thank you, I'll check it out later today! ^^

edit: Interesting, it's fun to see someone else's interpretation of the setting! I also didn't expect you'd have gameplay sequences planned out, but you did mention coding it potentially, that tracks. Thank you! ^^

(1 edit) (+1)

thanks! I always plan everything a bit ahead.

Edit(had to be yesterday but i was wayy to lazy)- ive made a lot of changes with the character and i think ill start making his appearance (even though im a shitty artist)

(2 edits)

a very late message: so yeah.. coding idk if itll work but hey at least i can draw.. mediocrely.. but still its a big step on seeing his personality and other stuff. This might be the last message because you have a lot of work probably so ill leave you alone for the next big announcement:) (goddamn i hate apple keyboards)

(+1)

Coding can be tough yeah!
Generally speaking if you're interested in game dev, it's completely fine to start with very small projects at first. It's a great way to learn even ^^
And being able to draw is a huge plus.

Just gotta take things one step at a time! No worries, and best of luck ^^

(1 edit)

On launch the game is windowed, then minimizes, then goes fullscreen when the taskbar icon is clicked.

Theres no mouse and i can't progress past the first screen.


Great game i guess....

(+3)

Huh, haven't heard of that before, this sounds like some sort of GameMaker issue / relatively specific to your machine issue where the game got insta minimized which in turned messed with the mouse calibration.
This shouldn't be a problem in the next version, but for now you might need to access settings.ini, which is located in "C:\Users\XXX\AppData\Local\BE_Witches", where XXX is your username.
You should see mouseYCalibration and mouseXCalibration in there, I assume they might have some ridiculous number associated with them, try setting these to 0 then launch the game again!
If the cursor drifts a bit after that, try to access the in game settings (inventory > settings) change anything then hit apply to force the game to recalibrate the mouse again.

Sorry about that...!

(2 edits) (+1)

SLIGHT LORE SPOILER @NoseBecc






 



just curious, why does Cerelea drop milk and have it in her sprite?  If witches don't produce young, there should be no need to create milk. Is there a lore reason for this? 

Love the game btw, def one of my all time favourites

(+1)

Thank you very much! ^^

There actually is an indirect lore reason for this believe it or not, but it's still a secret currently :B
The short of it is that it's just how Cowgirls' bodies (and some individuals') work. Sorry I can't give you more right now! ^^

so where do i go after freeing Bicostii? Or is that as far as the demo go?

Next is the Night dome! You'll find it if you fully explore the Rietti plains now that you have the SMASH ability ^^

(1 edit) (+1)

I was suprised to enjoy this game as much as I did. Creative and challenging puzzle while keeping all that confined to the mouse. Amazing job, truly. 
I was wondering, will the rank up keep on only changing the booba or other things as well? Like the Kitsune who gains a new tails with the upgrades, it was really cool and I was a bit disapointed that she was one of the only one who had an additional feature, I do understand that'll need a lot more art to make so I do appreciate what I got: the cow girl lactation and the kitsune tails 

Thank you very much! ^^

They're more of an exception, but various other characters do get extra changes! For example, Rose, Lamia and Dragon. There are (and will be) more of them, it just won't be too common ^^

(1 edit)

Just finished the demo, this game is amazing. I love finding the secrets and solving the puzzles in the exploration part, but the battles are also pretty fun too. Without a doubt one of the most unique combat systems in any game I've played, and it's really rewarding once you learn the system. And of course the BE is the icing on the cake. At first I was disappointed there would be no nudity, but honestly I think it works better as an ecchi game. (Not to mention the AMAZING soundtrack) Can't wait to see what else this game has in store!

(+1)

Aw thank you very much! I'm glad you think so ^^

There will be an optimization update coming out on November 1st (Patreon only, then publicly on December 1st) which will also have a couple new features and enhancements, and then a BE update with more content and QoL improvements hopefully in 2026!

(+2)

Genuinely really outstanding, can't recommend this enough. It's a testament to just how quality ecchi games can be :3

(+1)

Thank you so much! ^^

(+1)

hey, i really wanna try the game, but i hear that the demo that is currently up  is not gonna have the progression saved for the next build of the game, and i dont want wanna have to re-do the start of the game and stuff if the next build comes while trying the current one

so... i wanted to ask if i should wait for the next build or just play the current one?

(+3)

The next one is coming out very soon on Patreon and will become public one month later. The saves are indeed going to be incompatible, but the content will be almost the same since this is mostly an optimization update (with a couple new features). Up to you! ^^

i think i'll wait, is there any way to stayed updated for when the new version comes?

(+2)

I'll announce it on my socials, but Patreon is where I post my full devlogs, it's possible to follow for free ^^
Let me share all my links:

https://www.patreon.com/nosebecc
https://bsky.app/profile/nosebecc.bsky.social
https://x.com/nosebecc

I'll also post something on Itch and Steam when the time comes!

(+3)

i hope there are hyper breasts :D

There are! ^^

(+1)

how the hell do I push in the stakes in the forest, in the guide it says to just do it, but not how. Am i just stupid?

 Maybe you looked a bit too far in the walkthrough, you'll be able to push in the stakes later through an unlocked ability after reaching Biscotti! ^^

(+1)

yea that makes sense lol. 

Also can I just say this game is fucking incredible, genuinely never played anything like this before, its so good

Aw thank you so much! This really means a lot ^^
I'll keep doing my best!!!

(2 edits) (+2)

man, when i saw just the "match-3 mode" image, i never expected there to be a whole 'nother combat system that is reminiscent old shooter game (like Meteor) and that the two modes combine into a fast-paced,  exciting, confusing yet fun game. You did not lie when you said that it can stand on its own without the Boobas 
On top that, it has some strategic depth and the exploration leave almost everything in the player's hand (The player even writes notes for puzzle) 

well-done 

(+1)

Thank you! It's definitely a pretty unusual system. Glad you liked it! ^^

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