Familiar Finders
by Impy
2D Game
2DCG
Adventure
Fantasy
Futa/Trans
Lesbian
Male Protagonist
Monster
Monster Girl
Netorare
Point & Click
Possession
Pregnancy
Puzzle
Turn Based Combat
Voyeurism
Warning! This game contains sexual content! Adults only! Most erotic events in this game are of NTR or voyeuristic nature. This game is still in development! An energetic soldier and his beautiful nomad companion enter an enchanted wastelands in search of magical familiars for the army.
Screenshots
v7a
Bug Fixes
Fixed vampire summoning event requirements.
Added mushrooms to Howling Grove maps for familiar event.
Talking to Yuna and other events you see in the tutorial will now save when you exit out of it.
Balance Changes
I made a fairly impactful set of changes to encourage more thoughtful leveling and faster early progression. I have tested various maps and all puzzles, and I feel like this is a good final piece of game balance.
Increased xp gain for scouting anything by 1.
Scouting higher-level encounters costs 1 more energy and scouting lower level ones costs 1 less.
Reduced levels of all familiars by 3, increased scouting needed by 10 for Silly Elephant and 2 for all others.
Reduced level of all rivals by 1.
ALL items now reduce scouting cost by 1.
Ghost Tricks spell now halves next scouting cost of main target.
Heavenly Sight now recovers 5 times the energy and spell charges (was 6).
Level drain now recovers 3 energy (was 4).
Reworked "Floodwater Swamp" puzzle map.
Few other small map adjustments.
Other Changes
Added generic scouting events for rivals.
Energy cost modification info is now shown in the results text.
Tightened map obstacle distribution values, some of previously common sites were now too rare.
v7
New Additions
58 animations.
8 new maps inside 4 puzzles.
More ground terrain variety.
Balance Changes
Fast map completion quests no longer count dark tiles blocked by walls or water, but have lower requirements.
Awaken Vampire spell no longer gives extra actions for adjacent creatures, vampires now scout creatures for free with a growing 60% (was 90%) bonus.
Increased loyal golem bonus to 80% (was 70%) scouting.
Slep: now gains 2 (was 1) piety from skipping dark tiles, but no longer counts impassible tiles.
Slep: "Nightfall" no longer counts impassible tiles.
Slep: piety gain for exploring tiles while at max energy replaced by piety per each energy point gained beyond limit.
Orni: reduced piety gain for using fongo fruit to 20 (was 25).
Orni: "Dance of Spores" scouting bonus is now 70% (was 80%), amanitas collect extra leaves.
Cock: "Confession" no longer checks for dark impassible tiles.
Cock: "Conditioning" increases max energy by half of the overflow (was 4 per bead).
Rocky: "Instant Erection" no longer requires for the walls to be visible.
Fluf: "Scarecrow Servant" now scout crows for free, and has a 90% (was 60%) bonus.
Marybane: reduced piety gain for revealing anomalies to 7 (was 8).
Marybane: "Curse Party" can now spend a full prism to create a bonus anomaly. (This is meant to be both a piety boost and a punishment for overextending your stay. It was too easy to stock up on movement spells to have a reliable escape plan if the map got overfilled.)
Pillar of Eyes anomaly no longer reveals other anomalies. (While possibilities of a cascade were an interesting danger, this effect was too beneficial for Marybane followers.)
Spatial Rift anomaly now pulls everything (was half of everything).
Shovels now work on meadows.
Reworked "Haunted Pyramid" puzzle map.
Adjusted "Goddess Garden" puzzle map.
Various other small puzzle map adjustments.
Quality of Life Changes
Added hint lines for walls on shadow map.
Shadows now show magic orbs types.
Allies will no longer approach encounters they cannot scout.
Pull effects from "Ghost Tricks" and Spatial Rifts will not move the target if the new position is farther than the old one.
Bug Fixes
Fixed map generation bug that biased some obstacle types.
Eerie Lights and Wriggling Thing anomalies no longer affect dark tiles as intended.
Any selected items or spells now deselect when encounter interaction buttons are pressed to prevent potential issues.
Other Changes
Spell animations can now play for solo companions.
Various small adjustments for art, text, and other assets.
v6c
Changes
5 new events, one with each of the new familiars, and one for finishing the Overgrown Tower with Zuzu.
Fixed major map generation bug where it gave up one step early in trying to make paths, leading to occasional creation of awful maps.
Added fongo tree to 3rd Fluff Haven map for Zuzu and Gwynn solo search scene unlocks.
v6b
Changes
Improved a few map layouts to increase fun and reduce chances of bad generation.
v6a
Changes
Fixed bug where all map areas were open from the start.
Fixed bug where restarting the game after loading didn't clear the selected familiar.
Broxi and Baeri, coins now give 3 piety instead of 4.
Couple of minor map adjustments.
v6
New Additions
21 new animations.
13 maps split among 2 new areas and 2 side-paths.
2 gods.
6 divine powers.
4 familiars. (2 return from from an earlier version with new powers.)
4 trader encounters.
A sky tileset.
A story event and 6 books of lore.
4 quests. (To unlock and explore new areas.)
Balance Changes
Haunting Tune spell changed to Binding Waltz. Now pulls two horizontal encounters together. (Old effect was oddly specialized and more useful for scouting than moment.)
Equal Exchange and Ghost Tricks spells can now target any type of encounter.
Land Twister spell can now target walls.
Slep, leftover darkness now gives 1 piety instead of 2.
Orni, piety for fongo fruit now gives 25 instead of 30.
Wayvy, Downpour now counts the new puddles as part of the total amount.
Nosy familiar and Starfish familiar now have more commonly available favorite items.
Familiars that give starting piety now give 6 per trait level instead of 4.
Fluffy Dog familiar now gives 4 max hp per trait level instead of 2.
Changed "Goddess Garden", "Thirsty Animals", and "Archipelago Dance" puzzle maps to add new trade spots and make them a bit easier.
Shovels are now effective against slimes.
Adjusted some other item scouting effects.
Quality of Life Changes
Allies now consider diagonals as being closer than two straight tiles when moving closer to scout something. (This will make precise actions such as pushing boulders a lot more predictable.)
When swapping with an ally, other allies will not move. (This makes it easier to choose scouting participants.)
Trade encounters now show the amount of uses remaining.
Bug Fixes
Fixed bug where anomaly info could be visible even in full shadow.
Fixed bug where Piper being taken to a lair would skip the story segment.
Fixed bug where slimes from anomalies could be placed on top of allies.
Fixed possible bugs where lairs could potentially be moved.
Other Changes
Various changes to map layouts and available encounters. New start locations.
Art changes for some traders. (They still do the same actions.)
Art changes for signs, replaced them with books.
Broxi and Baeri unlock got moved to a side-path in Howling Grove.
Improved lair placement code.
Improved map initialization code.
Various other code improvements.
Cliff renamed to Mossy Cliff, and is now counted as both rock and plant for piety rewards.
Wayvy, "Cascade" description now specifies that it creates impassible water.
v5c
changelog
v4
New Additions
45 animations for new and older events.
New school of magic with 4 spells.
Gallery.
Status bars that show predicted results from scouting actions.
Scouting reworked, each encounter now needs a set number of actions sped up by skill. Map difficulty contributes towards skill requirements instead of encounter levels.
Balance Changes
All encounter scouting requirements rebalanced.
Scouting skill power bonuses lowered for spells that hit multiple targets. (They became too strong now that scouting has a set amount)
Allies now reduce scouting costs by 1. (This is meant to make allies more relevant in harder maps and keep summoning spells competitive).
Encounters now have a minimum energy cost of 2.
Rebalanced stats of all allies created by spells and god powers.
Whispering Winds spell changed, it now hits two targets that have empty space between them. (Now that multiple targets are rewarded the spell felt a bit situational and weak).
Whispering Winds spell no longer gives Wayvy piety for empty tiles.
Gods now gain piety for scouting attempts rather than successes.
v3
6 rival lair events.
8 search events with variations for Gwynn and Piper.
6 familiar sex events.
2 dialogue events.
Companions can be impregnated.
Familiar are now unique, each can have its own set of traits from a pool of 35.
Added 58 different quests, removed shop level progression system.
Added items for upgrading familiars and map levels.
New spell prism type with 3 spells.
2 new gods.
9 divine powers.
5 allies and code support for different allied units.
2 encounters.
5 familiars.
An info panel that shows quest and familiar info during expeditions.
Balance Changes
Zuzu has weaker scouting assists, but can find extra items.
Slep, "Burning Wisdom" now refunds some piety after spells are charged.
Fluf, "Furry Friends" now summons 3 bunnies.
Changed mattock to grapnel. (There was too much overlap with what shovel did, and I wanted to add a tool specialized for collecting fruit.)
Trees will now give you branches as the default item. Palms still give you leaves.
Rebalanced item powers in various encounters.
Various map encounter set adjustments.
Other Changes
Added flasks as a new item type.
Temporarily replaced two familiars (They'll be back in future maps).
Bug Fixes
Fixed bug, Crow Hill would show a scene with Gwynn at the lair regardless of your companion choice.
v2
8 rival lair events.
A new friend, and an option to choose your companion.
3 religions with divine commandments and powers.
You can take familiars with you, each has a unique effect.
New expedition planning screen.
A new school of magic with 3 spells.
A new rival.
2 maps.
12 encounters.
3 items.
3 dialogue events.
Game progress will now be saved.
A couple of unique encounter effects.
Various smaller adjustments.
Gameplay Changes
Prisms charge from left to right instead of all at once. Spells require half of the previous number of charges. (This saves some trouble with being forced to use spells when they charge, and adds strategy to how you set up your prisms.)
Instead of giving bonus xp, scouting a rival gives a free xp level on the next map.
Various balance adjustments and encounter set changes in most maps.
Power of all scouting spells buffed.
"Heavenly Sight" slightly buffed.
"Land Twister" now halves the scouting cost of the central tile.
Leftover darkness now gives a bonus if you caught a familiar.
Starting tiles in each map no longer give spell charges or energy.
Tools reduce scouting costs by 1.
Rivals beaten by spells will still split the party in the next map. (Proximity of your companion still counts for who gets taken!)
Bug Fixes
Fixed level scaling not working as intended. System was rebalanced.
Player now explores surrounding tiles if moved for any reason.
Fixed old bug, allies did not get shown in exploration.
Quality of Life Changes
Info text shows the items and xp you gain after scouting.
Items get added or taken from the smallest stacks first.
Added sound effects to expedition menu.
v1a
New Content
2 new events.
Party will now split up after scouting rivals.
2 new trader locations.
1 new animal encounter.
Added silhouette shadows for encounters in nearby tiles.
Bug Fixes
Game waits 1 frame before loading new maps or menus. (This may help with a freeze bug that I haven't been able to replicate.)
Fixed bug where coins would only be subtracted from a single stack.
Fixed visual bug of spell textures not updating correctly when switching maps.
Fixed bug where scouting spells removed half cost status from encounters.
Fixed bug where scouting spells gave items.
Fixed bug where tools got deselected on use.
Fixed bug where dialogue animations did not always get cleaned up properly.
Discovery events now play when stepping close for first time instead of revealing shadow.
Items prioritize being added to slots that already have them.
Items are now subtracted before new ones are added when scouting.
Some visual bug fixes in interface.
Balance Changes
Rocks and sticks no longer recycle into more rocks and sticks.
Rebalanced recovery spell energy amounts.
Orbs only charge 1 spell. There's more of them now.
Rival positions are revealed.
You no longer return home automatically after capturing a familiar.
Rivals give bonus xp.
Various encounter rebalances.
Quality of Life Changes
Dialogue now waits for a frame after playing to reduce the change for misclicks.
Dialogue character names now have unique colors.
Added description to trader locations.
Various art and text adjustments.
[Final] Ok game, but too boring for me. -Story, Originality You go around and pick up stuff... And h-content? -Renders Fine 2D art. -Sound Some basic sounds and music. -Playability Go there, go here, collect resources and interact with something... -Performance Works perfectly. -Bugs Didn't see any. -Animations Good 2D animations. -Voice Acting No voices. -Grammar Didn't see any mistakes. -Amount of content Probably a lot of different h-scenes, but the gameplay is too dull. Saw a lot of games from this author and all of them seem boring...
Dev has always made questionable games and this is probably the most questionable one by far. Game is incredibly poorly explained, gameplay is uninteresting, grindy and roguelike, you spend hours on stupid tasks for one frame of pixelart. This is neither a good game or good porn, I don't know who this is supposed to be for.
love all your games, always a fan of all the voluptuous futanaris the cow nun, the auntie trying to take over the bastion, horse girl, sword users, all really hot. I still find the apparition of the rock heart to be the sexiest even though it isn't a futanari, something about a being creating apparitions to help satisfy it's lust is great.
Boring, tedious, poorly explained. Either get to the sex or make the gameplay actually fun and enjoyable. It feels like games from this dev always have potential but they have all been the same with new and less interesting characters.
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