Thursday, 17 August 2017
Fall down but not out (16)
Hey,
Sorry for the sudden disappearance.
I had to go away for a bit as my full attention was needed elsewhere.
Been putting away many things in my life and I had to sort those out.
Now I have time again...
LET DEVELOPMENT RESUME~
Wednesday, 22 March 2017
AoA - Demo v0.93
File size: ~25 MB
! ! ! ! ! ! ! ! | Password: dtny | ! ! ! ! ! ! ! !
- Boss03 now have a Dominant animation.
- Player become temporarily arena-bound on defeating last enemy of the round to avoid clumsy falling.
- New BGMs:
- For Boss fights.
- For interbattle ambient.
- Victory jingle.
- Fall game over jingle.
- Gallery Auto-climax (on full lust bar) only on speed "A" or "Auto mode"
- Slime minions no longer trigger sex when Boss03 is present, to avoid incompatible animation.
- Fixed BGM not playing some times during start of battle.
Bulk of this update went into the BGMs. We finally have a separate theme for the bosses as well as a victory and game over jingle. While waiting between rounds, a slightly ominous/dark ambience will play in the background (supposedly accompanied by whistling wind sounds but I haven't gotten that done yet).
Let me know what you think of the new sounds!
--
- Gamepad too sensitive in the menus.
- Help me find more!
- Arrow keys - Movement
- C / A / S / D keys - Attack & Skill use
- Space - Zoom-in/out
- F2 - Restarts game
- F4 - Full-screen/Window mode
- M key - BGM change
- Enter - Skill Menu
- ESC - Pause/Save menu
- Numpad 0 - Trips the player (or press Ctrl)
Numpad 5 - Spawns more random enemies (or press '0')- Key '7' - Enable/disable debug text
Thursday, 16 February 2017
AoA - Demo v0.92
File size: ~25 MB
! ! ! ! ! ! ! ! | Password: dtny | ! ! ! ! ! ! ! !
- Bosses now have a Dominant & Submissive animation depending on player's loss or win:
- Boss01.
- Boss02.
- Boss03 (Dominant anim W.I.P).
- The Gallery can now be unlocked (at Round_20), for viewing unlocked animations.
- For the purpose of demo & preparation for v1.00:
- Max rounds limited to Round_30.
- Some skills are locked.
- Animations limited to Round_30.
- Battle BGMs re-arranged, along with new BGM for The Gallery.
- Game moved out of Alpha. Project folder renamed so previously saved games will be affected.
I understand that you may have some questions on the changes applied to this release in preparation for v1.00. Let me hear your thoughts in the comments below.
--
- Gamepad too sensitive in the menus.
- Help me find more!
- Arrow keys - Movement
- C / A / S / D keys - Attack & Skill use
- Space - Zoom-in/out
- F2 - Restarts game
- F4 - Full-screen/Window mode
- M key - BGM change
- Enter - Skill Menu
- ESC - Pause/Save menu
- Numpad 0 - Trips the player (or press Ctrl)
- Numpad 5 - Spawns more random enemies (or press '0')
- Key '7' - Enable/disable debug text
Sunday, 5 February 2017
A short breather (15)
Gonna take a short breather to post an update or my back will break.
I needed to fix up a few of the bugs the plagued the Gallery. In addition to that, I had to clean up and set the locking/unlocking of skills and animations so that it worked properly now, since I had left them in a messy state during development (where they worked, but only barely).
Sorry for the delay, but it's going to take a bit more time. It's coming together nicely and I want to finish at least one more Boss-dominant animation. This is all for going ahead to a "proper" demo.
Also, the BGMs have been re-arranged with better quality samples, so expect to hear them soon, including a new BGM for the Gallery mode.
I hope I didn't develop some chronic back injury having sit in front of the PC for god-knows how many hours.
Not dead yet!
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| Boss01-dominant animation |
Sorry for the delay, but it's going to take a bit more time. It's coming together nicely and I want to finish at least one more Boss-dominant animation. This is all for going ahead to a "proper" demo.
Also, the BGMs have been re-arranged with better quality samples, so expect to hear them soon, including a new BGM for the Gallery mode.
I hope I didn't develop some chronic back injury having sit in front of the PC for god-knows how many hours.
Not dead yet!
Monday, 2 January 2017
AoA - Moving forward 2017 (14)
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| Happy New Year 2017! |
So 2017 is here. I'd like to take this opportunity to wish everyone a very Happy New Year! If you've been following my developments ever since, I want to say I'm really grateful for your participation and patience (seriously!).
I've given it some thought. Moving into 2017, here's the plan for Arena of Audacia (chronological) below. Discussions with my team were had -regarding these decisions:-
- Arena of Audacia will be moving out of Alpha, now sticking only to number versioning for controlling updates.
- Release v0.95 to v0.99 depending on need. These will be as close as possible to v1.00 demo.
- Release v1.00 demo version. Demo version & full version features will be discussed next post.
- Marketing.
- Release v1.00 full version. We decided we to make Arena of Audacia purchasable.
- Patches, bug fixes and support.
- Updates and addional content.
- Game post-mortem.
My resolution for 2017 is to make it to point #7 in the list without losing too many limbs. I really want to finish this.
Dates have not been determined. I hope to announce them as soon as possible as we draw closer to v1.00. I understand that you may have questions regarding the decisions above. Let me know your questions and concerns in the comment section below. Your thoughts are important to me!
- - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - -
Current progress toward v1.00:-
- (!60%) Voice set. VA still silent. Basic voices are done (playable but more is nicer?).
- ( 40%) BGM in progress: Boss, Gallery, and Credits.
- (100%) Boss-specific, player-dominant H-animations. (Reward for winning)
- ( 0%) Boss-specific, boss-dominant H-animations. (Reward for losing)
- (100%) Credits story.
- ( 10%) Credits illustration. Will be a series of stills synced to the Credits music.
- ( 50%) Gallery programming. Done and working, but still (unlocks) require looking in to.
The next version will be v0.95, set to be released this month.
Let's have another good year together 😅
Sunday, 30 October 2016
AoA - Progress Report (13)
Barely staying afloat!
The progress:-
Woooo!
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|
- ( ??%) Voice set. Not sure what happened to our VA but she's been silent.
- (100%) Increased interval between enemy spawns slightly.
- ( 15%) BGM in progress.
- ( 80%) Boss-specific, player-dominant H-animations. (Reward for winning)
- ( 0%) Boss-specific, boss-dominant H-animations. (Reward for losing)
- ( 80%) Credits story.
- ( 10%) Credits animation.
Woooo!
Wednesday, 31 August 2016
AoA - Demo v0.90
Note:
2016/08/31 - Fixed crash after defeating bosses.
2016/09/01 - Changed audio settings. BGMs were failing to play.
2016/09/01 - Changed audio settings. BGMs were failing to play.
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| Better prompt for unlocks |
File size: ~18 MB
! ! ! ! ! ! ! ! | Password: dtny | ! ! ! ! ! ! ! !
I've also included (3) new boss-specific player-dominant animations, one for each of the first 3 bosses. To trigger them, you only need to run up to them (like how enemies do to the player when knocked down) during their near-death state, with the "Finish" notation. This is intended as a reward for having defeated bosses.
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| Dominate bosses! |
- Default - Gain 1 HP. No added effects.
- Pure - Lose 1 HP. Gain great +knockback but slower stamina recovery.
- Lust - Recovery all HP. Reduced stamina-use on charging skills, but take increased stamina damage.
Your feedback can help me improve AoA, so I'd greatly appreciate if you can tell me how you feel about:
- The choice of BGM. If you think a different music might be better, I'd like to hear references for new inspiration as well.
- The new voices. Re-recordings might be possible.
- The current game difficulty.
!! Oh right before I forget, press 'M' to change BGMs. Pressing 'N' will fade-in and out of music.
--
Release Notes - v0.90
- New player-dominant sex animations (only Bosses 1-to-3 has it now).
- Will now notify unlocks (skill & anim) if they have not been unlocked.
- Enemy Brute's whirlwind now knockback other enemies.
- Enemies Brute and Champion aggression reduced slightly.
- The "Double-edge" now unblockable.
- The "Seriate" passive now unblockable. Now only needs 2-3 successive hits.
- The "Whirlwind" now with increased knockback.
- New "Sex" skill passive. Choose from 3 effects.
- Demo ends at ROUND [51]. The round will loop endlessly.
- The "Adult content" in settings menu does not work.
- Boss-dominant animations not done.
- Gallery cannot be accessed yet.
Known Bugs
- Gamepad too sensitive in the menus.
- Help me find more!
Controls
Movement - Arrow keys
Attack - 'C' key
Activate skills - 'A', 'S', and 'D' keys
Space - Zoom-in/out
F2 - Restarts game
F4 - Full-screen/Window mode
BGM change - 'M' key
BGM fade - 'N' key
Game Menu
Enter - Skill Menu
ESC - Pause/Save menu
Extras
Numpad 0 - Trips the player (or press Ctrl)
Numpad 2 - Spawn "bats from cave" effx
Numpad 5 - Spawns more random enemies (or press '0')
Key '7' - Enable/disable debug text
---
Thursday, 30 June 2016
AoA - Progress Report (12)
Sorry for the delay guys. Seems like I can't make the release this month after all. AoA's new voice actress had recently moved to a new place and is still in the midst of setting up. I'd like to wait for her to export her recordings for this release among the few things below.
I can't say I've done much work myself. Things are not done so basically I've been running back and forth between:
Here's what I'm hoping to bring in for the next release:
Until then, I'll be holding off this release for a while. Looks like my weekend will be all about development.
:(
I can't say I've done much work myself. Things are not done so basically I've been running back and forth between:
- Testing out credits screen.
- Creating a higher res game over animation for "Give Up" on losing the round. This might need a new animation player instance to be created.
- BGM making and inspiration hunting.
- Coordinating with voice actress.
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| At other times I waste precious time staring into the depths that is GMStudio |
Here's what I'm hoping to bring in for the next release:
- New voice set.
- Balance enemy spawn rates to not overwhelm player.
- The previously discussed passive that grants buff/debuff to player for sex.
- BGM.
Until then, I'll be holding off this release for a while. Looks like my weekend will be all about development.
:(
Sunday, 29 May 2016
AoA - Progress Report (11)
Progress is currently hampered by IRL work, which will take some time to smooth over. In the meantime, I'm still trying to squeeze in development time whenever I can but it will be less than before. :(
Now let's get that out of the way so we can talk AoA's progress!
The gallery needed more work done. I managed to get the UI up, as well as added the gallery background. At the same time, I gave the heroine a new idle sprite (as seen above).
In a past post I talked about having sex affect the heroine depending on a passive skill. The latest passive skill allows the player choose/toggle between 3 different effects that having sex have on the heroine:
1. Default // Gain 1 HP when climax (filled up arousal bar). Heroine is neutral on sex.
2. Fallen // Take 1.5x stamina damage. Gain full HP when climax. Stamina rate up for X minute(s). Heroine is energized by sex.
3. Saint // Deal 1.5x knockback. Lose 1 HP when climax. Stamina rate down for X minute(s). Heroine wishes to keep away those dirty hands.
Each of the 3 effects enable upon climax (filling the arousal bar). As of now I can't tell if these effects will throw off game balance, so things are subject to change.
Now let's get that out of the way so we can talk AoA's progress!
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| Gallery now with proper BG |
In a past post I talked about having sex affect the heroine depending on a passive skill. The latest passive skill allows the player choose/toggle between 3 different effects that having sex have on the heroine:
1. Default // Gain 1 HP when climax (filled up arousal bar). Heroine is neutral on sex.
2. Fallen // Take 1.5x stamina damage. Gain full HP when climax. Stamina rate up for X minute(s). Heroine is energized by sex.
3. Saint // Deal 1.5x knockback. Lose 1 HP when climax. Stamina rate down for X minute(s). Heroine wishes to keep away those dirty hands.
Each of the 3 effects enable upon climax (filling the arousal bar). As of now I can't tell if these effects will throw off game balance, so things are subject to change.
On another note, I'm in talks with a voice actress to help give our heroine a new voice. If things go well, our heroine would get a streamlined set of voices! Perhaps even a second set of voice for if Fallen is chosen.
Thursday, 31 March 2016
AoA - Demo v0.87
Note:
2016/04/02 - Re-uploaded with more fixes.
2016/04/02 - Re-uploaded with more fixes.
2016/04/01 - I re-uploaded the demo a few times with some fixes. Try again when you see this note!
File size: ~14MB
! ! ! ! ! ! ! ! | Password: dtny | ! ! ! ! ! ! ! !
The project file has been renamed to AoA_Alpha3 from AoD_Alpha2. Just copy the "savegame.ini" over into AoA_Alpha3 if you wish to keep your progress. At the same time, I've also changed the password to access the files (password from aod to dtny).
In this release, the number of rounds go up to ROUND[51], with a new boss at 50. The heroine will also go up against a new enemy "Champion" which are formidable enemies in full armor suits, making them pretty tanky.
If you've seen the previous blog post, I mentioned 2 new active skills, one being "Focus" and the other "Sword Dance". I've decided to revamp the "Sword Dance" so you won't be seeing it in this release.
I apologize having kept you all waiting. Having 3 months between releases is a damn long time. Anyways, I hope you enjoy v0.87!
--
Release Notes - v0.87
- Boss 5 created. Fought on ROUND[50].
- New skill ''Focus". Replenishes stamina & resets cooldown of skills.
- New H-animation (4th one). Beat ROUND[30] to unlock.
- New enemy "Champion".
- Stamina regeneration rate halved when running/attacking.
- Normal attack now cost stamina.
- Game now auto-saves at end of each round.
- The "Go Next" sign now spawns at player's coordinates.
- General events handling (reward & crowd-cheering) for Double/Multi-kill.
- Skills' upgrade costs reduced drastically.
- The "Shield throw" cooldown has been increased (9s to 12s).
- The "Double-edge" skill's range extended.
- Moved settings from Pause menu (Enter) to Exit menu (Esc).
- Included ESCKEY and PAUSEKEY into controls config.
- Demo ends at ROUND [51]. The round will loop endlessly.
- The "Adult content" in settings menu does not work.
- Boss animations not done.
- Still no BGM! =(
Known Bugs
- Gamepad too sensitive in the menus.
- Help me find more!
Controls
Movement - Arrow keys
Attack - 'C' key
Activate skills - 'A', 'S', and 'D' keys
Space - Zoom-in/out
F2 - Restarts game
F4 - Full-screen/Window mode
Game Menu
Enter - Skill Menu
ESC - Pause/Save menu
Extras
Numpad 0 - Trips the player (or press Ctrl)
Numpad 2 - Spawn "bats from cave" effx
Numpad 5 - Spawns more random enemies (or press '0')
Key '7' - Enable/disable debug text
---
Monday, 21 March 2016
AoA - Progress Report (10)
I will (MUST) release v0.87 near the end of this month. There's not much new, I'm sorry
---
So I was thinking of renaming the project files. As it stands, it is appearing as AoD_Alpha2 when it should be AoA (for Arena of Audacia) instead. That's just confusing for no good reason. At the same time, I was thinking about dropping the "Alpha" too, but deduced that it is not yet time.
In the next release, you will see AoA_Alpha3 instead of AoD_Alpha2 when you extract the files.
NOW with that out of the way, we get down to what's been cooking.
From the first picture, you can see that I've added the last TWO active skills into AoA and at the same time, it is missing the third "Settings" tab. That's because I've moved it into the Exit Menu (accessed via ESC key) because it just doesn't make sense to have it in the Skills Menu. I waaaay too much time moving it because I couldn't remember how it worked (even when I coded it) after not revisiting the code for too long.
The gallery is also in the works. It's working for now, but that's probably because I haven't tested it thoroughly enough. The background is still missing (just reusing the arena BG) though. Will have to sink some time into making a nice one.
Following feedbacks on previous releases, the skills were too expensive to upgrade or buy even. I've run down the skill costs, and I think it's in a pretty good range now (standardized 1,000G increments). On top of that you'll have small sum of money as reward for performing double/multi-kills too.
Then there's the lack of sex/hentai skills even though this is a HENTAI GAME. I have no excuse, so I reserved the last PASSIVE slot solely for this (unless an amazing idea for a passive skill comes up). It won't be very game-changing (don't want to break the game), but just to at least make use of the sex that happens in-game. This is what I have in mind:-
Idea 1 (with settings that clearly buff OR debuff):
> Default // Gain 1 HP when climax (filled up arousal bar).
> Insatiable // Gain full HP when climax (instead of the normal 1 HP). Stamina rate up for 1 minute.
> Noble // Lose X HP when climax. Stamina rate down for 30 seconds.
Idea 2 (balances each buff with a debuff):
> Default // Gain 1 HP when climax (filled up arousal bar).
> Insatiable // Take 2x damage. Gain full HP when climax. Stamina rate up for 1 minute.
> Noble // Deal 1.5x knockback. Lose X HP when climax. Stamina rate down for 30 seconds.
Players can toggle between Default/Insatiable/Noble by upgrading the passive skill. At least with this, player can choose how the heroine takes being sexed up. Afterall, not all heroines have to hate/love sex!
Tell me what you think about the passive skill I suggested. It won't make it for v0.87, possibly the release after. If you have delectable ideas, lemme know in the comments.
---
So I was thinking of renaming the project files. As it stands, it is appearing as AoD_Alpha2 when it should be AoA (for Arena of Audacia) instead. That's just confusing for no good reason. At the same time, I was thinking about dropping the "Alpha" too, but deduced that it is not yet time.
In the next release, you will see AoA_Alpha3 instead of AoD_Alpha2 when you extract the files.
NOW with that out of the way, we get down to what's been cooking.
![]() |
| Goddammit still reads AoD Alpha |
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| The Gallery in the works |
Following feedbacks on previous releases, the skills were too expensive to upgrade or buy even. I've run down the skill costs, and I think it's in a pretty good range now (standardized 1,000G increments). On top of that you'll have small sum of money as reward for performing double/multi-kills too.
Then there's the lack of sex/hentai skills even though this is a HENTAI GAME. I have no excuse, so I reserved the last PASSIVE slot solely for this (unless an amazing idea for a passive skill comes up). It won't be very game-changing (don't want to break the game), but just to at least make use of the sex that happens in-game. This is what I have in mind:-
Idea 1 (with settings that clearly buff OR debuff):
> Default // Gain 1 HP when climax (filled up arousal bar).
> Insatiable // Gain full HP when climax (instead of the normal 1 HP). Stamina rate up for 1 minute.
> Noble // Lose X HP when climax. Stamina rate down for 30 seconds.
Idea 2 (balances each buff with a debuff):
> Default // Gain 1 HP when climax (filled up arousal bar).
> Insatiable // Take 2x damage. Gain full HP when climax. Stamina rate up for 1 minute.
> Noble // Deal 1.5x knockback. Lose X HP when climax. Stamina rate down for 30 seconds.
Players can toggle between Default/Insatiable/Noble by upgrading the passive skill. At least with this, player can choose how the heroine takes being sexed up. Afterall, not all heroines have to hate/love sex!
Tell me what you think about the passive skill I suggested. It won't make it for v0.87, possibly the release after. If you have delectable ideas, lemme know in the comments.
Saturday, 16 January 2016
AoA - Progress Report (9)
Hi guys, just wanna pop in to show that I'm not dead yet.
Partly working on the general events prompt, like double/multi-kill, knocking multiple enemies off the arena. It's just to reward the player by small amounts for wreaking havoc on the arena grounds, while the audience cheers on the bloodbath.
I'm working on multiple parts little by little. Helps to keep from feeling overwhelmed. Parts include the final boss, game end sequence, the 4th h-animation and bugs.
Then there's the animation gallery, still undone.
I believe I still have 3 slots of skills (active + passive) left to finish. Ohgawd
Oh and Happy New Year y'all!
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| Multi-kill prompt |
I'm working on multiple parts little by little. Helps to keep from feeling overwhelmed. Parts include the final boss, game end sequence, the 4th h-animation and bugs.
Then there's the animation gallery, still undone.
I believe I still have 3 slots of skills (active + passive) left to finish. Ohgawd
Oh and Happy New Year y'all!
Monday, 30 November 2015
AoA - Demo v0.85
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| See the wooden sign? Hit it. |
Another big change is the "end of round" handling. Previously one can access the Skill Menu and make changes any time, but now you can only do so after finishing the round. A harmless wooden sign will spawn, in which players will have to destroy to proceed. I figured that after a long hard ROUND of enemies, one would like a breather to test out skills and such.
Tell me what you think about the changes!
--
Meanwhile I've been playing with Anthophobia since the game was recently released (should be pending for DL Site). And since sprited sex is likely the reason you are here, Anthophobia has tons of them. Seems like they're planning additional content too!
Release Notes - v0.85
- Charge mechanism by holding down a respective skill's button.
- Skills now activate upon button-release, as opposed to button-press before.
- Currently all active skills are charge-able.
- New skill 'Parry'.
- An enemy 'Jester'. Runs about and pick up loot. Does not rape. Chance to spawn.
- Cultist boss now damages player on teleport.
- Skills cost less to upgrade now.
- Skills can now be reset when at max level if you so wish.
- Now only able to access Skill Menu at end of each round.
- Nothing happens after ROUND [41]. Restart via Pause Menu (ESC).
- Still no BGM! =(
Known Bugs
- You might run into a fatal error (game will abort) stating "instance cannot be found". I have applied some codes to curb this error but I might have missed some parts.
- Shield throw sometimes immediately hit the same enemy more than once.
Controls
Movement - Arrow keys
Attack - 'C' key
Activate skills - 'A', 'S', and 'D' keys
Space - Zoom-in/out
F2 - Restarts game
F4 - Full-screen/Window mode
Game Menu
Enter - Skill Menu
ESC - Pause/Save menu
Extras
Numpad 0 - Trips the player (or press Ctrl)
Numpad 2 - Spawn "bats from cave" effx
Numpad 5 - Spawns more random enemies (or press '0')
Key '7' - Enable/disable debug text
---
Thursday, 12 November 2015
AoA - Progress Report (8)
Heya peeps, here's a few things I'm currently working on:
After having done the animation above, I have to draw the 2p and 3p variants too. After that comes the H-animations for all enemies for the 3 variants as well.
The enemy "Champion" has quite the HP and isn't slow as you might imagine too despite being armor-clad.
I've also made the following changes:
orz .... at crawling pace
After having done the animation above, I have to draw the 2p and 3p variants too. After that comes the H-animations for all enemies for the 3 variants as well.
The enemy "Champion" has quite the HP and isn't slow as you might imagine too despite being armor-clad.
I've also made the following changes:
- Now able to hold/charge active skills (alter some properties e.g: Whirl skill, gains a vacuuming effect as per .gif below) but drains stamina.
- Skills now activate upon key-release, instead of key-press like before, resulting in some delay of skill activation (side effect of implementing hold/charge; may frustrate some).
- ...
I don't think I can make a v0.9 so soon. I'm trying to do a little bit everyday, hopefully I can slowly nick away at the massive amount of work AoA still needs.
orz .... at crawling pace
Monday, 12 October 2015
Kimochi, up-and-coming adult games marketplace
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| Let's talk Kimochi over a cuppa' |
What is Kimochi?
Kimochi is an adult games client aiming to improve your adult gaming experience by bringing you the latest adult games into one place. With that, your games can be managed/organized and have them up-to-date without fuss.
Download and try the Beta client.
Kimochi's Progress
Although still in early Beta, the Kimochi team is actively working to expand the number of games. In the past two weeks, the number grew by more than 6 games, bringing the current number up to 19 games so check them out if you haven't!
You can already find a good number of games in the Kimochi client, most notably:-
- Super Deepthroat by Konashion
- Pricess / Witch Trainer by Akabur
- Malise and the Machine by Eromancer
- Future Fragments by HentaiWriter/CheshireCat/TriangulatePixels
- Virgin Invader by MenZ Studio
- ... and many more!
Arena of Audacia happened to be one of the newer additions in their library and will be receiving updates alongside this blog!
Concluding
Obviously developing something of Kimochi's magnitude require tremendous amounts of work, so communication between the development team and the community is doubly important! Giving feedback will help them know what is it that you truly want in an adult games marketplace.
So follow Kimochi's Twitter for latest client and updates as they continue development. Join the community, provide feedback and freely discuss adult games at the Kimochi forums!
---
Back to development I go!
Apologies for the lack of updates for AoA. There has been a few changes and additions made that took some head-scratching.
Wednesday, 16 September 2015
AoA - Demo v0.8
File size: ~12MB
Password: aod
*try this first (if possible), a 3rd-party plugin for Dropbox for DL count tracking
I present you v0.8! Sorry this took so long. I went back and forth with trying to make BGMs and as a result, I had backlogged lots of things. Unfortunately I still couldn't make a satisfactory one yet, so no BGM still. The 3rd H-animation took lots of time because every enemy has 3 different sprites and got me kinda burnt out. Clearly lacking in front facing positions, I went with the position above. I liked how the animations turned out, hope you peeps enjoy it too!
I've also tweaked the enemy spawn progression. Introduction of new enemy types should make sense now, following the increasing ROUND. As always, I'll be counting on you all to help me test them out!
Release Notes - v0.8
- New 3rd player H-animation.
- New enemy Brute.
- Rounds go up to ROUND [41].
- Enemy spawn progression tweaked. Spawning should make sense following the round levels now.
- Change in Pause Menu UI.
- You can now 'Restart' and select rounds with Pause Menu (ESC).
- Nothing happens after ROUND [41]. Restart via Pause Menu (ESC).
- Still no BGM! =(
Known Bugs
- You might run into a fatal error (game will abort) stating "instance cannot be found". I have applied some codes to curb this error but I might have missed some parts.
- Shield throw sometimes immediately hit the same enemy more than once.
Controls
Movement - Arrow keys
Attack - 'C' key
Activate skills - 'A', 'S', and 'D' keys
Space - Zoom-in/out
F2 - Restarts game
F4 - Full-screen/Window mode
Game Menu
Enter - Skill Menu
ESC - Pause/Save menu
Extras
Numpad 0 - Trips the player (or press Ctrl)
Numpad 1 - Gives you 3,000 gold
Numpad 2 - Spawn "bats from cave" effx
Numpad 5 - Spawns more random enemies (or press '0')
Key '7' - Enable/disable debug text
---
Saturday, 5 September 2015
AoA - Progress Report (7)
Hey everyone, apologies for the late updates again.
I was all over the place for the most parts of progress. First was creating the new enemy, making a new H-animation, coding the gallery (half-done), then there's making the BGM. At some point I got lost for a bit.
Unfortunately, I'm having zero inspiration and is stuck on the BGM part. Still trying to figure out a style of music for AoA. Here's another random piece put together when playing around:
Then there's a revision on the precious piece here:
So I'll put up v0.8 in a few days but there won't be much in it:-
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| New H-animation in progress |
Unfortunately, I'm having zero inspiration and is stuck on the BGM part. Still trying to figure out a style of music for AoA. Here's another random piece put together when playing around:
Then there's a revision on the precious piece here:
So I'll put up v0.8 in a few days but there won't be much in it:-
- No BGM still! Figuring style.
- (1) new animation.
- (1) new enemy.
- Rebalanced enemy progression (spawning).
- ...
Tuesday, 18 August 2015
Let's take a look: Anthophobia and More Sprite Hentai
Anthophobia v0937 - [2015-08-16]
** [2015/11/14] Anthophobia released! [Official blog post]
The hentai zombie survival game Anthophobia had a new public demo! Check it out at Sourjelly's blog for more info. This time up to Version 0937. If you don't wanna wait long between updates, check out their Patreon for regular releases.
What's new:
In Other News, More Sprite Goodness
If you haven't already seen Kyrieru's latest animations, do check them out here where he compiles them into a page. They're part of a Patreon weekly animation challenge he started earlier in July, where anyone can participate/vote/suggest (on-going) for the next character parody animation.
End of the Month
I'm hopeful and looking at another public release from Future Fragments at the end of the month. There has been some slight delay as pointed out by HentaiWriter but he says the team will pull through!
** [2015/11/14] Anthophobia released! [Official blog post]
The hentai zombie survival game Anthophobia had a new public demo! Check it out at Sourjelly's blog for more info. This time up to Version 0937. If you don't wanna wait long between updates, check out their Patreon for regular releases.
![]() |
| Sexual flowers for you! Demo Download at Sourjelly |
What's new:
- Test version of Female Zombie added!
- Glowstick added! (Use to direct/order the female zombie)
- Pause added.
- Gamepad support added.
The creepy ambient is shaping up nicely, and the tutorial stage also helped a lot. The h-sprite is quite extensive (got start, mid and finish transitions) already for the first few enemies.
I uh ... will be busy running through Anthophobia for some "inspiration" so ... excuse me for a day or two.
In Other News, More Sprite Goodness
![]() |
| Kyrieru - Midna voted for 2nd animation |
If you haven't already seen Kyrieru's latest animations, do check them out here where he compiles them into a page. They're part of a Patreon weekly animation challenge he started earlier in July, where anyone can participate/vote/suggest (on-going) for the next character parody animation.
I'm hopeful and looking at another public release from Future Fragments at the end of the month. There has been some slight delay as pointed out by HentaiWriter but he says the team will pull through!
Saturday, 15 August 2015
AoA - Progress Report (6)
Hey just wanna post a bit on the development. Just a tiny bit because I haven't made much progress at all this month.
Things I worked on so far:-
Anyway, v0.8 will take a while. I'm looking at the end of this month (August) and you can expect from v0.8:
Things I worked on so far:-
- One (1) new enemy (seen below gif).
- Fixed slime invulnerable when not killed upon Slime-Boss death.
- Fixed the avoid death "Survivor" skill.
- ...
Here's a quick GIFs :
![]() |
| Whirldwind of death! |
Just noticed the whirldwind triggers the shield passive on-hit (it shouldn't trigger the event). More to fix :(
Meanwhile I've been playing around with making some music. Since I have no music background so it is progressing painfully slow. Lots of research, trial & error, sometimes frustrating, but ultimately great fun! Here's something I made but it is clearly amateurish:
Anyway, v0.8 will take a while. I'm looking at the end of this month (August) and you can expect from v0.8:
- BGM, hopefully at least two. (!!!!)
- Brute enemy.
- Better spawn progression (scale to level number).
- Really pushing it but AoA could really use a GALLERY
- ...
Sunday, 19 July 2015
AoA - Demo v0.7
EDIT #1 [2015/08/02] - The 'Survivor' passive isn't full working now, projectiles will straight up kill you because I forgot to include a "check on player death" event within them.
File size: ~12MB
Password: aod
*try this first (if possible), a 3rd-party plugin for Dropbox for DL count tracking
Here's v0.7 after much waiting! Not too far from v1.0 now and I really really hope I can reach it soon. Obviously there is still much to be done, so it is best I continue with the momentum or ... no I refuse to think of it not finishing. Once again I have not tested it thoroughly so expect updates/fixes to this release.
This release will feature some balancing, especially to the bosses and the H-animation part (see release note below). Help me test out the changes and tell me what you think about them in the comment section below!
Release Notes - v0.7
- New bosses for ROUND 30 & 40.
- All bosses now have temporary knockback immunity to avoid being stunlocked to death.
- Rounds go up to ROUND [40].
- New skills "Seriate" and "Survivor".
- The Rush skill now able to be cancelled halfway by pressing 'attack'.
- Player now have short invulnerability and damage enemies on wake-up from knockdown.
- Now only grant HP on filling up the lust bar ONCE per sex engagement to avoid HP exploit.
- Increased drops pickup speed & radius slightly.
- Full-screen by pressing F4. I have temporarily disabled ALT + ENTER.
- Nothing happens after ROUND [41]. You will have to restart game by jumping off the cliff or pressing F2.
- Boss animations planned but not yet worked on, will be much later (possibly v0.9).
- Still no BGM! =(
Known Bugs
- You might run into a fatal error (game will abort) stating "instance cannot be found". I have applied some codes to curb this error but I might have missed some parts.
Running left and right for a while will cause a small "unintended change of direction".- Shield throw sometimes immediately hit the same enemy more than once.
Controls
Movement - Arrow keys
Attack - 'C' key
Activate skills - 'A', 'S', and 'D' keys
Space - Zoom-in/out
F2 - Restarts game
F4 - Full-screen/Window mode
Game Menu
Enter - Pause Menu
ESC - Exit/save menu
Extras
Numpad 0 - Trips the player (or press Ctrl)
Numpad 1 - Gives you 3,000 gold
Numpad 2 - Spawn "bats from cave" effx
Numpad 5 - Spawns more random enemies (or press '0')
Key '7' - Enable/disable debug text
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If you got a feedback, let me hear it in the comments below!
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