Kurovadis

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Kurovadis

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It is likely some platforming segments will require the former, and others the latter. Finished the demo and really enjoyed the little bit of content playable I'm definitly buying this, keep up the good work man.

My guess is it's a test of the lighting system, allowing areas to be fully dark until explored. They become much easier once you get the uppercut, and easier still once you get the spread shot.

In the meanwhile, rapid-firing while focusing on jump-dodging tends to help a bit— or, for many of them, merely running by.

The floating-away orbs definitely take some getting used to, but it seems to be for rewarding melee combat as, if you're shooting, you won't really be able to catch them much.

Which makes sense, as melee combat is, traditionally, going to be taking more damage. Arch If you put half the effort into playing that you did into being an ass, I think you'd be fine.

I actually rather like how the grenades are mapped— he mentioned a few months ago how mapping too many buttons just means you'll be confusing people unnecessarily.

In Kuro, for example, I would only really use the jump and shoot or jump and punch buttons depending on the playthrough. This game one-ups it by giving me a feel for the jump, punch, and shoot buttons without any feeling 'lost' or superflous, but, were there a grenade button, I feel like I'd never get much chance to use it….

Though, up-aimed shots would make balancing later weapons more difficult unless it worked selectively or such, which wouldn't necessarily be ideal … just pondering if it might make fighting squids sans powerups simpler without necessarily needing high-ground jumps.

Mostly only considering the change from single-direction shots given that there's already the slight alteration of ducking shots. Perhaps make a straight-upwards shot to keep it a bit upwieldy?

I can agree that there may be a potential better-fit, but I'm rather adamantly against adding more buttons if it can be avoided. Making use of inputs that lack a practical combined purpose instead is always preferable.

Though, with the XCV keyset or similar, SPACE may be viable if there are any commands that needn't generally be done with any urgency, as the thumb rests near enough to there on most keyboards that, by nature of not forcing hand movement, it's a bit of a 'free' key.

If a subweapon 'key' were to be anything separate, that would be far preferable to the 'abandon keys' method of sudden hunt-pecking for a fourth key elsewhere, and the grenade requires just enough consideration that I think one could get away with that.

Either way, your mastery of responsive controls gets my absolute trust— no keyboard-based control on the planet felt as satisfying as Kuro.

Had to reply— that is simply genius. Given how play works i. Best of all, it allows for brilliant new lines of platforming challenge, as you can create rooms where you run through some spikes, using dashes since you can't always safely jump to dodge or such whilst skimming from one non-spike platform to another… or any number of such things.

It doesn't even remove the old option of the spike rooms like Kuro where some people bypassed by spamming HP upgrades anyways , as using enemies or even simply varied heights of spikes, to force jumps when walking , keeps it usable.

Falling on spikes, mentally, elicits fear, while, once on them, you've rather lost that. It creates discovery, as well, as showing the mechanic is a simple matter, too I always think of the little wall-jumpy dudes from super metroid, so showing enemies walking on the spikes perhaps?

Or even just making a room with no solution past walking through spikes… though, with as many aerial options you get, finding a way to de-emphasize potential knee-jerk 'welp, lets see what I can fly over' habits might help clarity.

All in all, though, just a massively clever way of handling that detail— never thought such a tiny feature like spikes could be thought through so laterally.

Oh, so it's fixed chance? Was always curious about the method used for knockdown. I would have thought that repeated hits had something to do with it, but that's just a clever trick of perception— given more hits means more 'rolls' to get knocked down.

Though, perhaps consecutive hits upping the odds might help with potential stun-locks in crowded rooms not that there's any instance of such a problem in the demo.

The reason for 3 'action' keys is that it makes keyboard control oh so smooth. If you haven't tried it without a controller, give it a shot and you'll see what I mean.

I think that, if going the route of mercenaries, simplicity in design would be key to making it cost-effective design-time i.

Even then, however, the fact that these games have such an unreasonably tiny price point means that making more than the game itself just feels… infeasible.

Blue knight freeze-start air infinites so crazy…. As in, if the demo were games on their own— paid demos would be ridiculous.

Woah, well that was certainly a tangent. If you want new modes, though, my recommendation is stuffing dollars into Kyrieru— if nothing else, it'd give him the means to hopefully stop getting sick and terrifying people, in the meanwhile.

It's a means of sustaining melee combat as viable, and of rewarding those with who make occasional slip ups, rather than forcing perfection or creating a situation where melee becomes entirely pointless because shooting is being rewarded equally, despite less risk.

The idea of a green color for health is certainly an intuitive idea, in any case, and allowing a sliiight bit of movement without the air-punch and all, but keep in mind this is, like, the alpha of a demo, and be no means a representation of the game as a finished product as far as such polish-related details go.

The air kick is handy for approaching enemies from above as well as a hilarious little spam where you hold up and down while mashing punch to do an uppercut dive kick combo that make me think of button mashers in street fighter or something.

In any case, you were panning things that up difficulty, which implied such an opinion of the difficulty, to explain the replies.

That, added to the the repetitive nature of some of those who play two seconds, don't give the game an ounce of respect, and then they whine their asses off because they're oh-so-clearly-masters-of-game-design.

It's redirected from those sorts at you because of your first post has nothing but complaint which causes knee jerk witch-hunting rather than consideration.

Little bits like the crystals enabling after the grenade or health pickup color are the most helpful sorts of feedback, as they're potentially 'finished' features.

And, by merit of merely mentioning them, it's nearly guaranteed that they won't be perplexing in the finished product.

As an aside, you're using waaaay too many line breaks— it just makes things needlessly difficult to read. At least double-break if you must jarringly reset the line every two sentences.

The screen-swap health grinding is a feature, by the by— NOT an oversight. In this game, it's actually far more balanced, for that matter, as you're spending risk the enemies are more mobile and you need to be closer to collect rather than time to get that health.

Interactive H content is black hole that tends to kill games, as an aside— while making lightly interactive aspects aren't too much of a drain like with your suggestion , that's still a bit iffy with the game's budget, methinks.

The knockback, meanwhile, I can't seem to come up with much of an opinion on it. On the one hand, the distance makes it great for when you're knocked down as far as escaping foes, but, of course, that makes the H bit of it a bit less reliable.

While quite different, they're still two of the best in the genre. As an explanation, lets take a look at all those noisy little fuckers who were so constantly bitching about how we'll 'never see progress'.

Hm… what's that? Every single one of them is dead quiet? But yeah, absolutely loving the open exploration. I actually like the way the save points work immensely progress saving on death makes it feel almost like Rogue Legacy , though, I bet a warp system between saves would fit the exploration feel for the full game.

Also had a note on clarity— if she has some brief sort of 'recovery' after you respawn, to show that she's just recovered from her whole ordeal, it'd lend some clarity to the fact that you keep your progress when save-reverted like that.

Could even make some little animated bit to accompany it, if that keen on it, which plays when you hit enter. I love the feel of the combat— it blends melee and ranged perfectly.

While Kurovadis had entertaining spins on both that felt rather one-or-the-other, leading to shooting, and Eroico had detailed melee with blocking and timing, this combo-based melee-with-ranged just meshes together so nicely.

If the demo's demo is that refined, I'm sure the full game will completely blow me away with the so-smooth controls… Kurovadis worried me at first with its roll controls and use of arrows over WASD, but it won me over.

Eroico worried me with its down-block and such, but it won me over. The alternation idea might lead to problems for some, really— more an example than anything.

But above all else, I have to know… with as many mechanics as were introduced, I can't help but wonder what the one you talked about in an earlier post must be… Was it the enemies dying only after falling a la castle crashers?

The enemies being stunlockable? Wait, that sounds familiar… was that the mechanic, or just mentioned prior to that as a core… uwa… okay, now posts are blending together.

Start small, under pixels. People have a bad habit of starting out with high res sprites. The more time you spend with small sprites in the beginning, the better you'll be able to utilize higher resolution sprites later on.

Not to mention it drastically reduces development time. You can jump out of any animation. Using melee alone when a gun is included for a reason comes with it's own risks.

It would be different if the player was choosing one of two skill trees, or something similar, in which case the game would have to be balanced more for each alone.

That's what Vsync does. It prevents screen tearing. However, performance takes a hit sometimes as a result. You can actually reach the end of the demo without getting a single power-up by abusing the H key.

It's weird. I tried the v sync file, but the game is still going at a snails pace… but now Eroico and Kuro are going equally as slow. They play just fine on my wife's machine which is weird because I have a better PC.

Anyone know of any software incompatibilities? Bought Eroico and I couldn't finish it. This game is awesome, but I won't be buying it cuz' it's too frustrating.

Thanks for the demo though. You are commenting using your WordPress. You are commenting using your Google account. You are commenting using your Twitter account.

You are commenting using your Facebook account. Notify me of new comments via email. Notify me of new posts via email. Sorry it took so freaking long.

The title is tentative. First Demo If the game runs slow, try this and tell me if it works any better. Share this: Twitter Facebook. Like this: Like Loading Anonymous September 5, — pm.

Honest Phil September 6, — am. Your sprite work is as always nice to look at maybe add a nice idle animation for her?

This demo left me truly impressed so far and I can't wait for the full version Kyrieru Regards, Phil. Anonymous September 6, — am.

Probably not except on the basic enemies, which are easily dispatched anyway… Bonus: If you manage to use this form of attack on the basic enemy while it's airborne, it turns transparent but doesn't disappear, because the game seems to think the creature is being comboed.

Danny Canny September 6, — am. You can also do that with items like grenades I suppose Hope you like these ideas and everyone here agrees.

Dakebs Catalig September 6, — am. Anonymous September 6, — pm. The no vsync demo seems to fix the player char speed issues. Anonymous September 7, — am.

QSS September 7, — am. So far so good, I really enjoy the demo. That is all for now, thanks for reading! No Vsync causes screen tearing for me with this game.

I agree and would like to see this as well. Any tips for a beginner like myself? This game seems to already suffer from what the previous games did and then some… It's not difficult but extremely frustrating and punishing for absolutely no reason.

It's a grind-fest when it shouldn't. There's no check point where there should be a checkpoint. Your armor futuristic and seemingly protective does nothing against unarmed monsters.

Your ranged weapon seemingly very effective does absolutely nothing against unarmed and unprotected flesh while at the same time… Your melee weapon absolutely destroys everything, despite basically just being your fist.

Extreme need of fluidity of moment. Semi-controller support, but fails to deliver due to previous points. Ranged weapon is fixed, making for very static combat.

Kaze Memaryu September 7, — am. But, that's it from mz end. Thanks for making such a great game, Kyrieru!

Red September 7, — am. I'd love to fondle her up a bit XD Is it just me or sprint supposed to give her ability to fly short distances? Tom McGuigan September 7, — pm.

So when can we expect the actual game to be finished? Anonymous September 7, — pm. QSS September 7, — pm.

RozenEclipse September 8, — am. Anonymous September 8, — am. Anonymous September 8, — pm. Bosanovarch September 8, — pm. Anonymous September 9, — am.

Charlotte Zane September 9, — pm. XD Woah, well that was certainly a tangent. Love your work awesome dev! I really love Noaika, and I wish I knew how to go on with the gameplay!

After getting some power-ups and the 3 small robot parts, I don't know where else to go a door is blocked behind some cubes but they don't look like can be destroyed or passed.

I wanted to say I enjoy and admire your games. I hope you'll get better with your health and be back soon creating amazing art and great games.

Be strong! Best of luck! Here you can see current and future projects, plans, etc. May upload screenshots and more details later.

Current Projects Unnamed platformer: Has a mostly complete engine. Has a few playable levels. Needs H animations, music, sound.

Target size of game is small, complexity is moderate. Will be the next game released. Want to finish this to learn GM2 for converting Noika.

Patreon Animations: Doing Patreon animations to supplement profits from sales of past games. Also want to convert it to GM2. Waiting until I have a stable amount of money so I can finish it which means after the above game.

Miscief Makers style platformer: Collab with another artist. Size is small, complexity of work remaining is low. Will work on this after Noaika is completed so that the artist can focus on it too.

Simple Castelvania platformer: Has the majority of gameplay graphics finished, needs H animations, and some sound. Size is small, complexity is low.

Complexity is slightly higher if I decide to convert the layout into being a metreoidvania. Umbrella girl Maybe : Outdated GM, coding, needs a lot of general updates.

Abandoned projects. Email This BlogThis! Lamorosii March 5, at PM. Kyrieru March 5, at PM. Mirai Zero March 8, at AM. Lamorosii March 8, at AM.

Lamorosii March 8, at PM. Anonymous March 9, at PM. Kyrieru March 9, at PM. Unknown March 11, at AM. Lamorosii March 9, at PM.

Dinkolish March 10, at AM. Kyrieru March 10, at AM. Anonymous March 12, at AM. Anonymous March 19, at AM.

Anonymous March 22, at AM. Anonymous March 29, at PM. Kyrieru March 29, at PM. Anonymous April 3, at PM. Ethernite May 28, at AM.

Anonymous June 2, at AM. Atersu June 14, at AM. Anonymous October 18, at PM. SlimMahdi August 15, at PM. Anonymous August 21, at AM. Kyrieru August 21, at PM.

Anonymous September 3, at PM. Kyrieru September 4, at PM. JL September 24, at PM. Kyrieru September 24, at PM. Levth9Slayer January 9, at PM.

Kyrieru January 11, at AM. Anonymous January 18, at AM. Kyrieru January 19, at PM. Anonymous January 20, at PM. Kyrieru January 21, at AM.

Anonymous January 22, at AM. Christin Eleven March 14, at PM. Mirai Zero June 7, at PM.

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Kurovadis

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If you get knocked down on ledge higher or lower than where they are, they're patiently wait for you to get up instead of — you know — ganging up on you and keep penetrating Until they die of exhaustion by actually jumping up or down to where you are like how they do when you're not knocked down and all XD Although Ganging up is a strong word seeing is that MC is a very shy girl with no Gangbang nonsense.

Inventory looks nice as it gives us our PC in whole her glory but missing power-up tab so that we'd know what we have and turn off robo-helper and maybe interactivity of the body?

I'd love to fondle her up a bit XD. Very impressed with this demo! Controlling it with a keyboard is a nightmare, but I was able to complete it after about 45 minutes of play.

Its a shame there aren't more high quality H developers making games like this. The only other H adventure games aside from the outstanding Kurovadis that I remotely enjoyed were Iris action and Parasite in City.

Both of which felt like they were phoning the game part in. Can't wait to pick this one up once it's complete! Can't even open the game. Just jumping in to say I would LOVE multiple basic monsters joining in on eachother if multiple are available.

Ganging up on the protagonist instead of just taking turns. Especially multiple of the same monster type joining in for the fun.

Here's a quick playthrough, sorry for the quality, I'm still trying to find an encoder that doesn't destroy fraps recordings. Looking sharp, Kyrieru!

I love the direction the game is going so far. If I were to point out any quips, it would be that the divebomb kick is a little bit imbalanced at the moment.

I like exploits, and I'm reminded of rollcancelling melee attacks in Kurovadis, but this divebomb kick's hitbox is unbelievably massive.

Other nitpicks are minor, like there being no hitspark for the 5-way shot when it hits certain enemies notably the electric probes and the floating cyclops tentacle monster , which can make it a little dubious whether or not you're actually hitting them with it.

Other than that, like I said, I love it so far. I like the pseudo-nonlinear approach and the ability to explore or not at your own leisure.

Damage is unforgiving, but you don't really lose anything for dying, and it feels almost reminiscent of Dark Souls, repetition until mastery.

The risk vs. What are you basing these criticisms on? What games are you comparing Noaika to such that it falls short of your expectations for action-platformers?

I actually agree with several of your points, but from your opening statement and your conclusion, your argument seems to stem from comparing Noaika to your idea of what it should be and not to the principal titles of the genre.

I wouldn't call it a grindfest, and I wouldn't say that it's necessarily lacking in fluidity. Monsters spawning abruptly and frequently isn't an issue.

Were I Kyrieru, I might remove a couple of them from the earlier rooms, but by the time you're familiar with the game they're dispatched near-instantly.

The appeal to realism in weapons and armor is similarly without merit, you're using basic armor and energy weapons against who knows what kind of monsters.

Though I would personally extend the range and speed of weapons slightly, keeping the same power, and give you the ability to shoot in all eight directions, with upgrades via equipping multiple weapon types simultaneously like in Super Metroid.

Platforming and the general level design is fine, it's a welcome addition when the standard is the hyper-linearity of most H-games and several mainstream action-platformers.

The two save points are pretty close together, all things considered. AI could be better, yeah, but sitting atop platforms and stopping you isn't bad, that's the point, and you get weapons to combat that very early spread shot, bombs.

You're supposed to fight them face-to-face since that incurs risk. However, you're absolutely correct in criticizing the uppercut mechanics, they're obtrusive and difficult to execute.

The atmosphere is great in some areas and fucking horrible in others — I couldn't find the second save point or last robot part for hours because of them.

Doors and exits desperately need red or yellow dimly-glowing lights to emphasize their location. The atmospheric fog needs work, it should be thicker and more textured, but the sunbeams are fantastic.

It's similar to megaman X2's air dash. Either you dash then jump, or you jump then air-dash. It is likely some platforming segments will require the former, and others the latter.

Finished the demo and really enjoyed the little bit of content playable I'm definitly buying this, keep up the good work man. My guess is it's a test of the lighting system, allowing areas to be fully dark until explored.

They become much easier once you get the uppercut, and easier still once you get the spread shot. In the meanwhile, rapid-firing while focusing on jump-dodging tends to help a bit— or, for many of them, merely running by.

The floating-away orbs definitely take some getting used to, but it seems to be for rewarding melee combat as, if you're shooting, you won't really be able to catch them much.

Which makes sense, as melee combat is, traditionally, going to be taking more damage. Arch If you put half the effort into playing that you did into being an ass, I think you'd be fine.

I actually rather like how the grenades are mapped— he mentioned a few months ago how mapping too many buttons just means you'll be confusing people unnecessarily.

In Kuro, for example, I would only really use the jump and shoot or jump and punch buttons depending on the playthrough.

This game one-ups it by giving me a feel for the jump, punch, and shoot buttons without any feeling 'lost' or superflous, but, were there a grenade button, I feel like I'd never get much chance to use it….

Though, up-aimed shots would make balancing later weapons more difficult unless it worked selectively or such, which wouldn't necessarily be ideal … just pondering if it might make fighting squids sans powerups simpler without necessarily needing high-ground jumps.

Mostly only considering the change from single-direction shots given that there's already the slight alteration of ducking shots.

Perhaps make a straight-upwards shot to keep it a bit upwieldy? I can agree that there may be a potential better-fit, but I'm rather adamantly against adding more buttons if it can be avoided.

Making use of inputs that lack a practical combined purpose instead is always preferable. Though, with the XCV keyset or similar, SPACE may be viable if there are any commands that needn't generally be done with any urgency, as the thumb rests near enough to there on most keyboards that, by nature of not forcing hand movement, it's a bit of a 'free' key.

If a subweapon 'key' were to be anything separate, that would be far preferable to the 'abandon keys' method of sudden hunt-pecking for a fourth key elsewhere, and the grenade requires just enough consideration that I think one could get away with that.

Either way, your mastery of responsive controls gets my absolute trust— no keyboard-based control on the planet felt as satisfying as Kuro.

Had to reply— that is simply genius. Given how play works i. Best of all, it allows for brilliant new lines of platforming challenge, as you can create rooms where you run through some spikes, using dashes since you can't always safely jump to dodge or such whilst skimming from one non-spike platform to another… or any number of such things.

It doesn't even remove the old option of the spike rooms like Kuro where some people bypassed by spamming HP upgrades anyways , as using enemies or even simply varied heights of spikes, to force jumps when walking , keeps it usable.

Falling on spikes, mentally, elicits fear, while, once on them, you've rather lost that. It creates discovery, as well, as showing the mechanic is a simple matter, too I always think of the little wall-jumpy dudes from super metroid, so showing enemies walking on the spikes perhaps?

Or even just making a room with no solution past walking through spikes… though, with as many aerial options you get, finding a way to de-emphasize potential knee-jerk 'welp, lets see what I can fly over' habits might help clarity.

All in all, though, just a massively clever way of handling that detail— never thought such a tiny feature like spikes could be thought through so laterally.

Oh, so it's fixed chance? Was always curious about the method used for knockdown. I would have thought that repeated hits had something to do with it, but that's just a clever trick of perception— given more hits means more 'rolls' to get knocked down.

Though, perhaps consecutive hits upping the odds might help with potential stun-locks in crowded rooms not that there's any instance of such a problem in the demo.

The reason for 3 'action' keys is that it makes keyboard control oh so smooth. If you haven't tried it without a controller, give it a shot and you'll see what I mean.

I think that, if going the route of mercenaries, simplicity in design would be key to making it cost-effective design-time i. Even then, however, the fact that these games have such an unreasonably tiny price point means that making more than the game itself just feels… infeasible.

Blue knight freeze-start air infinites so crazy…. As in, if the demo were games on their own— paid demos would be ridiculous. Woah, well that was certainly a tangent.

If you want new modes, though, my recommendation is stuffing dollars into Kyrieru— if nothing else, it'd give him the means to hopefully stop getting sick and terrifying people, in the meanwhile.

It's a means of sustaining melee combat as viable, and of rewarding those with who make occasional slip ups, rather than forcing perfection or creating a situation where melee becomes entirely pointless because shooting is being rewarded equally, despite less risk.

The idea of a green color for health is certainly an intuitive idea, in any case, and allowing a sliiight bit of movement without the air-punch and all, but keep in mind this is, like, the alpha of a demo, and be no means a representation of the game as a finished product as far as such polish-related details go.

The air kick is handy for approaching enemies from above as well as a hilarious little spam where you hold up and down while mashing punch to do an uppercut dive kick combo that make me think of button mashers in street fighter or something.

In any case, you were panning things that up difficulty, which implied such an opinion of the difficulty, to explain the replies. That, added to the the repetitive nature of some of those who play two seconds, don't give the game an ounce of respect, and then they whine their asses off because they're oh-so-clearly-masters-of-game-design.

It's redirected from those sorts at you because of your first post has nothing but complaint which causes knee jerk witch-hunting rather than consideration.

Little bits like the crystals enabling after the grenade or health pickup color are the most helpful sorts of feedback, as they're potentially 'finished' features.

And, by merit of merely mentioning them, it's nearly guaranteed that they won't be perplexing in the finished product. As an aside, you're using waaaay too many line breaks— it just makes things needlessly difficult to read.

At least double-break if you must jarringly reset the line every two sentences. The screen-swap health grinding is a feature, by the by— NOT an oversight.

In this game, it's actually far more balanced, for that matter, as you're spending risk the enemies are more mobile and you need to be closer to collect rather than time to get that health.

Interactive H content is black hole that tends to kill games, as an aside— while making lightly interactive aspects aren't too much of a drain like with your suggestion , that's still a bit iffy with the game's budget, methinks.

The knockback, meanwhile, I can't seem to come up with much of an opinion on it. On the one hand, the distance makes it great for when you're knocked down as far as escaping foes, but, of course, that makes the H bit of it a bit less reliable.

While quite different, they're still two of the best in the genre. As an explanation, lets take a look at all those noisy little fuckers who were so constantly bitching about how we'll 'never see progress'.

Hm… what's that? Every single one of them is dead quiet? But yeah, absolutely loving the open exploration. I actually like the way the save points work immensely progress saving on death makes it feel almost like Rogue Legacy , though, I bet a warp system between saves would fit the exploration feel for the full game.

Also had a note on clarity— if she has some brief sort of 'recovery' after you respawn, to show that she's just recovered from her whole ordeal, it'd lend some clarity to the fact that you keep your progress when save-reverted like that.

Could even make some little animated bit to accompany it, if that keen on it, which plays when you hit enter. I love the feel of the combat— it blends melee and ranged perfectly.

While Kurovadis had entertaining spins on both that felt rather one-or-the-other, leading to shooting, and Eroico had detailed melee with blocking and timing, this combo-based melee-with-ranged just meshes together so nicely.

If the demo's demo is that refined, I'm sure the full game will completely blow me away with the so-smooth controls… Kurovadis worried me at first with its roll controls and use of arrows over WASD, but it won me over.

Eroico worried me with its down-block and such, but it won me over. The alternation idea might lead to problems for some, really— more an example than anything.

But above all else, I have to know… with as many mechanics as were introduced, I can't help but wonder what the one you talked about in an earlier post must be… Was it the enemies dying only after falling a la castle crashers?

The enemies being stunlockable? Wait, that sounds familiar… was that the mechanic, or just mentioned prior to that as a core… uwa… okay, now posts are blending together.

Start small, under pixels. People have a bad habit of starting out with high res sprites. The more time you spend with small sprites in the beginning, the better you'll be able to utilize higher resolution sprites later on.

Not to mention it drastically reduces development time. You can jump out of any animation. Using melee alone when a gun is included for a reason comes with it's own risks.

It would be different if the player was choosing one of two skill trees, or something similar, in which case the game would have to be balanced more for each alone.

That's what Vsync does. It prevents screen tearing. However, performance takes a hit sometimes as a result. You can actually reach the end of the demo without getting a single power-up by abusing the H key.

It's weird. I tried the v sync file, but the game is still going at a snails pace… but now Eroico and Kuro are going equally as slow.

They play just fine on my wife's machine which is weird because I have a better PC. Anyone know of any software incompatibilities?

Bought Eroico and I couldn't finish it. This game is awesome, but I won't be buying it cuz' it's too frustrating. Thanks for the demo though. You are commenting using your WordPress.

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Notify me of new posts via email. Sorry it took so freaking long. The title is tentative. First Demo If the game runs slow, try this and tell me if it works any better.

Share this: Twitter Facebook. Like this: Like Loading Anonymous September 5, — pm. You do realise you put away potential customers forcing them to just google cracked version?

Do you consider paypal to be complicated? Only game not properly available on paypal atm is Aster, which was because that account got limited.

In general I won't focus on itch. My main focuses will generally be paypal, DLsite, Steam, and Nutaku.

Yes PayPal is not easily accessable everywhere and hold a lot of hindrances, your dlsite link gives cyclic link error, steam is good but don't give me ability to gift it to people and not everyone will take those openly on their account, some don't even want a steam account and I yet to find out how nutaku works and wether it does.

As for itch - it just works, plain and simple. Maybe nutaku will solve my problems. That means I cannot follow the link.

I'm not a system engineer. Tells something about cookies. Anyway, I see no reason to not put kurovadis on itch.

Auditory may be small but accessibility is the highest. And anyone who have problem with PayPal half a world will be able to go there from your site if nessesary.

Also only eroico is on most sites and I ve already baught it from itch. Naturally I'm not aware of how hard it is to publish your game and how much it may cost you, so I just give a feedback.

So much awesomnes! I wanna play ALL of them! Really enjoying the game with the monster girls! I'll be definitely looking forward to this one.

Love your work awesome dev! I really love Noaika, and I wish I knew how to go on with the gameplay! After getting some power-ups and the 3 small robot parts, I don't know where else to go a door is blocked behind some cubes but they don't look like can be destroyed or passed.

I wanted to say I enjoy and admire your games. I hope you'll get better with your health and be back soon creating amazing art and great games.

Be strong! Best of luck! Here you can see current and future projects, plans, etc. May upload screenshots and more details later.

Current Projects Unnamed platformer: Has a mostly complete engine. Has a few playable levels. Needs H animations, music, sound.

Target size of game is small, complexity is moderate. Will be the next game released. Want to finish this to learn GM2 for converting Noika.

Patreon Animations: Doing Patreon animations to supplement profits from sales of past games. Also want to convert it to GM2. Waiting until I have a stable amount of money so I can finish it which means after the above game.

Miscief Makers style platformer: Collab with another artist. Size is small, complexity of work remaining is low. Will work on this after Noaika is completed so that the artist can focus on it too.

Simple Castelvania platformer: Has the majority of gameplay graphics finished, needs H animations, and some sound.

Size is small, complexity is low. Complexity is slightly higher if I decide to convert the layout into being a metreoidvania.

Umbrella girl Maybe : Outdated GM, coding, needs a lot of general updates. Abandoned projects. Email This BlogThis!

Lamorosii March 5, at PM. Kyrieru March 5, at PM. Mirai Zero March 8, at AM. Lamorosii March 8, at AM. Lamorosii March 8, at PM.

Anonymous March 9, at PM. Kyrieru March 9, at PM. Unknown March 11, at AM. Lamorosii March 9, at PM. Dinkolish March 10, at AM.

Kyrieru March 10, at AM. Anonymous March 12, at AM. Anonymous March 19, at AM. Anonymous March 22, at AM.

Anonymous March 29, at PM. Kyrieru March 29, at PM. Anonymous April 3, at PM.

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Eroico \u0026 Kurovadis - Let's Play? - SON DE \

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