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#bondage #game #rpg
Published: 2019-08-11 23:42:56 +0000 UTC; Views: 58686; Favourites: 214; Downloads: 0
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Description
Note: Running the game at a resolution lower than 1920x1080 is extremely likely to make the map rendering glitch out. This will be fixed in the next update.Here it is.
Huge thanks to for the writing and of course for basically drawing everything.
I could have spent one more week testing it before being satisfied but we need to finally release something.
It's just a short demo that doesn't have that much content but pretty much everything has to and will be extended during further development.
We will start working on filling the game with proper content as sonicspeed258 already has a lot of things planned out.
Since the game is in such an early development stage and I'm aware of the fact that it feels rather incomplete, useful criticism or any kind of idea that might be helpful in any way as well as bug reports are much appreciated.
Download links
Windows: www.mediafire.com/file/hmlu2im…
Mac: www.mediafire.com/file/75qos3m…
Linux: www.mediafire.com/file/pn9ds49…
Related content
Comments: 96
Roos1252 In reply to ??? [2019-09-02 02:51:28 +0000 UTC]
Whenever I get to the part where I have the blindfold off, and I need to get the leg ropes off, I don’t get any progress for it and I’m very confused on how to get the rope off and gain more progress
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pro22012003 [2019-09-01 03:37:41 +0000 UTC]
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Mordulas In reply to pro22012003 [2019-09-01 07:32:35 +0000 UTC]
You should interact with the environment and figure out how to make it increase again. Luckily, in this demo version there aren't too many options.
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gjguseh0425 In reply to ??? [2019-09-01 00:57:04 +0000 UTC]
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cloud63 [2019-08-27 21:12:53 +0000 UTC]
Love the artstyle and the animations! Lovely animations while being bound and gagged/tying and gagging! Just like your other game however it's too difficult. The mashing required when struggling to get loose is too demanding. I barely was able to do it in the last fight and I gave it 110%. Please make it more lenient in the future cause as it is now it's gonna scare people away (me included) if that level of difficulty is the standard of the game.
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Mordulas In reply to cloud63 [2019-08-28 14:51:34 +0000 UTC]
These mechanics are far from polished anyway. We only included them to have at least something. I want to change all of them later on.
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Froogysek [2019-08-17 12:56:25 +0000 UTC]
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Mordulas In reply to lnoshadow [2019-08-15 07:38:23 +0000 UTC]
There will be an update containing bug fixes soon, including this one.
Still, thanks for reporting.
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sexysidra1234 In reply to ??? [2019-08-14 19:08:00 +0000 UTC]
hello i have one fever can you pleas make the game compatible with 32bit so i can play it plzzzzzzzzzzzzzzz and thanks for your time in reading my comment have a nice day bye
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Mordulas In reply to sexysidra1234 [2019-08-14 19:19:15 +0000 UTC]
I'm currently trying to find a way to properly make it run on 32-bit machines, it's just not that easy because of how outdated they are. Once I found a satisfying solution there will be an update on that.
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sexysidra1234 In reply to Mordulas [2019-08-16 13:54:21 +0000 UTC]
ok thanks for you and thanks for your time in reading my comment have a nice day
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ugiel [2019-08-14 09:05:06 +0000 UTC]
To both zztifazz and You:
Guys, I was quite skeptical, but You just gave me hope in this project. It was entertaining, even if far from polished. I see some issues, like the confusing field of vision and low resolution (I guess it's not necessary for such test version to be very high, tough), but it was overall entertaining. It is interesting how You try to make combat and escaping slightly different from usual DiD/bondage games, making all things more dynamic. However, maybe You should consider adding some tips (even as option which might be turned off). Also, do not rely on too small details when it comes to escaping. Seeking for clues can be fun, but don't make players scaning their monitors with magnifiers - yeah, that nail is easy to miss It's not too tiny, but I think that tools in future escape games should not be any tinier. Maybe some delay before any "action" sequence starts might also be handy, like during combos in fight. I am not going to insist on any of those, however, since I have no idea whether it's difficult to put them into the game.
I really wish to see a full chapter to play in near future, maybe also with equipment mechanics. It is all very interesting
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Mordulas In reply to ugiel [2019-08-14 09:09:08 +0000 UTC]
I'm not exactly sure what you mean by low resolution. The native resolution of the game is 1920x1080. It should only be scaled down if your screen resolution isn't high enough to display that.
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ugiel In reply to Mordulas [2019-08-14 09:19:00 +0000 UTC]
Nevermind then, highest resolution my laptop can run is 1366x768.
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theryo [2019-08-13 23:22:09 +0000 UTC]
Maybe make the button mashing easier, I got to the second fight and it seemed random if I would make in time. Some of us are bad at button mashing. Other then that it looks good.
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guangmi [2019-08-13 16:00:45 +0000 UTC]
So far, the game feels very good to me.
Difficulty, even if it is an experience level, it is a challenge to complete it in the first time.
Art, very simple, very good-looking, Shina is very a cute girl, and she looks lovely when she got caught and gagged.
Music, normal, is very enough for me.
Plot, good, the prologue is a little bit long, it was fine the first time you played the prologue, but when you want to experience the escape again, the previous long plot will make people tired.
It is recommended to add "Skip" to allow players to Skip the prologue section.
I didn't encounter any obvious bugs during the trip.
Thank you for your excellent work.
Hope to play as soon as possible for more story and more gameplay.
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weily [2019-08-13 15:20:33 +0000 UTC]
i love it... the struggling is really nice - the battles are "Bondage by stages" wich i love best!
please continue your great work.
i hope you're including more positions like hogties, frogties - different restraints and struggle situations / mechanisms!
if you do - MULTI CHEERS! ^^
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Shining-az [2019-08-13 12:45:04 +0000 UTC]
Found an issue when fighting the lone pirate. After both characters have been weakened, the pirate attempted to bind Shina. I successfully mashed the button but after breaking free the ATB stopped for both characters and no command options are available so the game cannot continue while both characters are in their weakened sprite.
Other than that, nice game and looking forward to more.
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AllOnSoda [2019-08-13 04:52:11 +0000 UTC]
This is amazing!!! I love the graphics and the concept
For me I specially want to point out Shina's design, I dig it. The music and the sound effects when any character gets gagged are really nice.
The only things I would change is maybe take some time to explain how the combat mechanic works and the struggling bits. They aren't really clear, and honestly there's too much button mashing, but those are the only criticism I have about this ( and the fact that it's way too short )
Hoping you guys will finish this game, take as long as you need, I have great expectations about it.
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KombatWombat86 In reply to ??? [2019-08-12 21:42:42 +0000 UTC]
Loving it so far, looking forward to seeing more. I do wish there could be a way to make dialogue go faster so that it wouldn't take quite so long to get from new game to the escape part.
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TotallyNotADuck In reply to ??? [2019-08-12 21:11:21 +0000 UTC]
I have noticed a small bug, nothing major, just a visual one. When fighting the lone pirate after escaping, if you get low enough and she starts restraining you, there's a visual bug if you win the mashing minigame when she's attempting to gag you. If you succeed, Shina looks like she's been gagged and blindfolded, but neither restraint is actually on her (and the pirate will attempt to gag her again, reverting her back to the right look, unless you win again, in which case the bug will repeat itself). Its only apparent on that step, and struggling free or failing the minigame and getting gagged make things right again.
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mortgass In reply to ??? [2019-08-12 10:53:55 +0000 UTC]
I'm gonna say the same comment that I posted on zztifazz post :
I loved it !
Just one thing that I found : When I had done all the prologue (escaping, the pirate,...) you're getting back to the menu. I wanted to do another run to test some more but some character were out of places and I ended up getting stuck after completing the escape challenge. This bug doesn't appear when you close the game then re-open it.
Other than that, it's perfect ! Hope to see more soon !
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JackElNewman In reply to ??? [2019-08-12 10:41:53 +0000 UTC]
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seya23 In reply to JackElNewman [2019-08-12 15:29:12 +0000 UTC]
the first time simply right click on the "game" file in the folder "MacOs" and chose open and then confirm it ( you can't open the file with the left button the first time because is from an unidentified source)
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JackElNewman In reply to seya23 [2019-08-12 15:46:56 +0000 UTC]
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ShadyWalt [2019-08-12 07:11:10 +0000 UTC]
Congrats on the release of your proof of concept, Mordulas.
I think things will only get better from here. I'll send you a note with more in-depth suggestions/feedback/criticisms.
Won't block up the comment page that way.
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llNezumill In reply to ??? [2019-08-12 05:04:10 +0000 UTC]
how to remove gag ?
I pressed for a long time, it didn't happen.
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MiraGlass1021 In reply to llNezumill [2019-08-12 06:43:04 +0000 UTC]
You don´t Shina will do it on her own once her hands are free.
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maradonal [2019-08-12 03:48:32 +0000 UTC]
great project i hope to see it in full version soon ))
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TotallyNotADuck In reply to ??? [2019-08-12 02:47:15 +0000 UTC]
Good work so far! Seems like most everything is working fine. Some people seem to be having difficulty figuring out what to do with the struggle minigames, though the hint in the blindfold game should clue them in. But it wouldn't hurt to maybe direct people who keep struggling on a step, to look around first.
I suppose I will echo another person's sentiment that the struggle minigames are a bit button-mashy, something a little more nuanced would be interesting. Mixing things up for each step of the restraining process would be neat too, though that's additional work.
The only things I really found is that if you're in the action menus when an opponent is downed, and they get back up, you can still restrain them. Additionally, selecting "Restrain" when the opponent isn't at 0 HP highlights yourself, and the opponent's action meter stops charging until you take an action. I'm not sure if this is intended.
Looking forward to more of this~
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sironeko [2019-08-12 02:36:26 +0000 UTC]
Operation is very difficult, so a game isn't developed at all.
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GrainedKruschev [2019-08-12 01:36:27 +0000 UTC]
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GrainedKruschev In reply to GrainedKruschev [2019-08-12 02:40:41 +0000 UTC]
Edit: to clarify, the minigame is great and i think its good design for the progress meter to build a bit then to stop, it signals to the player that something else needs to be done before the meter can build again without holding your hand. stay consistent with that design for ch 1, great prologue looking forward to anything else you do
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DBMaster8 In reply to GrainedKruschev [2019-08-12 02:43:14 +0000 UTC]
as a counterpoint, i just assumed it was a bug and tried something else. and when the blindfold meters/gag meters didnt go up at all i assumed they were broken as well
the fact that you need to shake your head for about 30 seconds without any feedback that this is something you should do is something i would never have guessed without someone telling me straight up.
the tapping mid battle is impossible to win even if you go super fast. if you dont want the player to ever win, just dispense with the minigame and make it succeed automatically
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GrainedKruschev In reply to DBMaster8 [2019-08-12 03:52:52 +0000 UTC]
The nail for the blindfold could have been telegraphed a bit better i still dont know what triggers it
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zztifazz In reply to DBMaster8 [2019-08-12 03:00:58 +0000 UTC]
The tapping mid battle is impossible to win in the first battle. It's intended. But you can win it in the 2nd battle onward XD
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Maboroshi26 In reply to zztifazz [2019-08-12 06:15:57 +0000 UTC]
Speaking of which, when successfully avoiding getting gagged in the second battle, it appears to incorrectly show the gagged/blindfolded sprite for a minute, though this seems to correct itself upon the next action taken.
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seya23 [2019-08-12 00:59:05 +0000 UTC]
Great work! the demo is short but is really interesting and can't wait to see the sequel.
Maybe a little tutorial would be useful, but it's easy to figure out how play; just as a note, struggling out of the bonds during the fight is almost impossible.
But there is a lot of potential, thanks to you, Zztifazz and sonicspeed258 for your work!
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ShuntersTrust In reply to ??? [2019-08-12 00:57:20 +0000 UTC]
I beat this whole thing in 20 minutes. My main complaints are that the leg and arm struggling don't make it obvious how to actually struggle. I found it out quite quickly, but others may not get it due to how vague it is. And struggling during combat is just a button-mashing fest. It's the equivalent of spamming Hadouken over and over again in Street Fighter because the final boss is THAT cheap.
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UnrealDemon [2019-08-12 00:36:55 +0000 UTC]
Well, for what it is, the demo is pretty good. The work put into it is obvious, and has a good combination of the point and click style you tried in Ardermonis and an interesting take on the combat style rpg's generally have. I genuinely love the work put into the escape minigame, while a little flawed (read below), it has the potential to be one of the better ones I've seen be put into an rpg game.
Though, as someone who likes to bugtest and try everything, and you asked for some useful criticism, I will point out a couple of gripes and things I noticed.
One thing I'd like to point out that was a bit of a problem was the reaction times for the capture portion of battles. There were a few times where the capturing for the rope and gag would be instantaneous rather than taking several seconds like it normally would. I think from just an observational standpoint its just a bug, but could also be a delay from the engine trying to perform that command, I can tell it's not suppose to be instantaneous (and it really screwed me on the second battle the first time).
The other gripe of mine also comes from a similar problem I had with Ardermonis, where the key inputs for struggling during combat and at a couple times during the escape minigame were not responding correctly to what was being inputted on the screen, and that made the first round of capture kind of detrimental. I'm not sure it's because of how the in game arrows for the struggle bar worked or because of the engine glitching when keystrokes were inputted at a fast rate.
Really outside of that, this is a really good start, and I'd be really curious to see where this goes.
Cheers!
(Also, if you ever need a bug tester or something of the like, I have a long history of coding and testing for mods.)
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RestrainedByAll In reply to ??? [2019-08-12 00:20:19 +0000 UTC]
For the time being, it doesn't seem like I can figure out how to make the mini-game for the hands or legs to progress beyond the very start.
EDIT: I ended up restarting so I can have a better look at the progress bar, and I think I know how it's meant to work, but it seems that after 3 or 4 pieces of progress it just stops. I'm not sure if I'm missing something here, or if it just isn't working properly.
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zztifazz In reply to RestrainedByAll [2019-08-12 03:02:28 +0000 UTC]
If you mean the escape game when you are in the cell, it is working probably for sure. You should try to get the hints by examine everything.
Hint: You need to remove the bindfold first.
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RestrainedByAll In reply to zztifazz [2019-08-15 02:56:54 +0000 UTC]
Thanks. The problem in the end was me using my laptop for the game. It doesn't have the proper resolution, so what was needed to progress was basically not visible at all. That's my bad though, since the readme does pretty much say as much. I guess I might as well leave my feedback on the demo here.
I would say that consistency between the minigames for the individual bond meters would be good. When you struggle with the blindfold, until you hit the nail, the bar won't go up at all, but when you struggle for the legs or hands, the bar does go up slightly. That's kind of an indication that what you're doing is the right thing, when you're supposed to find something else first.
The difficulty of avoiding being tied up/struggling seems to be tuned super high, to the point where it's either near impossible or impossible to do for most people. (Upon further examination: This is to the point where I used tools to reach speeds that are just not humanly possible and it was still basically dependent on if the tying up bar was a fast or a slow one. It was barely possible to win with this through a long and arduous struggle of being tied and released over and over again, hoping for good luck. This does mean that if the player gets caught at all, they've basically lost already.)
If you manage to fill the bar while you're being gagged, Shina is afterwards shown with both a gag and blindfold on, though this is just a visual bug.
I'd say this is a bit of a nitpick, but I feel like the "animation" for the cell door being opened is unnecessarily long. (Mostly a nitpick since it's not like it's THAT long, but you do need to redo it every time you lose to the enemy that follows directly after). On that note though, lockpicking is a skill related to escaping your predicament, so it might not be the worst idea to have that as a form of minigame as well.
Whew. I think that's probably all I had to say for the demo in terms of feedback. Basically, if I didn't mention something, I thought it was fine. I hope. I just want to stress that because I don't want it to seem like I'm basically trashing everything, but I've always been more of a person that points out (what I think are) flaws, and just doesn't focus too much on the good in the meantime. I'm really looking forward to the progress of the game. I wouldn't bother writing up stuff like this if I wasn't.
Oh, I should note that all of this was on the initial demo version, and not on the 32-bit test version, which apparently fixed some bugs.
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