Big Numbers and Dev Branch


Holy stonks, you have blown me away with support. Its been two days and 350 sales, and I over doubled the number of followers on itch.io. This is far more than I expected. And its very encouraging.

I released Nitz debt as is, a silly little porn game that doesn't really try to be more than it is. An excuse to watch pixels being lewd with some gameplay attached for context. But I am thinking that perhaps it could be just a little bit more, and with these sales I can afford putting in just a little more effert. Now dont expect a lot, I am looking  at enhancing the game aspect of it, refining the stealth and chases a little bit, and adding one extra frenemy encounter, and that will be it.

I'll be posting these updates under dev for anyone interested to try it, dont expect the dev branch to be good, make sense, or even work, but its still there if you wanna try it, and you can leave feedback or thoughts here.

In this first dev version, I added a combo system. Each treasure collected in the same room gives a small combo bonus as long as you stay in the room, and don't get caught.

Files

nitz-debt-dev.zip 35 MB
Version 2 53 days ago
nitz-debt-dev.zip 35 MB
Version 1 54 days ago

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Comments

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(+1)(-1)

One confusing thing is if this is meant to be a porn game where you can enoy the sex and such... why am I punished out of animations for getting into it? A lot of these seeds are insanely frustrating and a perfect score becomes tediously annoying to get when the bats can just keep flying up and up after you etc.

Hi! Not the dev, but I was around for a lot of the planning and development process. 

    I think the best way to explain this is that the intent was to make the game feel rewarding by performing well at the stealth component. Even if you don't, you're never explicitly punished for your performance, you just don't achieve the best rewards. This compels the player to interact with the game more instead of putting in minimum effort if they are interested in getting the most out of it. I understand where you come from, because I did help with the testing and even I got frustrated and confused by some of the seeds that I was getting- but that's realistically just the way the cookie crumbles sometimes. You learn to be more patient, think more about what the possibilities of your next move could be, and overcome the difficulties- and then you get rewarded with a greater amount of praise from your dragon mistress at the end of it all. 
    I understand this may not be what you wanted to hear, but I also don't think that it's fair to ask a game to not have a driving component for its gameplay. The goal as I understand it was to make a semi-challenging game that keeps the player engaged and rewards them for performance, and I think this did that.

(+3)

I loved the game ^-^ really love non von platformer games, i eouldnlove to see more from ya!

(+2)

how does this combo work exactly i would like some more detail?

(+1)

Its in development of course. But you gain combo by picking up treasure. And you lose the combo if you leave the room, or get caught. The combo gives you a slight bonus to treasure collected.