Sinher

by ElliseArt

Uncensored Windows
Versionv0.53.5 Alpha
EngineOthers
Released2026-05-31
Updated2026-06-01
LanguageEnglish

SINHER© is an adult side-scrolling pixel art adventure in the metroidvania and eroge genre. It's inspired by games such as Dark Souls, Hollow Knight as well as Stardew Valley. Gameplay Spoiler

Full ChangeLog v0.39 ♥ Shadow Eye Enemy updated • New attack / behavior • New H-Anim The Shadow eye will alternate between shooting projectiles and launching itself towards the player’s position. Should the player get hit, there’s a chance the new H-Anim will play. ♥ Enemy respawn system An enemy respawn system has been implemented, meaning all enemies should respawn upon player death and when reloading from last checkpoint. (Finally!) Fixes: - Fixed an issue causing the player to get stuck when climbing down ladders (Hopefully this issue is fixed for good now) - The Shadow Eye’s projectiles now destroy upon hitting collissions (walls, floors) - The Shadow Eye’s projectile has a more precise hit-box - The boss door for Wrath no longer open and close when pausing or opening the inventory - One of the mushroom springs in level 2 now bounce you higher so that you can get up to the ledge without attacking mid air v0.38.2 - Fixed an issue causing the player to get stuck in the big slime and its H-animation until death - Fixed an issue causing the wrong animation to play when an H-animation starts, either when being hit by an enemy or using the charm ability - Fixed an issue causing the H-animations to play when the player respawns after dying to an enemy - Fixed an issue causing enemies to spawn on top of the player after dying - Fixed an issue causing the game to freeze in one of the bigger rooms in level 1 - Fixed an issue causing the player to get stuck in the wall when going back to a previous room in level 1 v0.38.1 This is a small fix addressing an issue with the doors for the Liber Umbrarum boss fight preventing the player from accessing the boss fight after dying. v0.38 ♥ Rework of level 1 : All ‘rooms’ in level one (dark cave) have been rebuilt in order to create a level that’s better designed with the player in mind. ♥ New environmental items; • Doors made specifically for the Liber Umbrarum bossfight • Breakable wall blocks that blend in with the environment to hide secret paths and items ♥ New enemy: The Shadow Eye. The purpose of this enemy is to introduce parryable projectiles before encountering the first boss. (Liber Umbrarum) Comes with one Hentai animation. (It’s second hentai animation will be in the next update as usual) ♥ Changes to the tutorial: Along with rebuilding level 1, the tutorial which is a natural part of it has also been changed (again, I know) to teach the player the basics in a non-invasive manner. ♥ New dialogue when talking to Lise in level 1 ---------------------------------------------------------- New enemy New tutorial window Fixes: -Fixed an issue causing the player to not climb when pressing ‘up’ whilst standing by a ladder, also fixed another issue causing the player to get stuck when climbing down. -The D-pad can no longer be used for climbing ladders (other movement isn’t bound to the D-pad so this made most sense) -Brittle platforms now break much faster -Names should now be easier to see whilst the dialogue window is open Things to know before playing + known issues and bugs: ♦ Jump attacks are a work in progress and currently serve no purpose ♦ Darlissa may get stuck in the wall on the first boss if hit by projectiles while parrying with her back touching the left wall. ♦ Some enemies turn into other enemies when starting an H-animation. This is not intended. ♦ When wearing Lise's Gift the regular jump attack displays the wrong animation. ♦ Sometimes when getting caught by slimes the player is stunlocked in the animation even after getting out of it. As always, thank you so much for any feedback and bug mentions, and as always you so much for playing! v0.37 ♥ Graphics for keys ( keyboard) has been added anywhere keybinds appear. (Main menu, controls menu, pause menu, tutorial text and basically anywhere else you’d see key prompts.) Graphics for button prompts have also been implemented for controllers in the same places where it applies. Other key changes include:-Added effect for key prompt appearing when in a regular H-animation. (Button displays larger when pressed and eases back into normal size) Tutorial text has been aligned to the bottom center of the screen and keys now display at an intended distance from the text. -"BACK" text and key/button prompts added to most menus where it applies ♥ New types of platforms! - Brittle platforms - Jump through platforms These two have been added and implemented in t emporary places throughout the first level in preparation for the level rework. (This means the entire level will be rebuilt as it’s not ideal at the moment, but the new platforms have still been placed in the level so they can be tested in this build.) Other fixes: -Fixed an issue causing an overlap with the “RETURN TO MAIN MENU” text when selecting Controls from the main menu using a controller -Added the option to climb ladders using the left thumbstick + additional fixes for ladders -The door before fighting Wrath should now open and close as intended. -New sounds for Infernal minotaur and chests -Fixed an issue causing the 'Controls' page in the main menu to crash when configuring keys if a controller button is pressed at the same time v0.36 ♥ Ladders! Added ladders. Press 'up' to climb up & 'down' to climb down, pretty self explanatory. You can also jump from the ladders and holding ‘parry’ lets you glide down the ladder quickly. • Reworked one of the rooms (first level) to have several ladders so they can be tried out. Please note that the levels will be reworked entirely in preparation for the Demo & meaning the positions of any ladders are not final. (Nor are the positions of most tiles/enemies/objects in the game overall!) ♥ Dialogue window appearance reworked & larger portrait art has been implemented, including new art for Darlissa (the player) & Lise! Bonus: See what happens with Lise’s portrait once she’s given you her clothes! Additional fixes: -Fixed an issue causing souls to veeeery slowly move upwards one pixel at a time. -Fixed an issue causing souls to follow the player despite the player having a full heart bar -Fixed an issue with the floor collission situated too low in one of the rooms in Wrath’s level. -Fixed an issue causing the ‘up’ button to not work when selecting a choice during dialogue -Fixed an issue causing the ‘interact’ button not to work to forward dialogue v0.35 ♥ New H-Animation for the Infernal Minotaur specifically for the charm ability Infernal Minotaur fixes: - Added missing sounds to the Infernal Minotaur enemy - Color change to the torso outline of ALL the Infernal Minotaur’s sprites - Fixed an issue causing the Infernal Minotaur to not die when HP has reached 0 or below whilst being charmed. ♥ Two new backgrounds to use for the Gallery (Gallery Versions of the build only), one for each level. Fixes: -Fixed an issue witht he HP bar extending beyond the HP-bar frame when wearing 'Lise's Gift' - Fixed an issue causing the wrong sprite to display when dying whilst wearing ‘Lise’s Gift’ - Fixed an issue causing hearts to remain when killing enemies while they are charmed - Fixed an issue causing ‘Press any key...’ to remain on screen whilst the game is paused - Fixed an issue where if the inventory is open whilst pressing pause, part of the UI remained unblurred. - Relationship menu (which would open whilst opening the inventory) has been removed. (Please note, giving gifts to Lise still works and the equipment reward remains.) v0.34 ♥ New enemy: The Infernal Minotaur & with him comes a new H-Animation that can be triggered. Please note that the second H-animation is not yet implemented but is the animation with the highest priority to be implemented as of now. ♥ New obstacle: Fire Traps. Projects a stream of fire at timed intervals. Avoid or get burned! Being hit by fire harms the player for 1 damage. ♥ Two new rooms to traverse in Wrath's level. (These both feature the new enemy & fire trap) . ♥ Added a system that prevents enemies from getting stuck in walls after catching the player in an H-animation. A necessary addition as the previous system wasn't very reliable. Please note that the infernal minotaur is missing sounds & this is not intended. Very sorry for this. (Headphones stopped working, ordered new ones which will arrive in a few days..!) //Love Ellise ♥ v0.33 ♥ The charm ability now stuns enemies for a period to let the player choose whether or not to engage in a H-animation with them. Once charmed, the enemy will remain stunned for 10 seconds. This gives the player a few choices; Walk up to them and press interact to start the H-animation, attack the enemy, or simply walk past it. Note: The small green tentacle can no longer be charmed as it was initially intended to be a trap, rather than a regular enemy. ♥ Keybind prompts for the 'interact' button now instead display icons when close to interactables when playing using a keyboard. The bound 'interact' key now also accurately works for all interactables. At first I was intending these prompts to display whichever key you've bound 'interact' to, but found that when bound to certain keys it didn't look particularly pleasing. (For example, Print Screen, Enter or Backspace) A large and wide key displaying every time you walk past an interactable seemed a bit clunky so the option was between making the key prompts smaller or simply using icons and I opted for the latter. Please note that the visuals for these icons may be changed in the future. (Likely soon, but we will see.) For controllers, the prompts remain unchanged. ♥ The pause menu has recieved a slight update. The font now matches the main menu, background blurs and "PAUSED" has been removed from the middle of the screen. ♥ Fixes: - Minor update to Darlissa's face to make her look a little less 'angry' - Souls and other items no longer animate while pasued. -Tutorial strings also no longer trigger whilst in the pause menu. - When opening the Inventory whilst standing on a savepoint and pressing interact to use in item, the game no longer inaccurately saves. - New font in certain places, fx, tutorial strings. - Firebombs now accurately disappear if the player dies, or Wrath is defeated. - Prompt to "Press 'E'..." at the start of the game has been changed to "Press any key..." when playing using a keyboard. - Fixed an issue causing the keybinds in the pause menu to disappear when loading a saved game from the start menu. - Fixed an issue causing keybinds to not update to the new key set in the main menu when checking keybinds in the pause menu - Fixed an issue where music didn't change after loading from one room to the other - Fixed an issue causing souls to not collect if the players Heart-bar is full (and instead keep flying past the player indefinitely). Happy holidays & happy new year! v0.32 ♥ Wrath/Ira has recieved several changes, most notably to phase 2 that alter how the fight is played: • A new attack where she flies upwards off screen and summons a large skull which she smashes into the ground (lethal attack, but easy to avoid), breaking into pieces/additional projectiles to be avoided. • The segment where her entire sprite spins into the air is reworked entirely. She will now spin along the walls instead- with a chance to start from either top right or left. • Added a short animation before she dashes to give the player more time to react • White outlines are added for her parryable attacks • Added an electric animation around her hands when casting thunder • Camera now locks when the fight begins • Fireballs now travel faster • HP increased from 40 to 50 • The boss door locking behind the player now accurately displays unlocked after the fight is over • Wrath's H-animation is now initiated by charming her after winning the fight and talking to Liber Umbrarum ♥ Hp Bar Reworked: Removed the portrait and created a thinner more sleek HP-bar, which extends when your HP increases ♥ Liber Umbrarum • Fixed the angle on projectiles to reflect the direction they're going in • Changed the spawn point of the tentacle attack to be beneath the player More changes to this fight are likely to happen ♥ Hearts that could be found across the map are now souls and will be absorbed if the player is close enough ♥ Death animation sprite that appears when killing enemies is also replaced with a new one to fit the soul-theme of the new "hearts" ♥ Updated Player Sprites The rest of the player character's sprites have been updated to look more refined and polished to match the updated attack animations. (Run, Crouch, Jump, Fall, Charm)x2 Good to know before playing 0.32: • Remember to use Parry when fighting Wrath. (Any attack or projectile with a white outline can be parried.) • Gifts can be given to Lise to either increase, decrease or leave the relationship stat unchanged. As of now, you get a reward at level 3. Known issues and bugs: Priority: Default keybind ( [E] ) displays when near interactables, despite being bound to a different key. Priority: Sometimes when getting caught by slimes the player is stunlocked in the animation even after getting out of it. - Jump attacks are a work in progress and currently serve no purpose - Darlissa may get stuck in the wall on the first boss if hit by projectiles while parrying with her back touching the left wall. - Some enemies turn into other enemies when starting an H-animation. This is not intended. - When wearing Lise's Gift the regular jump attack displays the wrong animation. - Souls keep flying if approaching them with an almost full bar. I hope you enjoy this update and as always, thank you for playing! ♥ // Love Ellise v0.31a ♦ Tutorial reworked The previous tutorial has been removed and replaced by lines of text appearing when the player is facing various obstacles. Please be aware that the tutorial, while in game and functional, is still a work in progress. Ideally, I want an experienced player who is familiar with the controls to not see any tutorial text, because the game senses what actions you take and for someone who might need a reminder or helpful advice to recieve it. Currently tutorial text displays at five points in a playthrough- provided the player is in the room where the tutorial will be displayed and has yet to use the function of the button in that room. Current tutorial strings exist for: Jumping, Attacking, Using Charm, Parry/Deflect projectiles and Parrying attacks. Going forward I will continue to develop the tutorial and make it 'smarter' and better. ♦ Along with the tutorial is a new room right after spawning, I created this for the purpose of the attacking tutorial string (which is easily skipped/missed by attacking before the string appears, which is fully intended). ♦ Fixed an issue causing crashes when trying to use items. ♦ Fixed missing keys in the keyboard controls in the pause menu. ♦ Fixed an issue causing the player to get stuck after exiting pause/dialogue/inventory. Good to know: ♦ Remember to use Parry when fighting Wrath. ♦ Gifts can be given to Lise to either increase, decrease or leave the relationship stat unchanged. As of now, you get a reward at level 3. Known issues: ♦ Darlissa may get stuck in the wall on the first boss if hit by projectiles while parrying with her back touching the left wall. ♦ Some enemies turn into other enemies when starting an H-animation. This is a bug. ♦ When wearing Lise's Gift the regular jump attack displays the wrong animation. v0.30 ♥ New Pause Menu. A new pause menu has been added with options to load a previous checkpoint, view controls and return to Main menu. ♥ New H-animation for the green slime enemy, trigger the animation by using the charm ability on them. ♥ Cancelling H-Animations has been added to the game. It can be done by repeatedly pressing attack once the animation has started. (Don't worry you will know when it's possible.) ♥Updates to attack animations: All attack animation has recieved updated sprites to make the attack's hitbox more clear and (hopefully) visually pleasing. The sprite for Darlissa in these animations have also recieved polish to all frames. (A lot of work! But it's been needed.) Along with being visually updated, I've shortened the range for the attacks in hopes of improving how the game feels to play. ♥ Updated art for hit effects: A handful of new sprites have been added to replace the previous hit effect. ♥ Jump attacks added. Darlissa can now preform attacks while in the air, including left/right and downwards. There will be further updates to the jump attacks, as well as places where they will be useful, so bear with me and know that you're not looking at the final product here. _________________________________________________________________ Fixes/Changes: - Keybinds now display correctly in the pause menu - Fixed an issue causing keybinds to revert - Fixed an issue causing the player to get stuck in walls in certain places. Known issues: - Darlissa may get stuck in the wall on the first boss if hit by projectiles while parrying with her back touching the left wall. - Some enemies turn into other enemies when starting an H-animation. This is a bug. - The pause menu is a work in progress and may be buggy. - Only Keys A-Z will show up in the current pause menu (meaning some keys will not be displayed, however they still function properly and can be viewed in the Controls menu when accessed from the Main Menu. _________________________________________________________________ Good to know before playing: ♦ Parrying is essential when fighting Wrath as her dash attack cannot be avoided. ♦ Gifts can be given to Lise to either increase, decrease or leave the relationship stat unchanged. As of now, you get a reward at level 3. ♦ Loading an old save in a new version may cause issues. v0.29. 1a Play up until Wrath and defeat her to unlock her adult animations. IMPORTANT: - Attempting to load a save from a previous version may cause a crash. - You will need parry Ira to beat her. The parry button is 'Shift' or 'C'. - The game is in a very early stage, what you see now may be subject to change. v0.29 Keybinds menu! This the most major change since the last update and can be accessed from the main menu. This lets the player select their own keybinds for a keyboard which is something that had been continuously requested. There's also a controls page for those that play with a controller. Note that only keyboard keys can be playermapped..! ♥ A new H-Anim has been added for the Lava Slime Girl. To trigger it, hit her with the charm ability. This can, like the other H-Anims be viewed in the gallery, provided you have access to it. On top of this, there's also some fixes to a few stubborn bugs that should make the game feel much smoother to play: ♥ Fixes/Changes: - Fixed an issue with collission causing the player to get stuck on 'corners'. - Fixed an issue causing the player's attacks to be slightly delayed - Fixed an issue causing too many dust particles to spawn v0.28 New additions/Major changes ♥ A new room has been added before the first boss, including a save point. ♥ The charm system has been reworked and new graphics have been added for the resource bar. When you attack enemies, your bar will fill up, and when you have gathered enough resource, you can spend it with the charm ability. In the future this resource system may possibly be used for additional abilities. - The charm ability now costs 10 resource. - The resource bar now has a max capacity of 30 (previously 100) ♥ The quest tracker and its popup text as well as the quest stage text in the pause menu have been removed. Sometimes less is more. ♥ A new H-Anim has been added for the Undead Pikemen. To trigger it, hit the Undead Pikement with the charm ability. This can, like the other H-Anims be viewed in the gallery. ♥ Fixes/Changes: - Fixed an issue causing Lise to not drop Lise's Gift when meeting her the third time despite leveling her relationship. - The charm ability has been added to the keybinding list in the pause screen. - Fixed an issue causing animations to not end upon death. - The three books dropped at the start that was previously only available to Patrons is now available to everyone until there are enough items in the world to reliably find three. A few notes: ♦ Gifts can be given to Lise to either increase, decrease or leave the relationship stat unchanged. As of now, you only get rewarded at level 3. ♦ Too many dust particles occasionally spawn. (Purely visual and has no game impact.) ♦ Darlissa may get stuck in the wall on the first boss if hit by projectiles while parrying with her back touching the left wall. ♦ Remember to use Parry when fighting Wrath. v0.25.1 This is a small necessary update to adjust and fix some things. What's been changed in the game? ♦ Lava Slime Girl's projectile is now parryable and is destroyed upon hitting walls and floors to allow for an alternative way to deal with her as well as not allowing her to attack you through walls. I've also adjusted the code for when the projectile is destroyed. ♦ Sounds have been added to the Lava Slime Girl's H-animation. ♦ Fixed a small visual bug with the quest indicator for Lise after the Liber Umbrarum Bossfight v0.25 What's new in 0.25? ♥ New enemy: The Lava Slime Girl This is a brand new enemy complete with a bunch of different animation. You'll find her in the lava-level before facing off against Wrath (Ira). ♥ New H-animation: Lava Slime Girl ♥ A couple of things have been added for the bosses to make the bosses feel more like bosses: - A door has been added before Ira's encounter. After passing through it will lock behind you so that the player cannot leave the boss area. - Text has been added for impact when you defeat Ira as well as Liber Umbrarum //Bug fixes and other corrections: - Fixed an issue with the blue slimes not falling through the crack down on the spikes in one of the rooms. (I thought I had solved this, so I do apologize for letting this one slip through to the released version.) -Fixed an issue where the Pause Screen incorrectly showed Key Board buttons instead of Controller buttons. -Fixed an issue where the buttons would show incorrectly during the H-scene with Ira. A few notes/bugs: ♦ Hearts have no use yet, but are consumed when the player uses the kiss ability. ♦ Much like the hearts, the kiss ability has no use yet. ♦ Gifts can be given to Lise to either increase, decrease or leave the relationship stat unchanged. ♦ Sound may be missing in some places, but don't worry it will be added. ♦ Parry is necessary to beat Wrath. The Shadowbeast is parryable, but it's not yet very consistent. ♦ Too many dust particles occasionally spawn. (Purely visual and has no game impact.) v0.24 Key prompts displayed in game now change depending on whether you use a keyboard or a controller and not whether or not a gamepad is connected. Changes to the first level: Spikes are now easier to see and have been removed from certain places to make it more fair to the player. One room in the first level has been reworked entirely to allow for less frustrating game play and hopefully better level design. A new room has been added to the second level. A save point has been added right before you fight Ira/Wrath so you can skip the platforming sequence if you die during the fight. Lise has recieved a slight portrait update, with a few variations depending on how she likes your gifts. After dying you are no longer sent back to the main menu, instead the game continues from your last save point. Visually it may not look as smooth as I'd like it yet, but it is something I'll add polish to in the future. Most importantly for now, it does the job. //Bug fixes and other corrections: - Changes to controller support: Some issues with the controller support has been brought to my attention. I've gone over the code and adjusted it so that it should not only recognize gamepads in slot 0, which it was hardcoded to initially (please bear with me, I'm still learning) and should now cover other slots as well. For anyone using an Xbox 360 controller, everything should be working smoothly. But please notify me if you're still having controller issues. The other issue with the controller pressing in any direction by itself should now also be solved with the deadzone. Note: The default controllers for Windows are Xbox controllers and therefor the game will display the Xbox equivalent in the key prompts. Please notify me if you're still having controller issues. - Fixed a bug causing the game to crash whilst pausing or opening the inventory during the tutorial. (Pause is still a little unstable in some regards, pause with care. - Fixed a bug causing more than 1 Liber Umbrarum boss to spawn. A few notes: ♦ Hearts have no use yet, but are consumed when the player uses the kiss ability. ♦ Much like the hearts, the kiss ability has no use yet. ♦ Gifts can be given to Lise to either increase, decrease or leave the relationship stat unchanged. ♦ Parry is necessary to beat Wrath. The Shadowbeast is parryable, but it's not yet very consistent. ♦ Too many dust particles occasionally spawn. (Purely visual and has no game impact.) v0.21 Just a couple of small changes to make the game play as intended. - Fixed so that indicators for when you give gifts show up properly. - Adjusted the code so there should be fewer instances of the player getting stuck in walls. Note: - Attempting to load a save from a previous version may cause a crash. v0.2 So what is new in 0.2? New boss to defeat with its own area, art and animations. Added a companion/follower for the player after you defeat the new boss. New adult animation for Darlissa. This had been added to the gallery. Lise's quest and dialogue has been updated and changed. Updated the gallery page in the public version. (Changed text + Added a button for those that wish to support the development of the game.) Indicators now appear when you give Lise gifts to show whether or not she likes it. (This will be the case for any future NPCs that you can befriend.) The player's jump has been adjusted to be sensitive to how long the player holds the jump button. Bug fixes and other corrections: - Fixed a bug which caused the player to fall through the floor if returning to the previous room from the second spawn point. - Bugs regarding Lise giving out multiple clothes and not remembering quest info should be gone as her quest and dialogue is now different. - Parry has been added to the controls in the pause screen as it was missing previously. - Spikes in one of the rooms before the second save point have been adjusted to prevent the player from accidentally hitting them in a way that felt unfair. - The 'Lise's Gift' clothes have temporarily been removed and will be added back with the continuation of her quests. A few notes: Hearts have no use yet. Gifts have no use yet, except for being able to be given to Lise, however increasing your relationship with her doesn't do anything yet. Parry is necessary to beat Wrath. The Shadowbeast is parryable, but it's not yet very consistent. Too many dust particles occasionally spawn. (Purely visual and has no game impact.) Some sounds have not yet been added. v0.1 Initial Release
Jake333555 2024-08-21
0.39 Review For starters, I really want to rate this game higher, but at the state it is at this point I just cannot justify any other rating. To begin with, the art is really good when it comes to pixel art. The animations are smooth, models were also done quite nice with some details, giving us a really good looking game. As a platformer, this game is mediocre. There's nothing we haven't seen, which itself isn't a bad thing, but in this genre it's really important to keep hitboxes accurate. Yet this game has some huge problems with it. For starters, the hitbox of a flames you need to avoid is longer than the animation. I have a feeling some platforms choose to have shorter hitbox than what sprite shows, to avoid this kind of issues. But the issue is the most annoying while fighting bosses, because if you want to play this game at this stage, then be prepared to get hit by an air constantly, while the projectile itself is still an inch next to/below you. Also this game has mountains of bugs and oversights, and I wasn't even looking for them. Here's some example: Resetting back to checkpoint while in the boss fight does not restart the arena itself. It remains closed until you go back to main menu and reload save from there. Some enemies who shoots projectiles were placed too close to the obstacle next to them, resulting in them hitting the wall instead of the character. In conclusion, I think the dev needs to seriously focus on fixing existing content becaouse a game with huge potential that would get easy 5/5 went down 3 stars. If you aren't in dire need of some pixel art and platformers then I advise to wait a couple of months for further development and potential bug fixes. I'll be checking on patch notes in hopes it gets better, and change my rewiev if those fixes of what I mentioned will be applied.
ShatteredEnigma616 2024-07-16
I honestly adore this game. It has some issues a lot of games do but the dev is constantly improving what they can and that means a lot. Also this dev stays involved and even will fix issues as you bring them up to them. So yeah 5 out of 5 stars. Respect.
SinfulFantasy 2024-03-04
The platforming is a bit brutal. There's a part early on where you have to jump from little ledges to cross a lake of lava, but it becomes excruciating when you try to jump at the end of a ledge to stretch your jump out to make it to the next one, but for some reason, you just don't jump. I don't know if the collision of the ledge doesn't actually extend to the visible edge or what, but it took me well over half an hour to pass that one little section and the run back, though rather short at like 2-3 screens, got pretty annoying. Especially since I was just trying to get back to that spot as quickly as possible to retry it, but every other attempt or so, I'd get tagged by a little fire spout in the ceiling which ultimately just added annoying insult to injury. After that, I got to a boss fight that after a few attempts, I simply gave up. Having a 'checkpoint' right outside the boss fight is great, but it's ultimately made useless by the fact that healing items you use stay gone after you 'checkpoint.' If I couldn't beat the boss with my two full heal items in my first attempt, how am I going to do it without them? Sure, I could sink another fifteen to half hour in, run the fight a dozen or so times, and get to the point where I can probably beat her without taking any damage at all, but I'm not really willing to run the same 1-2 minute loop of gameplay over and over in the interest of progressing in a porn game. If you're looking for a game to sink actual time in, and invest in an actual challenge, then this would probably be right up your alley. If you're just looking for a simple pixel art game with lewd animations to play one handed with the door locked, wink wink, you'd probably be better looking elsewhere.
Mike17723 2024-01-26
Still in development, a bit glitchy, but the gameplay and the pixelated H-scenes are nicely done. There's a boss battle at the end of the demo, there's strategy involved, if you are a fan of platformers just play it, you won't regret it. Waiting for the full release.
yeahboiiiiii1 2023-12-25
good artstyle and animations, very fun gameplay and atmosphere. Everything already looks pretty polished despite being fairly early in development. tons of potential out of this one can't wait to see what it looks like finished.
HentaiGeheBoiz 2023-11-19
So last time I played it 2 YEARS ago. From those 2 years got added like 1 or 2 sex scenes and thats it. Gallery is behind patreon. Pros: -Female protag -Animated -Quality is good Cons -Development almost on par on with nude adventure -Lava parkour THAT IS HARD before last boss that IS REALLY HARD to beat if you dont know what you are doing and even with cheats takes forever all to get 1 sex scene and find out its THE END.
HeroSeaN 2023-03-05
Hello! Love this аtmospheric game! beautiful main character, good soundtrack, very interesting animations :любовь: sorry short alpha :плакать: I will wait for the full version! and in the future I hope to see it in my library steam.
iamnuff 2023-03-01
Tutorial lies about the controls. Controls screen in-game lies about the controls. Only the keybind-screen on the main menu tells you what the actual attack button is. Then the game almost immidiately crashed. What little I played of it felt like a generic-bad platformer. Platforms are small and ever-so-slightly too high up. You have little control over your own jumps. You go more up than forwards. If an enemy stands on a ledge slightly below you, you can't aim down to hit them but they can still hit you (and a single hit seems to transition into a H-animation that you need to mash to escape from) I have no idea how the porn or story is, I didn't really get enough time to find out before it crashed on me. Honestly, moving around and jumping just didn't feel great. In a game that's theoretically about that, that's not a great sign.
ClickerQueen 2022-11-17
The animations are pretty good. The controls are playable, which is about as much as you can ask for in these games. Stuff like parry and charm work reliably. If there's seven deadly sins, and this demo is just one, then six more levels with this kind of quality would make a pretty solid game. For right now, it's a pretty fun little 20-30 minutes.
MarbleCrown 2022-08-26
Pretty solid start to an action platformer. While it's still light on content, it's easy to see that a lot of work went into this project already. This game has some negative or mediocre review that I think are a little harsh considering the early state of this game. So many people are willing to give VN's 5/5 for the 'potential' in a story, but when it comes to a game with gameplay every gameplay mechanic is judged as if it was the final product. Sinher is a 2D platformer with both Run or Rape mechanics and a seduction ability for sex scenes. I generally don't like Run or Rape because I hate being rewarded for making a mistake, but the seduction mechanic (while basic still) makes up for that. You're also rewarded with sex scenes for beating bosses. The art is excellent and so are the animations, apparently there's a version out there with a gallery mode, but I guess I didn't play that version. Before talking about the gameplay, I wanted to mention that I loved the tone and style of the game's art and audio. The only thing that really stood out to me that I didn't like was the jumping sound that felt like it didn't really fit. The music and most of the game's sounds are solid and are a highlight for me along with the art. The gameplay over all is pretty good, but still needs some iteration and tweaking to make it even better. The movement is solid and responsive for the most part though everything feels a tad slow. Like if the game was sped up globally like 20% it would feel much better. There's also a distinct lack of an air attack or dodge. Otherwise hits and parries have good feedback and animations. There are a few issues with delays before an action can be done. Like it takes a half second after landing to be able to attack or parry. Enemy design is also pretty good, I like the idea of killing slimes to turn them into jump pads. There's a ranged enemy type, a trap enemy, a basic soldier etc. Hopefully we'll see even more types in the future. The bossfights were actually pretty good, but everything felt a little slow. This is the main area I felt would just be better if everything was 20% faster. I didn't encounter any gameplay bugs, but others have mentioned a few. As for design elements, I'd like to see the seduction mechanic expanded so it gives a tangible gameplay benefit. Currently it basically just instakills most basic enemies and gives a sex scene for it. It would be cool to see you get some sort of temporary buff after using the seduction on an enemy or to give you some sort of resource spendable on upgrades or something. You can tell the game is in it's early stages of development, but this is a solid foundation that just needs to be tweaked in a few areas and would definitely deserve a 5/5 rating. I just hope the dev isn't too discouraged by some of the negative reviews so far and sticks with the game. Godspeed.
MoreNow 2022-07-09
very meh and ehhhh. super cool vibe and great tone / style. unfortunately the animations are really boring, no variations that i can see yet. the combat is broken. blocking fireballs at the boss battle can glitch the player into the side of the map, only to die and have to start from the beginning. always starting at the beginning, every... single... time.... no thanks. theres also no escape mechanics. i think there was a seduce mechanic added, but, the game is so unplayable i havent gotten to that. Nov 16 update. Game feels worse than before. the animations are really quite shit. very slow, very boring. the music is also completely the wrong genre/style/tone for the game. controls are extremely bad. gameplay is clunky. level design leaves a lot to be desired. Dev should start a new game and just do it better. this is really a badly animated, badly mapped, badly controlled game with animations that feel about 10 years old.
amalgamhpc 2022-03-02
Has potential but needs a lot of work. Movement-- especially jumping-- is a bit clunky. The combat mechanics are very strict and not well explained: you can deflect some attacks and projectiles, but the game isn't very clear which ones. So you're left fumbling around trying to figure out if you can't deflect something or you're just failing at deflecting something. Not sure how long the game is but got pretty fed up with the flamey boss after awhile and stopped. Will check back again some day.
DANKEYMAN 2021-11-19
Whilst I find the game to be slightly unforgiving and agree with the general consensus regarding it's difficulty (but i am sure this can be tuned) I absolutely LOVE the art style and animations you've incorporated into the game! I managed to somehow beat the boss and i was very pleasantly surprised by the quality of the animation (Anal is always a big plus from me- i really liked how her legs were bouncing up and down, that detail really sold it haha!!). I think there is amazing potential here and on that merit alone i want to give you 5 stars. Please continue to keep developing this and work hard! I believe this game can really go somewhere if you keep at it!! I also really liked the music and the sound! The aesthetic of the game really has done it for me
AnonKitten 2021-11-19
This game has a lot of potential. It looks really really good, it plays relatively well, it sounds good, and the artstyle/theme/characters are well designed. The issues i have are that there's no difficulty sliders, gallery, or convenient save systems. It's trying too hard to be a game when it's supposed to be more of a porn delivery mechanism. I have high hopes this will continue to grow into a top tier game.
TwistedScarlett60 2021-11-18
This game is a rare example of being aesthetically competent, mechanically decent, but filled with disastrous design decisions. The developer is a good artist, but seems to have a poor understanding of level design. Aesthetically: Looks great, sounds great. Mechanically: Tight movement and jumping, but nothing special, particularly let down by poor level design with a lot of platforms having weird collision or being so high you can only reach it at the absolute peak of your jump. Parrying seems to have a built in delay, but there's no animation to go with it, it just stops working for a brief moment after using it, so it feels inconsistent. Enemies and objects you interact with are interesting enough so far, but I really don't like the way a lot of things stun you knock you back quite considerably, and for quite a long time (especially over large pits). Design Wise: Incredibly sparse save points, spikes everywhere like it's "I wanna be the Guy", precision platforming over instant death pits (with a few leaps of faith!), and trial-and-error boss encounters are enough for me to not even finish what little there is so far. It's not insanely difficult, but it's just enough for me to genuinely ponder "why bother playing?", it's supposed to be a porn game, how am I supposed to jack off if I'm getting my ass blasted, and dying 5 times in a row. I really don't want to play through another obnoxiously difficult hentai platformer. I don't know why many h-platformer devs feel the need to make their games difficult, sometimes excessively, that design philosophy is entirely antithetical to what porn should be. Concentrating on a difficult game causes blood to flow into the brain, and right out of the dick, and that's actually scientifically backed up. No amount of titty mods are gonna help you cum to Dark Souls or Hollow Knight, the so called 'inspiration' for this game. It's disappointing because this game's stage is entirely set for something fun to be made with its pieces. If the level and boss design wasn't so actively detracting from the experience, this game has all the pieces to get a 5/5, they're just placed in all the wrong places. The reviews over if you're a user looking for advice on whether you should play this game or not. But, if you're the developer, you should read on. You're probably a little frustrated with the poor ratings. What do you do to get these higher? Because if you can consistently get 5/5s, your game could blow up, and even this review could change. Here's a few things off the top of my head: 1) Add a save point at the end of the screen with the combat tutorial, so players that die before getting to the other save don't lose their progress. 2) Upon getting a game over, give the option to 'continue' at the start of the screen they died in. 3) Instead of instant death pits, if you fall in one you should appear at the start of the screen and take some damage. Better yet, instead of spawning at the start of the screen, spawn just before the jump. 4) Get that gallery in ASAP, and update it with every new animation you add, as one dev to another, trust me; people really like galleries. 5) Too many jumps that can just barely be completed. That's vertically or horizontally. 1. You shouldn't be challenging players while they're still learning. 2. It feels clunky and has gotten a lot of complaints in the thread. 3. There are a few leaps of faith. For example in the first area, you're supposed to use a slime to jump to the right of the screen to continue playing the game. Before trying this on a whim, I legit thought the game was over and you only had this single area and one boss. 6) Two issues with spikes: They blend in with the background, they should definitely stand out as a hazard. Too many pixel-perfect spike areas and jumps, but the movement isn't tight enough to avoid damage in all of these instances. It's possible to tap the movement key as light as possible, and still get hurt. But realistically, why would you ever want such pixel-perfect spike traps in your game anyway? 7) Try to design bosses that can be beaten on the first or second try. Quickest way to lose your players, especially in the genre of porn platformers, is to make them repeatedly lose to a boss. Heck, they'll just go jack it to something else, won't they? Keep in mind most of your players are going to be playing one-handed, and half-concentrating. Enemy attacks should be easy to react to and dodge, well-telegraphed (most are, to be fair), and probably only do 1 damage. At the very least, if you want to keep your difficulty, keep it in a different mode. There's a reason why a lot of top rated platformer games on this website are fairly easy, even high quality hard games have controversial ratings because it simply makes for a very poor masturbatory experience. 8) Level design needs to be better, it's not really something that can be taught, but there are good examples. Look at Super Mario Bros as an example. Seriously. Let me give you a small explanation of the Mario design philosophy. In Mario, levels are designed around a single concept, such as 'Springs', like the mushrooms in your game. The level will introduce springs first in an easy way, and then in increasingly more complicated and nuanced ways until the end of the level. With springs fully introduced, you can now integrate them into the game moving forwards. However, how was your game designed? Okay, there was a basic spring at first, but within a minute I was precariously bouncing between springs over death pits as if I suddenly went from Level 1-1 to 8-1. Then later, the fireballs in the lava area, instead of being introduced with elegance, and used in creative ways, they were just splashed over the screen, seemingly at complete random. Your levels are like meh Super Mario Maker levels, with a lot of things thrown on the screen with little consideration of why they're there, when in reality, you're can use these building blocks to form something really engaging, different and fun. I can already think of a ton of fun ways to use the springs, and interesting slime monsters you had. The destructible rocks, or the vertical fireballs. You pretty much have three entire Super Mario levels of content there, and it feels weird that you squished it all into only a couple of screens.
makeitso 2021-09-07
For version 0.1. The concept is nice, the controls are adequate and the enemy selection seems to be varied enough. The game is not very exciting or rewarding yet, and the precision jumps, damage spikes and death pits in a dark environment seem mean for a porny sidescroller. Never mind requiring leaps of faith. Wait for more content and polish on the levels before playing, IMO. PS The controls should support both left and right-handers, i.e. arrow keys and WASD.
DrWeeb 2021-09-02
So, most of my issues are already explained by others in the comments but... Gameplay, 3/5: Meh, Platforming Clunky, Combat Slow. So first, the platforming. It's already known it's just sort of off. If I were to explain it, it's rough. You don't go up tiny steps (like near the very beginning) and spikes are annoying, not even difficult jumps or whatever, like towards the path to get your clothes, the spikes on the roof at the first corridor, if you just jump and try to proceed, your head gets clipped. Most platforms are also at the exact height of your jump, so you just gotta be holding right to get on (well, not EXACT height, but very damn close). How I'd fix platforming is to allow steps, and either set jump height a little higher, or lower platforms a bit. Of course, fix clipping issues near the edge of cliffs and stuff, and zoom the screen out so you don't ever have to make blind jumps. Also, allow back tracking, going to the first boss prevented back tracking. On to combat; very lackluster. Hitting things feels weak, and any hits knock you back. No, it's not souls-like, yes, it's challenging, but it's just not fun. The stun feels a bit too long, and enemies a bit slow. Just make everything like, 20% faster (except hitstun, make players ~50% faster or smth) and it will feel better. The enemy animations could also use work but eh, it works for an alpha version. TLDR: Platforming needs refining, fixing clipping issues, jump height, hazards and etc. Speeding up combat in terms of animations and framedata could also help. I won't pretend to know everything, but I do know that the hitstun just feels moreso annoying than punishing. Enemies aren't hard, just annoying, and not all controls are listed, i.e. jumping and parrying. Also side note, collecting 100 hearts to my knowledge does nothing. Maybe it changes the boss fight but I didn't go check. Also I did the boss fight in one try. Audio, 4/5: Actually, Not Bad Got some moans, got some whips, and some basic music and hurt sounds and stuff. While not like... Castlevania Music or something, it's okay as background, and the moans and schlurps and what not, is ok. Story, 2/5: Basically Nothing, but... If it was a Beta instead of an Alpha (unless it fuckin' IS a Beta then shit) I'd give it like, 1/5. You're a succubus, with no memories, do stuff. Not the most creative stuff, but I'll hope for something more. It's real boring right now, very akin to just not having one but there is SOME so... Overall, 3/5: Average Even among alphas, it's average. It's nothing unique, it's nothing extraordinary, just another one to the pile. As harsh or rude as it sounds, there are plenty of other lewd metroidvanias. Mods, games, romhacks, independent. It looks like if it's given enough time, it can be good, and that's what I hope. But for now I'd just tell others to wait and see, it might flop like so many others, or it might turn out decent.

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