Hey everyone!
Today gladly announce that the QTE system and the Grab System are officially done and working
This has been one of the most anticipated features on the roadmap.
I spent the entire last month coding, polishing, reorganizing, and tweaking every little detail until it felt it was close to what i envisioned.
And now… it’s finally here and it works very well!
The system is built to be very customizable too, so it can easily be reused on other characters/enemies in the future without starting from scratch.
To make it extra cute and extra lewd, I added a bunch of lewd and cute VFX: hearts, a soft vignette, and a lovely heart sprite transition into the licking animation.
I really went for min maxing cuteness and lewd vibes with these.
Hope you’ll enjoy them as much as I do Some cool details worth mentioning:
Different enemies can have completely custom transition effects in the future (imagine a tentacle enemy with slimy, writhing tentacle VFX during the grab transition, for example). The system already supports picking whichever effect I want per situation.
A subtle vignette starts creeping in once Azalea’s arousal hits ~50%, and it gets noticeably stronger the hornier she becomes, just enough to make everything feel a little hazy and harder to focus when she’s really worked up. I’ll probably fine-tune the intensity based on your feedback after the demo release
When Azalea is grabbed and another enemy is nearby they won’t attack! They just stand there and watch her slowly melt into submission. There is no animation for the watchers yet, but I’m already planning one that goes like: the Capra Gal leaning in with a smug, lewd grinning while Azalea’s helplessly pinned
What’s next?
Now that Grab + QTE are out of the way, we’re moving into the next phase of the project, which involves stuff like:
Character stats system (LEVEL, HP, MP, ATK, DEF, etc.)
Per-hitbox damage data & special properties (higher crit chance, armor pierce, MP recovery on hit, for example)
Proper damage calculation + floating damage numbers when characters take damage
Core combat UI (Health bar, MP bar, Arousal bar)
Azalea defeat animation (2 parts: transition → fully defeated pose)
Capra Demon defeat animation (1 part )
Early combat balancing pass + feature iteration (poise system, dash cooldown tuning, spell MP costs, stat value tweaks, etc.) to make fights feel challenging and fair for azalea and foes as well
Cloth durability system: the foundation for clothing damage/tearing. When a clothing slot hits 0 durability → tearing sound + that clothing sprite turns invisible.
Thank you so much for your support! 💜
It really keeps me motivated as making a game is a really challenging and time consuming task
i'll see report to you again around the middle of this month with more progress on the tasks i mentioned above