Star Spawn [demo 2.0] [Sticky Keys]
An otherworldly Metroidvania with new gameplay and lewd interactions with unusual aliens!
The demo features two male on male interactable minibosses with two different animations each, and one large world boss.
The free-aim and aim-lock mechanic gives new freedom to the familiar 8-way directional aiming.
Help this brave fox survive and get-off on Planet Zargia!!!
- Added an interactive, full map of the world area, along with completion tracking.
- Added glyph (controller and keyboard sprite keys) support in tutorial popups.
- Modified the player’s jumping mechanics to have a minimum jump height and tweaked the input buffering. This hopefully will make the jumps feel more snappy and less sluggish.
- Brand new soundtracks for the following zones: Zennia Boss, Meteo, Meteo (Lava)
- Added a new, medium sized interactable swimming enemy, the Skewer and his spear ! (Not that one, the metal one. The other one too though.)
- Added a new interactable version of the Centipede with a different palette.
- Added a new, non-interactable robotic enemy, the Walker.
- Added a feature to modify and randomize pitch on timeline SFXs, which includes interactions.
- Added a new screen to select interaction preferences when starting a new game, or in the options menu.
- Added AStar pathfinding to swimming enemies. No more braindead Torfins ! They will track you, they will find you, and they will boop you.
- Added splash damages to the player’s rockets.
- Added a new plant platform, with a variant being more dangerous 🙂
- Added two variants of slowing and damaging roots in flooded environments.
- Added a humming noise when you are near pickups.
- Added the options menu in game.
- Added a new options menu tab in-game to change difficulty settings and interaction preferences.
- Added a new rendering distortion effect to liquids, as well as high heat sources.
- Added a new palette recoloring feature to our shader.
- Added a suit message when switching zones.
- Added computers to level design to attract attention to save points.
- Added animated details and sprites in a few places.
- Added a new idle animation to the Cockhugger.
- Added normal maps to FloodedBrazza.
- Changed the splashes in liquids to use the same color as the liquid itself.
- Modified Rask’s dom interaction end loop.
- Reworked how interactions worked to fix an audio issue. Interactions should loop in a much more stable way.
- Made interactions potentially flip depending on player’s direction.
- Overhauled backdash’s and BLJ invulnerability. The invulnerability time has been greatly extended, and should now be way more forgiving.
- Modified some enemies placement in level design.
- Overhauled the Jelly behavior.
- Modified some of Zennia’s boss hitboxes to be slightly more forgiving.
- Modified some UI colors to be more readable.
- Added some SFXs to the Crawler.
- Made Rask’s charge attack stagger when hitting a low step instead of just have him stagger on a shoulder height wall.
- Improved Rask’s initial fight in Brazza.
- Modified how some messages are displayed.
- Modified level design in multiple zones.
- Updated to Unity 6.3LTS
- Fixed an issue with the offscreen alerts when killing a Cyclops about to fire a laser.
- Fixed an annoying bug where tick damages such as the laser before the boss room would reset the player’s Y velocity.
- Fixed an audio issue and improved all audio sources with a better dropoff.
- Fixed a ton of other bugs.
- Fixed some codec issues for tutorial videos on Linux.
- Fixed some rendering issues on Linux by switching the renderer to Vulkan. Moreover, many more tests have been made on Linux to ensure an equivalent experience than on Windows.
- Added new enemy BoneHead(hentai interactable medium enemy) placed in Meteo and FloodedBrazza.
- Added new small non-interactable enemies: Flea Guillotine, Shield Bot, Torfin, and Jelly.
- Updated Rask(orange reptile medium enemy) charge animations and charge->grab->throw behavior.
- Added sub-zone FloodedBrazza rooms #1-9 + Alt #1-2 + Save #1-2 – Added Meteo rooms #9-15 + Save #2
- Added experimental simple map popup window(press M on keyboard). > We have a new map system for Public Demo 2.0 🙂
- Added new powerup BLJ(Backwards Long Jump), useful for crossing large gaps and moving very quickly while platforming.
- Added new passive powerup Acid Armor immunizing the player from burning liquids.
- Added new passive powerup Wet Suit freeing the player from liquid physics drag.
- Added new passive powerup Oxygen Tank Upgrade to increase the time the player can remain submerged in liquids.
- Added new mechanics with underwater forces and streams.
- Updated lighting.
- Adjusted tile placement and platforming spacing.
- Improved room camera bounds and transitions for hidden rooms.
- Added new unique passive creatures and plants for FloodedBrazza.
- Added new liquid audio and visual effects.
- Added physics drag to the player in liquids.
– Added new interactable small enemy, a variant of the Cockhugger that has a chance to spawn in eggs, with one new H animation.
– Added new non-interactable enemy, Centipede.
– Added lighting and shadows to new and existing rooms.
– Added a new Glow map system, and added them to lots of sprites in the game.
– Added normal maps to environment and some other sprites.
– Added Gunship save station.
- Added a feature to skip the intro cinematic.
- Added a couple more medium enemies (Punch Shrimp) to Meteo.
- Fixed the aim crosshair appearing after reloading the game and using a controller.
- Fixed a couple null ref errors.
- Changed some level design in Meteo.
- Added a platform in the long jump to Rask’s fight in Brazza.
- Added a few minors enemies in the transition from Zennia to Meteo.
- Lowered the max HPs of Rask, the second mini-boss.
- Added a delay to hopefully prevent the player from ‘snapping’ back to a platform when using a light press to get down.
- Added a couple visual clues in the first room of the game.
- Reduced slightly the visual clutter on the player’s rockets.
- Added a surprise in Meteo’s energy tank room 🙂
- Added to the credits the new supporters since the first demo release.
- A – Jump
- X – Shoot/hold and release for Power Punch
- Y – Tiny Morph
- Left Bumper – Free-Aim
- Right Bumper – Aim-Lock
- WASD/ZQSD – Move
- E – Tiny Morph
- Space – Jump
- Left Click – Shoot/hold and release for Power Punch
Win: BUZZHEAVIER – DATANODES – MEGA – PIXELDRAIN – VIKINGFILE
Linux: BUZZHEAVIER – DATANODES – MEGA – PIXELDRAIN – VIKINGFILE

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