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(+2)

Honestly, the best nsfw game i've played. It's very engaging and the actual gameplay isn't super easy, actually making you work for it. Plus, the dialogue and backstories of everything is really interesting. Good work!

(1 edit) (+2)

the best nsfw game I ever played

Thanks! Glad you had fun ^^

Hi, I am loving the demos. How do I go about moving my progress from an older version of the demo to a newer one? If that is possible

Saves are automatic, though at a certain points in development it may be possible that the save system is reworked/overhauled, and hence progress removed.

Most fun adult game I've played. 

Pls make the icon video bigger when those ships attaches to you companion.

(+1)

Actually that was part of the original plan. All of those icons are at a higher resolution than the normal one for that specific purpose. I just haven't made it a function yet.

I will likely be getting around to that at some point though!

(+1)

This is probably the only hentai/porn game I’ve played where I enjoy the actual game just as much as the sexy stuff. Well done, please keep up the amazing work!

It's always so awesome to hear when people are genuinely having fun with the gameplay. There are more characters and weapons to come. I'm hoping the variety in abilities/loadouts really opens things up. Thanks for playing! ^^

(+2)

One of the most fun Porn Games I've ever stumbled upon, after playing this I ended up playing the other games you made which were so much fun, please keep the updates coming!

(+1)

Hehe thanks a ton! Happy to hear you've had fun ^^.

(+5)(-2)

no way a porn game actually fun to play

(+1)

any possibility of cameos from Spunkstock? I think I've gotten everything unlocked in the game (outside of Patreon maybe?); really liking it so far. 

(+4)

Actual character cameos in Starbreed are unlikely, but there might be some easter eggs.

If there was to be any cross-over/cameos, it would be more likely that SpunkStock hosts a character from Starbreed. (Though I will clarify that there are no plans for this, just that if it were to ever happen, that would be a more likely scenario. SpunkStock just seems like a more suitable game for such things)

Glad you enjoyed! ^^

Can you change the MC's skin color to be human?

Unfortunately there are no plans for this.

(+3)

Is there a female version of the futas or is this a futa focused game?

(1 edit) (+2)

The game is primarily M+F.
There will be some content that some would consider "futa", but in most cases will be optional.

(So no, it is not a futa focused game.)

(+2)

So there isnt female versons of the futas?

(1 edit) (+6)(-3)

There are 2 characters in question.
For 1 there will be, but for the other, there will not.

(+1)

are there cheats in the game

(+1)

There are no cheats currently in the game, no, sorry!

(+2)

Any plans for a mobile/android build?

(+1)

Unfortunately, at the moment there are no plans for mobile/android.

:/

(+2)

Dang this is great! I loved SpunkStock and this is wonderful so far. The affinity system with masculine and feminine seems really cool and I look forward to see what you do with it <3 

(+3)

as usal, your games are awesome !!!

(+3)

Thank you! :)

(-3)

Can there be anything with Aether getting fucked in the ass and/or having sex with any futas?

(1 edit) (+3)(-2)

In a technical sense: Not futa,

but something of the like... yes.. most likely (not a mandatory route, mind you).

(-3)

What would that entail, and will Aether be getting fucked in the ass?

(+2)(-2)

The 6th ally is an alien that will have a dick (and tits). They will have at least 4 Hscenes. You will likely be able to engage with them as both male, and female Aether. The exact specifics are in the works, but it is likely.

Okay, 2 things. 1 an SFW version would be great, this has a really good handle and I think I'd like to play a version where I don't have to worry about an H-Scene popping up.

Also for the love of God, give me an option to Invert the Y. I Grew up playing Old School Flight Games, So I play flying games the Objectively correct way (Literally how a plane operates in Real Life) Give me the option to do that before the Word Go would go MILES. And an NSFW Toggle would be great too. aside from this, Really good StarFox Clone, wish I can actually play it.

(4 edits)

While there are no current plans for a SFW version, we'll see how things progress

As for invert Y, there is an option for this in controls


This option can be accessed in-game and in the hub as well. (Though there currently is no options in the main menu itself).

In-game you can access this by pressing Esc/Space > Options > Controls.

If you are using gamepad, I will warn you that the controls might be really weird if you're playing on browser. This should be fixed when the new input system is implemented.

Unless you were referring to an issue with this option, or it not working.

Awesome, I didn't see an Options Menu at all on the Main Menu, it just kind of Drops you in. I'm assuming the Browser Version is outdated then?

(+1)

Ah! No, as mentioned in the above post. There is currently no options in the Main Menu, only in-game and in the hub (You access the hub after completing the first level. It is a different scene than the Main Menu).

Options will be added to the Main Menu in a later build.

Unless you were referring to the gamepad being weird on browser. In which case that's actually something to do with Unity's built-in Input System. For some reason it completely scrambles the button layout depending on platform. The button mapping was done for the download version, but when built in WebGL, Unity scrambles it... dunno why, but this issue will be obsolete once I switch off it's legacy system, and shift over to the new input system.

In short, the Download version is the same version as the browser version. The browser version just acts differently in some ways due to platform.

Ah I get ya.

(+1)

You can invert Y though. Start a stage, and once you're in control of the ship, press Escape to pull up the menu. It's in the controls section, there's a checkbox for it.

(+1)

man i love this game. Will there be more levels? the game gives the starfox vibe

The full game has a projected scope of 16 levels, and 6 ally characters, so yes!

(+1)

Pah, I knew I recognized the artstyle! Loved Spunkstock, always played every update that came out on Newgrounds and did end up getting it on Steam. This is quite the lovely project, too! StarFox-like, right? Fantastic! It'll be difficult for a newb like me to Ace them all, but I'm sure I can get it!

The only nitpick I have is MC's lines on Catiya. In other places they have a good amount of expressiveness if they're going for a mildly stoic character, but there... felt exactly how I felt first hearing Chris Pratt on Mario; it just didn't feel right. They did better on the other planets so I'm probably just being a stickler, but a simple reroll of the lines would probably do the trick. The other VAs were pretty good though, especially the antagonists! 

Regardless, I can't wait to see how you guys do! I wish you luck!

Thanks! Glad you enjoyed! If any of the lines sounded a bit awkward it would be of my own fault for failing to foresee clear contexts, and not giving myself ample time for organizing very many retakes in preparation for the public demo build.

I'll be reviewing some of these things when it comes time for the 2nd bulk of VA work.

Let me start off by saying I Love this game, starfox always did more kink and this certainly scratches that itch.

But for the life of me I can't get it to not do this:

This is on my Steam deck. Any ideas?

(+1)

hmmm well the game definitely doesn't actually have Steam Deck support right now.  

I wonder why the resolution is square like that though, I thought Steam Deck was more along the lines of a 16:10 aspect ratio.

Unfortunately resolution options haven't been implemented yet, so there's nothing natively in the game that could help you.

If there is a way for you to toy with resolutions (or even windowed/not windowed) in Steam Deck, that's all I can think of.

(+1)

This is incredibly impressive, both H art wise and gameplay wise.  Right from the initial level, you know exactly what this game is going for and nails it.  Seriously, fantastic job recreating the classic Star Fox style of gameplay and level interactions.  Looking forward to the future of this project!

Glad you had fun ^^. Thanks a ton!

(+1)

Well done. You really managed to capture the classic gameplay experience while adding on some great new features. I'm particularly fond of the wingmate abilities; for once your wingmates actually feel like an asset rather than a liability.

(1 edit)

Thanks! There's still a few more allies to come through development ^^.

(+2)

Iv never left a comment before but this game genuinely made me smile. played the levels a few times until I got gold on them all.
Definitely brings back the good feeling of good old star fox game play.
Having the girls different powers back you up feels really nice.
I will say having text under Lana and sirens ability's just saying "Hold button" would help. I figured it out after one press but some may just look at that and think its not working. 

Every level felt really nice to play and I never felt like I was in an unfair position. over all level design so far is great. My favorite was actually the water level I loved going through the water and using the boost? not only shows you the importance of the boost and slow down mechanic but gives you a actual importance to it. The secondary level format of Lana's level going through the pipe or not if you have enough boost is also a great use of that! I hope in later levels you do the opposite where slowing down can revel a secret entrance or having to slow down to dodge a falling object, etc.  Other than that I have no complaints when it comes to level design. absolutely solid.

I will say I did feel a bit restricted on movement. I feel like the screen shows more than you can actually position your self in.   if not just a tad bit. this in its self is not a bad thing but causes a miss conception for movement in some parts of the levels. in the first 2 levels the intro level and the jungle level it felt fine as most of the map layout real fit the cameras position and limited space. but both t he water level and mining area felt more open but still the same amount of movement so it just feels restricting when its not really? idk how to explain it properly.  

The boss fights were PERFECTO! They all felt different and engaging in a way that really sparked me wanting to play more Starfox again hah. I will say if you add a dificulty to the game with a "hard mode" some of the boss attacks could be changed in intervolve to make them much more fun.
Just an example: the plant boss has a spin attack that rises up, just reverse that going down on a hard mode every now and then. The beam attacks could fire from two at a time so you have to position your self better.  firing in two volleys one at a time so you cant just whale on it until it charges. And lastly when it spins around to bite you with the hands, just make the hands attack in a cross pattern instead of circular. that would slip up quite a few people to pay more attention. Again this is not a requirement by any means I just really enjoyed the boss fights and these were some ideas for a hard mode. 

Lastly the weapons. I like how each weaponry feels different and has its  own use but right now they all feel kind of lack luster compared to just  Gatling shot. Gatling shot can deal with anything with how it works right now if you aim well enough (again not a bad thing just an observation) Meanwhile the other guns either fire to slow or have a wind up that causes them to over all do less than the Gatling gun. I found my self going back to the Gatling gun every time.  One thing that could fix this is slight adjustments to the attacks.
Flame wave feels less like a wave and more like a half charged shot. it has maybe two uses in the jungle and water level where it really helped me out. but other than that the Gatling was better because I could shoot targets faster. even in groups. Where as the fire wave was to small and fired to slow to weren't me to use it. (Though it dose completely destroy the pirate boss, combined with the goblin satchel charge.)  So the suggestion is very slightly change the attack pattern to be a literal wave. so it fires a small line not a circle that has a better chance of hitting enemy's neck to neck  so you have an easier time using it as its slow and fires slow.  This wouldn't change its damage out put but would make it work better with how its described to work.  It would also set it differently form the charge shot which is insanely underwhelming compared to the fire wave. I can fire 4  fire waves by the time I charge and lock on with a charge shot. 2 of  those shots deal the same damage as a charge shot. with almost the same damage size. so it just feels useless right now which sucks because its my favorite LOOKING attack.  the other thing I noticed is the explosion's its self is so small and hits maybe 2 enemy's if there very close together. when there's small clusters of enemy's you cant even clear fast enough with the charge shot because again, it takes to long.  So maybe make the explosion's a bit bigger would help. doesn't need to deal more damage. its boom is just to small to be useful over Gatling gun. Which Gatling gun is just better power canon in every way. One you have to hold down or rapidly click to get the 3 shots off which at that point your just using a weaker Gatling gun. or accidently using your charge attack It would be much better if the power canon was genuinely a power canon. firing 3 big single shot beams after one click like a burst fire. instead of having to hold it down.  meaning you have to aim better than the other guns but get much more reward for it if you do aim.

WELL that's about it. Sorry it was so long winded but this is the first game iv seen that immediately got me to go "yeah no this is great." just form the intro level. This genuinely made my week just from the game play alone. hope to see more! 

Thanks a ton!

I have seen a few comments on the movement feeling restrictive. It's something I'm going to experiment with a bit in the coming builds.

In terms of "Hard Mode". It is likely that the difficulty will be increasing the 2nd wave of levels (Each planet will have a 2nd level). If not "difficulty" then at least complexity. There has been many times when making these bosses where I added attacks/mechanics, then took them out because i thought "ehhhh maybe it's a bit too much"(especially considering it could be their 2nd level due to initial levels being open).

As for weapons, at the moment I agree that the charge shot is very weak right now. I will likely increase both it's range, and it's damage. It had utility at one point, but since the addition of Wave and Pix's Satchel, it's practicality has dropped off. I'm going to wait a bit before adjusting much more though. The "Classic" kit is very much designed to be a higher execution set. Power Shot actually does about 30% more damage than gatling when shot well (though it requires timing). Charge shot can also technically be shot quite fast, but even so, I do agree compared to the other AoEs it feels a bit pointless to use aside from some very niche things that really benefit from the lock-on.

I don't want to change TOO much of the balancing right now, as some of the levels can bring some massive value to certain weapons. (ie in Titas, the level in development right now, the charge shot is actually quite useful due to the way enemy clusters are done in that level)

Not only that, but there is another Primary fire, and Charge shot type planned, which can shake some of that up even more.


Glad you enjoyed the game!

Awsome! im excited to see all of this in the future! 

(+1)

POGGERS!

(+2)

Gameplay-wise the game is off to a good start, but the 'zone/space' your ship can maneuver in when flying through a stage feels a bit restricted.

Hmm.. is that in general for movement, or do you feel like it feels like this due to some of the enemy placements being at inconvenient areas?

I do think some of the enemy placement could be a little better, but that is a good point that increasing general area of movement could actually help with this as well. I'll experiment with balancing things a bit, though movement likely won't end up too "free", as I still do want to keep the nature of a rail-shooter in that arcade style.

(+1)

My only real 'rail shooter' experience that I can recall is the original Star Fox on SNES, but I remember that in that game the 'zone' for movement was large enough that you could slightly pull the screen in the direction you were going to give the player more space (I would say roughly a quarter of an extra screen's worth) while flying through the main level and only focusing back down to a single screen's worth of movement when it became time to fight the stage boss. Adjusting the levels to take this into consideration obviously means more work, but it would also mean that the player has more breathing room to work with and gets a better feeling that they're actually flying, and allows for more varied placement of enemies, items, and secrets.

(+1)

Heya! I'll be perfectly transparent, I haven't tried the embedded game yet, but I wanted to ask ASAP if there was any way for you to also make a Mac downloadable, as that's the system I'm using and I have long stretches where I'm without internet. Either way, thank you for making what looks to be an amazing demo to what will surely be an extraordinary game.

(+1)

Unfortunately, I don't feel totally comfortable releasing on a platform I do not actively have access to (Mac). The issue is that if I run into issues with the Mac version I would be completely unable to give support, and troubleshoot it. 

If the opportunity arises though, I would like to start including Mac builds. I cannot promise when that will be, though.

(+1)

YESSSSS FINALLY

(+1)

Good that we haven't gotten a new Starbreed "ZERO"


This game is fun, even if I think maybe an extra option for that funky music would be nice.  also despite what I said before, i think I'm still getting better.

Options for music is a good idea. I'll add that to the list of "extras". Changing the hub music via jukebox or something.

Glad you enjoyed the game ^^

(1 edit)

Okay yes, nearly as fun as the other one yet, but I slightly dislike the way I have to control the ship

It's either the mouse I have, or I would really prefer the olw wasd control.

(+1)

This is really good. The only thing I think would be needed would be for your partners to be attacked more often than just once or twice a stage. Having them also being able to be attacked during boss fights would also further spice things up a bit. It would also be pretty great if those moments could escalate (possibly by taking too long) or have some variance to them or something. It's just such an interesting way to mesh the H with the gameplay you've got there, and the potential it has is really nice.

It's possible things may get shaken up a bit in later levels. I did want to keep the initial levels fairly straight forward to ease learning curves. I'm not sure if I will be expanding on the "help" sequences specifically , but I do like the idea.

I suppose one of my biggest reservations on them escalating is that it gives incentive to the player to let your ally die/lose. While I don't think "lose" mechanics are inherently bad in H-games, I feel like it doesn't work in favour of Starbreed's structure. This is just how I feel about it, though. That being said, that doesn't necessarily mean the "help" mechanic can't be expanded on.

I would think the tradeoff would be your passive and active abilities from that ally would be disabled for a time (really, their active should be disabled while they're grabbed in the first place when I think about it). That said, I do understand not having them escalate. The earlier points I brought about them simply being attacked more often should be good (maybe an option adjusts how often they can be attacked? I dunno). Especially if it can happen during boss fights, since that would make them more dynamic. Hell, you could go a step further and add special boss help sequences, though I understand that'd mean adding more animations and such for something like that. But yeah how the game does the help mechanic is cool, so I wanted to bring it up.

(2 edits) (+1)

I have quite a lot of fun with this game! though i have some question:

will each character have more h-scene? i think 2 for each is very few

also,will each character have more character focus mission and story interaction?

Every main ally will have 2 levels focused on them. Each level bringing 2 Hscenes. (This means every ally will have a minimum of 4 Hscenes each in the full game). There is a decent chance they will appear in 1 or 2 more, but 4 will be the baseline.

(+1)

Very cool game. As someone who grew up playing Star Fox on the SNES and Nintendo 64, this was a trip down memory lane! Some of the handling is a little wonky but there groundwork is there!

I'm always looking to improve the controls. I do have a couple things in mind to improve things.  Mind if I ask what kinds of things you found wonky?

(+1)

Very good start, more complete demo than most h-games. I do think Aether's VA could take another pass at some of these lines though.

(+2)

love it and I really hope when the game is done the shop keeper gal get a lever and becomes a party member, also I hope there be secret sex photos and/or videos hidden around the maps.

(+2)

Actually, the patreon build in the works right now features the shopkeeper. She will be a party member, and have Hscenes.

I actually do have some ideas for "hidden" items around the map at some point ^^.

(4 edits) (+2)

Alright, first off LOVED it, already know ima buy this one
but i do have some points, or well, more requests really

it would be nice to have an options menu at start screen cause the game was so loud at the start, but i assume that was already planned xd

qua gameplay the graphics are great and its very fun albeit, a bit slow which makes it easy
maybe it would be an idea to add a difficulty option where the harder choices make the enemies faster? maybe an ULTRA NIGHTMARE one where the ones you dont kill come back to haunt you ontop of being fast

Pix her boss especially would improve on this, thats the only boss i found tedious with how slow it was
id like it if her bossfight was more mobile or specifically if youd still be mobile, for example rather than you standing still, youd take a path the shape of an infinity sign around and around as you fight it 
or maybe the pigman escapes and becomes a secondary enemy like how Kova's passive works, just something that makes you feel more active during the fight

for the other bosses though, id imagine them being sped up wouldnt make m last longer or less, but would provide more of a challenge

from the Hscenes i only have 2 request, they are all very good
but it would be nice if pix her blowjob also had an option to titfuck, maybe with the following option where she also suckles your balls
and for Kova that when she suckles your balls that she does a little tongue swirl around it, just leaving her lips, that and maybe switching to sucking up the other ball as wel so she does both, would make it just perfect, id really love those tiny details and dynamics

and last but not least, keep it up! youre are doing great! (bless those voice actors)
can already see you improved on the character models and their Hscenes
they are so good already
cant wait for the finished product! ^^





(+1)

Pretty cool feedback, actually. Missed enemies coming back seems like it could be cool for a challenge.

Glad you enjoyed the game! Still a ways to go before it's done, but we'll keep plugging away ^^

(+2)

I doubt it, but I at least want to ask, will there be an android version?

Unfortunately there are no plans for an android version.

I figured, just wanted to ask. 

(+2)

Finished Spunkstock a third time recently and after playing this demo I'm already sold on the full release. Great work as always

Show post...

I think this a neat clone of Starfire but a sexual version concept.

(+5)

Animations 9/10

Gameplay 10/10 

Climax scenes 10/10


It has been many many many many years since I played starfox n64. To be honest I totally forgot about its existence. The second I loaded this game up I was blasted into the past and I had a genuine fun time playing.

The scenes as they stand right now are pretty remarkable. Theres kind of a unique addition to them that allows you to continue/altar the scene that I found to be pretty sweet.

Visually the scenes are great and the voice acting is hilarious when it needs to be and enveloping when you want it to be. 


Thank you devs awesome work here

(+1)

Thanks a ton! Super glad to hear you've liked it ^^

(+1)

Very cool to finally get to try this game

(+1)

WIP, of course, but the gameplay is good and the porn is good too

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