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Reviews for "Future Fragments - NEW Electric Level Demo"

i just hope that on full release something happens after waiting 30 minutes for Fay to get out of the milking machine

Friendly reminder to support this game!!!!
This is some gourmet stuff right here!
Worth the investment and I wish only the best for this game when it launches.

Just finished the entire story with both fragments, and let me just say a couple (good) things.

1. holy crap there's so much content in just a single stage, and its GOOD content too

2. sure the scenes are fun and all but so is the actual GAME and GAMEPLAY, which is practically unheard of with most pump'n'dump H-games where the goal is to make you bust then leave; this game actually makes you want to keep playing after the bust because it actually has good world building and plot, kudos to HentaiWriter hey wait a minute

3. lmao milk power

4. (Edit) THE VOICE ACTING SOUNDS REALISTIC! Absolutely nothing sounds forced or out of place, so thanks to the scriptwriter and the voice actors, you guys have outdone yourself with this

5. You can actually inflict damage on yourself to bring yourself back to the respawn pad instead of just dying to a slow, inefficient enemy. yeah totally the reason why I stun myself.

6. (Edit) Animation quality is top notch, kudos to Pixels and Frouge

now to the critiques, nothing terrible, don't worry

1. slightly confusing pathing
to newer players, odds are they wont understand what the E1-3 signs mean, or that the different paths are numbered, so maybe more explicit instructions on that end

2. more intuitive(?) use of the utility abilities
Not the abilities themselves, but the need to switch between each ability. Not saying how to do your job, still great work, but as a player it'd feel better to have each ability bound to different buttons instead of having to cycle through a single button, especially for puzzles with freezing projectiles

3. potential checkpoint system?
Not a checkpoint in each room, that'd take the fun out of the gauntlet gameplay, but a checkpoint at the beginning of each entrance so you respawn just that bit closer to the path you died in would be a nice quality of life thing

4. data-log
actually not a critique but might as well add it here, that data-log in the menu would be a damn lifesaver for someone like me who accidentally skipped through a good portion of the story on accident, so good on you guys for even showing that in the menu even if it's not a feature lol

4.5 (edit) different choices
what happens if you don't trust faye? i've got no clue unless i create a new save game. maybe a part of the data-log, it records conversations that lead to a choice? then again i'd have no idea how it'd be implemented, but something i thought of

5. (Edit)Map
The map is useful for players who know what they're doing, especially if they've replayed a path enough to muscle-memory their way through, but want to see more details. However, to someone who's just opened up the map, they'd just see a giant mess of pixels since the game's so new to them, so maybe replace the pixels with the map sprites, or just labels beside each path/room so those players can understand the map easier

6. (Edit) Boss Fail animation
Just me, but why can't you pick both holes when facing the rear
why
where there's a hole theres a way but no hole should be mutually exclusive from the other

All in all, this is THE holy grail of h-games, and its a damn shame that more devs don't share you guys' passion

(if i think of anything else, you'll see (edit) next to the number, i'm actually going to play this again to see if i can find more stuff to help you guys)

and of course
more cum for the cum for the cum gods

hentaiwriter responds:

Thanks so much for the robust review! Really means a lot you were so into it, very very high praise, we're flattered :D

Let me answer/clarify the situation wtih some of the critiques you had;
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1) For the pathing, in the intro of this game, the plaques will be explained; the plaques are also the same in each level (the same system, that is), so players will eventually ideally get used to them as each level follows the same setup/design. (There's another thing we're doing too, but I'll put that in a later question)
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2) The utility abilities not being mapped to separate buttons has definitely been a point of contention among players, but we've left it this way to prevent making the game *too* easy.

We did tests with them being linked to buttons, and mechanics became so easy for some platforming sections later on in the game that we would have had to make the platforming itself much more difficult, which would be a lot more punishing for mistakes as a result.

There's also a boss later on that specifically can only be hurt with elemental abilities; being able to use any of them at any time reduces his difficulty to a pretty negligible amount.

For the sequel (Faye's game), we'll likely bake her abilities more into directional movements/buttons so as to fix this particular issue, though.
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3) This is unfortunately something we won't be doing, not because it's a bad idea, but because it means you wouldn't respawn on the Save Pads, which is a major element in the story, so if players respawned in different places, that may become lost in the plot/not make as much sense, which would make later game elements likely confusing.
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4) The full game (and later demos) have all the databanks you've read in the "collections" menu, as well as listing what databanks are connected for quick jumping between mini-stories within the plot :)
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4.5) The majority of story choices and events are either affected by, or cause effects, by/in other cutscenes/databanks. It's not as clear in this demo because it's a single level like you said, but just to give you an idea of all the interconnected events/databanks;

https://cdn.discordapp.com/attachments/214663122022170625/872222716588077136/npc_databank_cutscene_links.png

This shows each of the "connected" events just for NPCs alone, not even counting Talia/Faye/Vie centric cutscenes.

The letter next to the number lists if it's a databank (d) or a cutscene (c); additionally, the other letters (fi, ic, ea, el, end) note what level the connection is on.

So one row down, you can see "75d(fi) - 132d(ic) - 147d(ea) - 152d(el) - 168c(end)".
This means that reading "Databanks #75, or 132, or 147, or 152" will change the outcome of Cutscene 168 in The End.

For cutscene to cutscene changes, what matters is what you run into first; using your example of the Faye scene, in this demo, there's a few ways things can play out;

- If you ran into Faye in P3M3 and decide to rescue her from the sex machine, and then you go to P4M2 first without seeing her in P2M2, instead of Vie rescuing you from the "hole in the wall" event, Faye will be the one to rescue you, paying off her debt to you as a result.
- But if you rescue Faye in P3M3 and *then* go to P2M2 next, you won't get a choice when talking to Faye; she'll admit she has no Fragments, refusing to lie to you as a favor for you saving her, but she WON'T save you in P4M2 now.

So there's a lot of things like that spread throughout the game, but to a much larger degree as there's 5 levels instead of the 1 in the demo :P

Unfortunately though, we wouldn't be able to have cutscenes in the collections menu (besides sex animations) as it'd just be far, far too complex of a web of things to somehow present to the player in a readable menu.
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5) In the full game, whatever path you're currently on will be highlighted on the large map; defeated paths will not only say they've been beaten on the megamap in text, they'll also have the rooms on that path dimmer, to show you've beaten it.
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6) You should be able to; this sounds like a bug, or you may have to use the other options longer.
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Hope that answers some of your questions! Thanks so much again!

how do you fullscreen?

hentaiwriter responds:

Press ESC while in-game to access all the visual options, key remapping, and more :)

Holy shit. You know the meme, "Came for the lewds, stayed for the plot" regarding porn? This is literally that. Between the well-devised plot, the variety of professional voice acting, complexity of platform puzzles, and character interactions, I'd honestly buy this even if wasn't an adult game. Normally, I don't like to comment on adult games, but you guys made a gem of a game. The whole back story with Teshy and the bots, the lore surrounding the Save Pads, Vie and her... character paths; it's all honestly astonishing. I've made it my resolve to purchase this game, just so I can see the totality of your dedication and creativity you all put into this. By the way, I think the bro-grunts during the stuck-in-wall scene was the first time I've laughed while playing an adult game.

If the devs are reading this, I have one request if it hasn't been added yet and/or I haven't come across it yet: Please make a WH40k grunt or rebel scream, "More cum for the cum gods!" in a bewildered (blood)lust. The Strict Grunt gave me those vibes.

hentaiwriter responds:

Thanks so much for this review, you really went all out! I'm glad you enjoyed the story and the gameplay both, we really tried to make both fun without forcing players to focus on either, so reviews like this let us know we got it right.

The stuck in the wall scene is definitely a favorite among people, I'm glad people like it so much; did you see the other "long-form" cutscenes in the demo too?

I can't promise anyone screaming that though since a lot of the script is already done, but possibly for the sequel!

I hope you try out the full game when it comes out :D