![Anthro Assault [18+] Adult Shooter](https://img.itch.zone/aW1nLzIwNjQzMjYxLnBuZw==/original/5tg1eZ.png)
Anthro Assault [18+] Adult Shooter
A downloadable game for Windows
You can download the FREE version and play a limited experience, with the adult content removed. Please support this game to play the intended experience.
THIS GAME IS A VERY EARLY STAGE ALPHA. There will be unintended behavior, and bugs.
Useing WASD and the Mouse, control Dirk - a Black Hearts Brigadesman on his search for the missing Teslin Scientists. Talk to the community of the City of Sylence for clues. Build affection with each citizen, and maybe get a reward.
Embark on Missions to obtain Void Embers and other artifacts that will further your mission.
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Status | In development |
Platforms | Windows |
Rating | Rated 3.6 out of 5 stars (10 total ratings) |
Author | dammitbird |
Tags | Adult, Eroge, Erotic, Furry, No AI, NSFW, Porn |
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Alright, so I'm not sure if you've gotten a lot of feedback on this outside of here, so this may or may not be outdated by the time you read this.
I'm gonna start with the primary things I think you can logically work on, and leave my large personal complaint to the end.
First of all please consider allowing the mouse wheel to perpetually scroll through the weapon wheel and/or allow the player to select weapons with the number keys.
Second of all, the player moves way too slowly. Increasing the movement speed outside of combat, or adding a sprint button would help a lot.
I am not a fan of the universal ammo pool, nor the current ammo restoration method (though it was much more functional/intuitive during the boss fight). For one thing, every weapon that isn't the rifle drains the pool way too quickly and doesn't do enough damage to justify using, doubly so for the alt-fires. This makes every gun besides the rifle useless.
The wave system is also not very well defined, and it's very unclear as to what enemies need to be killed in order to progress. The problem is most severe on the second, pre-boss mission.
Here's my very quick opinions on the weapons in the game
Rifle: Honestly pretty fun to use, but mainly because the shared ammo pool does not work well with the other choices.
Alt Fire: Eh. Sniper shot is one of the most boring alt fire options for a rifle.
Flamethrower: Feels terrible, but I don't blame you for this. Video games can almost never get them right.
Alt: A shotgun fan blast? Not very interesting, nor useful.
Grenade launcher: Honestly hated it. The grenades slide way too far and too fast, and the lack of a proxy fuse is painful, not to mention how fast it drains your ammo.
Alt: Actually kinda cool. It's tough to design Grenade Launcher alt-fires. This one's not a bad take. Still don't like it.
Please consider giving NPCs dismissal dialogue once you've talked to them and they no longer have anything new to say. Examples follow:
NPC gives quest, you talk to them before you've completed it: "what are you waiting for? go get me my void ember!"
NPC has no more current information/scenes: "You again? Get out of here!"
Probably an early game issue more than anything.
Okay, so my personal complaint is the PC being an anthro male, definitely not a fan of that. In fact, I had a huge copium going in that "m-maybe he magically turns into a human when he lands?" because of the H-screenshot, but noope. I guess Dirk just shaves his entirely lower body and dick? Interesting to see a protagonist into manscaping!
Joking aside, I'm assuming that the reason Dirk's lower half is human in that screenshot is because it's a placeholder. If it's some attempt at a half-measure in the vain of "oh don't worry, he's human in the H-scenes!" I would actually advise against that because that's literally going to please no one.
Obviously there's probably writing/lore, or maybe marketing reasons Dirk is a rat, but if a human option, as in actually a full sprite and not just for the H-scenes was added I'd be be happy with that, at least enough to somewhat follow it. But that's entirely up to you, and I'd be accepting of any reason you have for the MC being what he is and not trying to appease weirdos like me who want a human MC.
Anyway, even aside from the MC issue, I think the gameplay has a lot that needs to be worked on, but it is just a first step.
Reading back I was a bit vague on some of the combat issues. If you need I can give a much more in-depth breakdown of why I don't like the current combat/wave system, but since you mentioned a June update I wasn't sure how much off-site feedback you had already gotten on it and whether a breakdown would be a waste.
thanks for this. AA still has alot of development ahead of it and this is the first build. I'll take all of your feedback seriously
Thank you. Heavy Hearts isn't a game for me, but It definitely has a certain fire/charm in it's art style that tells me you put a lot of heart (heh) into it and I imagine you'll do similar with AA.
I saw on the discord that AA was 90% complete in 2022, if that's the case it's very easy to forgive the numerous issues.
A lot of this is just me trying to further elaborate on some of my previous points, as I felt I wasn't too clear on them, so sorry if this reads like a repeat, I just felt like it was needed. I might post a bit on the discord channel, but I don't want to become a nuisance there.
One of the primary issues IMO is the fact that the game calls itself "tactical" right off the bat. Now, when I hear tactical, what comes to me is "I'm going to have to aim and control my shots, avoid getting hit, and watch my ammo", I don't think "I'm going to jump around and shoot red bees to restore my universal ammo and avoid getting crushed by a teleporting spider-lady"
You were probably just doing a reference to Metal Gear Solid's "Tactical Espionage Action", but it gives the game an unnecessary identity crisis that it doesn't need.
The game is too early to really get a clear picture on whether it's better to lean more into the tactical part, or just go full arcade. Though I think the oppressive environment is definitely leaning towards the tactical side of things as the more organic of the two.
Whether the game ultimately becomes more tactical or arcade-y, I cannot stress enough how awful and unfun it is to tie all of the weapons to a single shared ammo pool. It sucked in Invisible War, It sucked in Dead Space 3, and it sucks in this. And that's only with 3 weapons present—imagine how awful it'd get with 5 or 6!
I didn't mention the enemies in my first post since I was already so critical, but I'd definitely say they're uninspired—aside from the boss—she's a pretty decent/fun fight. What can I say, zombies are very played-out, and with how dark the environments are you might as well be shooting the scenery. The drones/flyers are a little better, but honestly not by much, they feel like they're there simply so you aren't only shooting left or right.
The environment and character art is the best part of the game by far. The city ruins feel amazingly oppressive and the lightning reflected giant monster is great, especially if it's hinting at a future confrontation.
the current Mission structure unfortunately might hamper the exploration of the world to a large degree.
My main problem with Anthro MCs (though this applies to anthro characters in general too) is the fact that for the most part they never justify themselves in either writing or gameplay, and end up just being a weird looking human.
Take for example Dirk finding the injured rabbit girl. This dude has ears bigger than his head, yet he can't hear her still breathing while standing right next to her in a tiny room? That's not even factoring in a rat's natural affinity for detect vibrations. Another example, rats are extremely social, yet he gives what amounts to no shit about meeting a fellow rat soldier who apparently works for the same organization as he does, in fact the other rat dude doesn't at all seem pleased to see him. The only thing that fit the rat theme was the jumping and the climbing/clambering, but that could easily just be played off as part of the arcade feel.
Obviously there's logical limits to this, but I think any writer can get a feel for what will work and what won't once they've put this into practice enough.
And yeah, if you're reasoning for this is writing/lore reasons, or "I want an anthro MC because I want an anthro MC" then I can't argue against that without being a jerk, but if it's solely for marketing/theme reasons, then I'd say a human option, or hell, a choice of characters with different abilities/interactions depending on their species would be neat to see.
My critique really comes from the fact that I see a game with a lot of potential here. H-Games with actual gameplay are somewhat of a rarity. I saw on twitter that this is apparently designed to be more of a short game, I assume you meant in comparison to Heavy Hearts?
We live in a timeline, where weirdos - are those, who want a human protagonist instead of furry :D
I cannot give the void ember to momo, is it not implemented yet?
No, so far Snake girl is the only H scene. Momo will be next, coming I think in June
Sometimes the wave does not clear and you have to exit and restart the mission
Just a question. Why didn't you inform us on patreon about this game? Are people more active on Subscribestar? Anyway even tho' I am not into furry, I really enjoyed this small demo! :D
Well im not entirely sure how i want to pursue funding this game. Right now it is itch only, but i may make a new patreon for it or i may combine them.
Too early to tell.
Guessing that you play as a dude?
Is this a real question
Why would it not be? I don't see it mentioned in the description, but I suppose its possible that I was just blind and missed it.
Yeah, your right. I should be more clear. I guess in the screenshots is why I thought it was obvious but after careful review, I can see how it isn't. I'll update the description soon.
Will this have futa?
No.
thank god
NOOOOOOOOO!!!! ( still play the game tho)