Mystic Knight Maya


[GAMEPLAY]

It's a 2D action platformer with some light metroidvania elements, such as non-linear exploration, inventory system, special skills, dialogue, etc. You will start the game on the beaches of a mysterious island and from there you will be able to explore it at your leisure, trying to find a way to escape from it and discovering its mysteries. While exploring the island you will encounter its many inhabitants that wish to only do harm to the main character, but you will also meet some neutral NPC's that might help or hinder your journey.

[CONTROLS]

You can rebind the controls and it will also support gamepads in the future, but the current default keyboards controls are:

X: Basic Attack/Confirm
Z: Jump/Cancel
C: Camera Look
D: Dash
SPACEBAR: Interact/Talk
P: Pause the game
ESC: Open/Close in game menu

F5: Restore all health (debug)
F6: Restore all defense (debug)
F7: Restore all spirit (debug)
F8: Reset Armor (debug)

[MECHANICS AND SYSTEMS OF THE GAME]

Currently the game has all the basic systems done, and as I continue working on it I'll improve and refine them:

  • You can walk around and explore a small section of the island. At the moment there is a simple attack combo system and a single special skill: Dash. In the future I want to make it include more special skills and the player will be able to mix and match different skills to dispatch enemies and solve puzzles.
  • It has a damage system where if you are damaged by less than 20% of your health, you can keep acting freely. As you increase your defense stat, you will be able to withstand greater damage and use this mechanic to your advantage.
  • Armor damage. Maya starts with her default armor, then it gets destroyed to her underwear, and the that is ripped and she is naked. Currently, it's just a simple implementation whereas if your defense gets to zero, your current clothing breaks. But in the future I want to make it so enemies can grab you even if your defense is filled, they can do a check of their strength and the player's current strength stat to forcefully remove it, and also certain enemy skills will have a bigger chance of ripping the clothes prematurely, thus making the system more dynamic.
  • Dialogue system. The player will be able to talk with NPC's and inspect elements and objects around the island. There will also be a shop to purchase items and upgrades.
  • Ero grabs and grapple defense. In the full game, every enemy will have at least 1 grabbing animation and 1 ero animation. For now, to escape a grab is the run of the mill button masher, but I'm not a fan of that. The system I want to implement in the future will take into account the strength difference, and will be a different approach to player input in order to escape.
  • Quartz system and corruption. Quartz will be the currency of the game, that you will need to buy stuff and use on certain things to progress in the game, and for now you can just collect it on the map. But in the future you will only be able to collect quartz from defeating enemies. The more corrupted the main character gets, the more quartz monsters will drop so it will be a trade-off system, taking into play also if the character is naked or not, etc.
[FETISHES]

The list will be more or less the same as in my previous game, but now I want to have more of each type.

While this list represents the core stuff that will be in the game, this is not an exclusionary list as I'm inclined to include some additional fetishes if they fall within the scope of my work.

Vanilla sex/Anal
Blowjob/Deep Throat/Cum Swallow
Yuri
Futanari
Foot Fetish
Insect
Tentacles/Creatures/Fictitious Monstrous Beasts
Soft Vore
Mild Ryona (bondage/hair pulling/belly punching/belly expansion)

[IMAGES]