The controls sometimes seem unresponsive not sure if it's because when you walk over certain tiles you kind of float instead of walking thus not having any control
most frustrating part is the Bowser x Peach progression especially if you got the patience to beat it... but in the gallery mode if it doesn't break just how fucking long it takes to skip to the last Sex cycle
Glad to see this game is back on the site (for some reason I wasn't able to see it, possibly it had been temporarily removed?). Great game, bit glitchy but still fun to get through nonetheless - "Pepper" and "beast" are characterised really well.
Do you plan to release a playthrough or sex scenes only somewhere, it's kinda stressing to speedrun or wait for the game to see everything, or will you add Gallery like in Peach's Untold Tale?
Game has wonderful concept and story. Control are mediocre, I've seen worse mario fan games. There are definitely some broken things about the game, the negative coins don't do anything. I got soft locked by losing my power up when fighting bowser the first time then not being able to buy more because koopa sold out. I got soft locked by being stuck in the climbing phase. I got soft locked because the shortcut pipe malfunctioned and got me stuck in a wall. Also just some annoying collision issues like Mario sort of lightly bouncing off things and not really sticking the landing, and the bullet bills update each time you go around them, so this changes the fire rate and can be surprising if you don't realize what the bug is.
Overall, the perfect game idea for a hentai speed run, my fastest run so far is interrupting bowser before Peach puts it in her mouth. Satisfying game design, would be so much better if the developer fixed the game breaking bugs. I'm downloading this version, and hoping the game isn't abandoned.
Thanks for the reply and the fair reviews. I love this concept but I now view this game as a failure. But who cares, this was the first game I ever made and I had no idea how to code. I generally recommend against playing this game, but don't worry, I haven't abandoned the concept. Superstar Sexting will be everything Tower of Torture aimed to be.
I can't win even if I clear 5 minutes 11 seconds
It was interesting to change the comment depending on the arrival time.
Improvements
-The super leaf state feels really bad
Super jump doesn't work well
The feeling of operation is strange
If the transformation is released while hanging on the iron,
You're in a super jump state and you can't hang on the iron
It just sticks like sticky
-I can't buy twice at the super leaf store
-Other improvements seem to be well-written by others
I'm worried if I understand it because I wrote it through a translator
It is a good game
Thank you I've cleared
But there is a system problem
If you die of a dry bone while hanging from a bar
You won't be able to hang on again
And when fighting the bowser, the attack is not working, so you have to clear it from the beginning. Serious problem ..
The bowser and peach overlap the peach's face after the second loop, and the eyes appear strange.
After clearing, go to the bowser part and then go to the mario part.
Loved the animation and story line, spent quite a bit of time trying to finish the game as fast as possible and managed to reach bowser.
In my many attempts, there were a number of things I noticed.
- I haven't noticed any affect from collecting black coins
- Many signs aren't readable and many NPCs are hard to talk to/untalkable
- Holding space bar seemed to cause you to float and fall repeatedly as you landed, preventing quick successive jumps
- Simply holding shift increases your jump height from stand still
- Warp pipe to underground with coins is hard to enter and exit some times
- Respawning in the bullet bill flag can some times cause unfortunately times repeated instant deaths, you can crouch to avoid this
- Its possible to get stuck in front of spikes and you'll eventually die when their ball comes out, most obvious with the spike beneath the four bricks next to the lava pit
- You can hold up and jump in the climbing section to "fly". Under certain circumstances, it increases your normal jump height tremendously
- I wasn't able to beat bowser without the super leaf, no amount of jumping and angles seemed to damage bowser
- Bowser's door was hard to enter
- Seceret gallery with bowser arrows didn't seem to be functioning, scenes weren't skipping or rewinding at all.
Bugs aside, my main criticism for the game is that for a game revolving around finishing as fast as possible, there is a lot of punishment for taking the quickest routes. Short cuts are riddled with black coins and taking the short cut warp pipe you can purchase ends up making it harder to purchase the bonus items at the shop. I would suggest the pipe just unlock when you have the right amount of coins instead of using your money.
I had a lot of fun playing, only reason why I noticed these issues in the first place! Looking forward to more in the future.
It feels a bit smoother compared to my last time playing, but the gameplay is still pretty rough, specifically with the Spike enemies. They constantly clip out of place for me, which has led to Mario getting spawn camped at times or unable to pass areas.
Specifically, the area with the two Spikes stacked in the middle to snipe either path, and the section a bit higher above with the Podoboo lava pool followed by the Spike are issues for me. In the earlier example only the top Spike does it, but in either case they will clip out of where they obviously are supposed to be and then hover above Mario in midair dropping spikes.
Still, i do enjoy the animations a lot, and I'm excited to see where those screenshots on your twitter lead!
I have a suspicion that you're mixing up "FixedUpdates" with "Updates" in the code. A lot of in-game events just don't trigger on certain frames. Platforms sometimes don't register, enemies sometimes don't register, block hits very frequently don't register.
For example, the code for floating blocks should just be something along the lines of:
void OnCollisionEnter2D(Collision2D collision)
{
if(collision.gameObject.tag == "Mario")
{
GameObject mario = collision.gameObject;
//assuming that the origin is set at the bottom of the block
if(mario.transform.postion.y < this.transform.postion.y)
Debug.Log("Mario hit a block");
else
Debug.Log("Mario did not hit block");
}
That being the case, I don't understand why spinning on top of a block hits it, why enemies can hit blocks, or why the hits only count from certain angles and on certain frames.
Mario should not slide around or have his sprite rotate. Lock all axis rotation in his RigidBody. Check to see if you're using a frictionless physics material for the blocks. Otherwise you're adding a force to the Mario gameObject at some point when you shouldn't, it seems to be related to holding shift.
I reached the boss this time around but his claw attack didn't get cleaned up by the game engine giving him a permanent shield.
Playing the 04/05/20 version is like night and day compared to the previous releases. All of the major platforming and physics bugs are gone. I was able to finish the game and got the good ending on my first try with only three deaths or so. Sure I knew the level layout this time around, but the most important difference was that the game has become a lot more responsive to player inputs. Awesome job!
That's fantastic news. I tried my best to make sure all the problems were fixed up, so I'm stoked to hear that. Seems like you deserve a lot of the credit for leaving honest feedback.
I'm just glad to see the game reach a finished, polished state. I'm excited to see how your future projects shape up now that you're more accustomed to using Unity and game development in general.
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The controls sometimes seem unresponsive not sure if it's because when you walk over certain tiles you kind of float instead of walking thus not having any control
most frustrating part is the Bowser x Peach progression especially if you got the patience to beat it... but in the gallery mode if it doesn't break just how fucking long it takes to skip to the last Sex cycle
Other than that I guess decent.
Glad to see this game is back on the site (for some reason I wasn't able to see it, possibly it had been temporarily removed?). Great game, bit glitchy but still fun to get through nonetheless - "Pepper" and "beast" are characterised really well.
this game is great but seem incomplete, it's damage you abandoned him. where exactly is the shortcut and secret ?
hello
What happened to the skip? It seems to have disappeared, and I can't find it anymore.
waay too much bonking
Show post...
MAKE THE GAME EASIER FOR CRYING OUT LOUD
Do you plan to release a playthrough or sex scenes only somewhere, it's kinda stressing to speedrun or wait for the game to see everything, or will you add Gallery like in Peach's Untold Tale?
No, sorry this game is over. Try "Tower of Torture Skip" here https://drybonex.itch.io/tower-of-torture-demo-7919
The link doesn't appear to work. Is there one that does?
Game has wonderful concept and story. Control are mediocre, I've seen worse mario fan games. There are definitely some broken things about the game, the negative coins don't do anything. I got soft locked by losing my power up when fighting bowser the first time then not being able to buy more because koopa sold out. I got soft locked by being stuck in the climbing phase. I got soft locked because the shortcut pipe malfunctioned and got me stuck in a wall. Also just some annoying collision issues like Mario sort of lightly bouncing off things and not really sticking the landing, and the bullet bills update each time you go around them, so this changes the fire rate and can be surprising if you don't realize what the bug is.
Overall, the perfect game idea for a hentai speed run, my fastest run so far is interrupting bowser before Peach puts it in her mouth. Satisfying game design, would be so much better if the developer fixed the game breaking bugs. I'm downloading this version, and hoping the game isn't abandoned.
Hello,
Thanks for the reply and the fair reviews. I love this concept but I now view this game as a failure. But who cares, this was the first game I ever made and I had no idea how to code. I generally recommend against playing this game, but don't worry, I haven't abandoned the concept. Superstar Sexting will be everything Tower of Torture aimed to be.
Cool, for a first game this is pretty good. I look forward to see how Superstar Sexting turns out when its finished.
I wouldn't call it a failure. Unlike the original, its finish and works (mostly)
animation gets stuck in oral animation is this on purpose I waited like 30 minutes and nothing else happened
Fixed
Is there any way to beat the bowser?
The toad outside bowsers door gives a clue on defeating him. stand below him and jump up to smash his balls
Loved the animation and story line, spent quite a bit of time trying to finish the game as fast as possible and managed to reach bowser.
In my many attempts, there were a number of things I noticed.
- I haven't noticed any affect from collecting black coins
- Many signs aren't readable and many NPCs are hard to talk to/untalkable
- Holding space bar seemed to cause you to float and fall repeatedly as you landed, preventing quick successive jumps
- Simply holding shift increases your jump height from stand still
- Warp pipe to underground with coins is hard to enter and exit some times
- Respawning in the bullet bill flag can some times cause unfortunately times repeated instant deaths, you can crouch to avoid this
- Its possible to get stuck in front of spikes and you'll eventually die when their ball comes out, most obvious with the spike beneath the four bricks next to the lava pit
- You can hold up and jump in the climbing section to "fly". Under certain circumstances, it increases your normal jump height tremendously
- I wasn't able to beat bowser without the super leaf, no amount of jumping and angles seemed to damage bowser
- Bowser's door was hard to enter
- Seceret gallery with bowser arrows didn't seem to be functioning, scenes weren't skipping or rewinding at all.
Bugs aside, my main criticism for the game is that for a game revolving around finishing as fast as possible, there is a lot of punishment for taking the quickest routes. Short cuts are riddled with black coins and taking the short cut warp pipe you can purchase ends up making it harder to purchase the bonus items at the shop. I would suggest the pipe just unlock when you have the right amount of coins instead of using your money.
I had a lot of fun playing, only reason why I noticed these issues in the first place! Looking forward to more in the future.
It feels a bit smoother compared to my last time playing, but the gameplay is still pretty rough, specifically with the Spike enemies. They constantly clip out of place for me, which has led to Mario getting spawn camped at times or unable to pass areas.
Specifically, the area with the two Spikes stacked in the middle to snipe either path, and the section a bit higher above with the Podoboo lava pool followed by the Spike are issues for me. In the earlier example only the top Spike does it, but in either case they will clip out of where they obviously are supposed to be and then hover above Mario in midair dropping spikes.
Still, i do enjoy the animations a lot, and I'm excited to see where those screenshots on your twitter lead!
I have a suspicion that you're mixing up "FixedUpdates" with "Updates" in the code. A lot of in-game events just don't trigger on certain frames. Platforms sometimes don't register, enemies sometimes don't register, block hits very frequently don't register.
For example, the code for floating blocks should just be something along the lines of:
That being the case, I don't understand why spinning on top of a block hits it, why enemies can hit blocks, or why the hits only count from certain angles and on certain frames.
Mario should not slide around or have his sprite rotate. Lock all axis rotation in his RigidBody. Check to see if you're using a frictionless physics material for the blocks. Otherwise you're adding a force to the Mario gameObject at some point when you shouldn't, it seems to be related to holding shift.
I reached the boss this time around but his claw attack didn't get cleaned up by the game engine giving him a permanent shield.
Good feedback. I'll go over all those suggestions and update soon.
Playing the 04/05/20 version is like night and day compared to the previous releases. All of the major platforming and physics bugs are gone. I was able to finish the game and got the good ending on my first try with only three deaths or so. Sure I knew the level layout this time around, but the most important difference was that the game has become a lot more responsive to player inputs. Awesome job!
That's fantastic news. I tried my best to make sure all the problems were fixed up, so I'm stoked to hear that. Seems like you deserve a lot of the credit for leaving honest feedback.
I'm just glad to see the game reach a finished, polished state. I'm excited to see how your future projects shape up now that you're more accustomed to using Unity and game development in general.
Just as a note, this unzips to nearly 2 Gb of files.
Will reduce the size in next update
It is 1.57 gb with about an hour of content
That it's big is no real issue, more so that if someone is unaware of the size it might surprise them.