Why Lusty Labyrinth remake took so long
2 years ago
General
If you haven't played Lusty Labyrinth yet, what are you waiting for!
https://bahamutdragons.itch.io/lusty-labyrinth
So, Lusty Labyrinth is out, before the end of 2023 too, which wasn't an explicit goal but it's still nice to be able to start the next year knowing I don't have this project looming over me. Honestly, while it did take significantly longer than I had hoped to convert the Flash version to Unity, I'm really happy with the final version that I'm releasing.
That being said, I had hopes to make Lusty Labyrinth into something more, either that specific project, or have it lead to another project. In fact, since starting the remake of Lusty Labyrinth, I also started 3 other furry adult game projects, each with different artists, which unfortunately didn't come to fruition. I do want to showcase what has been made sometimes, I would just have to replace the assets I use with other ones. None of the projects made it very far, but it was still interesting to see the potential. They were pretty varied as well, from a brawler to a first person shooter, and then one was a side scroller.
As for Lusty Labyrinth, early in development of the remake I had hoped to make it into something a bit more, basically start with what it was, then start adding stuff like a super attack or revise some of the mechanics to make them more engaging. Unfortunately the project took so long to get here that I ended up scrapping all of those. No specific designs had been marked down for these either, since my focus was more on the potential new games I might end up making.
I do hope people enjoy this blast from the past, it's been nice to revisit as well, and now for 2024, I can start clean and focus on something new and different. Exactly what that is however, we'll all have to figure that out. Frankly, probably work since I've been doing some entrepreneurship with a friend. We'll see.
https://bahamutdragons.itch.io/lusty-labyrinth
So, Lusty Labyrinth is out, before the end of 2023 too, which wasn't an explicit goal but it's still nice to be able to start the next year knowing I don't have this project looming over me. Honestly, while it did take significantly longer than I had hoped to convert the Flash version to Unity, I'm really happy with the final version that I'm releasing.
That being said, I had hopes to make Lusty Labyrinth into something more, either that specific project, or have it lead to another project. In fact, since starting the remake of Lusty Labyrinth, I also started 3 other furry adult game projects, each with different artists, which unfortunately didn't come to fruition. I do want to showcase what has been made sometimes, I would just have to replace the assets I use with other ones. None of the projects made it very far, but it was still interesting to see the potential. They were pretty varied as well, from a brawler to a first person shooter, and then one was a side scroller.
As for Lusty Labyrinth, early in development of the remake I had hoped to make it into something a bit more, basically start with what it was, then start adding stuff like a super attack or revise some of the mechanics to make them more engaging. Unfortunately the project took so long to get here that I ended up scrapping all of those. No specific designs had been marked down for these either, since my focus was more on the potential new games I might end up making.
I do hope people enjoy this blast from the past, it's been nice to revisit as well, and now for 2024, I can start clean and focus on something new and different. Exactly what that is however, we'll all have to figure that out. Frankly, probably work since I've been doing some entrepreneurship with a friend. We'll see.
FA+

Out of curiosity, how was the Super Attack going to work?
Thinking about it now, having the three options do different things would be the play, like having one inflict status effects, or heal, or receive half damage even when it loses, but also having a reason to not use them all the time, like a cooldown or some negatives.
Basically, it would require an overhaul to feel more interesting to me.
I can think of 2 ways to make it work (Concept-wise, at least)
1) Damage charge (like a Final Fantasy style Limit Break)
2) Attack results using the Rock-Paper-Scissors mechanic. Three equip-able charge moves set to "Win" "Lose" and "Draw" slots with Win taking the longest to charge and Lose the fastest.
The 2nd one would be the most interesting, but, like you said, would require a complete overhaul (additional menus, adding to the combat system, and maybe even programming bosses with Charge effects as well.
Just figured I'd share my musings
Thank you for sharing
i only can imagine, if project drags for too long then it starts to get annoying especially if ones feels like the project isn't moving even thou there are hundreds of hours poured in the project
it's sad that some ideas doesn't get to reality
but what i heard it's best to write them down , somewhere when the feel to create and remake comes back, one can go through the ideas once more and polish them or even trying other approach as sometimes when revisiting project the same idea may come and then the same amount of time is spend on the idea which would be later scrapped again
i know nobody asked for my input, but the writing got my imagination spin so sorry for my "vomits" here :x :)
i don't know about super charge works,
but as i remember the old flash version correctly, the enemy got weak point where the dmg would be greatest for them, but i don't remember any more if there was also an attack that would inflict more dmg to the hero
so don't know if hero got weak point , randomly picked at start like secret kink or multiple kinks to discover throughout the game, which would give him dmg but also increase his pleasure and increase his next attack dmg ? or even regenerate him ? or some do this some other do differently ? sorry don't know *smoke bomb*