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(+2)

Could you post some of your free updates here? Like the october update? It's nice to read it on subscribestar but keeping the game alive here would probably be good too.


Also, any chance this could go on Newgrounds?

The only reason I havent posted any of the subscriber builds as updates here is I don't feel they are polished enough for public release. Features from the older subscriber builds are largely incomplete and focus on specific game updates that would be better served packed together in a finalized public build. Which is what I am closing in on now, I have a content target now for the next public release which should happen after the next subscriber build release. I am going to show the new content to my subscribers first and weigh there opinions to affect the public build.


I would love to have my game available on newgrounds steam everywhere I could. It just becomes a lot to manage by myself l. I have difficulty letting my subscribers know what I'm working on in a monthly post sometimes. I will look into alternate hosting sites when the game is far enough along to warrant it.

Oh no, not the builds, just stuff like the free post regarding being on hiatus since that reminds people the game exists.

also, it’s totally fair to keep the number of places it’s on low to make it more manageable.

(1 edit)

Looks like an Atari game or something from the '80s. It would be nice if the enemies did not just look like flat blobs on the screen and had some more detail and definition to them, instead of just one flat color throughout. It would definitely enhance the aesthetic of the game. 

(+1)

I agree completely, the flat coloring of the enemies is from very early development artwork. I really didnt have much confidence in my art abilities at the start of the project so the simple flat enemies are a mercy to myself for animating. 

I have been developing some ability as work on the project has continued and the latest enemies are a bit more detailed than earlier ones.

thank you for your interest in the project!

Got it. Glad to hear you are working on developing that more.

is this project dead now?

(+2)

No but I understand how the impression comes across with my public releases.

Over the last months I have released new builds to subscribers with new features. I haven't made a public release recently as the game is currently in a state where nothing is polished enough for a new public release.

I am currently working on a new stage with its own new elements and once I get that in a good playable state I will be ready for a new public release.

ok

Any updates?

(+1)

I just finished a new blowjob defeat scene this week. I'm in the process of adding the code, art and audio to let the monsters get a hold of Ashley. Once I finish that I'm wrapping up some work on a stage redesign and then I'm going to push a new build out for subscribers. I have another stage redesign and enemy/scene to wrap up after that and then I will release that as a public build for everyone.

Nice! Sounds good. Maybe incorporate more of ZestyNugget's art? It would be nice to see more of that in the game!

(+3)

I wish the animations were longer (even just loops mostly), or maybe if you could even control the pace(progression). It also takes itself a little bit too seriously with the limited lives. Other than that, I really like this game

(+2)

Hey thank you for the comment and feedback as well as playing the game! Did you check the lives option in the option menu? You can increase the amount of lives you have, and if she doesn't run out of lives we can't have fun game over screens!

I am trying to get better with handling animations and controlling them, I am a lot more competent now then when I started this project so it may not be far off to have something like that!

Thank you for your feedback and for playing the game!

(1 edit) (+2)

Hey well thank you. Yeah the life amount increase helps, it's just that I'm used to having a consistent way of restoring hit points to some degree, or maybe having a "base" to return to, rest, prepare and maybe level up. I guess I'm biased and just need to deal with the simpler system haha!

Yeah the animations themselves are great, but a type of player like me would just benefit more (if you know what I mean :D) from them if they just looped more before finishing, maybe having the finishing animation prolonged a bit as well or just have control yourself, like in the old hentairella flash games.  It's also just preference, so not so much of a critique, so it's up to you what is your target audience. I guess my expectations imply relying less on the gallery is what I'm trying to say. Cheers!

(+1)

Overall great game, and I'm excited to see what the next build will bring. I think the animations are great, the level design and difficulty are really close to being incredible, and as in contra itself the power ups feel incredible even if I'd like for them to be available more often.

It might be a good idea to have a gangbang animation so that groups of enemies don't pause the game for a literal minute? And as mentioned by the people below, a way to skip animations would be nice.

In regards to being able to see the animations, getting coins is a lengthy process and I was only able to gain the funds for 2 despite having beaten the game and gone on the higher paths when available. I don't really think the coins are necessary at all tbh- the game has enough longevity as is due to multiple paths and difficulty, so this just feels a bit grindy instead of encouraging exploration and replaying.

Speaking of secrets, I think that the game should allow for backtracking in cases where the player isn't choosing between power ups. An example would be the third level- I spent a BUNCH of attempts (possibly a dozen?) trying to get past the red fliers on the pipes, since getting hit once would force me to restart the level if I wanted another try. And by the end, it wasn't even worth it since it ended at the same place the path below it did, with the path below THAT only missing out on two coin boxes and the very bottom path actually having a power up. Having the ability to just climb back up would have gone a long way towards making that area less frustrating.

Finally, while the final boss is pretty neat the first boss is bland. There's no apparent h animation, the tentacles aren't telegraphed so the main strat becomes strafing back and forth, and the boss takes and INCREDIBLY long time to kill. It's not a hard boss despite this, since there's a few seconds between attacks, but it does get a bit boring.

(+1)

Thank you for your kind words and feedback as well as taking the time to leave a comment! I appreciate all of them greatly! You bring up a lot of excellent points about the game.

Gang bang animations are being worked on for exactly the reason you cited and the ability to break sex scenes is in the current subscriber build. I am planning a new public release very soon that would include it, a new power up and some updated gameplay animations very soon!

I am always balancing the costs for gallery however at the same time I am still implementing new ways to get coins in game that should help make the process quicker. There will always be more coins in the upcoming levels!

The issues with the boss you mentioned are being worked on, the good news about him though is I am making progress on his sex scene animation and it is the next one to go in game. I want to implement a better signal on the tentacle attacks that alerts the player sooner I just need to spend the time on it, but it is on the list!

Also a tip for that boss he dies if you kill any segment of him with 15 shots. He takes forever if you hit every segment with 14 shots but if you shoot him in the head 15 times he is dealt with pretty quick!

As for exploring levels I like that they are a bit one way and linear. At some point I am adding a stage select so that would serve as a quick way to play a specific level again. I am also still feeling out level design and have more stage elements to build that will enhance stage design!

Thank you for playing the game and leaving feedback! It is always a huge help!

(+1)

I think a stage select would also work wonderfully. 

Besides the classic contra machine gun and spreadshot, what other weapons do you have planned? Anything from metal gear or commando 2-4? And is a customizable loadout something that might be possible in the future, where the base weapon changes with some tradeoffs?

(+1)

homing shot is in the current subscriber build and I really want to add a flamethrower as a power up. I have also been working on screen clear bombs to use.

A customizable loadout is a fun idea but since this is my first game I am going to need to keep the weapons simple and straightforward for now. Maybe when I am better at making games we'll see Goop Troopers Tactics!

(6 edits) (+2)

Has potential, and I really like the concept of this game as a big fan of Contra and Metal Slug. There are 2 major criticisms I have though. 

First, the level design and hitboxes could use work. A lot of the time you just end up sitting in place shooting the basic enemies as they pop up, and the only other type of enemy that appears frequently are the green troopers who shoot projectiles every little while, but often you can kill them before they even get to attack once. As for the hitboxes I feel like the characters are bigger than they need to be and it leads to enemies on platforms above you being able to clip the top of your character's hitbox, which is quite annoying.

I think there needs to be a greater variety of enemies, and they should focus less on durability and numbers, but rather attacking you in different ways that require different responses, be it running left or right, ducking, or shooting to destroy a projectile, halt their movement, etc. Shrinking the characters a bit would also allow for more interesting layouts and complex attack patterns too.

The other criticism I have is that the animations are inconsistent in their quality and overall rough. Most of the gameplay-related animations have far fewer frames than the sex animations, and that isn't inherently a problem but they're also quite stiff. Shrinking the characters would allow for more dynamic animations without being too inaccurate to the hitboxes. 

As for the animations that are smoother, including the sex animations, being smooth is a good thing but I can't help but notice some of the animations look the same as Mortal Kombat, and I get the sense these animations may have been traced off those. The smooth animations in general also seem less detailed, like less time was spent on each frame. If the in-game animations had the same level of quality as some of the promotional art this would be great. Using other animations and art as reference is fine, but if the animations are basically traced that's a big no-no. The only sex animations involving humanoid characters makes this seem more likely.

Making more fitting animations with that same smoothness and more attention to detail with the ample sprite size could make for some really nice sex animations. Branching out to non-humanoid enemies and such would be good too, such as the first boss having one involving its tentacles that come up from the ground. A lewd contra-style game would be great and I just want to see this game reach its potential so I hope I'm not being too discouraging.

Two other things I think would be good to add are firstly making it so you only grab onto a pipe/pole when pressing/holding up, because automatically grabbing it when you want to fall can get you hit by enemies or projectiles you'd otherwise avoid. 

The other is that when it comes to sex scenes I think they could be a bit longer so if you see one during an actual level you like you can properly enjoy it, but at the same time there really needs to be a way to skip them. In certain sections where there are a lot of enemies you can get stuck watching the same 1 or 2 animations for a few minutes because you're unable to skip and any enemy that encounters you will wait in place until they can have their turn.

Thank you for your feedback and interest in the game! You have brought up some great points about hitboxes and game elements to look at for polish.

This is a one man project and I am doing my best to manage as much of the development as I can. Some of the animations especially gameplay based ones are over a year old and come from a place of development where I am just seeing if I can make something that even works! I have definitely spent more time and frames on some animations than others. There are a lot of animations to be replaced as they are completed.

I am trying to improve every aspect of the game in development. My current goal is to finish the gameplay levels and then to go back and polish the game once everything I want is in. So of course there will be more enemies, modified level designs, fully realized bosses and more! I'm also currently working on the tentacle scene, who's going to put a tentacle in a game like this and not use it!

Thank you again for your input and interest, I am doing my best and I hope you enjoy the final project!

(2 edits) (+1)

Thanks for responding, and those older animations not being as polished is totally understandable. Getting a foundation in before going back to polish it sounds like a good plan. While it's rough now I have high hopes if the stages and boss fights can get anywhere near as cool as some of the stuff in later Contra titles or games inspired by the series like Blazing Chrome and Super Cyborg. 

I'm no game designer, but planning out the different level themes and boss fights even if you don't implement them on the first version of the level seems like it would make it easier in the long run. Of course it will be a challenge to have it both be cool from a game perspective and also work as porn, but I'm sure you have some ideas already. Looking forward to seeing what you come up with.

Also on the subject of animations, when you do polish some of the older animations I think two things that would be nice to see for the MC are:

A: Altered animations for when you have a non-basic weapon with a bigger gun, similar to how Metal Slug handles it.

B: Visible force from the firing of the gun, which would make the animations both less stiff and sexy, as in the character's torso and shoulders could be pushed back slightly from firing the gun, and at the same time her T&A could jiggle slightly from the force travelling through her body.

(+1)

Very nice Contra inspired H game. I can't wait for further H animations and game over scenes. If you have any difficult situation with development, let me help!

Thank you! I have some good news coming out pretty soon then! I've enjoyed the gifs you have made and I got to play Rebeloid a while ago!

I would love to see you team up.

(+1)

Cool to see a run'n gun with H content! I made a couple of prototypes with similar ideas and I was wondering why there are so few of games like this. I'll be watching this closely!

Thanks for checking the game out!

The biggest problem with an action based adult game is they are tough to play 1 handed! I think that's why developers focus on visual novels, management games and rpgs.

I somehow disagree with that. If your game is meant to reward the player by losing ( which is perfectly fine in an H game ), it doesn't need to be tough and therefore can easily be played 1-handed. People who believe that haven't tried hard enough or simply don't know about key mapping.

Anyway, your game has very good ideas and I hope you will go as far as you can for it. What game engine are you using btw? I'm guessing GMS but not sure.

oh btw i forgot to mention before you should make a subscribestar page due to patreon being quite toxic towards adult game now especially ones like yours sadly https://subscribestar.adult/stars?_page=true also if patreon does give you shit don't bend the knee to them its not worth it.

(+1)

Got a few questions. 

1). will there be other enemies if so what kind?

2). will there be sex sounds?

3). will there be cum effects? (or goop as these dudes are)

1) I absolutely want more enemies, I have a few ideas but right now my bottleneck is art. I've spent a long time implementing that first enemy and his first sex scene, I wanted to do 2 scenes per enemy so everyone I add compounds the amount of work quite a bit.

2) yes there will be sex sounds at some point. I've been looking into some royalty free effects but in a perfect world I'd be able to afford a voice artist.

3) I want to find an effect I'm happy with for that. I've tried a few sample effects but I haven't found anything I'm 100% happy with. The sex animation in game now isnt even finished yet, I need to finish up facial expressions on both characters.

Thanks for checking the game out!

thanks for the reply mate, ill keep an eye on this one :)