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can I put my own name at the start of the game if I get it?

You get to create your character but since there's voice acting for the girls I didn't make custom names for the player (since they wouldn't be able to read it)

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W game! First time buying something on this site and your game is 100% worth it! Big fan so far! Hope you keep going!!

So glad you enjoyed it! The next update is in development now I'm super happy with how it's turning out! ^^

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Hmmmm when I get money I'ma pay for this game

Awesome! I'm hard at work on the next update it'll add a lot of quality of life features, new girls, and more story content! ^^

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Scenes are already looking great, probably better than even the later scenes of Succubus Hunt. I'm personally hoping this one will feature at least one fox girl again. I particularly enjoyed the intricate tail technique from last time.

The combat might need some rebalancing though. The companions tend to die very quickly as it currently stands, and you'll usually end up having to do everything on your own.

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Thank you for the feedback! The next update will make it so allies respawn at 1 HP at the end of a battle, so players won't have to run back and forth healing them at campfires. Also there is confirmed to be a kitsune!

Is Fenrir the end of current content?

verry good game i hope new update soon

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@Multby6 I really liked your previous game, Succubus Hunt! I loved the big variety in monster girls, their designs, the writing, the art style (the pixel art is so good!) and was amazed at the amount of content. 

Destined Desires seems like a worthy successor so far! The combat took me some time to get used to, I often lose track of my character in the sea of enemies. :D Other than that I really enjoyed my time with the game, the quality of the scenes is on par with Succubus Hunt. The events by the campfire add a lot of charme and the voice acting makes it even better. It's great to have a party, feels much more personal. I know it's still early in development but do you aim for a similar scale (content wise) to Succubus Hunt?

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Hi thank you so much for your thoughts! I'm really glad you enjoyed your time with the game! I'm hoping to add a good deal of content in this project, probably not 100 girls like succubus hunt had but each girl is getting a lot more love and content each so I think it'll be a happy medium. I'll be updating the game to v1.0 so 10 more content updates at the bare minimum!
And yeah I think the biggest complaint in succubus hunt was the lack of connection with each girl so this game I really wanted to address that! I'm hoping to get better with each game I release so hopefully people will enjoy this game as more content rolls out for it! ^^

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That's totally understandable that there are fewer girls but more content for each one of them, it's a good trade-off! I personally love that direction and enjoy the banter between the characters. 

Is this your first time doing 2D drawings that aren’t pixelated? (the third scene of each girl) Do you use Live2D for those? 

It's interesting that you switch up the genre and perspective for each game as well. It's risky and I have a lot of respect for that. :) You probably already have plans/ideas for the next game. What is your current update schedule for Destined Desires? 

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I'm really glad to hear you enjoy the campfire cutscenes too! I think they're a nice call back to the chatter between Astra and Willow in Succubus Hunt!

And yeah I'm using live2d for those it's definitely a gamble since I know people are used to my 2D Pixel stuff but I wanted to try something new (plus I think it's a good way to break up the other 2 scenes) I do have a few ideas for my next game although that's well down the pipeline it's gonna be full steam ahead with Destined Desires for the foreseeable future I'm hoping to have a content update out every 2 months so sometime in January v0.2 will be released with a handful of new girls, a new area, and story progression!

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Those were one of the highlights of the game for me! 

I think the Live2D ones look  clean, maybe a little unusal at first but they're well drawn and animated. :) 

I see, that's great to hear! I hope this one will blow up. 

Have you worked on any other games than Succubus Hunt before? Or did you have a background as a artist? I was wondering because the game was of high quality right off the bat. :) 

I wish you a Merry Christmas! 

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Merry Christmas to you too I'm so glad you liked it! I'm hoping it does well too yeah I poured a lot of care into it and I'm hoping to make it even better!

Before succubus hunt I had drawn outside of pixel art for awhile as well as tinkered in unity but I was still forced to learn a lot while making the game! I think the Live2D stuff is definitely something I'd like to improve a lot on just like how I had in Succubus Hunt with pixel art! The drawings at the start are rough but you can see the later girls become a lot more detailed which I'm really proud of so hopefully a similar trajectory could be achieved with this new animation style too!

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From what I've played, this game looks promising. I loved Succubus Hunt for its gameplay, but I'm sure many have said this, but the default keybinds are kind of confusing.

It also doesn't help that when I tried rebinding them, I accidentally fat-fingered a key on my keyboard that I had set as the return button as I was changing the select button, so I couldn't select the options to change the button or even load a save game as the key kept returning me to the menu while also working as the select button. It wasn't unplayable as I could still start a new game, open the gallery, etc.

I just think, unless I didn't see the option, there should be a button on the menu to reset options to default just in case someone makes a similiar mistake to mine.

Still a fun and good game despite that hiccup, I'm excited for what the future holds for it. 

I'm sorry to hear you had a problem with it! Were you playing on the latest 0.19 patch? I made it so you could select or deselect with the mouse buttons as well as preventing keybinding the same buttons together! Either way I'll try and look into making the controls less confusing although I'm at a loss since succubus hunt used the same control scheme and I didn't receive any issue!

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Oh, no, I was playing on 0.18 when that problem happened, but if the issue is resolved in the 0.19 patch than that's great. 

Otherwise, I think the controls are confusing to me due to the fact this game has a different gameplay style than Succubus Hunt, which isn't a bad thing when I say that, but that's probably why I got confused when I first played the game on 0.18.

Fair enough I've adjusted the controls a bit to make them more similar to other games as well it should be easier to get used to once v0.2 comes out!

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Very good game, it's challenging and fun. My only problem is the analog touch button; it's very sensitive and unstable. It became very difficult for me to save the game; it always sent me to the last save point, and I couldn't go back. Selecting things from the game menu is also a bit tedious. The Android version is unstable; I should check that. But everything else is great, keep it up, friend! c: This game will be very good.

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Thank you kindly I'm so glad you enjoyed it! I'll look into trying to smooth out the mobile controls! As for unstable do you mean the control system or the game in general on mobile, if so let me know what it is specifically and I'll try to look into fixing it! :D

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I'm referring to the menu; the combat system is simple and responsive, the real problem is the menu itself. There's no virtual up/down/left/right button, and the sensitivity is very delicate. Sometimes you want to check, equip, or use a healing item, and suddenly it flips the page or scrolls to the bottom. For now, the only thing I found cumbersome was the menu for equipping weapons and armor, saving the game, and using life items.

Ah got it I'll try and adjust the joystick to be less sensitive in the menus in that case thank you for the feedback, I'm glad you enjoyed the combat!

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Another few suggestions: The NPC/interaction button should be Button 1 instead of button 2. Since you can't attack NPCs already, this seems more natural, though perhaps it should be an optional toggle for some who don't mind.

The party NPCs kinda blend in with the environments/enemies when saturated, some stronger, thicker outlines might help with this.

I know you said you were thinking of having the characters flash (which is a good idea) when low on health, but I think overhead HP/MP bars help separate the Party from the mob NPCs and would really help.

I get it's probably an intended part of the gameplay loop, but IMO the tiles should have some kind of delay to how long they take to repopulate. At least a few in-game days. Though I currently don't know how big the map is, so maybe this is needed or else the player will run out of tiles to farm.

I still need to run through more of the combat (the other player classes as well) but right now I feel like it could be a few factors like the player's swing pulling them forward, or perhaps the hitbox, but it feels like it's waay too easy to get hit when trying to hit the mobs. It could be that their range is too high in comparison to the player. I can't quite nail down what it is, but it's definitely not feeling right with the warrior class.

I understand wanting to balance the revive item (which IMO is overpriced, it should be at least half of what it is now) but I think there'd be nothing wrong with NPCS reviving at 1 HP after clearing a tile. Revive could instead be a "revive the NPC while in combat" context sensitive item used on interaction with the downed NPC to get them back in immediately at full health. At least have this as a perk for levelling up an NPC to a certain threshold (Like level 20 or something)

This kind of goes hand in hand with the tiles instantly respawning as I can already tell it'd be easy to get into a death loop where the player cannot properly progress into an area without losing an NPC that they want to stay with and being forced to return to the village only to be blind-struck by a boss and die, erasing any progress they made. Granted this is a worst case scenario and not likely to really happen, but it DEFINITELY gets annoying to constantly lose an NPC one title from the village. This also might be an issue with the first village not having armor for every character available, but I'm not 100% on this, it might have that.

I don't know if this is a bug or intentional, but the volume control doesn't function apart from getting louder. It starts at 0/10, when really, shouldn't it start at 5/10? or 6/10?

I'd also suggest adding a "go back to main menu" button to the menu, as that seems to be lacking.

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The map is pretty small for the first area so having the tiles respawn makes it easier to farm items/enemies/etc. The interaction button being swapped is a good idea though I'll try that out see if it feels better.

I haven't fooled around too much with the player hitbox, the enemies do take awhile to strike but if it's difficult I'll look into shrinking it if it's egregious, I haven't looked too heavily into it. I'll see about making allies stand out more too in battle as well as figuring out a way to let players know how much health they're at or if they need attention.

I see your point about revives, in the next content update I'll roll the idea around about splitting the item  into a version that revives in battle, one after battle, or maybe just bringing all dead allies back once a battle is won at 1 HP not sure yet. Either way it was intended to be the game's way of telling you to work WITH them to fight till they get stronger but I can understand why that would be annoying to keep having them go down.

The village does have armor for all 4 classes as well as the ability to gather most of the resources required for the armor inside. So it could be farmed if none of the other rooms are giving the materials for the equipment players want.

The volume stuff is intentional but I'll probably adjust it to be more traditional next content update. Also there is a way to go back to the main menu it's in the save box under "exit" I'll rename it to title as I can see the confusion there.


 

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Hey, there's also a bug with keybinding. It doesn't carry over to old save files Please fix this.

Edit: It doesn't carry over to new save files either... So it doesn't work it all.

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...Okay, I haven't progressed too far yet, but I'll give some critique right now, and this is pretty major.
DO NOT USE SHIFT AS THE DEFAULT PRIMARY BUTTON PRESS!

Yes: I know it can be changed, that does not matter, IT SHOULD NOT BE THE DEFAULT UNLESS TRIGGERING STICKY KEYS EVERY 3 SECONDS IS A GOAL.

Now, the general combat seems alright, but I can already see a lot of balancing issues with difficultly and party management, or rather party control. I assume party members are 'actually' dead when they hit zero, and the goal is to return to a resting spot, but perhaps you could make this a little clearer? Also, why aren't their any forms of healing at the start beyond finding a healer? And the Healer has no form of out-of-combat healing either. The sex/relationship levels are also completely disconnected from the combat stats, which feels like a big missed opportunity. Getting their desire Level up should help the player in the rest of the game and not just be a gatekeeping method for scenes. I'm also sadden that pixel art scene exist that require the player to intentionally let himself get hit, and even worse, secondary bad end sex scenes. There has to be an organic way to integrate those into the game without the player having to do that

The party/camp scenes I also find are a bit... samey, if that makes sense. I assume they're supposed to be femdom themed, and I get a bad ending scene to feel like that, but aren't these supposed to be mutual scenes between the player and the npcs? I get some characters being a bit dom-y, but all of them? Though I'll admit, this is unfair because I only completed the first tier on the first four party members I found. perhaps this is 100% intentional and I'm just "missing the point" since it's intended for someone that really loves femdom and wants only that. Me, I like a variation, especially when it's supposed to be a mutual thing between player and NPCs.

Sorry for this being very negative, I actually really love the art and the characters, but the shift stuff really got on my nerves and colored my experience. I also like the simple 2 button setup and I *think* I'll like the gameplay if it gets some improvements. I can give some more detailed feedback on the combat itself if you wish.

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This is really good feedback thank you! I suppose I was focused on having one-handed controls I didn't realize it would be difficult! I'll be working on a patch to address the key remapping soon hopefully it'll be out today or tomorrow!

For balancing; the goal is to keep your party members alive generally. There is a revive in the first room and they can be purchased in the village and they will instantly revive a downed member, I'll probably add them in the overworld shop too that way it'll be more transparent to players. (There's also berries around the first level that can be used to heal party members I may just set it up so allies glow red or something when they're on low HP)

The healer healing outside of combat is a balancing thing they're already pretty overpowered if you have one on your team.

As for the levels they do directly tie to battle stats so giving a party member items makes them like you more and makes them stronger it's the same number. The heart is just used as an icon to show how close they are to leveling up which I might change if it's spurring confusion.

The bad end scenes were requested to return but losing in battle isn't the only way to get them, you can recruit enemy and merchant NPCs if you use the StrangeStone in your inventory and build houses for them. This will be fleshed out and introduced properly in v0.2 but the groundwork is in the game now.


All the campfire scenes being similar I can see between Nyle and Anubis (which was intentional) but the other cast I'm pretty sure has a unique flavor to their lines. I'll try to add more variation I suppose!

I do appreciate your response though I wish I had it sooner so I could have remedied these issues prior to release. I'd love to hear your thoughts on combat yeah the next update I'm hoping to flesh it out even further!

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Once the remapping/controls are fixed I'll take another objective, more in-depth look at combat/balancing, since it obviously was colouring my perspective. One change that honestly would be preferred is the enemies to perhaps have a slight different looking defeated state as it can be hard to tell they're actually dead or not. A different frame/animation is too much for the amount of them, but perhaps at least a darker colour (or the colour it is now, but a quick fade to near black)

Like I said, I have nothing but good things to say about the art, it's just the gameplay that irked me, which yeah, if you didn't get feedback, it's hard to actually know it's a problem or not.

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The patch has been released! You can confirm by ensuring it says v0.19 on the title screen or testing to make sure you can select options by clicking with your mouse! Changing the enemies to be more transparent on death is a good idea and was an easy change so I threw that in too! (You might need to redownload here since I just added that)

For two handed controls I'd recommend the mouse and WASD although I've gotten used to shift and space bar lol

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Yeah actually I just noticed that enemy change. It's a big improvement!

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Hmm. The player's 'member' seems to really shift a lot in size between scenes in the preview shots. Is that an actual factor in the game's plot, a character customization feature, or is it just how the animations turned out?

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That's sort of how some of the scenes just turned out haha. I try not to let it get too excessive but yeah some proportions get adjusted to make the scenes work

I'll be honest I have nothing really against it in principle since I get kinda bored of the exact same hyper member proportions in H-games, but it IS kinda jarring when you compare, say Gobby, to the Anubis.

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Fair enough although Gobby's first scene was just from a weird perspective hopefully the scenes in the next update will be more up your valley!

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Finally back 🐢

I hope it was worth the wait!

Well currently Broke so don't know but still since it's you I have high hopes

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Never disappoint, this guy is cooking every game he makes 🙏🙏

Thank you so much!! ^^ I spent a lot of time in the hole grinding this one out so I hope everyone likes it! I plan to add a lot in the next update too!