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SaberTask

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A member registered Aug 22, 2021

Recent community posts

Looks like it. The vote on the Discord for the next focused character ended on Casey, being the only one in 4 digits, while the other characters weren't breaking 500 when the vote was called.

Okay,

bro.

I talk the same way I breathe. That is I breathe efficiently, and naturally, much like when I talk. Speaking concisely is both a commonplace norm to fall into, and a good habit for avoiding being misunderstood.

Why'd you phrase your question like that? lol

Casey is my favorite. Just wanted to say that. Heh.

Thanks, fellas, for making this.

Hey. Just thought I'd leave my thoughts. No need to take anything seriously, just opinion. More importantly, do what your heart tells you, mkay? Don't pile on too much at once either. I'll never be disappointed in you.

Perceived differences from Captivity as of this update:
we collect despawning coins, have no time between rounds, cannot reload while dodging, that the pistol here can't be spam shot with repeated clicks, there is no crouch, no struggle/strength mechanic, no clothes stuff, instead of holding a button to let the first enemy that touches you grapple you press ; to fall to the ground, and I don't remember ranged enemies in Captivity.

I don't mind the coins. I think they last long enough, and are kinda fun (they seem intentional too which I also like)!

Time between rounds doesn't seem necessary right now. If it was added I'd at least hope for a skip button.

I kinda want to continue a weapon reload into dodging. Would probably feel more fluid (and my friend praises Captivity for it).

Pistol click spam might hurt the mouse, but it does make the gun feel better. Don't know what you'll do with it if anything.

Crouching seems like something that'll be added when new enemy types, or weapons that could benefit from a different firing height comes around. Also it would vary up movement, and maybe allow for some neat map stuff.

Struggle/strength made up a lot of what I enjoyed seeing played of Captivity. Something similar would feel good.

Clothes. Captivity had a lot of replay-ability from it's achievement unlocks or whatnot, and what clothes you unlocked that you'd put on, or choose not to put on. I'm sure the player character will at least be able to get stripped during gameplay down the line?

Being able to drop yourself to the ground is cool enough compared to holding a button to get grappled.

Don't remember ranged enemies in Captivity.. Unless something in a cave did that, but I don't know. Regardless I think it's cool!

Unrelated to Captivity:
I like the two animations I already saw from this version, and I really think it fits. The rifle feels great. The uzi felt okay. The handgun didn't feel too good. I like the enemy design as well.

I also think that having multiple genders selectable is multiplying a certain aspect of your workload. If that's cool with you, I don't mind either, and I most certainly don't mind if the whole thing is a bit slower to update for it because frankly it's kinda cool your consideration for delivering to more people like that (and I more or less enjoy it all anyways).

Best of luck. Take it at any pace you desire, fella.

Ahahaha!!!! Captivity spiritual successor (I didn't play Captivity, but watched a full playthrough)?! My god, you have my attention! I've been dreaming of a day that guy starts up development again so I'd have an excuse to buy his game, but you're doing this for free (with an optional patreon)??? Even more so, it happens to be femdom as a start, with a futa option!

I'm gonna be a cheapskate, and patreon tier 3 you at like nearing version 1.0 for that name in the credits, and to be literally paying you twice the cost of Captivity at that (and I mean, this labor of love is free here, innit? how could I not!). Assuming you stuck with this godsend of a game for us to 1.0 that is. Does seem your heart's in the right place, and that if you did have to stop it would be something to do with real life, or motivation like the Captivity guy seemed to have.

Haha. Sorry for the text wall, you just made me, and many others happy by being the one to do it. Thank you!

Let me hop onto this love post too! I really appreciate the mining-game, the battle screen, the stat growths, the slider minigame. Never have I been so engaged with the gameplay mechanics of a free game of this nature! Something that's both fun, and hot. Not to mention all the characters, animations, and comboing of the palettes+positions+sizes+accessories. This is easily one of my favorite games even in it's current state, and I've played a lot of indepth gameplay focused games. Anything that gives this level of freedom in a comforting rpg-like progression is amazing, and deserves it's place as a holy grail title of 18+ games!

I have the clearest sense that this dev puts so much love into this game, and I respect that adamantly.

:p

3rd comment.
Great mod.

dude I totally missed this
oh well guess I'll wait :P

Loved having virginity at the end, and getting a comment on it. Always nice to see.

Same

Nothing's lacking. It's just I feel that a self punishing option for lower level skills or similar would add variety, and fun to peoples' playthroughs. I'm certain I would find it fun.

Howdy! I love the game. I was thinking that I'd love to see the choice of selecting skills lower than your level on level up whether that'd be through a button that switches you to a lower level selection of skills each time you press it, or a setting to allow skills lower than your level appear (or anything similar). Not sure if this would be a nightmare on balancing, or implementing, but I'd love to see it.