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Conney version 0.1.4 (New Playable Demo!!)


I've just released a new playable demo (Version 0.1.4).

In this version I've made the following changes from the last version (v0.1.3):

  • Added back struggling
  • Attack moves: A spin kick, A cartwheel, and a roll. The attack move depends on whether Conney is on the air, or prone.
  • Ticket collectibles
  • Removed the powerup cards (for now)
  • Returned her bunny suit outfit
  • Added a bit more detail to her face texture
  • Added more detail to her hands (she now has fingers!)

Sadly there isn't much bondage in this version. I had to roll back a lot of the stuff I made previously in order to rewrite the code base and bring in the new models / animations. I also had to focus on polishing the attack moveset, which will make the game more fun in the long-run.

In this demo specifically you can try out her new moveset, collect tickets, and mess around with some of the props. You can pop baloons, tear through canvas sheets, and get her tied up with magic.  Collect all the tickets (70 in total) to get a bonus. Also be on the look-out for a hidden secret... 😉

I hope you enjoy! Just leave me a comment to let me know if you liked this demo and Conney's attacks. Any suggestions are greatly appreciated!

Files

Version 0.1.4 (Windows 64bit) 44 MB
Sep 06, 2022

Get Conney: Circus Escape

Comments

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(1 edit)

Even if there isn't as much bondage fun to enjoy in this iteration, there's still plenty of stuff to do. I personally appreciate the new additions of the attack moves, and I think they bring a bit of new life into the game, both as offensive and movement tools. The roll is (sadly) no longer cancelable from 0.1.3, but I did manage to find three new little quirks of the game engine to make up for it. You can choose to call these "glitches" or "bugs" if you want; I prefer to call them "movement techs".

The first and most basic is the aerial spin kick causing a sort of double-jump effect; using it at the end of a long run can help you get some distance to clear larger gaps.

Second is common in quite a few 3D Unity games, actually: since forward and horizontal movement each have their own set speeds, running diagonally causes you to run slightly faster than you normally do, like a pseudo-sprint.

Finally—and this one is actually something new to me—Conney actually walks faster or slower depending on the camera angle. With the camera tipped down at the floor, her speedy running pace slows down to more of a sexy sashay, complete with a different animation and softer (most of the time) footsteps. Faster than her belly crawl, but slower than her default run... the precursor to some sort of stealth-based gameplay? Or simply some devious plot by the Evil Witch to have Conney walk a veeeery specific speed for a prolonged period?

Either way, I love everything that's here in this version, and I hope you find a use for all of it in some way, shape or form. Keep up the amazing work.

(+1)
  • Move cancellation does sound like a good idea actually. I had to remove it because there was some jank. But if I find a way I'll bring it back.
  • The diagonal movement and speed depending on camera angle are just amateur programming bugs. Those are entirely on me ^-^'_\
  • I'll try my best to keep it up 👍

fun aditions, I managed to find the secret head gear and the museum was a nice addition. It shows you put a lot of thoughts into it.

Maybe being bound could add new powers and abilities so it's not just something to escape. Though good luck finding some haha.

I have to say I prefer Connie's old face, she was pretty cute and the new one doesn't cut it as much.

  • Damn... I should have hidden that gear better :P
  • I do have some mechanics in mind for when Conney is bound. I'll just have to get to that point where I implement them :)
  • Yeah... I kinda have to give it to you here. Old Conney's face had a certain magic to it I can't replicate with the new expression system. I made the old face with a drawing tablet, but recently the pen tip melted away so I'm forced to make everything with a mouse mouse >.< . I'll see what I can do.

Ouch, pen tips probably aren't that expensive. Btw I did make a bondage game some years ago: https://www.deviantart.com/foramouthfullofballs/art/Ada-s-escape-2-0-Stealth-bon...
If you want to steal any idea from it, you have my blessing. It's not like I invented everything myself hehe. 

I work as a software engineer in video games, if you have any tech/programming related questions you can also send me a message. Anything I can do to help fellow DiD game makers.

  • Yeah I already knew about Ada Escape. You username kinda gave that away :D
  • Ada Escape might have been a short game, but it was packed with a lot of interesting ideas. Like "hijacking" your kidnapper to get to where you want :)
  • I'd be honored to get advice from an experienced veteran ^-^ !

Funny to see that I have some notoriety haha.

Shoot me a message on DA for anything or send me your discord name (if you have one)

Best of luck!

So, what was that head gear?

it's a secret!

ok

Really enjoyed this! Some things of note:
First and foremost, clicking on "audio" in the options menu crashes.

I like Conney's new moves, especially the aerial attack. It feels real nice to get that extra height and bounce off things. Her ground attack has a few things I'd like to see changed: either change struggling and the attack to be a different key or change Conney's attack when she's standing still. Accidentally mashing one too many times when trying to escape and somersaulting off a platform is very likely to happen. I also noticed that after the attack finishes Conney loses all her momentum and stands still for a few frames. I'd recommend removing those ending frames so that using the attack while moving flows smoothly. All in all, another great demo that I'm super excited to see where it goes!

Seconded on having separate attack and struggle keys, if not for the reason stated (since struggling no longer resets the meter if you stop for a while), then just so you can choose to play the game halfway or fully tied up for your own sense of fun.

(+1)

I really wanna keep the two actions mapped to the same key. It kinda fits with the gamepad/PS1 controller motif really well. I'll try to fix in a different way. If that doesn't work either, then I'll do as you guys suggest. ;)

  • The audio crashing shouldn't be happening. I'll have to investigate.
  • Glad you like Conney's new moves.
  • The accidental somersaulting after getting free from struggling does sound like a serious gameplay problem (or the game dev being a douche :D ). I'll try something to fix it in the next demo.
  • I could remove the stomp freeze frames entirely. I'm just worried people will abuse the attack making Conney invulnerable. Perhaps a stamina system would work better?
  • I only hope I can top this with a better demo next time :D