1. Latex & Tentacles
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  3. Latex & Tentacles sells over 30,000 copies!

Latex & Tentacles sells over 30,000 copies!

[p][/p][p]We know games.[/p][p]We know adult entertainment.[/p][p] [/p][p]But what's an adult game?[/p][p] [/p][p]They're certainly not just about sticking things in holes, and it's not enough to have a few simple movements on the sex interface. Nevertheless, this is precisely what caused Latex & Tentacles to be brimming with issues.[/p][p] [/p][p]We started fumbling and bumbling to make adult games because of our interests (sexual and otherwise). I was always playing both management simulations and RTS games, so Latex & Tentacles is the type of game we really wanted to make.[/p][p] [/p][p]Eventually, Latex Dungeon was created first to help cover the game's development costs. I didn't understand Unity, and RPG Maker just couldn't make what I wanted. Actually, in 2013 we made a really crude Latex & Tentacles with RPG Maker, but my Pixiv account got banned because I kept being too lazy to censor things. lolz.[/p][p] [/p][p]Words from the Developer[/p][p] [/p][p]Working with a team is a whole lot harder than throwing something together with RPG Maker by yourself (XD). In RPG Maker, you just chuck stuff wherever you wanna put it. But when you're making a game in Unity, if you don't plan things properly, you'll end up with a janky mess of spaghetti code. For someone who tends to make things up as I go, that's not exactly suited to my style.[/p][p] [/p][p]I know what you're thinking, "How could you not check if the game was fun during development? Didn't you let anyone test it?" And the answer is... Yes, we did!!! We even paid testers via a subscription model.[/p][p] [/p][p]In the beginning, we kept adding features without planning much. We figured we'd circle back to fix things, but when we did—it was full-on BUG hell; fixing one thing would break another. By then, trying to make the game fun was a lost cause. Unless you're an SSR game developer—or insanely passionate about game dev—there's no way you can make a good game without exquisite planning from day one. That's the truth.[/p][p] [/p][p]I've always been a little bit sloppy, so of course that bleeds into my projects. After five years of game development and two games, it's getting harder to convince myself or others that I'm "just an amateur." Sure, getting parts of the game to run the way I imagined felt great. But let's be real...it's just not fun.[/p][p] [/p][p]Future Plans[/p][p] [/p][p]- Added animations for various brainwash seedling beds.[/p][p]- Most bugs have been fixed. We're still working on the stragglers...[/p][p]- We are going to focus a lot of time on fixing the lair lags and battle lags.[/p][p] [/p][p]For our future works, Latex Survivor and Latex Universe, we're going to focus more on the characters. After all, the character's personality (and body) and their evolution is what really makes an adult game. We will focus on perfecting a specific species and plan it perfectly from day one. Next time, we're definitely not gonna stuff as many species into one game as we can until the game implodes...[/p][p] [/p][p]Although the code cannot be made public due to collaboration agreements, the art assets will be open-sourced in the future. I truly hope that more people will support these types of fetish games and we start seeing more fetish-themed game development in the future. Thanks >ZXC[/p]