I tend to avoid games which heavily feature furries because it’s not my thing, but this game taught me that I shouldn’t judge a book by its cover (or should I say “judge a porn game by its main fetish”?).
I really liked how the Arma is closer to an anti-hero instead of the typical Ideal Hero you find in this kind of stories. She’s a rather irresponsible knight who is nowhere to be found when people are in peril. She got tasked with slaying the dragon just because she’s way better than everyone else and her sword is made with a special material that can pierce the dragon’s scales.
The game mechanics are solid and the controls are very responsive, though getting the timing right to parry enemy attacks is quite hard (to the point I preferred to just dodge your opponent’s attacks as if I were playing Dark Souls).
Both the difficulty and the length are just right. The game is neither too hard to make it a frustrating experience nor too easy to make it boring and the level has enough hidden stuff to keep you entertained while at the same time it lets you rush through it and finish it quickly if you just don’t care about picking everything.
The soundtrack fits the game to a T and gives it a medieval feel to it. The sound effects are good too, I especially liked how there's a reverb when you’re inside the caves. That’s a detail you rarely see in other platformers.
I liked the way the characters, enemies and levels are drawn and found the animation during the sex scenes to be really smooth. You certainly did a great job there.
At the moment there’s only one level but the game is certainly promising. I can’t wait to play the full version once it’s out.
This has a lot of promise. The art and animation are really great and the gameplay is pretty good. There's something weird about the way the camera scrolls, though. I can't figure out what's bad about it, but it's giving me a headache. I think it's juddering back and forth. Is it just me? Also, I hope you don't mind me saying, but the writing needs some serious editing and proofreading. It's currently very rambling and ungrammatical. Those two issues aside, this looks like it could become a great game. I'll follow your progress and wish you good luck!
I like the added background visuals and improved jump mechanics in the update. Not sure if intentional but some crates and boxes don't drop coins when broken and the love meter resets when you reach a checkpoint. Also came across a visual background bug with the succubus.
The platforming is a bit unresponsive, and annoying to do at the start, but it's easy-ish when you play for a bit.
The combat is fine, the artstyle's good, and the animations are smooth. Overall, pretty good, has potential. I'd say add in an optional tutorial and make wall jumping easier, but nice work! will be keeping tabs on this game
So does the gallery just not work at all or is it just me? coins are always NULL, the animations are staying blacked out despite me getting them multiple times in stage, and clearing the stage without dying.
Okay for me there needs to be at least 2 distinct jumping sounds: one for jumping and one for jumping on enemies/items/walls. That should help with feedback to the player. The second problem with jumping I have is that jumping on enemies seems to only work 50% of the time like there needs to be a specific position for you to jump on enemies/items/whatever.
In general I think sound design is the weakest point so far by far. The music doesn't have substantial punch the sound effects are muffled or nonexistent and there needs to be way more of them. Maybe some sexy voice clips for Arma especially. The dodge roll definitely needs a unique sound.
Other things: the opening is long-winded and redundant. Why not put all the lore fluff and character descriptions in it's own thing in the pause menu like a codex and then just tell the story?
Otherwise the gameplay feels promising and the graphics are certainly enticing for a project like this.
I on the other hand found intro really okay. Especially since you can fast forward through it. It was nice. But I agree that jumping on those flying things is really frustrating as well as jumping on walls. It’s really easy to fall off the wall (maybe add some delay so that player doesn’t fall off instantly after pressing opposite direction key) and it’s really easy to have bad timing when jumping on those flying things. I think either hitbox should be more forgiving or at least there should be some visual indication that it’s right moment to press space.
Visual aspect of game is really good especially considering that game is quite fresh and not like 2 years in development and I think visual fidelity, variety of animations (like idle animation, loosing balance on platform edges and other small lanims) and neat player navigation (rolling and stuff) are 3 outstanding aspects of game
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I tend to avoid games which heavily feature furries because it’s not my thing, but this game taught me that I shouldn’t judge a book by its cover (or should I say “judge a porn game by its main fetish”?).
I really liked how the Arma is closer to an anti-hero instead of the typical Ideal Hero you find in this kind of stories. She’s a rather irresponsible knight who is nowhere to be found when people are in peril. She got tasked with slaying the dragon just because she’s way better than everyone else and her sword is made with a special material that can pierce the dragon’s scales.
The game mechanics are solid and the controls are very responsive, though getting the timing right to parry enemy attacks is quite hard (to the point I preferred to just dodge your opponent’s attacks as if I were playing Dark Souls).
Both the difficulty and the length are just right. The game is neither too hard to make it a frustrating experience nor too easy to make it boring and the level has enough hidden stuff to keep you entertained while at the same time it lets you rush through it and finish it quickly if you just don’t care about picking everything.
The soundtrack fits the game to a T and gives it a medieval feel to it. The sound effects are good too, I especially liked how there's a reverb when you’re inside the caves. That’s a detail you rarely see in other platformers.
I liked the way the characters, enemies and levels are drawn and found the animation during the sex scenes to be really smooth. You certainly did a great job there.
At the moment there’s only one level but the game is certainly promising. I can’t wait to play the full version once it’s out.
This has really good potential. Platforming is reminiscent of Sonic and feels nice. Animations are very good.
The things I feel would benefit the game would be having some mechanics better explained/hinted, like the enemy bouncing, and having enemy grabs.
With that being said, I will follow the development of this game with great interest. :-)
we are working on it, and we already figured out how to solve most of the explanation issues, keep tuned!
This has a lot of promise. The art and animation are really great and the gameplay is pretty good. There's something weird about the way the camera scrolls, though. I can't figure out what's bad about it, but it's giving me a headache. I think it's juddering back and forth. Is it just me? Also, I hope you don't mind me saying, but the writing needs some serious editing and proofreading. It's currently very rambling and ungrammatical. Those two issues aside, this looks like it could become a great game. I'll follow your progress and wish you good luck!
I'm honestly half convinced the first secret doesn't actually exist.
oh it does. It’s definitely quite hard to find tho.
hint?
Keep your eyes to the ground and keep a lookout for anything out of the ordinary. It is very subtle.
I give up help
*MINOR SECRET SPOILER*
It’s after the first checkpoint and before the second. There’s something coming off the ground that isn’t your usual rocks, grass, or mushrooms.Great game so far!
just wondering what kinks are in this game?
furry goes first for sure
I like the added background visuals and improved jump mechanics in the update. Not sure if intentional but some crates and boxes don't drop coins when broken and the love meter resets when you reach a checkpoint. Also came across a visual background bug with the succubus.
love meter did that in the last version, pretty sure it's an intended thing
Found 3/4 crystals... but the last one (first in the gallery) still eludes me after like five runs O_O
me too
The platforming is a bit unresponsive, and annoying to do at the start, but it's easy-ish when you play for a bit.
The combat is fine, the artstyle's good, and the animations are smooth. Overall, pretty good, has potential. I'd say add in an optional tutorial and make wall jumping easier, but nice work! will be keeping tabs on this game
Hey, I'm kinda stuck. In the first level, the wooden plank. IDK how to break it! Please help.
on an xbox control, down (hold) + A
Thanks man. I was, like, rlly stuck. Appreciate it.
So does the gallery just not work at all or is it just me? coins are always NULL, the animations are staying blacked out despite me getting them multiple times in stage, and clearing the stage without dying.
hmm, type in windows %appdata%, go to roaming, godot, app_userdata, Arma's Quest, saves, and try to delete the files, but makes a beckup before that
Run as Admin can be help to, maybe your system is blocking the save data
please tell us if it worked
Clearing saves solved it, thank you
Will there be lewd things added to the game?
they alread exist, in game and in gallery too :D
so... as in nudes and stuff?
nvm 0.0
Show post...
SO GOOD .. hope version arcade . this good prototype
Thanks for the support!!
This demo's pretty great. Animation style is really smooth and pretty; platforming's pretty slick too. Will definitely be watching this one.
Thanks for the feedback.
Has promise but the platforming is abysmal, it felt unresponsive and frustrating.
thanks for the feedback, could you give us more information?
Okay for me there needs to be at least 2 distinct jumping sounds: one for jumping and one for jumping on enemies/items/walls. That should help with feedback to the player. The second problem with jumping I have is that jumping on enemies seems to only work 50% of the time like there needs to be a specific position for you to jump on enemies/items/whatever.
In general I think sound design is the weakest point so far by far. The music doesn't have substantial punch the sound effects are muffled or nonexistent and there needs to be way more of them. Maybe some sexy voice clips for Arma especially. The dodge roll definitely needs a unique sound.
Other things: the opening is long-winded and redundant. Why not put all the lore fluff and character descriptions in it's own thing in the pause menu like a codex and then just tell the story?
Otherwise the gameplay feels promising and the graphics are certainly enticing for a project like this.
thanks for the support, the jumpstep was really broken, we will update soon.
I on the other hand found intro really okay. Especially since you can fast forward through it. It was nice. But I agree that jumping on those flying things is really frustrating as well as jumping on walls. It’s really easy to fall off the wall (maybe add some delay so that player doesn’t fall off instantly after pressing opposite direction key) and it’s really easy to have bad timing when jumping on those flying things. I think either hitbox should be more forgiving or at least there should be some visual indication that it’s right moment to press space.
Visual aspect of game is really good especially considering that game is quite fresh and not like 2 years in development and I think visual fidelity, variety of animations (like idle animation, loosing balance on platform edges and other small lanims) and neat player navigation (rolling and stuff) are 3 outstanding aspects of game