Discleamer: All Characters are of age 18 and above. This is a working Prototype/Demo. 
DEMO 2.5 UPDATE OUT!

What's new?
Well, admitedly, not that much content wise. The update focuses mainly on mobily while a lot changed under the hood. Long story short,I can now start adding more unique behaviours, skills for both player and npcs. It will be a lot easier to manage from now on. 

Anyway so what does this update bring then?


An updated jump animation. Small change, but the one from before was jarring. This one should blend right in to movement.


A new mid air attack! useful if you just want to dash through the game early on, plus it packs a lot of knockback and extra damage. I'll use it for some special interactions down the line.


And last but not least, ledge-grabbing tech! It may look small, but this is huge! With this I can start making more interesting levels that require some skillful jumps, plus you'll be thankful when it saves you from falling into a death pit.

I will take a bit longer building next patch, DEMO 3, which will put these features to use, and polish the current NPCs with more interesting mechanics. I'll also work on a new character because I know that's what you're here for.

Description: This is a sidescroller erotic game where you play as a valiant male who seeks to stop the demon queen from harrassing your town's villagers. For this, the hero brings nothing but his boxers and a helmet, for he needs no weapon to deal with the various monster-human creatures that roam the world.

 


This is just a demo, it briefly has you going through some areas and 'dealing' with evil monster girls. As for how you'll do that..

Controls:

 A/D  - LEFT / RIGHT = Move

W - UP = Go through door or path 

KP 0 / Z = Attack

CTRL/RIGHT CTRL / X = Interact/Exit scene

Space / Kp Intro = Jump/ Scene 'finisher'

1/2/3.. / Kp 1/Kp2/Kp3.. = Skills

How to play:

Defeating or 'taming' monster girls yeilds purple hearts called "MonsterLove", use it to purchase upgrades and get to the end. Press the purple heart at the top right corner to open the upgrade UI.

If a monster grabs you, or you interact with a KO'd monster, you'll enter a minigame, there are four minigames, two started by the monsters when they grab you and two on player interact.

Monster games:
Struggle Minigame = Pretty straight forward, smash the highlighted keys to get free. You'll take damage for every move the monsters do while you're in it.
Reaction Minigame = Wait for the monster to do a move and then match the same direction.

Player games:
Input Race = You have limited time to insert the code on your screen.
Memory Match
= Simon says type of game, look for her moves, do the same in your turn.

Freeuse mode/Gallery mode:
After a monster has been "befriended", you can still interact with them, this allows you to freely control the scene. You can farm leftover 'monsterlove' this way until they've run dry.
If you let go of the controls, the monster girl will move on her own, you do not need to lose to watch the scenes.

Updated 4 days ago
Published 10 days ago
StatusIn development
PlatformsHTML5, Windows
Rating
Rated 4.6 out of 5 stars
(15 total ratings)
Authorbiglipsdev
GenreAdventure, Platformer
Made withAseprite, Godot
Tags2D, Adult, Animation, Erotic, Furry, Monster Girls, Pixel Art, Side Scroller
Average sessionA few minutes
LanguagesEnglish

Download

Download
UV WEB DEMO 2.1.zip 70 MB
Download
Unarmored Valor DEMO 2.5.zip 121 MB

Development log

Comments

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I found some bugs:

If you use the flex skill, in certain cases you can cause enemies to levitate.

For some reason, there's a 1 second frame hangup right after you enter the cave. 

Not really a bug, but getting 2 monsters (the cave right before the desert) right on top of you is basically a death sentence, even the flex skill won't help unless you get insanely lucky. Player needs increased "stand up" immunity.

Overall feedback: Definitely a lot more fun than the previous version. Though I think the combat will need some additional animations to make it "feel" right, which unfortunately means an increased workload for you. So I hope you don't mind that.

Combat suggestions: A crouch, with options to crouch kick/punch. Some kind of kick input in general. A dodge/block/parry to avoid, block, or even counter a monster grab. Different monster characteristics. Right now monsters basically all fight the exact same. I know this is mainly because the grab animations haven't been done yet, but it would be nice to see, for example: Slimes being more resistant to damage, Goblins being more "punt-able" AKA flying further back and taking more damage, but also doing cheeky stuff like throwing lust vials, or dodge rolling to get into a better position, and cats being able to break stuns and dodge hits on occasion due to their reflexes.

Minigame feedback: Right now I think the quick react one needs a slight tweak to increase the time window. It feels a little too unfair right now. Add a starting highlight around the first key in the "complete the sequence" Minigame, I was originally trying to read it right to left, but the actual starting input is left to right. A highlighted first key would've prevented that confusion.

Cumming in a monster should, at least partially, clear the player's "lust"/stamina meter. Alternatively, an item found later that grants this ability.

(+1)

Ah I see if you flex on the catgirls mid-jump it stops her arc and leaves in that new y position. I'll hotfix that in a bit.
I'll see if I can add some invulnerability frames for the player post-minigame.
As for the hangup, I'm afraid thats just the background music loading on browser, not sure how to deal with it, I'll look into it.

As for more combat moves, I know! The basic A-B combo is just the fastest I could come with so the Demo stands on its own while I work on many other things. I'll see if I can sneak in a few new moves but only after setting up the player with a new state machine and some mid air stuff.
Thanks for the feedback, I appreciate you giving the demo another chance!

(+1)

there needs to be a way to skip animations and to play without the QTEs.

the purple hearts, question marks, and lock icons are not explained

more controls tooltips are needed 

(2 edits)

I can't quite do that without turning it into a walking simulator. I do intend to give each girl a unique skill/attack, so maybe at some point there will be a toggle for just platforming mode.

Is this gonna be a pc only or will there be mobile compatibility?

I'm currently adding in actual combat/grabs, after that I'll try to release an android build, don't wanna miss out on that public.

(-2)

Can this have any futa options?

(+2)

your game has potential! i just hope you add more monster girls like more types of slime girls or something like that! maybe more monster girls with huge butts and tits (because tbh your animation style and thick girls with those types of attributes you mention would look amazing in your game), there are many possibilities with your talent! keep going and don't give up you have potential in the world of nsfw games, and you have earned my follow and my eternal support! <3.

Hey, I see this is an actual new project! That's great to see.

However, there's a rather large issue that's present almost immediately.


See, when I see this, I think "Oh, I need to press right/D!" But that's not what this is, it's actually left/A. Now, I might just be weird and everyone else would think by default that her lowering her right cheek would mean left, but that's what I did and it was extremely frustrating. Obviously turning on hints solved that, but I didn't think that was needed due to the description. It got even worse with the Goblin/Catgirl.

Even with hints the main minigame already felt worn-out by the second screen. There's a few reasons for that, one that really stuck out was not seeing the move as a complete sequence (like the post-heart "victory lap" system). Instead, you only see them one at a time, as they happen. This is fine in a vacuum, but an entire game based upon this version of Simon Says is not going to be enjoyable in the slightest for the vast majority of the monster girl demographic.

I'm also beating around the bush that this is yet another H-game where you have to lose in order to see the scenes. Now I know you're going to say "that's not true, you can complete the minigame and see them" but that's not the case, especially if you don't complete the victory lap (which by the way, REALLY needs an explanation, because even I'm not sure how to complete it half the time.)

Needless to say, I was grateful to find the "flex" skill (the upgrade system is another thing that goes completely unexplained) and just skip past the enemies and get to the boss, which isn't a good thing. The boss itself however, was a complete breath of fresh air. I really enjoyed that.

I hope these complaints don't make me come off like an asshole. I actually really enjoyed the game, that's what made me so frustrated, because I think there's something great here.

(1 edit) (+2)

I feared that, good thing is I am working on an update that'll turn it into more of a beat them up sidescroller, and the simon says/memory minigame will be more of a cherry on top. I wanted to see how much traction it would gain and if my animations are good enough for this kind of project, so far, it seems to be doing well.
Thank you for your feedback and be on the lookout for more updates! The full game will be more of a metroidvania with a couple of unique encounters (like the sphinx) that'll grant you access to new skills. The current maps are just somewhat decorated placeholders.

(+1)

Oh, that sounds really cool actually! Yeah, the animations/sprites were good, I especially liked the actual sex animations themselves. The goblin walk cycle was a bit goofy, but that's about all I noticed.

(3 edits) (+1)

That's just me learning to animate. The player's walk animation was also pretty silly before I learned new tricks. I'll redo her walk at some point.


Also here's a teaser for anyone interested in the project.