A perma-death scenario which pushes the player back to the room after the introduction with progress loss would demand your hardcore audience to find preferable tactics and which RPG stats to best pursue. Seeing how Ghost Hunter Vena is an action side scroller with RPG elements. Here I saw gamers collecting into cult followings dedicating their time and resources to polishing and perfecting game play to the best possible completion. Which brought me to a YouTube channel named Summoning Salt. I believe it’s a mode for your muse.Īfter reading Lewdgamers review for Xenotake (which I found unnecessarily negative,) I was stuck on the criticism of lack of re playability. I’m happy to see you took interest in the perma-death difficulty idea.
The “agression meter” can deplete either over time, or if you kill or break free from ghosts. Managing a pink struggle-bar should increase the meter, failing to break free while the pink struggle-bar is active should give also a nice bump to that “agression meter”, but also hurting Vena in some respect. One possibility could be to add an “aggression meter” that indicates that the ghosts get more sexually frustrated. – Give us a reason why we should care about the pink struggle-bar (if there isn’t any later in the game) – Give us more of the struggle animation while Vena is clothed! Increase the time it takes for enemies to deplete the energy bar (increase the time it takes for them to rip the clothes) or add a longer, fancy animation when they do rip her clothes are two possibilites that come to mind
Unable to find any instance for object index ‘306’ name ‘obj_hand_fall’Īlso, a few notes, or suggestions rather: Yay, another bug report! After letting some 3-legged dudes have theri way with Vena multiple times (pink struggle-bar) and picking the glove up repeatedly, I eventually got this error when picking the glove up: INI or config file.Īnyway thanks for the great work. The best case scenario is you change them… or even better would be to add them as values that we can change in an. If you don’t want to do the hard mode changes, I will probably try my best to do a memory modification for them but I may need help from you for finding initial number values so I can do memory scanning for them. Just speed up the move speed to match the animation. Vena’s initial cinematic walk animation is faster than her actual walk motion. shorten initial escape directional arrow timing window by 30%-50% Hidden stats should work fine / no UI work needed. increase escape progress bar decay rate based on something like: yellow/red flashing state OR *new* stamina stat OR *new* pleasure stat. add random delay to the pre-attack movement of monsters ranging from -1s to 1s (maybe -2s to 2s maximum).
I definitely think GHV will be one of the best h-games that have come out in a loooong time.
Perma-death difficulty: Might do that with a new game+ mode, I think is doable, we’ll see.Įdit 3: I didn’t want to update this demo but seen how horrible it turned out I’ll upload an updated version tomorrow or so, if you haven’t downloaded it yet you better wait for 0.4.Įverything looks really great. Naked only difficulty: Sorry, I tried but in the end it wasn’t easy and didn’t seem worth it. IMPORATANT: In the main menu go into configuration at least once before starting a new game… because I’m dumb, also make sure to select a file after selecting new game, cursor won’t be visible until you move up or down. If you find bugs, glitches, weird stuff or if there’s something I said I was going to do but forgot let me know. If you want you can also use this save file with the final version, I don’t think it’s a big deal to start over but there’s the option either way.
After 53.6 years here’s the final demo update that is also the trial version, it doesn’t have that much more content compared to the last demo but it has the final polish, so is accurate to what the full release will be, this is the final demo before the full version which is coming soon, less than a month from now maybe (MAYBE) but as always, anything could happen.