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Hoonters Public Alpha 0.9

rated 3.06 / 5 stars
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Adventure - RPG

Credits & Info

Jan 30, 2017 | 10:30 AM EST

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Author Comments

Hoonters is a free turn-based RPG developed in Unity. A mixture of Monster Hunter, Classic JRPGs and loads of hentai. You take on the role of a Beast Hunter, exploring lands in search of monsters whose fluids contain special characteristics, making them valuable resources for creating medicine, commodities and several other things. Not all monsters appreciate being exploited like that, in fact, if you lose to them, they're likely to make you taste your own medicine! ...Quite literally, in this case.

This is a VERY EARLY alpha for the game. It is honestly just a little above a prototype. If you're interested in the project, however, do leave feedback! Any bugs or glitches you find and tell me, I'll get to fixing ASAP.

Keep in mind, Unity's WEBGL export option is still far from being perfect. I am constantly doing my best to try and optimize the build for HTML5, but there's only so much I can do. If you want a stable version, you can get an EXE over at our other mirrors on Patreon.

Patreon link


Q: The Exit buttons in the Main Menu and on the Town don't work. Why?
A: Those are for the .EXE version. I'm currently working on something so that the game will recognize when it's on WEBGL or EXE and then activate/deactivate some of those options accordingly. It's still very buggy though, so I figured it'd be better to just leave it disabled, to be safe.

Q: The game won't load for me, I only get a gray screen! Why?
A: Oh boy. The Unity WEBGL application is either loading, or it was unable to pre-allocate enough memory to start up the game. Try closing any other tabs you have open and then hard refreshing this game. If all else fails and you want to play the game, the best suggestion I have is going after the .EXE through our patreon. Sorry for the inconvenience.

Q: My game stopped working, what do I do?
A: That...Well, that could be due to a bunch of reasons, really. First off, sorry for the inconvenience! Second, tell me where it stopped working, what you were doing and, if there are any, what messages the WEBGL application gave you when it stopped working and I'll look into it ASAP.

Q: The Guild Leader won't let me go on a hunt?
A: You're definitely forgetting to pick something. Just be sure to go through all of the steps in the Expedition Menu, from the first to the very last. Area Selection -> Monster Selection -> Backpack Selection -> Equipment Selection
Be sure to click on every single one of the buttons, just to make sure!

Q: The Harpy is OP, she needs to be nerfed!
A: You have access to unlimited powder traps. Use them.

New Features

- 4 New Monsters (Centauress, Drider, Lamia, Cerberus)

- 7 New Weapons

- 3 New Armors

Want to chat with me or other people who played the game? Hit us up on Discord!


- Any weapon after Whip, would switch your skill, but wouldn't actually switch out your stats such as Attack and Accuracy.

- Same thing with armor, any armor after Leather suit wasn't actually adding armor or dodge to your character.

- Drider was, for some reason, using the Lamia's special attack while as an enemy, instead of her own.

- War Scythe would execute any enemy who was not at full HP.

- Some weapons had incorrect information on their Game Info Display.

- The four new monsters weren't tameable, even though they were supposed to be. They should all be tameable now.


- Forgot to actually update in-game Version info, derp. Fixed now.

- Fixed Centauress's Execute Skill crashing the game.



Rated 2.5 / 5 stars

game crashes everytime centauress strikes with murderous intent

People find this review helpful!
Nicoffee responds:

...That's strange. This bug was happening before but I was sure I fixed it. I'm not going to upload a fix for this now because 0.10 is right around the corner, but I'll definitely take a look at it.

Thank you for letting me know and sorry for the inconvenience.


Rated 5 / 5 stars

Very great games ! The crossbow with the phonix armor are very good to win against all monsters.


Rated 4 / 5 stars

Veterans game developer here, got a few pointers to make your game successful:

1. Firstly, the Art and Story is the soul of RPG games. You should focus more on the story, less on the fighting mechanics. More on the sprites and animation, less on the variety of monsters.

-Sidenote - the artwork on Cerberus is a big improvement over the rest of the game. If you switched artists, hire him/her!! Your game would be MUCH better received.

2. Simplify the game. You're trying too hard to make a big game out of a simple idea. Start small, outline the general idea of the game. Don't just blindly add monsters and plot points. The game should be built on the story. Add more fighting / monsters later.

3. Get rid of so many mechanics: traps, weapons, armor. Use them as rewards, make them rewarding, and make them simpler.

I've been following your progress, and your updates come out pretty slowly with few changes. Consider partnering up with others, make bigger updates with few and far between, and definitely consider incorporating a story.

These Alphas should be teasers that reveal the game step by step, lure the player in with a compelling story, not a place to store and showcase your progress every time you make a small change. I kind of see where you're trying to take this game, but it's definitely very ambitious, and It'll be hard to get to where you want to go if you continue to progress in this manner. At some point it will get tedious!

Overall, I'd give you 4 stars for the concept, and for encouragement. I'd give 2.5 stars for the game itself because it feels half done even for an alpha, and there's definitely a lot of room for improvement!

People find this review helpful!
Nicoffee responds:

Hi there fellow game developer, thanks for the feedback!

Most of the additions and things I've put in so far were voted by the Patrons. 0.9 was voted to be this variety-focused update to add a fair bit more of general filler for the game before I then began polishing up stuff, I'm going to re-vamp the entire town in the next one (0.10), by example. I want to focus the next updates (Hopefully two or three is all I'll need) to set the theme and mood of Hoonters, which is something I agree has been lacking so far.

I'd love to partner up with other people and get more work done on Hoonters, sadly, that's not viable for me right now, seeing as Hoonters is a pet project that I work on by myself when I have spare time, and I don't have the conditions to hire other people to assist me in the project. The "team" used to be me, working mostly as the game's designer and manager, a programmer and an artist. Both the programmer and the artist had to quit early during development, leaving the entire project on my hands.

The extra mechanics are all added in because they will all be available to the player by the time people are really INTO the game, but right now the game just kind of dumpsters all of them onto you without explaining them at all. I agree that needs to be improved, I'm actually working on making it better for 0.10, making it so that all of these different options are upgrades you have to buy and improve (Upgrading the weapon shop to unlock more weapons, by example). I want Hoonters to be about providing a lot of options and venues for you to tackle different monsters, since there is not and it is likely there won't ever be a character leveling system, it's vital that the game provides other ways of improving your character. I could have kept them hidden so far, but then I would have even less to show to the people who are interested in the game or support me, same thing for monsters.

I do all the artwork, programming and what not all by myself. So glad to hear you liked the Cerberus scene so much better than the others, gives me an idea of what people have enjoyed so far. It's mostly me having trouble keeping a consistent art style over time, since I'm always practicing and what not. ^^;;

I understand your request that I make updates less often but with a lot more content, but...

Well, now I ask you, if I was say, on my second update, instead of my fifth (On Newgrounds). Would you have posted this comment? Would I have had the idea to set up the Hoonter's Discord server so I can chat with people who ask me a lot of questions? Before I began posting these Alphas on Newgrounds, I was posting them only as EXE builds on some adult game development forums, I barely got any feedback or opinions on what I had been working on, but one of them was the total revamp of the expedition system that currently exists in the game.

Originally, the game didn't have one. Then it had one, but it was totally random number focused. If I wasn't posting and sharing these new builds, I ran the risk of maybe investing more time in that bad version of the expedition system, only to then later realize that it was flawed by design.

Hoonters is very ambitious, yeah. And I don't personally expect it to speed up too much in its development until my support on Patreon increases considerably (I gotta pay the bills, somehow), but I don't personally mind that. I mean, sure, I'm certain some people will get bored of seeing me slug my way through the game's development, but, again, Hoonters is my pet project, I'd much prefer to take my time, making small updates, asking for people's opinions step by step and then adjusting accordingly instead of just dropping huge changes and, if people point out problems with it, not being able to go back without throwing a lot of work away. It's just not the approach I'm hoping for, really. I'm one guy, sitting in his office and doing for the game what he feels is right based on gut feeling, past experiences and fan feedback. I should not try to work on this as if it was commercial game I'm going to sell on Steam or whatever, because it's not what this game is.

That being said, thanks for taking the time to comment and make suggestions. As I stated, I really appreciate it and take all of them to heart and keep them in mind as I continue to work on Hoonters. I hope that, in future updates, I'll be able to raise your opinion on the game itself up to those four or even five stars!


Rated 4.5 / 5 stars

I can't figure out how to capture the monsters. Game needs a tutorial. Other than that it's pretty good.


Rated 4.5 / 5 stars

Perhaps add in a quick little optional tutorial explaining the capturing system. While I did eventually figure out how to capture all the monsters on my own, it wasn't obvious at first.

Perhaps do something creative with the pre-battle chasing minigame? A map with more routes and ways for the monsters to escape? Maybe secret rewards or even missions in which you avoid multiple monsters?

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Nicoffee responds:

Working on the first one for 0.10!

I do eventually intend to add more stuff onto the pre-battle chase minigame, eventually, each different "Area" (Forest, beach, swamp, etc) will have different maps with different little details. So depending on which tile the battle happens on, you could get some advantages or disadvantages. Also it'll tie in to rival hunters, once they're added. But that's for the future.

Thank you so much for the feedback!