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The Bindmancer - New Build Out Now - Gallery Feature

Hi everyone,

Hope you've been doing well during this late December.

We have a new build with a new feature to interact with.


You can download it here!

1: What's New?

So with the new build comes a new feature: The Gallery.

The gallery is accessible via the title screen menu and while exploring the dungeons.


This feature is a holding place for the content you can access and interact with in the game.


Each gallery entry does require you to unlock them. Which requires either:

- Obtaining the lore entry in a level via a lore pillar.

- Encountering the action in-game. IE: Get trapped by a mimic chest to unlock the mimic chest animation.


An important note with this feature: It requires that you start a new, fresh game as all the save states for the gallery are new.


And a side note: There's two lore entry artworks yet to go in. They'll get in there within the next week or two.


2: What's next?

Next week is going to be a bit of slow one. I'll get a little bit of work done in considering what to tackle next but it's a week a lot of social events.


I hope you all have an amazing Holiday period and please let me know what you think about the Gallery!


You can download the latest build here!


Cheers,


Caroo!

View Post

Weekly Roundup - 16/12/2022 - Gallery Development - Part 2

Hi everyone!


It's a short roundup this week but progress has been made on the gallery feature!


1: What's New?

So the work done this week was mainly on filling out the image and written content on the rest of the current gallery entries.


Which can be somewhat involved as the gallery needs to be able to display all sorts of assets from static illustrations to animations.



I also added a sixth category to the gallery. Which is all the story entries. So players will have a place they can see all the entries in a linear fashion.


And finally this week I added some logic in the dungeon so you can't open and close the gallery UI when you're not supposed to. Such as when you're in the options menu or a level is starting or ending.

2: What's Next?

With all the current content in the gallery and with the logic for open and closing it set now what's left is the art for it and the unlocking logic.


I'm exploring a new save system to help with the unlocking system. I think if I can implement it, it would make saving aspects of the game such as the gallery feature more reliable and tied to events that would unlock a piece of the gallery: IE: Get a game over, get a game over gallery entry.


The Gallery Feature is coming soon!


Cheers!

- Caroo

View Post

Weekly Roundup - 09/12/2022 - Gallery Development - Part 1

Hi everyone!


Hope you've been well this week. I'd say this is my first week back I've felt settled in enough into my new home to sit down and get some work consistently done. So I have something new in development to show off.


Lets talk about it:

1: What's New?

So what I'm working on at the moment is called the Gallery feature.


It's something that many players of the game have requested over the past few months and I think it's a great idea.



My idea for if is that I'll have a range of items to view. From the game over fates to the lore entries to objects you encounter in the dungeon.


The game pauses when you enter into this screen so you wont be defeated while it happens.


There's a bit of work involved in integrating all the content though. Basically for each piece of content I have to adjust and set it to the right location and animation. But it's coming together well! Some time this week was just figuring out how to best overlay the animated objects over the UI screen.

2: What's Next?

Next week is focused on the gallery feature. In total 3 things need to get done on it and I think it'll take me 2 weeks more to get it done.


In total there's still to do:

1: Enter in all the content.

2: Design and implement a nice looking UI.

3: Hook up the "Unlocking" aspect so content appears in the gallery once you've encountered it. Including a little prompt that appears when something new is in it.


So if all goes well I estimate the gallery feature will be completed just before Christmas. We'll have to see then but progress is steady!



Cheers!

- Caroo

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The Bindmancer - December 5th Build



To Download for Windows OS = Click This Download Link

Install instructions are at the bottom of this post.


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

What's New in the Build?

December 5th:

This update has completely replaced the backend for player movement, enemy AI, collision, and enemy movement.


As such it addresses and fixes the most janky aspects of the game:


- Enemies no longer move into eachothers space.

- Enemies no longer move directly into the players space.

- Enemies can now "Wonder" around before detecting the player. (Although some stay in place by design)

- Collision is much, much more consistent and durable. There shouldn't be situations of the player moving into spaces they shouldn't be able to.


September 16th:

This update includes a number of gameplay improvements made in the first half of September. Which includes:


- Stamina and being stunned by a lack of stamina has been removed for the time being.

- Health (Willpower) is now displayed with a new "Hearts" UI that more clearly communicates the players current state of health and has subtle UI animations when health is being drained, taken away or added.

- The beat UI only appears when it's contextually relevant to use it. Such as freeing wall mounted prisoners and opening chests.

- Struggle animations have been improved for all states in which the Bindmancer is helpless.

- The tentacle trap animation is more polished and more responsive to your interactions.

- The game over screen now stops in-game time which stops bad sound effects playing.

- Let me know what you think of this new gameplay experience. :)


- Caroo



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To Download for Windows OS = Click This Download Link

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

Requirements & How to Install:

- Playable on a PC using a Windows OS.

- The game will boot up full screen and set to your monitors native resolution.

- You can now change the resolution in the options menu to an adjustable windowed mode where you can set it to your preference.

To Install it:

- Download the zip file

- You MUST unzip all the contents of the zipfile to any folder. The game cannot run from inside the zipped file.

- Windows can unzip it by itself. You don't need to download any third party software like WINRAR.

- You can run the demo by entering the unzipped folder and double clicking on the file named: The Bindmancer

Common Install Issues:

- Delete all prior files from previous versions / public demo if you're installing to the same folder location.

- If you don't unzip the contents of the folder, you can't play the game.

- If the game opens and then closes without a screen showing, that's typically a graphic driver issue, update your graphics cards drivers and restart your pc.

- Unity games don't like being placed in folders deeply nested in multiple folders. This is due to long file directory names messing with Unity. 3 to 5 folders deep is fine. More and it gets wonky.

- If controls don't respond = It's probably a controller you have plugged into or connected to your computer. Remove it to use Keyboard controls.


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Weekly Roundup 124 - New build almost done, but delayed until Dec

Hi everyone!


Hope you've all been well,


I wanted to give an update, the intent was to get a new build out on the 29th of November and as of time of writing we're about 95% of the way there. But there are some bugs that I want to get fixed before I push out a new build so I've missed that deadline.

To recap:

The big change that's coming is a complete overhaul of the collision detection and enemy AI systems.


This has been in development by a contracted programmer for a few months now and in total it will address:


1: The player no longer moving into objects they shouldn't be able to.

2: Enemies no longer moving to occupy the same tiles as the player or other enemies at the same time.

There's a few other features to that end coming as well. Including:


1: Enemy movement being a quick transition from one tile to the next, like the player.

2: Enemies being able to wonder around before "Detecting" the player.

3: Enemies being able to lose the player and stop following them all the way across the map if the player runs away far enough.

So while this new feature isn't flashy, it is important because it addresses one of the honestly janky things about the game that I've wanted to fix for a while now.



This all said: I did want to show how the game is currently performing though.


Video:

Included here is a gameplay video showing the game in action that you can watch here!

When will the build be released:

ASAP! WHen we've addressed a few bugs that got introduced by swapping over to the new system is when we'll release the newest build. So hopefully early December.

What else is being worked on?

I've made a very, very early start on a feature that I've been asked to add a few times by different people: A "Gallery" feature where everything you've seen and experienced can be viewed at will. Which is appropriate for such a kinky game!


So that's it for now. I'll do my best to get the new build out to you all ASAP!


Cheers!

- Caroo

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Weekly Roundup - 18/11/2022 - Back into development

Hi everyone!


Hope you've all been doing very well.


I wanted to post to just briefly show that work has started back up on the Bindmancer and that content for supporting this FANBOX is on the way.


A big thank you to those who waited while I relocated from Canada back to Australia.


My office space is now setup and it's been a process of getting back into the swing of work.


I think the setup looks pretty nice. :D


1: What's New?

So the main thing is that while I was working on the Loona animation set and migrating back to Australia is that I had hired a programmer to work on a complete revision of the AI Logic and Movement system.


The core reason for this was to address the fact that:


1: The player moved into geometry and walls that they shouldn't have. A lot!


2: The enemies moved into eachother and the player often.


So the first thing I'm doing getting back into development is rolling in that programmers changes. Which is quite extensive as a lot of prior playmaker stuff is being removed for more watertight scripts.


An example of what it looks like is this:


https://www.kangaroovideogames.com/wp-content/uploads/2022/11/Unity_mA7KG0W6rk.mp4


You might notice that enemies can even "Patrol" an area now before being detected. Which should make encounters more dynamic.

2: What's Next?

So I do want to try to get out a "New Playable Build" out by the end of the month.


I want it to have the new player and enemy movement and interaction logic in. I think overall if we can swing that then the gameplay of the game should feel more solid, and with less instances' of collider jank happening.


This is dependent on us bug fixing the new systems to make sure we're not delivering something that's worse then what's there right now of course.



But overall I'm excited to be back and to deliver some solid work for you all <3


Cheers!

- Caroo

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Loonas Time to Shine - Animation Pack Released!


LoonasTimeToShine_UnzipMe


Loona_Videos_NoText


Loona_Videos_With_Text



It's with a lot of hard work and pleasure that I release this new Animation Set called "Loona's Time to Shine"


This 25 part animation set follows a very kinky and consensual BDSM tale as Loona tries her hand at showing up all the Imps at Ozzie's.


Will Loona show them she's got what it takes? Or will she be tamed by a bunch of kinky Imps?

This Pack Includes:

- 22 Narratively Linked Animations

- 3 Bonus One Off Animations

- A Secret Bonus at the end of the animation set!

- Written narratives for each part of the animation.

- 50 Video Renders (In their own Zip file downloads)

- 50 Still images

- Kinks Explored Include: Bondage, Teasing, Tickling, Orgasms, Fucking Machines, Gasmasks, Chastity, Edging, Body Mod, Pleasure overload, and more!



How to view and enjoy the Animation Set:

1: An interactive gallery that can be viewed in any resolution at a glorious 60 FPS. (Playable on a Windows PC) <- This is the best way!


2: A collection of still images. + Stills of the written narrative.

Steps to View:

Step 1: Download and Unzip the file "LoonasTimeToShineUnzipMe_dot_zip"

Step 2: Enter the folder "Interactive Animation Set"

Step 3: Double click on the file "Loona's time to shine"

Credits:

This Animation Set was made with the generous and contracted help of:

Iceleung = Who wrote the narrative log entries.


I hope you all enjoy this new set! :D

- Caroo

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Final Sneak Peek - Loona Animation Set - Part 4 - Animation Ahoy!

Hi Everyone!


As it says on the title this is the final sneak peek post for the Loona animation set. Next week will be the delivery of the finished product and Unity executable for you all to enjoy!


From what my workload looks like I'll be planning to deliver it on either Wednesday or Thursday the 19th/20th of October. So not too long to wait!


How goes progress?

It goes well! I worked over the past weekend and this week to clean up the art assets in photoshop and get them ready for Unity. Then once in Unity I rigged the assets up and have started to work on the animations.


Here's a few samples of what I have so far: (Also please don't mind fizz in the corner screen. He's not animated yet and he's supposed to pop-in and out.


Here's an anticipation shot. Lifting herself away from the menacing feathers.


And here's a massage shot. Showing her getting some lovely rubs.



And finally here's a shot showing the writing on display as well. I've used the same work I did for the Rivet animation set. Although I will redesign and swap out the art assets before delivering the final work.

What's there left to do?

A few things:

1: Animation, animation, animation! = I've spent the last few weeks making the art and then rigging it up to Unity, Now all 25 scenes need to be animated.


2: Making UI Art = The UI art for the unity executable needs to be made, currently it's using the rivet UI art. I'll make it more in theme with Helluva Boss.


3: Marketing Assets = I need to spend a day to create the marketing assets for the game.


What comes after this Animation Set is released next week?

I've mentioned it before in prior posts but I'm migrating back to Australia from Canada. It's a big, big move that's been in the works for the past two months. So I leave on the 23rd, pretty much right after posting the animation set for Loona.


That means I'll be out of action for about 2 weeks. I expect to be back online and setup in a new house with new gear as of Early November.


Once I'm back, it's back onto working on the Bindmancer!


Cheers!

- Caroo

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Sneak Peak - Loona Animation Set - Part 3 - Art Assets 95% Complete!

Hi everyone!


Hope you're having a great start to October. I enjoyed a 3 day weekend last week and hanged out with some friends who came into town.


After that though it's been a week of working through the art assets for the Loona Animation Set.


It's coming along very well. Static art asset wise I'm about 95% complete. So in a day or two of work these assets will go into Unity where I can start making animations for it. Which I think is on track to get into next week.


Here's some screenshots I took in photoshop of the art so far:


And here's a gasmask and chastity scene:


I'm really happy with how colorful it's all turning out!


In total there's gonna be 22 scenes + narrative writing for each scene. And an additional 3 bonus scenes. Making it the largest animation set to date!


I hope you're all excited to see Loona animated!


My next post will be next Friday! Hopefully with some animation to show you all!

- Caroo.

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Sneak Peek - Loona Animation Set - Inks and Colors

Hi everyone,


Making a post to show off this weeks work on the Loona Animation Set!


Basically right now it's doing some grind-work in photoshop to create all the layered assets for Loona. For the most part I've done a solid Lineart and coloring pass. Shading is up next.


Not showing off all the different veribles today but here's a sample range of them for your enjoyment.


We've got a focused foot tickle one + clothing.


And also! Here's a Chastity + Gasmask one:


I think in terms of layers and objects this is the biggest I've done for an animation set. It's a lot of separate objects that need to be created and then property layered. The fact each object needs its own layering makes the art creation process time intensive.


And all this needs to be shaded as well.


But overall I think it's looking good! It's all very colorful, that's for sure!


Current ETA has this animation set completed mid October. So I hope you all stick around to see it completed.


Cheers!

- Caroo

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Weekly Roundup - 16/09/2022 - New Playable Build with Gameplay Tweaks

You can download the latest Bindmancer build here:

https://mega.nz/file/gelHWIwD#otPIgqY9wSuJy6XVNj-N7XLj9FC8CM7cG5UTnrSuysQ

And you can access all other FANBOX content here:

All Paid Content Directory

Here's your one-stop-shop for downloading all the in-development and full video games I've created as well as all the Animation Packs I've made: NOTE: All Games are made to be run by unzipping the contents of the download and running the games .exe file. Games in Development: Completed Games: Who...


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Hi Everyone!


This week I'm showcasing the work done to tweak the moment-to-moment gameplay experience.


There's a new build up to play that's rolled in the last two weeks of changes. Go check it out!

1: What's New?

The main goal of this week was spent implementing a series of changes to the gameplay to make the game more fluid and fun to play.


Mainly that involved making changes to the Beat UI, the Willpower (Health) bar and the Stamina System.


The main change you'll notice is the bottom middle of the dungeon UI. There's now a "Hearts" UI displayed under the Bindmancer. Currently there's 3 hearts but I made it so it could add more as a sign of progression as the player continues to play.

Here's some examples of how the UI reacts:

Taking Damage:


Regaining Hearts:



And here's the other new updated changes:


- The Stamina Bar and being stunned by running out of stamina has been removed for the time being. I think the stamina concept still has it's place, but I didn't like the existing implementation.

- The beat UI only appears when it's contextually relevant to use it now. Such as freeing wall mounted prisoners and opening chests. I think having it tied to moving around the dungeon ended up being more of a distraction then a positive gameplay aspect.

- Struggle animations have been improved for all states in which the Bindmancer is helpless.

- The tentacle trap animation is more polished and more responsive to your interactions.

- The Game Over screen now stops in-game time which stops bad sound effects playing. Which stops unwanted sound effects playing over it.


Overall I think these changes have improved the gameplay experience.


Let me know what you think! :D



2: What's Next?

In about 5 weeks time I have a big international move. I'll be moving from Canada back to Australia. That all occurs around the 20th of October. Of course weekly updates will continue as usual right up to moving day.


I think I'll be out of commission for a period of two weeks. (Oct 20th to November 4th) So I'd be back online and making content early November.


I already have my own rental property arranged and I'll have internet hooked up soon after, it's more so the process of buying new furniture and computer parts to get a home office back up and running.


So what I do want to do is create something I can release just before that two week blackout that people can enjoy. Maybe a new animation pack?


I'll have a ponder of it over the weekend.


Cheers!


- Caroo

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Weekly Roundup - 09/09/2022 - Gameplay Polish and Better Struggles

You can download the latest Bindmancer build here:

https://mega.nz/file/UfNxUTTZ#05jingC9ISolpeyKDV_QC_dZCVqEHJ00eVA4b7l-rGE

And you can access all other FANBOX content here:

All Paid Content Directory

Here's your one-stop-shop for downloading all the in-development and full video games I've created as well as all the Animation Packs I've made: NOTE: All Games are made to be run by unzipping the contents of the download and running the games .exe file. Games in Development: Completed Games: Who...

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Hi everyone!


I've got lots of fun and squirmy Gifs to show you this week. There's no new build this week but I may be able to get a new one out for next weekly roundup though!


1: What's New?

More Reactive Struggles:

I was some feedback last week that got me to commit to this bit of work this week: I had put in reactive struggles into the slime enemy last week and people liked it to the point where it being missing in other struggle animations felt odd.


So this week I decided to do that extra polish work for the rest of the struggle states for the Bindmancer Hero:


For the Golem bondage the character jerks in the direction you struggle in. So there's 4 quick animations attached to that.


For the Mimic chest there's 3 different quick jerk animations that can play when you struggle as well.


But the most work went into updating the Tentacle trap encounter!


I went and did the art for the tentacles breaking up once that section had been defeated. As well as creating new animations where the character tenses up when fighting back.


Overall I think all these extra bits of visual reward and feedback on interacting helps give the game a bit more polish!


Beat UI and Stamina experimentation:

Something I'm experimenting with is the main dungeon UI and stream lining the Beat UI display.


Originally the beat UI was inspired from Necrodancer but the further along the Bindmancer has come along the more diverse the gameplay and minute to minute experience has become. I always wanted the game to be easier to play so I like the idea that a lot of the visual nature of the game moves to the beat, even if not every aspect of the game is beat-driven.


So I'm experimenting with having the beat UI only pop-up in the contexts in which it's used to interact with other aspects of the environment, such as unlocking a chest or freeing a prisoner.


I'm also experimenting with removing the stamina system, as the point of it was to be a "Mistake buffer" for failing to move and attack to the beat.


I plan to have this version ready to play for the next build and would love feedback on how people think the game plays with these changes. :D

2: What's Next?

Next week is finishing up the current gameplay experimentations I'm doing, making a stable build and getting it in front of you all to play. I want to work on making the willpower health display more clear to understand and interesting as well.


Cheers!

- Caroo


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Weekly Roundup - 02/09/2022 - Sound Effects (SFX) Update

You can download the latest Bindmancer build here:

https://mega.nz/file/UfNxUTTZ#05jingC9ISolpeyKDV_QC_dZCVqEHJ00eVA4b7l-rGE

And you can access all other FANBOX content here:

https://caroo.fanbox.cc/posts/3721721


Hi Everyone!

It's the first weekly roundup of September and it came with a new playable build. Be sure to give it a download and play.

1: What's New?

The entirety of this week was spent in the process of getting in sound effect placements into the game. As much as I could!


To make that happen I ended up creating a list of needed sound effect assets that I filled in as I worked = https://kangaroogames.atlassian.net/wiki/spaces/KPT/pages/1335787521/SFX+-+Sound+Effect+List


In total I got in just under 50 different sound effect assets. We have sound effects that now trigger with associated UI, sounds for damaging enemies and getting damaged by enemies and everything else in between.


Being a first pass and done over just a single week, the quality spread of the assets is quite wide though. In my personal assessment:


- 30% of the sounds are pretty good in relation to what they're visually associated with.

- Another 30% are close-to, but not quite perfect. They need further work.

- The Final 40% of sound effects are only very mildly associated with what's happening on screen. They need a more appropriate sound effect, or a custom sound effect made.

Which given it's just a single week of work on SFX I think is a pretty good result!


The only sound effect set I had worked on this week that I ultimately had to mute was the hero attack sound effect. I couldn't find a good sound that was subtle and magical sounding enough to not sound annoying.


There will def be more weeks spent later down the line to give the SFX more passes. And I intend at a later date to hire a sound engineer to do things like EQ all the SFX to the music volume and to create some custom effects.


But overall, the game is no longer sound effect silent! We have both music and sound in the game!

2: What's Next?

For next week I spend the week working on some gameplay experimentation. I've been having thoughts on removing the beat aspect player movement and combat while keeping all the visual rhythm stuff.


I think the second-to-second game may play better if the beat gameplay was exclusive to puzzles and encounters, such as freeing wall prisoners. But you would have no movement or attack penalties when exploring the dungeon.


Everything still moves to the beat in the dungeon visually though. :D


Let me know what you think!

Cheers.

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Weekly Roundup - 26/08/2022 - Polish and Bug Fixing

You can download the latest Bindmancer build here:

Bindmancer_Build_2022_08_26

And you can access all other FANBOX content here:

All Paid Content Directory

Here's your one-stop-shop for downloading all the in-development and full video games I've created as well as all the Animation Packs I've made: NOTE: All Games are made to be run by unzipping the contents of the download and running the games .exe file. Games in Development: Completed Games: Who...


Hi Everyone!

This update expands upon the August 19th Slime Enemy Update with many bug fixes and gameplay refinements.


These include:

- Bug fixed many interactions with the slime monsters. Now the game shouldn't glitch out when you get captured by one on top of a tentacle trap tile.

- Fixed the bug where you could hit enemies more then one tile away from them.

- Fixed the bug where slimes could merge together even as one is dying.

Gameplay Polish:

- Camera zooms now do a better job of focusing on the object in question like prisoners or captured cultists.

- Tentacle traps how have a warning VFX before they attack

- Pillar and door prisoner encounters now have some subtle lighting, making the art look a bit more nicer and dynamic.

- Player Characters facial expression changes when the player struggles to escape the slime monster entrapment.

- Item collect read-outs how have a subtle positional change which makes multiple coming up at once easier to read.


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Weekly Roundup - 19/08/2022 - New Game Build Released! - Enemy Slimes!


Bindmancer_Build_2022_08_19

Download the latest build of the game above ^

Requirements & How to Install:

- Playable on a PC using a Windows OS.

- The game will boot up full screen and set to your monitors native resolution.

- You can now change the resolution in the options menu to an adjustable windowed mode where you can set it to your preference.

To Install It:

- Download the zip file

- You MUST unzip all the contents of the zipfile to any folder. The game cannot run from inside the zipped file.

- Windows can unzip it by itself. You don't need to download any third party software like WINRAR.

- You can run the demo by entering the unzipped folder and double clicking on the file named: The Bindmancer


Hi Everyone!

This week I bring you a new playable update to the game!

The game now has:

These new critters will roam the dungeon seeking an adventurer to bind and tease!

And don't let them get too close to eachother or they might merge together to become stronger!

I hope you all enjoy the newest edition to the game! :D


Cheers!

- Caroo


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Weekly Roundup - 12/08/2022 - Enemy Slime Art and Animations

Reminder: All FANBOX paid content can be accessed here: https://caroo.fanbox.cc/posts/3721721


Hi Everyone!

This week I have some animated artwork to showcase so lets get into it!

1: What's New?

So the bulk of work for this week was spent on making the refined art assets for the new enemy type; the Slime Monster.


Then those refined assets where exported into Unity, rigged up, and animated.


So the result of that work is that we now have Slime Art Assets where I can change the color of the slime pretty easily:

Although their gameplay functionality isn't complete just yet.


In addition to that I also rigged up and animated the "Enemy Capture" state where a slime has stunned the Bindmancer and teases her.


Apologies for the darker then usual lighting. I was testing all this out in the debug level which I made darker.


There's still some lighting and animation tweaks to make but for the most part it's looking great!


Another thing being worked on this week was doing some production document work for a developer. I want to keep what their working on a bit of a secret until I can say with confidence his work can be integrated into the build. We'll see where that goes in the next few weeks!

2: What's Next?

For next week there's a bunch of Slime Enemy Logic I need to develop. In particular the logic for how slimes can get the player into the trapped animation state shown above.


With some luck and hard work my intent would be to show you all the unique features of the enemy slime monster next week!


Overall the production for the enemy slime has gone pretty well so far!


Cheers!

- Caroo

View Post

Weekly Roundup - 08/05/2022 - New work on a Slime Enemy Type

Reminder: All paid content can be accessed here: https://caroo.fanbox.cc/posts/3721721


Hi Everyone! Hope you're all enjoying the start to August!

This week we'll be looking at a new enemy type that I've started work on.

1: What's New?

So I wanted to create a new enemy type that was a bit more numerous and easy for the player to defeat.


To that End I've made a start on a Slime-Monster enemy: A pretty classic enemy for these games.


For this week some time was spent at first sketching it out, as well as what a "Captured" animation state would look like.


Then I got those sketches into Unity and started to create the new enemy type.


I have a bunch of ideas for this new enemy but one of the characteristics is that its windup attack can be interrupted and the slime can be stun-locked and defeated.


Which is intended as the enemy it supposed to be easy on their own.


Being a slime as well It's going to be very color variable and I want to perhaps tie different rewards or different levels of difficulty to different colored slimes.


I also have some ideas on how an attack might result in the "Captured" state.


This is also the first time I've worked on an enemy by getting just the sketch work art into the game first and working out the logic, then working on the rest of the art later. Hopefully this will mean a bit less revision needed in the long run.


2: What's Next?

Next week will be more focused work on this enemy type. I want to try and get a new build out for the 12th of August If I can!


I want to develop a bit more fun logic for this slime and get the captivity feature for it in-game as well.


Then the week after that will be refined art for this new enemy!


What do you think? :D

- Caroo

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Weekly Roundup - 29/07/2022 - New Build & Work on Demo Release

Reminder: All paid content can be accessed here: https://caroo.fanbox.cc/posts/3721721


Hi Everyone!


A quick weekly roundup for the end of the month. There is an update to the build that contains a few small bug fixes and tweaks!

Bindmancer_Build_2022_07_29


1: What's New?

So about 60% of this week was spent on making assets and the functionality in-game for a new public demo build. It's been about 6 months since I updated the public build so it was time to roll in all the improvements I've made for the game into a new public demo.


The public demo of course isn't the same as the full game here. It only has the first two levels as opposed to all 5.


I also made a trailer for it: You can check it out here: https://www.kangaroovideogames.com/wp-content/uploads/2022/07/Videopromotion_compressed_21rf.mp4


The new public demo will go live on August 1st!


As for what else got done this week with that other 40% of time, it includes a number of bug fixes and visual changes:

- Golems will now attack you once you're free of your bondage.

- Lighting has been added to the game over screen.

- The wall prisoner sprite has been edited a little to look better in dungeon mode.

- Fixed up some dungeon walls sprites which had thin visual gaps.

- Capturing logic for defeated cultists has been polished up so that once you have 3 cultists captured any more defeated cultists will just be rescued automatically. There's no change in player-choice, I've just removed an unneeded UI flow.

- There shouldn't be any more transparent and untouchable lore shrines appearing in the dungeon.


So more-or-less just more work on trying to make the game more bug free and engaging!


2: What's Next:

With the work for the new public demo wrapped up the focus will be back on the game for September.


The first focus will be on that new enemy type! So next week should have some concept sketches arranged next week.


If you have any suggestions for aspects of the game you want to see expanded or improved upon let me know in the comments of this post! :D


Cheers! :D

- Caroo

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Weekly Roundup - 22/07/2022 - New Prisoner Type Complete - New Build!

Hi Everyone!


Hope you've all been doing great! This week comes with a new playable build which has the completed new prisoner type.

You can download it here:

Build_2022_07_22



So lets get into what got done this week!


1: What's New?

So a bunch of different bits and pieces of the game got completed this week. To run off each bit:


- The finalized art and animations for the new wall and pillar prisoner asset. The dungeon aspect of it now animates and there's a proper transition to freeing the prisoner.

- In addition all prisoners have a more clear final "Free Prisoner" UI prompt that appears.

- The tutorial section of the game can now be skipped while in it. Just press down on the "U" Key.

- The intro cutscene music and voice files have all been EQ'd for better clarity. Minor visual tweaks have been made to the intro.

- Enemy navigation has been improved slightly, but it's still not perfect.

Art on the level select screen got a slight improvement.



In addition to all that I also spent a few days working on the logic to make the new "Demo" version which only allows the first two levels to be played.

2: What's Next?

I think next week will be a combination of working on some promotional stuff in anticipation of the first of next month as it'll be the first time in over 6 months that I've updated the free demo and promoted it, as well as further polishing of aspects of the game to try and make as strong as an impression as possible.


And then next month I want to try and design and get in a new enemy type.


Any of those polished up items will be rolled into the next support build of the game as well!


I hope you all enjoy the new playable build! Let me know what you think!


Cheers!

- Caroo

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Weekly Roundup - 15/07/2022 - New Prisoner type Part 4

Hi everyone!


It's a short weekly roundup this week. A lot of work got done in the art-grind department, but all that work really just equates into some screen-grabs for now. At least until it's animated!


A new playable build will be delivered next Friday on the 22nd! Which will include the final art assets and animations currently missing for the new prisoner type!

1: What's New

So the focus over this week was purely in making the dungeon-based artwork for the Pillar and Door Mounted Prisoner.


In previous weeks you've seen me create and refine the Encounter art. That being the artwork you see when you enter into the interactive puzzle to free the prisoner, but the artwork for the prisoner in the dungeon itself needed to be made.


For this week I created the art assets and got them into Unity!

They're rigged up and ready to be animated and the features of the character in the dungeon will match the features of the character in the encounter.


Overall I think about 24 hours was spent over the week on these assets. Not a bad effort for the week!


Overall though I think the art assets have come out really well!


(Also, the eyes look that way because they're not animated yet and sprites are overlapping)

2: What's Next?

For the next week work will be a combination of working on getting animations done for the prisoner dungeon assets as well as preparations for a new public demo that will be released to itch.io on July 25th.


As well as a fresh playable build for patrons on the 22nd!


Thank you all so much for your support! :D


- Caroo

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Weekly Roundup - 08/07/2022 - Completed Lore Entries + Bug Fixes in New Build

Hi Everyone!


It was an amazing long weekend and experience to go to Anthrocon 2022. My third Anthrocon, each year it gets better and better!


I got back on Monday and started to do some work on Tuesday. Because of that we have a new build and some new content to play with!


Download and play the new build from here!


Let's get into it:

1: What's New?

So the main thing completed this week was getting the finalized art and prose into the game for the lore entries you can find in each floor of the dungeon.

In total there are 15 illustrations.

5 of which tell the tale of the Paladin and her fate.

10 of which are lore explaining aspects of the world!

Other Bug Fixes for the new build Include:

- Options menu on title screen should work fully now.

- Level 5 should unlock and load in after completing level 4.

- Some slight UI bug fixes.

- Dungeon Tiles should repeat next to each other a little bit less. And level size of each floor should be overall a tiny bit smaller for better gameplay.

- Lighting has been tweaked to be more dynamic from floor to floor. Some levels are darker then others now.


Download and play the new build from here!


2: What's Next?

I have a big personal deadline for July 25th! It's when I'll be updating the free demo of the game (Which hasn't gotten an update in over 6 months.) for an Itch.io Collab.


The free demo will contain the first 2 levels of the current game. So for the next two weeks it's getting the art for the new prisoner type completed and any other visual polish!


Hopefully we can also get the intro cutscene music in as well!


After that date there's tons to do. I want to make a boss encounter for the Paladin and rescuing her.



Thank you all for your wonderful support! <3

- Caroo

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Game Download - The Bindmancer - June 29th Build

To Download for Windows OS = Click on this Download Link

For Linux Users: Experimental Linux Version at the Bottom of the Page

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

What's new in the build?

June 29th:

Hi Everyone!


The end of June brings most of a new prisoner type to the game. A wall-mounted and Pillar mounted prisoner with lots of customization options for gender, color and type.


This new prisoner type has been placed into a number of new dungeon tiles that will spawn randomly throughout the levels. So you'll need to play the game and explore to find it!


This update also has a an early and partial fix to the "enemy on enemy" collision issue. It's only partial at the moment because it's not too hard to trick the enemy into moving into your space or each others space, but they will make an effort to not encroach on each others tiles as they try to get to you.


I hope you enjoy the new content!


A quick word on complete data resets:

To get the best out of a new build you should delete all the contents of the past build to make sure data isn't mixing together.


If you do accidently merge a new build on top of a old one, you can reset all the game progression by pressing the "+" button on your keyboards keypad while on the title screen. This should give your game a fresh save file. You'll know it worked if you get the 18+ disclaimer running.

May 27th:

New additions:

- Added a "Skip Cutscene" button to the intro cutscene.

- There's a few lines of added VO for the cutscene. But not the whole cutscene yet.

- Added enemy dialogue to cultists who now tease and taunt the Bindmancer.

- Added a UI element in Dungeons that keeps track of how many Lore Entries you've found per dungeon floor.


Changes or Bug Fixes:

- The tentacle trap puzzle is now more straightforward to solve and the UI is centered at the screen.

- Exit Portal now correctly displays the number of locks associated with the number of prisoners.

- The exit portal teleport item now only can be collected once per floor, as you only needed one per floor.

- Bindmancer no longer has their eye-sprite floating in space when stunned.

- Camera draw-out on suspended prisoners now doesn't happen instantly.

- Lore Pillars in Floor 2 and 3 work better now.

- Removed some UI from the tutorial level that's not needed.


To Download for Windows OS = Click on this download link


Requirements & How to Install:

Playable on a PC using a Windows OS.

The game will boot up full screen and set to your monitors native resolution.

You can now change the resolution in the options menu to an adjustable windowed mode where you can set it to your preference.


To Install It:

- Download the zip file

- You MUST unzip all the contents of the zipfile to any folder. The game cannot run from inside the zipped file.

- Windows can unzip it by itself. You don't need to download any third party software like WINRAR.

- You can run the demo by entering the unzipped folder and double clicking on the file named: Kinky Dungeon Project


Common Install Issues:

- Delete all prior files from previous versions / public demo if you're installing to the same folder location.

- If you don't unzip the contents of the folder, you can't play the game.

- If the game opens and then closes without a screen showing, that's typically a graphic driver issue, update your graphics cards drivers and restart your pc.

- Unity games don't like being placed in folders deeply nested in multiple folders. This is due to long file directory names messing with Unity. 3 to 5 folders deep is fine. More and it gets wonky.

- If controls don't respond = It's probably a controller you have plugged into or connected to your computer. Remove it to use Keyboard controls.


Key Info for Linux Users:

- Download the Linux version from this link

- You'll need to add an executable permissions to the file 'Bindmancer_2022_06_29.x86_64' to get it to run. The following commands should do the trick:


cd /path/to/the/extracted/files


chmod 100 Bindmancer_2022_06_29.x86_64.x86_64


./'Bindmancer_2022_06_29.x86_64.x86_64'

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Weekly Roundup - 24/06/2022 - New Prisoner Type + New Build Next Week

Hi everyone!

Next Playable Build Announcement:

I always try and get a new playable build of the Bindmancer up once a month and this month is no different:


My plan is to release a new build next week on Wednesday June 29th.


This new build will have two things of note!

1: The new prisoner type asset at 75% completion. - These will be playable but the in-dungeon assets wont be refined and finalized, while the mini-game "Encounter" assets you're seeing in this journal post will be. There was a lot of art needed to be made for this new prisoner type (Literally twice as much) and I'm only one kangaroo. So bare with me as I complete the art over the next few weeks.


2: A Partial fix to the enemy collision bug: One of the big bugs we've been working on is getting the enemies to stop entering into each others spaces. This isn't fully addressed yet and they still can but we have the first bug fix that will make enemies not collide into each other's spaces half as much.


1: What's New:

So all this week was spent in getting the encounter artwork for the new prisoner type into unity, then rigging the art and finally animating the art.


The rigging and the complexity of this asset is def one of the most advanced I've done thus far for this project. Lots of "Bones" that move the 2D object around. Lots of sprite switching and the like.


But the result of all this complex rigging and logic work is making a well animated encounter that also allows for customization!


Both Genders are available and a range of colors, hair options and at the moment two different race options: Mouse and Lizard.


The animations themselves don't look half bad either!


I even made some clothing for a "SFW" (Not really) mode of sorts:


So overall I think it all came together quite well!


2: What's Next:

So next week is a short one due to me attending Anthrocon 2022. Only for a short break of R&R. I wont be doing business while there. So a new playable build will be delivered on the Wednesday instead of the usual Friday.


After next week I'll be doing the artwork and logic for the dungeon assets of the prisoner encounter!


I hope you're all excited for the upcoming build!


Cheers!

- Caroo

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Weekly Roundup 110 - New Prisoner Type - Part 3

ALL PAID CONTENT DIRECTORY: https://caroo.fanbox.cc/manage/posts/3721721


Hi everyone!


A bit of a shorter post this week but I do have some new artwork to show off!

1: What's New?

So this week I spent the time working the photoshop artwork for the prisoner encounter. For those not familiar with how it goes with these artworks they can be very time intensive because you need to create the image layer by layer so everything can move and be swapped out in Unity. As opposed to a static image that doesn't need layering once it's done.


The work-side on the encounter artwork is 90% completed. I've got some examples of females, males, and the two races I've made for this encounter. Mice and Reptiles:




A lot of the character objects are currently a light grey because they can be recolored in Unity, allowing for more character variety by having different character colors.


There's some extra art now seen here like alt hair-styles and some of the bondage components breaking apart. But overall it was a productive week!

2: What's Next

The next step is to get this art exportable for Unity. Get it in and rig it up so I can replace the temp art with this.


Then it'll be a case of both animating the various states and adding the randomized character customization for things like body and hair color and such!


So next week we should see all this animating about!


What do you think of the prisoners appearances? :D


Cheers!

- Caroo

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Weekly Roundup - 10/06/2022 - New Prisoner Type - Part 2

ALL PAID CONTENT DIRECTORY: https://caroo.fanbox.cc/manage/posts/3721721


This weeks update:

Hi everyone!

I've got some wonderfully kinky visuals and gameplay to show off this week!


1: What's New?

Wall and Pillar Prisoner Logic:

A lot of time this week was spent getting the gameplay and UI logic set up for how the Wall and Pillar-based prisoner encounters will go.


This will be the first prisoner encounter type where you enter a zoomed in "Encounter" to break the objects tormenting the prisoner.


Once all the objects have been broken the prisoner can be freed. Once the prisoner is freed the player is returned to the dungeon view and if it's a wall prisoner, the wall will part and allow the player to access what's behind it!


New Art for Intro Cutscene

Another exciting piece of content that gets closer to completion is the intro cutscene.


The artwork from ALTART is now in and it looks spectacular. Along with all the VO lines for the villainess and her narration.


It's missing a little bit of visual polish and I need to get a music track commissioned that compliments the scene to really tie it all together. But I think the player now has a very strong idea of why the Bindmancer has entered the tower.



Watch the full intro cutscene here.


Other Work Done this Week

I did some other key work in Unity this week. Namely I added the 4th and 5th levels to the level-select screen and I also linked up all the lore entry prose to be in their rightful place.


The images for the prose will come next month but that's another feature that's starting to really bare fruit!



2: What's Next?

Encounter Artwork

So there's two bit art jobs associated with the new prisoner. The artwork for the dungeon asset. And the artwork for the encounter that you zoom into to play out.


I'll work next week on doing the art for the encounter. Lots of moving parts involved but it'll be fun once it's done! :D



I hope you all enjoy the new content from this progress update! :D

Cheers

- Caroo

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Weekly Roundup - 03/06/2022 - New Prisoner Type - Part 1

Hi everyone!


This week I've got some new stuff to show off that I think a lot of you will enjoy! So let's get right into it!


1: What's New?

Wall and Pillar Prisoner Type


So it's about time I got to work on some new content that could be considered kinky and erotic for the game. For now I've settled on a new type of prisoner to rescue.


At the same time I wanted to get a lot of potential gameplay utility out of it. So I've designed a prisoner bondage situation that works for both being bound in a pillar that can be placed anywhere, and an alternative situation where they're bound in a locked door.



The pillar prisoner will have the most utility. While the door prisoner can be used as a puzzle to make custom doors that unlocks a new and secret areas. There's some restrictions on it of course, Namely it really only works as a door that progresses northward. But I can design custom rooms to take advantage of it.


Of course like all prisoners before they'll be a male option:



And as for what else may be knew with these. I want to make freeing these prisoners an encounter style situation where you get a more direct view of the character.


Obviously the Twilight Sparkle Look-a-Like is temporary.


Overall though what I'm proposing to make here is quite a lot of work in both art, code, and animation but I think you'll all enjoy the results! I'm estimating implementing this will take 3-4 weeks. So we'll see it in-game by the end of the month.


It's also the first time we get to see and free a prisoner that's having their feet played with. So that's fun!

Progress on Intro Cutscene Art.

More progress is being made. It's all looking quite lovely!


2: What's Next?

The next few weeks is focused on bringing this new prisoner type to life. First by doing the gameplay logic. Then the artwork and finally all the animation work.


Tons to do! But I think you'll love it!



Let me know what you think!

- Caroo

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Weekly Roundup - 27/05/2022 - End of Month Build, Lots of Refinements & Bug Fixes

Hi Everyone!

It's the end of the month and there's a fresh new build to play!


This weeks work ended up being a lot of small additions and bug fixes for the game. Which isn't great for new content but has put the game in a very stable space the time being.


I've also got some new images to show when it comes to the intro cutscene.


So let's go over the additions and changes.

1: What's New?

Intro Cutscene Work

Work continues on the better art for the intro cutscene and it's looking incredible.

Here's some samples to show how it's coming along.



New Build Update Content:


Last week I wanted to work on something more kinky. But as the week started on some refinement and bug fixing I feel into that rabbit hole of wanting to polish up what was there and fix issues.


The updated build download page has all the details in list form. But the big-ticket additions and changes include:


A change of the gameplay to the tentacle trap to make the UI simpler and focused on the action in the middle of the screen.


Adding in a "Skip Cutscene" Button for those who don't want to view the incomplete cutscene every time they start a new game or download a new build:


A new piece of UI in the dungeon levels that keeps track of the Lore Pillars you've collected and interacted with.


And adding some personality to Cultists by giving them dialogue once they've discovered you.


Lots of other bug fixes as well. Check out the latest build page for more details!


2: What's Next?

With next week being the start of a new month I'll commit to getting some new kinky content in.


Historically its taken me usually 2 weeks to get either a new enemy type or new prisoner in. Usually 1 week for all the art and 1 week for all the animation and in-game logic.


So I think at the latest for next week we'll see some artwork for either a new enemy or new prisoner type.




What do you all think of the new changes and additions? :D

- Caroo

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Weekly Roundup - 20/05/2022 - New Build with Tutorial Level, WIP Intro, and more!

Hi Everyone!

Hope you're all doing great. There's a fresh new build to play.

Please give it a go and let me know what you think!


And with that let's get into what's in that build:


1: What's New?

So there's a lot that went in the past 3 weeks since the last playable build.

First off, I finally got a age disclaimer in the game. It's a small thing but needed. You'll only have to acknowledge this once on a fresh save. It won't appear every time.


The short and sweet tutorial level is now here as well! This tutorial is designed to teach the core concepts of the game and is played once on a fresh save before your taken to the level select screen.


This is made in anticipation of the mid-year promotional demo-release I'll be doing.

I also spent a good amount of time this week working on all sorts of visual refinements for the dungeon. In the examples below I made the "Correct Hit" for the crystals here a lot more clearer and their deactivation a lot shorter.

As well as a better communication of a successful hit on a lore pillar.

Another change for the better is I've replaced the text that the prisoners where saying to both be more dynamic and more consistent. Prisoners are either moaning in pleasure, laughing in ticklish torment or moaning into their gags. Then they're dazed and bewildered once free of the towers spell.

The rest of this week was working on a number of bug fixes as well. All in an effort to make the gameplay experience of the game as fun as possible.


The game now also has the first beginnings of a persistent save. (Isolated to each build for now. But you can quit a game and open it back up and see your progress continued.)


As for other stuff going on. The hired artist continues to make progress on fleshing out the art of the intro cutscene and I'm in love with the bondage for each prisoner:

They're looking great!

2: What's Next?

There's one more week left for this month in terms of another possible update. So I'm gonna take a look around the game and see where I can add in some additional kinky content in a 1 week time-frame. I know it's been a little while since we've had any new kink content in the game as so much focus has been on the play experience lately.


I hope you enjoy the new build and please let me know what you think!


Cheers!

- Caroo

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The Bindmancer - May 20th Build

To Play = Download here:

Build_2022_05_20

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


Hi Everyone!


We have a tutorial, a WIP game intro cutscene, and persistent saves now in the game! As well as a slew of polish and bug fixes.


A disclaimer for now that the infrastructure for displaying and collecting in-game lore is in the build. But the lore itself is currently not present.


A tip for those installing the newest build over an older build: Delete all the content of the old build before you unzip the new one to avoid any issues.


What's new in the build:

May 20th:

- Added a WIP of the game intro cutscene which establishes the context of the quest.

- Added a new and short tutorial level that helps tech how to play the game.

- The game now has a "Continue" option at the title screen if you have prior gameplay progress and stats such as the number of prisoners and lore pieces collected in each floor is now saved permanently. This can be erased by selecting "New Game"

- Changed the in-dungeon dialogue display for prisoners. It's more dynamic now and less buggy.

- Fixed the cultists sometimes not despawning their sprites upon defeating.

- Lots of little visual gameplay tweaks to make it more clear you've successfully interacted with objects like lore pillars.

Requirements & How to Install:

- Playable on a PC using a Windows OS.

- The game will boot up full screen and set to your monitors native resolution.

- You can now change the resolution in the options menu to an adjustable windowed mode where you can set it to your preference.


To Install It:

- Download the zip file

- You MUST unzip all the contents of the zipfile to any folder. The game cannot run from inside the zipped file.

- Windows can unzip it by itself. You don't need to download any third party software like WINRAR.

- You can run the demo by entering the unzipped folder and double clicking on the file named: Kinky Dungeon Project


Common Install Issues:

- Delete all prior files from previous versions / public demo if you're installing to the same folder location.

- If you don't unzip the contents of the folder, you can't play the game.

- If the game opens and then closes without a screen showing, that's typically a graphic driver issue, update your graphics cards drivers and restart your pc.

- Unity games don't like being placed in folders deeply nested in multiple folders. This is due to long file directory names messing with Unity. 3 to 5 folders deep is fine. More and it gets wonky.

- If controls don't respond = It's probably a controller you have plugged into or connected to your computer. Remove it to use Keyboard controls.


Key Info for Linux Users:

Linux_Build_2022_05_20


You'll need to add an executable permissions to the file 'Bindmancer_2022_05_20.x86_64' to get it to run. The following commands should do the trick:


cd /path/to/the/extracted/files


chmod 100 Bindmancer_2022_05_20.x86_64.x86_64


./'Bindmancer_2022_05_20.x86_64.x86_64'

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Weekly Roundup 105 - 13/05/2022 - Tutorial Level & New build next week

Hi everyone!


A bit of a short update for this week but I have some good progress to show on the intro tutorial level as well as more work started on the intro cutscene art.


The original plan was to get a build out this week however I haven't had the time to complete and playtest the tutorial level all the way through. The level is currently about 75% complete and there was a lot more custom scripting needed then originally thought.


A new build should be ready for next week though!


1: What's New?

So the main work for this week was getting started on the tutorial level.


The purpose of this level will be to teach the core concepts of the game and to set up the first Hero that needs saving.




The tutorial level will be linear, but it'll teach things such as movement. Interacting with objects and enemies, freeing prisoners and exiting a level.



Once this tutorial section is in I'll also get rid of the "Demo Controls" UI at the bottom left of the screen.


That wasn't all that done this week. Some extra work in documentation was needed to help kick off the writers to do their parts in writing the lore aspects. :)


The other thing of note for this week was that the artist commissioned to work on the intro cutscene slides has gotten started on them and their work is already turning out lovely.


Check some of the WIPS out:


2: What's Next?

So next week at a minimum will be getting the tutorial level completed as well as connecting it to the level select screen and getting it integrated into the flow of the game.


I'd also like to address a few bugs like the death timing for the cultist.



And that's it for this week! Thank you all for your support and I hope to get a new build in your hands soon!


Cheers!

- Caroo

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