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MegaBlueBall
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MKM alpha 0.1n - Arachne and Monster City stage 2

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MKM - alpha 0.1n.rar 

MKM - alpha 0.1n.zip 

The Arachne was the winner of poll #7 and it was quite a challenging character to animate; the erotic scene was interesting because I wasn't sure how she would mount Maya, or more specifically where would her "appendage" would emerge from but I think that in the end it turned out ok.

I had created a spider character before for my previous game, but I had forgotten how difficult it is to animate the legs hehe... tough this time it is a monster girl and the female torso adds more complexity in order to match the movements of the upper and lower body.

Currently the Arachne shoots some webs at Maya and tries to pounce on her, and if Maya is grabbed she will be encased in a cocoon. Since I want to have some kind of system in the game for status effect or debuffs, I wonder if having Maya be trapped in webs when she gets hit would be an interesting idea. Also after the ero scene ends and the ovipositon happens, I could make it so that it's an instant game over and instead of Maya getting released, she would remain inside the cocoon to be enjoyed by other spider gals.

MKM alpha 0.1n - Arachne and Monster City stage 2

Comments

That's a good suggestion! The whole interaction of ero system will be revamped at some point so this would fit right in when enemies have different scenes. Thank you I'll note it down.

Mega Blue Ball

I know it could be more work, but maybe you could make it so that when a player does lose to some enemies, they press a directional button for how the player is finished. Or maybe they hit V and the enemy will go from the ero animation into the vore animation. Just a thought.

Cownugget

Hey Argarock, thanks for the feedback! Constructive criticism is always welcome and I read and take them in consideration with care. 1) Regarding the damage, currently it is indeed a point of contention that I'll balance in the future. The damage during ero scenes was actually much higher on past versions of the game but lots of fans complained that it was way too high and punishing so I nerfed it severely to its current state. So as you can see, some people like that damage to be high, while others prefer it to be low... so once the game is more fleshed out, I'll try to balance both of those wishes and as well as balancing the damage in terms of gameplay to fit on how I want the level of punishment to be for each enemy. 2) Stamina is definitely a mechanic that I enjoy in games but it's a tricky thing to balance. Much like the above topic regarding damages, I nerfed it's consumption because previously it was too punishing. So again this is definitelly something that I will properly balance in the future, specially when I implement more special skills that require stamina. 3) Yeah it is indeed a very subjective matter, but there's validity to your opinion because as of now given the early alpha state of the game, it can be considered that all elements of the game including the sound effects are either placeholders or may be subject to change/improvement. In other words, eventually I'll go back and do a polishing/refinement pass on the entire game and see if the current assets are of decent quality or if they are fitting to their respective situation, and if they aren't I'll update or remove them. That's why it's good to hear your feedback (however subjective it may be) because it makes me aware of contentious assets that may need attention in the future. Hopefully I was able to answer your questions. In summary, given how I'm developing the game as I go this alpha stage there's definitely things that aren't properly balanced or even at its "final form" so to speak, therefore to try and speed up development I'm leaving those things as is for now, and I will refine them in the future once the game is more fleshed out.

Mega Blue Ball

Honestly the Arachne brings up some things I've noticed and have been thinking about for awhile regarding H-Animations, especially with non-vore animations. Not sure how much feedback is wanted for this, or if this is already planned to be addressed, but felt I'd offer it anyway. I find with Non-Vore animations, the damage tends to be... Very underwhelming. On normal difficulty, after the Fairy literally shrinks you and uses you like a dildo, with the total animation taking 33 seconds, it only does a total of... 19 damage. Makes them feel just weak. In comparison, the butterfly she throws at you does 28 damage. Most non-vore animations have this problem, and I think ramping up the damage, closer to a one shot, especially with how long the animations take, would go a long way in making them feel more impactful. Perhaps a massive burst of damage (80-100) at the animation from climax would work? Another thing that I figured I'd mention, is how the... Stamina? Blue meter, only goes down when it has at least 1 point missing from it. I think that's fine on easy maybe, but it feels like it should always go down on at least normal. Just feels weird to have to dash once and all the sudden struggling costs stamina. Feels like it should always drain your stamina over time. Third thing, and it's somewhat of a nitpick really, and maybe I'm alone on it, but the voices for specific things (Namely the Young Mother & Fairy for example), really take me out of it. They just don't... Sound right. I'm aware it's very subjective, but, I dunno if I'm the only one with that opinion. Anyway, overall I really do like the state of the game thus far, and I hope my rant didn't come across mean or anything, just figured what I see as things that I'd like to see improved, and maybe others will agree with me, or maybe I'm completely off the mark and wrong. Either way, keep up the good work!

odoto

Why not vore just be a finishing move with arachni?

I really hope so, i would love to see one of the lizars or female enemies with some moves lilke that..... I crossing my fingers

Egroj

Well I want some enemies to have some alternative scenes so it's always in the realm of possibilities... hmm I wonder if I should make a special poll in which the entries could be alternative scenes for pre-existing enemies?

Mega Blue Ball

Ah the reeling idea might be interesting, I'll consider it.

Mega Blue Ball

Thank you!

Mega Blue Ball

It is indeed a Looney Tunes reference haha. It's a reference to when the coyote stands in mid-air completely defying gravity, tough I wasn't the one who invented the term; I saw the developers of Celeste referring to this mechanic as "coyote time". It does fit nicely to describe this assist so I used it too.

Mega Blue Ball

I wish she would shrink her and eat her....

Egroj

Milia wars had a good mechanic for their Arachne and "Lambda" enemies, with the former shooting a trio of webs that could grab the player and then be reeled back. The latter had an arcing attack that webbed the player to the floor and had them do a short struggle to escape. Maybe a combo? One arc shot that can root Maya to the floor, followed by a straight line attack that grabs her and pulls her closer to the arachne. Something along those lines seems like a good route to follow, with inflicting the status. I'm also a fan of this end being a game over! Having Maya be dragged away and strung up in a web seems appropriate for this one.

Looks great. Love this game for its more interesting than usual content. Keep it up and I can't see my support stopping any time soon.

Dirk Dagger

I think the spider gal came out really nice. And the wrapping scene is pretty good too. As for that idea you suggested, I'm all for it. For some reason, I really dig instant KO moves in H games. When they aren't cheap, I mean. I do like the recently suggested cutscene idea. Perhaps the cocooned maya could be taken to the spider gal's cave (or houses I guess if they're prowling the city) and they all take turns there. Not sure how far this idea could go though, with this only being a common enemy. Maybe this could be the start of mini-bosses that have more to them than common enemies, but just simple and short enough that regular bosses still are memorable for their fleshed out scenes. Though I can only imagine how many spider gals would do oviposition to Maya before she has a yoga ball's worth of eggs in her womb. Also I read the changelog, and I saw the term "coyote time" in there. Is that a Looney Tunes reference there?

Vik Virtue

You should definitely have a sort of game over cut scene then, of all the spider girls takings turns :)

Sid


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