Bummer that this project didn't work out. Will the Fox Den Remake be made available again? Or is that not up to you?
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Zavros-periculum
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The grapple triangle reminded me of a Japanese adult game called Ultimate Fighting Girl 2, whose real time combat minigame is an RPS QTE 'attack/defend/break' - where if your opponent attacks, you guard, if they guard, you break their stance, and if they move to break your stance you attack, with a little sliding scale based on how much you 'charge' your action between rounds. Worth checking because I found the UI of that game very pleasing to use.
So this demo kind of felt like a 'can i copy your homework' type deal (likely unintentionally, as RPS isn't a unique concept) but the words used made it very unintuitive to come up with a mnemonic (molest beats stripping?) and also don't really fit the cutscene (is the tent enemy molesting, charming, or stripping as it tries to facefuck me???)
and so I ended up just memorizing the color sequence...so it's kind of immersion breaking in a way because it feels like an abstracted intrusive minigame rather than me as the player 'struggling' or 'grappling'...
Also like the character inventory/map/etc menus felt a little laggy as it pops open, probably just tech demo things. All the same, wish the best with this project!
few bugs I've noticed
- bug: one time in quarters I ran into a bed trap and then Rubia got stuck/wigged out pursuing while the game over bed trap scene played.
- bug: I triggered the EMP in L4 before RubiA noticed me and her animation broke - I could interact with her before she fell to the ground,titfucking empty air, and then she was roaming silently clipped into the floor, led her to another EMP in a different level and the anal scene was misaligned too!
- bug: ass jiggle physics cause a lot of clipping in cosmetics during gameplay.
- qol: would be nice if color customization was persistent between game restarts/easier to set consistently (hex code+alpha/saturation),
- would be cool if customizing Rubia changed her appearance in the menu bg.
The change-up from the last demo had me thinking it was bugged at first with a line along the lines of 'where'd she go?' and then it was revealed a wax statue was in fact the thing which made a lot more sense.
I'm guessing the bed silhouette scenes were meant to incrementally progress? but if there was any change day to day I couldn't notice, it was too subtle...was there a glow towards one of the last days?
Not too big a fan of the kind of aimless repetitive tasks, I definitely see some opportunities for some little scares here and there. - the limited POV showering, the shadow of the banister post at the top of the steps - heck, I got spooked bc I thought the round banister post outside the kitchen at night was a bald head or reflection in the glass! But kinda felt like a letdown when there were none - or I managed to literally miss all of them!
Probably should change the menu when paused ingame from 'Begin' to 'Resume' as well, little nitpick. Performance could be improved, and some brightness/gamma calibration would be useful because this game does feel very dark and it's hard to gauge what's the 'intended' brightness.
It's a working demo but I'm a little peeved that the ending trigger was so hard to find especially when the windows seem to suggest you can LEAVE. And the player character's light needs a liiitle bit of adjustment. It's slightly too low to the ground so when you approach some areas like tables too closely you end up casting shadows onto the table surface as the light is blocked by the table edge.
Only unusual creative decision that sticks out to me is the third person character dialogue as a first person player character like 'he mutters to himself I hope this still works". I'm guessing this is perhaps some residual dialogue clunkiness from writing this game as a short story first?
Some of the sound cues are maybe a little too subtle. The 'thud' when enemies are against the glass (which is a pretty big deal) is a lot quieter than prev builds, and I can totally see why some people are basically brute forcing the switch minigame because the audio cues for a 'right' vs 'wrong' light position in the sequence are very similar-sounding...
EDIT: Okay so actually the glass thump doesn't even play sometimes! I've seen characters change state right in front of me without making a sound!
The sounds of like the gas hissing and Nile's door opening are fine though.
Finally beat the game!
Not sure if I'd call these bugs but...
1) In my final run, the deer decided to stop and do its grazing animation right at my door (instead of touching the door and wandering away like usual).
I had to trigger it, run back inside, then avoid my shadow as the last candlestick went out (I had already been waiting for the violin creature)
2) In another round, I lost because by the time I found the blue clown, the deer had moved right on top of it. I feel like that scenario is a frustrating lose/lose - because wait too long for the deer to move away and the clown gets you, but if you trigger the deer, you're too far from the cabin to escape.
tbh xxxmas part 2 special sucks absolute dick. for a game so obsessed with sodomy jokes the flamethrower, short range as it is, can't even penetrate enemies when one is literally clipping right behind another? can't heal while moving so I'm dying in the final fight with like 3 candies in my inventory that I'm trying to use at 20% health.
oh and to top it all off the update corrupted my arcade mode save. can't blame the devs for that but it's not exactly a positive.
If I'm not mistaken, 0.8 onwards uses Unreal Engine 5, correct? You need windows 10 minimum just to run UE5 games(the engine). So the last version that supports windows 7 is anything pre 0.8. https://docs.unrealengine.com/5.0/en-US/hardware-and-software-specifications-for...
Cool game, one tweak I'd reccomend is making hero hitboxes bigger on the back side.
In PVZ, you could stall with plants by replanting instantly after one is destroyed either to get a few extra hits in with a peashooter(if the zombie was in front of the plant enough) but mostly to just buy time with HP like via a wallnut.
In this game, you can't do that as easily bc the H-scene blocks immediate replanting, but it is also frustrating to put a shield guy right on top of an enemy and watch as the enemy keeps walking right through it.