sábado, 11 de mayo de 2030


What is SpacEscape?
SpacEscape is a 2d, hentai-themed RoR platformer developed in Adobe Flash using Action Script 2.0
So, obviously, you'll need to download the Adobe flash player from Adobe's site (which is free).
Also, it features an anthro main char (more human than animal), bestiality, tentacle, monsters and more.

RoR? What is RoR?
It means “Run or Rape”. It’s a rather common genre of hentai game nowadays;
it's particular for the idea that the sex content occurs within the gameplay, usually in 
the form of animations, as opposed to being shown exclusively within CGs or cutscenes. 

So, to put it shortly, you just stumbled upon the development blog of my little game.
Updates will come as often as once per week and as slow as once per month. The 
game is FREE for now, will be put on sale once finished. Current builds of the 
game are essentially an open Beta of what the demo for the final version will look like.

This is, and will always be the main source of updates on the game progress, as well as
where all the official betas will be posted. Though I do pass by the ULMF forum or LoK, so if you don't feel 
or can't post on blogger, you can go there, I'll get to your comment sooner or later.
Aside from that, no other places to go, I don't have a Patreon, and won't have one; also 
donations would be very appreciated...If not for the fact that I DON'T ACCEPT DONATIONS 
(at least for now, if I'm ever in danger to go hobo you bet your ass I'll be making one and working full time on the game(s))I appreciate the feeling, but you don't need to.

So, where to download?
The link for the latest version will be always on the right bar mah boy, just follow the yellow road


sábado, 7 de julio de 2018


Made a Discord server for some reason.

Still not sure if it’s a good or a bad idea. Only one way to find out.

Feedback would be appreciated.

domingo, 24 de junio de 2018

What, who? Me?

So update...updates...

It's been a busy few last weeks, with the whole updating my prices and getting commissions in the middle of that.
I did however, started to watch tutorials on youtube about clickteam fusion. gotta say, it's not looking too promising, the program seems poorly optimized for game development, a bit too convoluted on how it structures things; also saw a lot of premade stuff, so I guess it will all came down to how powerful its code language is, how well documented is, and how good are the tutorials I find, because one thing is for sure, I won't waste time trying to learn it by myself, if there's too few documentation about it, I'll skip it and move onto Game Maker.

Btw, did anyone saw this? Someone commissioned another pic of Mitsuko. (yeah yeah, I know, I just didn't know what else to put on the post)

Connection Lost...

martes, 1 de mayo de 2018

More Testing

This is going more with a fantasy like feel than the sci fi I want; although, you can pretty much justify any crazy monster in sci fi too right? What can I say? Succubus is my fav monstergirl so.

At least I got a new enemy out if it: The Flying Bat-Dick; just like how Morrigan has her trusty bats that carry her bags when shopping, she has her dicl-bats to fuck any silly kitty that comes too near… Which totally weren’t inspired by the flying banana penis I did on that Dixie Kong study, or the flying musical dicks from the draws of the melodious monsters from yugioh :V. But I digress.

The whole idea behind her was to have an enemy in the game like the SA-X from Metroid Fusion, because you know, I’m original like that. So that ny something or someone a copy of Mitsuko is made and now you have a nemesis like enemy hunting you throughout the game. Another idea is that whatever place Mitsuko is, there’s this overwhelming lustful influence that outright gives her lust physical form, albeit not stable, so she wants Mitsuko’s body, so in the end both will become one again, nut it would be like a fight to see who absorbs who, if Mitsuko absorbs her lust side and remains the same,, or her lust absorbs her and she becomes the sex mistress of the place, there’s a couple endings right there.

miércoles, 25 de abril de 2018


Ok so I think I've seen enough of Godot to have a basic feeling on how it works and how would it be to make SpacEscape on it, I didn't made an hp bars or enemies, but that's just animation playing at certain conditions, pretty much like the player states (like jumping and running), if I decided to stay on Godot, there will be plenty of time to overcome any obstacles that appear.

So this would be the "final" version of that:


Next I'm going to try Multimedia Fusion, mainly because since I haven't seen any good/complex games made on it, I think it's not very powerful so I will quickly realize it's not the right program, but we'll see, there's also how well documented it is. I will attempt to do exactly the same I did on Godot and then moving on to the next program.

After that will be Game Maker's turn, pretty popular program, and has been around for a long time. And I'll leave for last Unreal and Unity.

Don't bother reporting bugs back, it's gonna be a LOOOONG time IF/WHEN I return to Godot.

lunes, 23 de abril de 2018

sábado, 21 de abril de 2018



More development, less fapping :D
Then again, I'm getting some interesting ideas for if/when I implement this recharge stations.

So, onto the progress thingy. No new demo to download yet; I've been tiding things up, making the controls as tight as I can; no much new anyway, just jumping and crouching attacks; I prefer to spent more time making sure everything works nice rather than just add shit and have it all fall apart.

Right now I'm trying to figure it out how Godot goes about using the GUI nodes, in the other hand, I'm trying to make the slide like in MM games where if you slide into a small corridor the slide persists until you get out of it; I though the is_on:ceiling function would be enough, but it doesn't trigger with the slide collision box, so when the slide ends you get stuck on the walls. Also waiting to get to the tutorials part (if there's one) that explains better collission boxes, because I need to be able to implement dynamic ones, I found a way myself, but I'm not sure if I found the right way, or just managed to do it very impractically.

Aside from that, I can now warp to different stages, and make the dbl jump to carry over and the item doesn't appear again if you already collected it. So that's basic movement, items and potential save file already tackled, remaining is health bars, enemies and sex animations, then I can move to another engine to test. But who knows how much will it take, so far I'd say I'm like halfway into the road map, so far things have been easy to do, but no one knows what future may hold. (that last line is a ref)

Anyway, you can go away now, shoo, nothing to see here-

jueves, 19 de abril de 2018

When you only wanted to...

Keep developing your game, and start making some new pervy crouch animation and end up doodling a sex animation instead and waste your day fapping away to victory...

Although I would be lying if I said I didn't liked it :V Specially the tittie bounce, but I do think the first one looks better, the other one I got a bit lazy a pulled a ToonPimp on it X(

martes, 17 de abril de 2018


Well, this is what I manged to get in these past few days, Godot (which apparently is pronounced Godó) seems very friendly, just as I imagined, a lot of shit is simplified in comparison from what I had to do in Flash.


Still very basic shit, so don't get your hopes high, I just started watching tutorials. Still haven't got to health bars and enemies, and I need to search advanced tutorials to see how do you implement dynamic hitboxes and the ins and outs of working with non 8bit frames for the animations.

-The slide can be canceled with jump, and by switching to the other direction.
-Replicated FlashMan's Stage from MM2 just for fun
-Should detect gamepads
-The punch animation seemed to get stuck sometimes (just jump to get out of it) but I couldn't get what are the conditions for that, try mashing with directions, see if you can figure that one out.

domingo, 15 de abril de 2018

First steps in Godot...

So, today I spent the day watching video tutorials for Godot, all beginner stuff, getting to know the Ui, how things are structured, nothing too practical for now. Hopefully next time I would have gotten to the juicy part of input keys and whatnot and I can actually upload the first ever  "playable" version.