any estimate on steam early access release? I don't check itch as often and like the updates I get there. Would probably get a lot more exposure as well!
For sure, but it's going to be another few months before that. I do post monthly devlogs publicly on my patreon though, and I'll make sure to post these on steam as well once I have something playable there ^^
Aah, that must have been because I changed a few tags. I don't know where you saw that but it must refer to the page itself, not the game... The next demo is closer than ever, but it's still a few months away.
You have to do it manually by going to AppData/Local and deleting the BE_Witches folder. Sorry about that, there will be an easy way to delete your save file in the next demo!
Please make it so in the cheat version we are invincible and we have unlimited everything and if you can, please add more stages to the red crystal maybe like 55 more or however much you want, i don't mind ;)
No problem! That's strange though... Does the game start in fullscreen or in windowed mode? And are you playing with an actual mouse, or with a laptop's trackpad? Also, are you using an older version of the game that you downloaded a while back maybe?
I see. I'm not too sure if the game starts in fullscreen based on your answer, but if not, try going to AppData\Local\BE_Witches, and open the settings.ini file. Then, change fullscreen="0.000000" to fullscreen="1.000000", save, and launch the game again. This will make the game start in fullscreen, and the cursor should work then.
This is an old bug that will be fixed in the next version, but for this version you'll have to play in fullscreen only... Sorry about that.
Just wanted to say that i found the gameplay novel, fun, and refreshing, Was interested in the Risque elements but am definitly staying tuned for the gameplay and amazing soundtrack. Art style is cute and jumping right into gameplay was relatively quick and sweet.
Though if i had one bit of constructive critisim is the Menus, while stylish, are not very intuitive at times. Took me a minute to figure out how to start the game.
I've made various minor improvements to the menus since, including the addition of a "?" button that explains your options in each menu screen. This should hopefully help!
As for the very first screen before the title screen, fair enough, I'll work on that to make it easier to understand in the next demo ^^
For now I simply recommend you explore the ocean, and you'll eventually find these. Some power orbs are pretty well hidden though, so feel free to use the walkthrough if you can't figure out where they are!
You have to do it manually by going to AppData/Local and deleting the BE_Witches folder. Sorry about that, there will be an easy way to delete your save file in the next demo!
Oh sure! As long as you cite BE Witches in the credits, that sounds good to me! Ideally I'd like you to link the itch.io page as well, but I understand if you can't.
However I also need to ask kulor, who composed the song, to see what he thinks of it. I'll get back to you once I know ^^
All good! kulor is fine with it as well as long as he's credited as the composer. Here is his site, if you can link it too: http://kulor.arnoldascher.com/
In any case, good luck! Feel free to post your game here once it's ready to be shown ^^
gravitron orb breaks after you use it to reneable gravity, making it unable to freeze oyons for the duration of the battle. red/blu pyramids also fail to destroy any oyons that are mid link, making it very difficult to obtain a perfect clear if you have a red/blu oyon linked mid activation. another bug is that mashing the right arrow after opening the game from the save clock will permenantly make Rose and Yuu invisible. also, will there be a mechanic for swapping characters during combat?
The pyramid thing is on purpose, but these other two bugs will be fixed in the next version.
I've been thinking about some kind of mechanic that would let you swap characters mid combat yes. I'm still figuring it out so it's not implemented yet, but there's a chance that it will be a thing in the next version!
The soft armband can be dropped by fairies, and the rare scale can be found on green fish but I don't remember exactly where to find them, so you'll have to check the walkthrough for that!
There will be an easy way to delete your save file in the next demo, but for now you'll have to do it manually by going to AppData/Local and deleting the BE_Witches folder.
This game legit has one of the best soundtracks. The battle theme rocks hard. It's a shame this game is very ecchi and I can't really look it up without worrying about staining my search history. Maybe if we could download the music?
I'm not sure I can describe it a whole lot better than the walkthrough, but I can try. Here is what the walkthrough says:
Drag the cyan/arch pellet to the blue/dotted shard. Drag the red/circle pellet to the floating cyan/arch shard. Drag the newly formed cyan/arch pellet to the green/claw shard. Drag the newly formed green/claw pellet to the yellow/z shard. Lastly, drag the blue/dotted pellet to the green/claw shard to turn it cyan/arched. A secret door will open to D4.
Just to be clear, cyan = light blue. The way colors are described here is color/symbol (e.g. cyan/arch), but if that's too confusing, ignore the symbol part. Also, it should be noted that you need to first clear the yellow variant of this puzzle to be able to clear the cyan one. It should be a lot clearer when in game as well.
If you tell me which part of this you don't get, I can try to explain it further!
Just wanted to say that I'm definitely looking forward to upcoming updates! Played the game about a year ago (and as far as I'm aware there hasn't been updates since then), but if there really is a massive update coming then I'm super looking forward to it! Keep up the great work and, even if there's not much to say, I hope you'll continue to update the blog. Just a bit worried when I hop in here to see what's up and I see there hasn't been an update about the game itself (except for the Steam thing) since over 15 months ago. But seeing that there's still activity in the comments and on other platforms makes me very happy. Again, love the stuff and I'm looking forward to the continued progression of this game!
I'm not sure if the blog you're referring to is my Patreon, so I'll say this just in case: I've actually been posting devlogs monthly all this time! I basically use my Patreon as a devblog (https://www.patreon.com/nosebecc). I've been working hard on the game but there is a pretty hefty amount of work needed to get it where I want, which is why it's taking a while. The plan for now is for a huge update to come out in 2022, followed by the actual full game a few years after that, whenever it's done.
So yeah no reason to be worried! I'll keep working on the game until it's done, one step at a time ^^
I'm not too sure if that's what you're asking but the BE is very noticeable, you can check it out easily be downloading the cheat version and going to the large red crystal ^^
The visual design of this game is really top notch. Everything about the visuals all manage to stand out while perfectly fitting together like puzzle pieces. I seriously love the colors and how things move, I'm really excited to see what the next demo has. Keep up the great work!
Heya bud, figured I'd pop in & give you some info & insight. I had a killer time with this game the first time I played it, & hearing that there'll be a massive update soon is exciting, but there's a major problem with all this (for me, at least), which is that it doesn't run on Mac. As much as I'd hate to stack more work on your plate, that feeling is outweighed by my desire to play your game more. If it's simply impossible, that's fine, but I figured I'd let you know so you could follow up on it, one way or another.
It's not impossible, but after looking into it some time ago I did figure out that it was an enormous pain, to be honest... I will give it a fair shot after the next demo comes out, but I'm afraid I can't promise anything when it comes to Mac.
So yeah, "I'll see what I can do" is the best I have for now, sorry...
Thanks, man. It means a lot to know you have & will continue to work on this. I'm not sure how useful this is, but the main hangup on why I can't run it on Mac, even with an emulator, is the use of DirectX, which simply can't even unpack itself properly. You probably know this already, but to the best of my knowledge, Unity is a pretty simple solution, although switching engines can't really be called simple. Another thing you could try is to take the DirectX Library, fully parse it, & have it be a separate library within the file, but that would take a pretty decent amount of both time & RAM to do on your end.
Oh GameMaker should be able to handle it! At this point switching to another engine is not happening anyway, that would require an enormous amount of time with more cons than pros for me.
It's a bit worrying that even an emulator can't run it, but it's good to know the cause at least! It looks like I have my work cut out for me. Thank you, I'll make sure to look into that as well! ^^
It's not stupid at all ^^ You can only play as either Vuu or Rose in this demo (you can choose your character in the VS screen), but there will be many more in the next version.
i like the game but the one thing that i hate is the puzzles i really don't like the puzzles and i have to look it up to get help. I don't have a mouse so i can't do move the heart, also what about color blindness like blue is green and green is blue Etc can u have a option for blindness, other that don't have mouse and help for puzzles or anything please
There is a color guide in Vuu's house (where you begin the game) that will help with the puzzles and how they work. You will be able to access that guide from anywhere in the next demo.
If you don't have a mouse, you can still use WASD to rotate the heart (or anything you grab in the overworld) and F to right click.
As for colorblindness, that's what the symbols are for. These were added after a few colorblind people asked me for it, and I haven't had any complaints about it since then ^^
The art style and amount of polish that clearly went into this game is insane. I instantly fell in love with it. And then I find out that it's got a unique puzzle mechanic with the chains, that I kind of have a hard time wrapping my head around (that's a good thing!). There's so much going on here I feel like I've barely scratched the surface. And the first dangerous area is you just walk into the ocean, like what?! This is insanity. It's so fucking stylish and cool. The game is quirky, bizarre and wonderful.
I have to be honest with you, I wish I didn't feel weird about sharing it with friends, but the pervy BE fetish stuff makes me not want to share it with people I know... >_>
I can't blame you, I myself don't bring it up very much IRL for that very reason. I did implement a setting that forces the lowest breast size on every character when turned on in the next demo I'm working on, but even then it's still about anime girls in skimpy clothing in the end.
I jump that the installer that I calculate is necessary to play is dangerous and can damage the computer also download the laptop first and I jump an error
The installer is the basic Game Maker compiled one and has always worked perfectly fine so far, as it has for many other games. If it somehow didn't for you, I would need more information to do something about it. You might want to alert the Game Maker team as well. There is also a portable version that doesn't require installation however!
More like a year and a half by now... I'm going as fast as I can.
I was hoping to release it within 2021, but given what's still left to do I don't think that's gonna happen. Then again, that's why I chose not to share a release date in the first place. It will come out once it's ready, likely during 2022! That's all I can say for now other than it will be worth the wait.
Love the game and great to hear its coming along well!
Assume you are up to your eyes in doing art work, but would be great if there could be battle damage or even just a change in expression dependant on %HP. Glad to hear there will be loss screens added.
Seem to remember you were talking about changes to the battle system, but wondered if more shape related monster abilities might be good? Like killing shapes damages player for duration etc. Seeing the imps "Bulk Up" always felt like it should make them bigger for the duration.
Other battle feedback. Some of the enemies can buff themselves, but by the time they can next cast the buffs have ended. Maybe have them last until next damaging cast and not affect damage from hits by Shapes (as they will be in effect for longer). Likewise effect of shield seems fairly underwhelming.
Keep up the great work, cant wait for the next demo!
You're assuming right, that's all I've been doing for a while now ^^ I did consider doing clothes damage when a character reaches low HP, but sadly that's just too much work, so I settled for a change of expression as you said.
I have yet to add more spells, but more shape related monster abilities sounds interesting... No promises, but I'll keep it in mind! And yeah I want to add more sprite effects, precisely like "bulk up" making them bigger while the buff is active ^^
I know about that, no worries! I thought it would be funny if Imps didn't get to profit from Bulk up, so they basically just stop fighting and flex for a sec. Shield is more of a "better than nothing" spell, there'll be better versions of it later. Still, I know the balance is far from perfect. I'll do my best to improve that in the next demo!
I can't love your game enough! I am more than grateful that I am still alive because I could see such a beautiful work in my life. It's a shame that I have some little difficulties in supporting you every month because I am in China(We can't use patreon). But I promise I will ask my overseas brother to buy one for me when your game is released.
Here's a problem. Could I rank all the monster girls up to R5 in the demo? I have beaten Saen' Liz many times(absolutely more than 5), but when I compared these girls to your pictures on Deviantart , I found these girls were R4...
By the way, I am longing for your next demo. Best wishes!
Oh, thank you so much! That makes me really happy ^^
Only Vuu and Rose can reach R5 in the demo, the rest can only reach R4. Every character will be playable in the next demo (which should be out near the end of 2021), and they will all be able to reach R5 then. There will even be a R6 in the final game, but it's going to take a few more years after the next demo.
I have enjoyed the game so far but a couple things bothered me. The way you get items is to appear in the over world is too obtuse and a unnecessary waste of time. Also in combat it seems the best way to play is to swap pieces and quickly as possible. While enjoy this it does seem to render the ability to swap multiple pieces at once pointless and at times even harmful. Multiple times my combo was ruined by accidentally swapping more than 2 pieces. From my experience I found that chaining pieces together was slow high risk low reward option and that playing quick was not only more fun but also offered a bigger payoff. In my opinion it would suit the gameplay better to focus on making bigger matches (lines of more than 3) than to make multiple using the chain. Currently matching 4 or more pieces has no benefit which is a shame since it fits the pace of the game better than the chaining system. Also visual clarity could use some work. I had no idea there was a combo meter until one of your hints told me I needed high combo to make items drop. And don't get me started on how some shapes just disappear into the background. Overall I did like the game and am looking forward to playing more!
Yeah visual clarity is something I'm working on, by reworking the UI and making the background darker notably. I'll also introduce the mechanics over time in the actual game which should make things less confusing.
As for the swapping issue, it really depends. I would argue that selecting more than 2 pieces at once makes it easier to both clear more blocks at once and line up over 3 pieces. Lining up 4 and more pieces gives you energy, which allows you to use relics if you have any equipped. Once again this is something I need to explain more clearly. That being said it could be interesting to look into some incentive to clear multiple chains at once... I'll keep it in mind!
And finally about the discarding mechanic, to get items to appear in the overworld, I can't really think of a better way to do it... I recommend using the middle mouse button for quick discard over the drag & drop, but if you were already doing that I'm not too sure what to do to improve it. If you have any suggestion, I'll gladly take it ^^
For the items I was referring to the fact that item drops take 5-15 seconds to appear when on certain screens. To me that just seems rude to make players wait around for an item that might not even show up. It kills the pacing and it is just boring to do. Also for the discard system since you mentioned it I do have an idea. Instead of dropping the item just do it like an adventure game. Go to your menu to click on the item you want to use . Then it takes you back to the game screen and you cursor changes to the item's appearance. After that you just click on what you want to use it on. If the item does not fit where you click just make a sound effect that indicates that and vice versa if it does.
For the part about matching I strongly disagree. Most players will be able to make many matches just by swapping as quickly as possible which in turns builds up combo very fast. In fact I would ask you to play your game when you get the chance and for one battle focus on speed matching while not using the multi swap mechanic. Then do another battle only making good multi swaps(almost every swap rewards mana) and I want to know what you feel is a better way to play. I would also ask that you tell how often you drop your combo when playing both ways. From my own play I was not able to get my combo high or keep it going reliably while trying swap multiple pieces at the same time. On the other hand I had no problem consistently reaching 100+ while just moving 2 pieces quickly.
I am not trying to offend you I just think it would be a good idea to settle on one way of play so you can build upon that preferred style. To me the ability to link multiple pieces together and swap them all at once is too slow a way to play while at the same time you are playing a shoot em up. Playing fast just makes more sense with how frantic this game can get.
Aah that's what you meant, I'll need to check again how long it can take at most, but since the items you get that way are not used a whole lot, you should get most of what you need just by playing the game normally. But fair enough, I'll look into it! I did consider doing it like an adventure game for the dropping mechanic, but I couldn't really see any advantage over what's already in place. But well, since that's not what you had a problem with it's all good I guess ^^
As for the matching, I'm not sure if what you mean is clicking randomly as fast as you can or only selecting 2 pieces at a time but still paying attention to what you're clicking on. In the first case this is something I don't want to encourage since I feel like it ruins the point of the puzzle part of the battles, so I've been working on ways to make it a bad strategy. Then again, this only viable in the demo because of the battles being in a starting area with only 4 colors and few special blocks. If you meant the latter then no, I disagree. Selecting only 2 blocks is certainly an option, and there's nothing wrong with that, but I think selecting as many pieces as you can is the better strategy. It's definitely harder to do, but it allows you to clear blocks and gather energy more effectively once you get the hang of it. Keeping a combo going for a whole battle that way is very doable too! What I want to encourage is the ability to keep cool and think despite the shapes' onslaughts.
So yeah no worries, I appreciate you taking the time to write all of this. You brought up some good points that I'll definitely keep in mind to improve the gameplay! Thank you ^^
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Nosebecc i gave you 22$
Oh thank you very much! I appreciate it a lot ^^
Jan 2021 was a bit off then? xD
Only joking, with u on patreon and cant wait to see the progress. Glad theres a light at the end at least!
Yeah seriously, that was an underestimation and a half...
But yeah, I'm getting there! Thank you! ^^
any estimate on steam early access release? I don't check itch as often and like the updates I get there. Would probably get a lot more exposure as well!
For sure, but it's going to be another few months before that. I do post monthly devlogs publicly on my patreon though, and I'll make sure to post these on steam as well once I have something playable there ^^
Updated: 19 days ago… but what is the update?
Aah, that must have been because I changed a few tags. I don't know where you saw that but it must refer to the page itself, not the game...
The next demo is closer than ever, but it's still a few months away.
Hey, quick question, how do I delete my save?
You have to do it manually by going to AppData/Local and deleting the BE_Witches folder.
Sorry about that, there will be an easy way to delete your save file in the next demo!
Please make it so in the cheat version we are invincible and we have unlimited everything and if you can, please add more stages to the red crystal maybe like 55 more or however much you want, i don't mind ;)
lol
Sorry, I don't plan to update the cheat version anymore. There will be a sixth rank in the full game once it comes out, however!
ok
Hello, sorry for the inconvenience.
I can't move the mouse in the game. Do you know how I can solve that?
I've been wanting to play it for years, and now that I can, I can't move my mouse on the screen.
I'll appreciate your answer
No problem!
That's strange though... Does the game start in fullscreen or in windowed mode? And are you playing with an actual mouse, or with a laptop's trackpad? Also, are you using an older version of the game that you downloaded a while back maybe?
I'm using the latest version of the game, I ran it on both screens and it was on my laptop
I see. I'm not too sure if the game starts in fullscreen based on your answer, but if not, try going to AppData\Local\BE_Witches, and open the settings.ini file.
Then, change fullscreen="0.000000" to fullscreen="1.000000", save, and launch the game again.
This will make the game start in fullscreen, and the cursor should work then.
This is an old bug that will be fixed in the next version, but for this version you'll have to play in fullscreen only... Sorry about that.
Will there ever be a apk or Html version?
Probably not, I don't have any plans for that currently.
So if you lose the fight the npc drains all your exp to level up?
Your exp is reset to 0 for your current level, but your level doesn't change. That's all!
Just wanted to say that i found the gameplay novel, fun, and refreshing, Was interested in the Risque elements but am definitly staying tuned for the gameplay and amazing soundtrack.
Art style is cute and jumping right into gameplay was relatively quick and sweet.
Though if i had one bit of constructive critisim is the Menus, while stylish, are not very intuitive at times. Took me a minute to figure out how to start the game.
Love the work and look forward to any updates
Thank you very much!
I've made various minor improvements to the menus since, including the addition of a "?" button that explains your options in each menu screen. This should hopefully help!
As for the very first screen before the title screen, fair enough, I'll work on that to make it easier to understand in the next demo ^^
Is there any more recent versions of the beta? the last one here is from 2020 but I don't know if there's more on patreon or something
This is it for now, I've been working on the next one since then! It should be ready in another few months.
i have a question :
how to have a power orbs?
and how to find the emblem ?
For now I simply recommend you explore the ocean, and you'll eventually find these.
Some power orbs are pretty well hidden though, so feel free to use the walkthrough if you can't figure out where they are!
ok thanks , and do you know for the emblem ?
In the ocean as well! It's hard to miss.
AH , i dont see him , i dont know where in the ocean , i'm probably dumb
It's in a chest right after defeating Nightmare, you might have picked it up without realizing ^^
i can't play the game
___________________________________________
############################################################################################
FATAL ERROR in Vertex Shader compilation
ShaderName: shdr_ItemShine
D3DXCompile failed - result
at gml_Object_obj_Title_Draw_0
############################################################################################
You're probably missing a few drivers, this should fix it:
https://www.microsoft.com/en-us/download/details.aspx?displaylang=en&id=35
How do I save
From the place with the big red crystal, just go up, up and left, and click on the clock!
thx
The song for the fight is freaking awsome! Who's responsible for that?
It is! ^^
kulor is the one who composed it. Here is his soundcloud :
https://soundcloud.com/commodorekulor/sets/be-witches-demo-ost
Hi I've been having a problem with restarting the demo because I'm trying to 100% it. Would there be anything that I can do to restart?
You have to do it manually by going to AppData/Local and deleting the BE_Witches folder.
Sorry about that, there will be an easy way to delete your save file in the next demo!
May I have permission to use Sablee Ocean's music for a minor gamejam I'm participating in?
Oh sure! As long as you cite BE Witches in the credits, that sounds good to me! Ideally I'd like you to link the itch.io page as well, but I understand if you can't.
However I also need to ask kulor, who composed the song, to see what he thinks of it. I'll get back to you once I know ^^
All good! kulor is fine with it as well as long as he's credited as the composer. Here is his site, if you can link it too: http://kulor.arnoldascher.com/
In any case, good luck! Feel free to post your game here once it's ready to be shown ^^
Oh, thank you! I'd avoid mentioning BE Witches (due to the game being pretty risque), but I will credit Kulor, if that's fine with you.
Edit: I’ve reconsidered. Maybe I’ll credit BE Witches and just be really ignorant about what I know about it.
Ah thanks, I'd rather "BE Witches" appears is in the credits yeah, even if there's no link.
I'm sure a bunch of people heard the BE Witches songs through kulor's soundcloud without ever checking out the game itself!
gravitron orb breaks after you use it to reneable gravity, making it unable to freeze oyons for the duration of the battle. red/blu pyramids also fail to destroy any oyons that are mid link, making it very difficult to obtain a perfect clear if you have a red/blu oyon linked mid activation. another bug is that mashing the right arrow after opening the game from the save clock will permenantly make Rose and Yuu invisible. also, will there be a mechanic for swapping characters during combat?
Thank you!
The pyramid thing is on purpose, but these other two bugs will be fixed in the next version.
I've been thinking about some kind of mechanic that would let you swap characters mid combat yes. I'm still figuring it out so it's not implemented yet, but there's a chance that it will be a thing in the next version!
will there be a gallery mode or something where you could see all the character portraits and stuff?
Yes! That will be a thing in the full game ^^
You need to be a patron to join the server. If you already are, you should be able to join by going to the "my membership" section.
I'd rather talk about Patreon related stuff on Patreon though, so feel free to send me a DM there if you need more help ^^
im loking for two materials rare scale and and the soft armband anyone know how to get em
The soft armband can be dropped by fairies, and the rare scale can be found on green fish but I don't remember exactly where to find them, so you'll have to check the walkthrough for that!
so I'm trying to reset the game but whenever i delete it and reinstall it, it boots me back to where i was. do you have any ideas on what to do
There will be an easy way to delete your save file in the next demo, but for now you'll have to do it manually by going to AppData/Local and deleting the BE_Witches folder.
This game legit has one of the best soundtracks. The battle theme rocks hard. It's a shame this game is very ecchi and I can't really look it up without worrying about staining my search history. Maybe if we could download the music?
Good game, good soundtrack. Keep it up
Thank you!
The soundtrack was composed by kulor, you can find it here:
https://soundcloud.com/commodorekulor/sets/be-witches-demo-ost
can anyone help me get the cyan puzzle to get the power orb behind the secret door i cant make sense of the walkthroughs description
I'm not sure I can describe it a whole lot better than the walkthrough, but I can try. Here is what the walkthrough says:
Drag the cyan/arch pellet to the blue/dotted shard.
Drag the red/circle pellet to the floating cyan/arch shard.
Drag the newly formed cyan/arch pellet to the green/claw shard.
Drag the newly formed green/claw pellet to the yellow/z shard.
Lastly, drag the blue/dotted pellet to the green/claw shard to turn it cyan/arched. A secret door will open to D4.
Just to be clear, cyan = light blue. The way colors are described here is color/symbol (e.g. cyan/arch), but if that's too confusing, ignore the symbol part. Also, it should be noted that you need to first clear the yellow variant of this puzzle to be able to clear the cyan one. It should be a lot clearer when in game as well.
If you tell me which part of this you don't get, I can try to explain it further!
the only thing im having trouble with is the fact i couldnt see the cyan pellet
That's weird... This is where the pellet is supposed to be. Does it not appear for you?
the boulder isnt lifted yet thats why
Ah I see, lifting that boulder is what solving this puzzle with yellow shards does ^^
i did the yellow part puzzle
Just wanted to say that I'm definitely looking forward to upcoming updates! Played the game about a year ago (and as far as I'm aware there hasn't been updates since then), but if there really is a massive update coming then I'm super looking forward to it! Keep up the great work and, even if there's not much to say, I hope you'll continue to update the blog. Just a bit worried when I hop in here to see what's up and I see there hasn't been an update about the game itself (except for the Steam thing) since over 15 months ago. But seeing that there's still activity in the comments and on other platforms makes me very happy. Again, love the stuff and I'm looking forward to the continued progression of this game!
Thank you very much!
I'm not sure if the blog you're referring to is my Patreon, so I'll say this just in case: I've actually been posting devlogs monthly all this time! I basically use my Patreon as a devblog (https://www.patreon.com/nosebecc).
I've been working hard on the game but there is a pretty hefty amount of work needed to get it where I want, which is why it's taking a while. The plan for now is for a huge update to come out in 2022, followed by the actual full game a few years after that, whenever it's done.
So yeah no reason to be worried! I'll keep working on the game until it's done, one step at a time ^^
This is a NSFW or SFW?
Somewhere in between, kind of like Senran Kagura. There are big boobs, but no sex or nudity.
Good also what short of BE?
I'm not too sure if that's what you're asking but the BE is very noticeable, you can check it out easily be downloading the cheat version and going to the large red crystal ^^
Do you mean Breast Expansion?
Oh lol yeah of course! That's what I mean ^^
The visual design of this game is really top notch. Everything about the visuals all manage to stand out while perfectly fitting together like puzzle pieces. I seriously love the colors and how things move, I'm really excited to see what the next demo has. Keep up the great work!
Thank you very much!
I'll do my best ^^
Heya bud, figured I'd pop in & give you some info & insight. I had a killer time with this game the first time I played it, & hearing that there'll be a massive update soon is exciting, but there's a major problem with all this (for me, at least), which is that it doesn't run on Mac. As much as I'd hate to stack more work on your plate, that feeling is outweighed by my desire to play your game more. If it's simply impossible, that's fine, but I figured I'd let you know so you could follow up on it, one way or another.
Thank you!
It's not impossible, but after looking into it some time ago I did figure out that it was an enormous pain, to be honest... I will give it a fair shot after the next demo comes out, but I'm afraid I can't promise anything when it comes to Mac.
So yeah, "I'll see what I can do" is the best I have for now, sorry...
Thanks, man. It means a lot to know you have & will continue to work on this. I'm not sure how useful this is, but the main hangup on why I can't run it on Mac, even with an emulator, is the use of DirectX, which simply can't even unpack itself properly. You probably know this already, but to the best of my knowledge, Unity is a pretty simple solution, although switching engines can't really be called simple. Another thing you could try is to take the DirectX Library, fully parse it, & have it be a separate library within the file, but that would take a pretty decent amount of both time & RAM to do on your end.
Oh GameMaker should be able to handle it! At this point switching to another engine is not happening anyway, that would require an enormous amount of time with more cons than pros for me.
It's a bit worrying that even an emulator can't run it, but it's good to know the cause at least! It looks like I have my work cut out for me. Thank you, I'll make sure to look into that as well! ^^
how do i get power orbs to ascend? through leveling up or bosses?
One of them is found at the very end of the ocean dungeon, and the rest is hidden all over the place ^^
If you don't feel like looking for them, there is a walkthrough available here : https://www.patreon.com/posts/walkthrough-by-33962675
I have a maybe stupid question but can you play with other characters?
It's not stupid at all ^^
You can only play as either Vuu or Rose in this demo (you can choose your character in the VS screen), but there will be many more in the next version.
Thanks for the reply. i hope it doesnt take too long. ^^
i like the game but the one thing that i hate is the puzzles i really don't like the puzzles and i have to look it up to get help. I don't have a mouse so i can't do move the heart, also what about color blindness like blue is green and green is blue Etc can u have a option for blindness, other that don't have mouse and help for puzzles or anything please
There is a color guide in Vuu's house (where you begin the game) that will help with the puzzles and how they work. You will be able to access that guide from anywhere in the next demo.
If you don't have a mouse, you can still use WASD to rotate the heart (or anything you grab in the overworld) and F to right click.
As for colorblindness, that's what the symbols are for. These were added after a few colorblind people asked me for it, and I haven't had any complaints about it since then ^^
thanks for answering questions, now i know how to move the heart and how to deal with the evil puzzles, have a great day
The art style and amount of polish that clearly went into this game is insane. I instantly fell in love with it. And then I find out that it's got a unique puzzle mechanic with the chains, that I kind of have a hard time wrapping my head around (that's a good thing!). There's so much going on here I feel like I've barely scratched the surface. And the first dangerous area is you just walk into the ocean, like what?! This is insanity. It's so fucking stylish and cool. The game is quirky, bizarre and wonderful.
I have to be honest with you, I wish I didn't feel weird about sharing it with friends, but the pervy BE fetish stuff makes me not want to share it with people I know... >_>
Hah thank you very much! ^^
I can't blame you, I myself don't bring it up very much IRL for that very reason. I did implement a setting that forces the lowest breast size on every character when turned on in the next demo I'm working on, but even then it's still about anime girls in skimpy clothing in the end.
But still, I'm glad you like it!
someone helps me with the puzzles I can not solve several an example the two that are in the first zone
This walkthrough has all the answers you might need:
https://www.patreon.com/posts/walkthrough-by-33962675
I jump that the installer that I calculate is necessary to play is dangerous and can damage the computer also download the laptop first and I jump an error
The installer is the basic Game Maker compiled one and has always worked perfectly fine so far, as it has for many other games. If it somehow didn't for you, I would need more information to do something about it. You might want to alert the Game Maker team as well.
There is also a portable version that doesn't require installation however!
if you meant that the game crashes past the first screen, that's in all likeliness because you are missing drivers:
https://www.microsoft.com/en-us/download/details.aspx?displaylang=en&id=35
Mi culpa no avia descargado el instalador y luego hacer toda la 'prosa que sigue y luego hacer el juego el mismo gracias por responder
A whole year has passed since the release of the last build of the game. I hope we will see a new version of BE Witches soon?
More like a year and a half by now... I'm going as fast as I can.
I was hoping to release it within 2021, but given what's still left to do I don't think that's gonna happen. Then again, that's why I chose not to share a release date in the first place. It will come out once it's ready, likely during 2022! That's all I can say for now other than it will be worth the wait.
any plans for a mac version?
Maybe eventually, but I don't currently have a way or the time to make it happen, so it's low on my priority list...
Linux might happen after the next demo comes out for what it's worth.
Love the game and great to hear its coming along well!
Assume you are up to your eyes in doing art work, but would be great if there could be battle damage or even just a change in expression dependant on %HP. Glad to hear there will be loss screens added.
Seem to remember you were talking about changes to the battle system, but wondered if more shape related monster abilities might be good? Like killing shapes damages player for duration etc. Seeing the imps "Bulk Up" always felt like it should make them bigger for the duration.
Other battle feedback. Some of the enemies can buff themselves, but by the time they can next cast the buffs have ended. Maybe have them last until next damaging cast and not affect damage from hits by Shapes (as they will be in effect for longer). Likewise effect of shield seems fairly underwhelming.
Keep up the great work, cant wait for the next demo!
Thank you!
You're assuming right, that's all I've been doing for a while now ^^
I did consider doing clothes damage when a character reaches low HP, but sadly that's just too much work, so I settled for a change of expression as you said.
I have yet to add more spells, but more shape related monster abilities sounds interesting... No promises, but I'll keep it in mind! And yeah I want to add more sprite effects, precisely like "bulk up" making them bigger while the buff is active ^^
I know about that, no worries! I thought it would be funny if Imps didn't get to profit from Bulk up, so they basically just stop fighting and flex for a sec. Shield is more of a "better than nothing" spell, there'll be better versions of it later. Still, I know the balance is far from perfect. I'll do my best to improve that in the next demo!
Dear creator,
I can't love your game enough! I am more than grateful that I am still alive because I could see such a beautiful work in my life. It's a shame that I have some little difficulties in supporting you every month because I am in China(We can't use patreon). But I promise I will ask my overseas brother to buy one for me when your game is released.
Here's a problem. Could I rank all the monster girls up to R5 in the demo? I have beaten Saen' Liz many times(absolutely more than 5), but when I compared these girls to your pictures on Deviantart , I found these girls were R4...
By the way, I am longing for your next demo. Best wishes!
Oh, thank you so much! That makes me really happy ^^
Only Vuu and Rose can reach R5 in the demo, the rest can only reach R4. Every character will be playable in the next demo (which should be out near the end of 2021), and they will all be able to reach R5 then. There will even be a R6 in the final game, but it's going to take a few more years after the next demo.
Thank you again! I'll do my best ^^
Thank you!
And yes, in the final game the highest rank for every character will be 6, and there will be a lot more playable characters as well ^^
I have enjoyed the game so far but a couple things bothered me. The way you get items is to appear in the over world is too obtuse and a unnecessary waste of time. Also in combat it seems the best way to play is to swap pieces and quickly as possible. While enjoy this it does seem to render the ability to swap multiple pieces at once pointless and at times even harmful. Multiple times my combo was ruined by accidentally swapping more than 2 pieces. From my experience I found that chaining pieces together was slow high risk low reward option and that playing quick was not only more fun but also offered a bigger payoff. In my opinion it would suit the gameplay better to focus on making bigger matches (lines of more than 3) than to make multiple using the chain. Currently matching 4 or more pieces has no benefit which is a shame since it fits the pace of the game better than the chaining system. Also visual clarity could use some work. I had no idea there was a combo meter until one of your hints told me I needed high combo to make items drop. And don't get me started on how some shapes just disappear into the background. Overall I did like the game and am looking forward to playing more!
Thank you!
Yeah visual clarity is something I'm working on, by reworking the UI and making the background darker notably. I'll also introduce the mechanics over time in the actual game which should make things less confusing.
As for the swapping issue, it really depends. I would argue that selecting more than 2 pieces at once makes it easier to both clear more blocks at once and line up over 3 pieces. Lining up 4 and more pieces gives you energy, which allows you to use relics if you have any equipped. Once again this is something I need to explain more clearly. That being said it could be interesting to look into some incentive to clear multiple chains at once... I'll keep it in mind!
And finally about the discarding mechanic, to get items to appear in the overworld, I can't really think of a better way to do it... I recommend using the middle mouse button for quick discard over the drag & drop, but if you were already doing that I'm not too sure what to do to improve it. If you have any suggestion, I'll gladly take it ^^
For the items I was referring to the fact that item drops take 5-15 seconds to appear when on certain screens. To me that just seems rude to make players wait around for an item that might not even show up. It kills the pacing and it is just boring to do. Also for the discard system since you mentioned it I do have an idea. Instead of dropping the item just do it like an adventure game. Go to your menu to click on the item you want to use . Then it takes you back to the game screen and you cursor changes to the item's appearance. After that you just click on what you want to use it on. If the item does not fit where you click just make a sound effect that indicates that and vice versa if it does.
For the part about matching I strongly disagree. Most players will be able to make many matches just by swapping as quickly as possible which in turns builds up combo very fast. In fact I would ask you to play your game when you get the chance and for one battle focus on speed matching while not using the multi swap mechanic. Then do another battle only making good multi swaps(almost every swap rewards mana) and I want to know what you feel is a better way to play. I would also ask that you tell how often you drop your combo when playing both ways. From my own play I was not able to get my combo high or keep it going reliably while trying swap multiple pieces at the same time. On the other hand I had no problem consistently reaching 100+ while just moving 2 pieces quickly.
I am not trying to offend you I just think it would be a good idea to settle on one way of play so you can build upon that preferred style. To me the ability to link multiple pieces together and swap them all at once is too slow a way to play while at the same time you are playing a shoot em up. Playing fast just makes more sense with how frantic this game can get.
Aah that's what you meant, I'll need to check again how long it can take at most, but since the items you get that way are not used a whole lot, you should get most of what you need just by playing the game normally. But fair enough, I'll look into it!
I did consider doing it like an adventure game for the dropping mechanic, but I couldn't really see any advantage over what's already in place. But well, since that's not what you had a problem with it's all good I guess ^^
As for the matching, I'm not sure if what you mean is clicking randomly as fast as you can or only selecting 2 pieces at a time but still paying attention to what you're clicking on. In the first case this is something I don't want to encourage since I feel like it ruins the point of the puzzle part of the battles, so I've been working on ways to make it a bad strategy. Then again, this only viable in the demo because of the battles being in a starting area with only 4 colors and few special blocks. If you meant the latter then no, I disagree. Selecting only 2 blocks is certainly an option, and there's nothing wrong with that, but I think selecting as many pieces as you can is the better strategy. It's definitely harder to do, but it allows you to clear blocks and gather energy more effectively once you get the hang of it. Keeping a combo going for a whole battle that way is very doable too! What I want to encourage is the ability to keep cool and think despite the shapes' onslaughts.
So yeah no worries, I appreciate you taking the time to write all of this. You brought up some good points that I'll definitely keep in mind to improve the gameplay! Thank you ^^