First post and tech demo



Hi guys!

I’m really happy to announce finally that this project was approved by Grimhelm ( ) and I can post updates here, on this blog (Grim, thanks a lot!). So what is it all about?
Black Star is non-commercial remake of Grimhelm‘s game Dark Star:


but it contains and features a little bit different gameplay mechanics, as well as some modifications to original files and some new ones. It’s made with Unity3D engine (current version used for build is 5.1.1) – original game was made using Unity 4, as far as I understand. I’m doing all code and systems from scratch using my own design, also I would like to note that it’s the first time when I make 2D platformer, my previous Unity games from my day jobs were from different genres, so this project is interesting for me not only because of being hentai game, but from professional perspective, too (it gives an opportunity to try some Unity functionality that is not used at my main projects).
Current tech demo contains simple test level where I test functionality of some in-game objects which I’d like to expand further in other game levels, so feel free to try it out here:


Known glitches:

  • Problem with platform edges ( I’m working on it)
  • Very rare land enemy AI collision ignoring during attack state



And other stuff

Plans for future version (it’s ambitious, but I want to achieve at least something from them):

  • Add detailed cumshot simulation using particle 2D collisions. The latest Unity version (5.3.4) supports that, but it is not stable enough to make good build, I’ll have to wait a little bit until they finally fix their internal bugs and make some version that will be worth to use;
  • Add more enemies from original game with different group combinations;
  • Make some interesting functionality for the fifth weapon (triangles) – my initial idea was to make them act as boomerangs, but I’m still confused, maybe I should try something else;
  • Dash would be nice idea for additional player movement, but my implementation will be different from Dungeon&Maid a little bit, I didn’t like how it reacted on side keys pressing there;
  • More powerups – creating powerup ideas is always tricky thing, so I’m open to additional ideas here, too;
  • There should be definitely more decorations in the level, but their meaning should be connected with game plot, so that leaves me with lots of options because the plot itself is not written at the moment.

P.S. I’m aware of the lack of the frames in the sprites of original game, but I’m not good as artist, so I can’t fix that at the current moment. Also I’m sorry for my English in advance ( it’s not my native language ).

Looking forward to your feedback and thoughts, thanks!


8 thoughts on “First post and tech demo”

  1. This look very promising. Why don’t you offer your cooperation with grimhelm to produce darkstar 2 or help you out with this project. I mean i want dark star 2 and this look like it.


    1. When I played with some resources from Dark Star first time, I didn’t have any detailed plans how to redo it as remake or next game version. I would be glad to see any cooperation from Grimhelm now (it’s a pity that I still don’t have any other direct contact with him except his blog), but I guess it would be wiser for me to finish this remake as soon as possible in order to prove it to myself that it’s real to finish H-game and then think about something more complicated and with more strict deadlines. There are lots of H-games that are still in development, but in reality it’s frozen and I don’t want this project become like those ones:)


  2. well, i hope you haven’t abandoned this project yet. Dark star is certainly one of the best h-game and i’m sure your remake can be even better!


    1. Well, I didn’t abandon the project:) After technical demo release there was some IRL stuff that kept me busy for more than 2 months, but I returned to the development of this game after that and I’ll publish new post with some pics and more detailed description of what’s going on soon. Stay tuned for more updates:)


  3. Hello there. I have to say that I am really glad that someone is working at this game. I have enjoyed the original quite much and I keep playing it from time to time. Though, as the game is nowhere near hard enough I have created some scenarios for myself, to make it more interesting. However I am able to beat the game with the first gun so overall it is to easy. I also think that the rape punishment is not well thought out. In the first stages it is too easy to break free and in the stage where endless enemies spawn on this glider like thing, you loose to many hp from being caught so that you cannot really enjoy the animation.

    I have sent you some ideas via a forum where you have first posted this but I feel free to share them here:

    – For punishment see Shinobi Girl, there is an interesting concept there.
    – Creature Cum and Heroine Cum should have seperate bars and after effects.
    – Game over mode shouldn´t fade out the screen, zoom in, show us the action and spawn more and random enemies to take her.
    – Maybe the clothing should have a more protective effect? (I have seen that you have seperate icons in your tech demo, for health and clothing.
    – Seeding and Egging, we absolutely need this 🙂
    -> Some creatures lay eggs (plants, those flying things, the crawling suckers, others seed them (The big ones, the flying ones with two penises, maybe the flying plants.)
    -> This should have effects (I mean, having ten or so eggs inside must be embarassing?, Having ten seeded eggs may lead to breeding monsters, assaulting the heroine again?, I think this needs to be a bit random and based on how many eggs are seeded, like in real life.)
    – X-Rays should be optional (like in the options menu), seeding, egging and breeding too (not everyone is into it).
    – We need this hellhound from this hentai movie called Hell Knight Ingrid, maybe as a boss fight?

    – Assaults must be handled differently
    -> Seriously? A nowhere near wet pussy gets invaded like butter?
    -> Rather change the animation: The first cock (there are suckers out there :-)) to enter her should have its problems in doing so. Maybe there should be an animation before the rape, where you are able to struggle free and the cock slowly tears her open? When you are unable to prevent it, the struggle free bar should lose some of its bar, making it harder to get free. The creature slowly impales her, making her wet (which one should be able to see), again lowering your struggle free bar. I think the first cock monster shouldn´t be able to make her orgasm, but rather just plant its seed. If the heroine gets attacked by a sucker or a tongue monster however, she should get wet rather fast, wherefore it should be harder to struggle free. You know what I mean? The animation for penetrating her afterwards (the slow one) shall go away as soon as she is wet. It shouldn´t be possible to well… unwet her througout the stage though. Once she´s wet, she´s wet, like in real life. Struggling free must be harder than in the base game, the more the animation lasts, the harder it shall be. (Not too hard) Getting taken more often has to make it harder each time she gets taken. An orgasm (more later) resets this issue.

    – Health and Lust must be seperate and handled seperately.
    – Lust:
    -> The lust meter fills fast when someone sucks or licks her pussy.
    -> The lust meter fills moderately when she is extraordinary wet and is about to come.
    -> The lust meter fills kind of medium when she is penetrated for some time and wet.
    -> The lust meter fills slowly when she is wet and gets penetrated the first time.
    -> The lust meter fills really slowly when she is not wet and penetrated.
    -> Being not wet means that she has to get penetrated (let´s call it impaled) for quite some time or she has to be prepared by a sucker. (Maybe cou can circumvent this with clever creature placement, then you don´t have to program to much stuff on your own?)
    -> Instead of Loosing health, the creatures attacks (the balls or whatever they are throwing at her) should raise her lust meter. The animation could be changed, they could throw some kind of sticky ooze at her, like lubricant or so. Maybe this can lead to those small slugs from the original Darkstar to being able to penetrate her, and without lubricant they can´t?

    -> As said, health shouldn´t deplete by being attacked. They don´t want to kill her right?
    -> Health should deplete just before the orgasm (we want to have herself a sexodus).
    -> She should have enough health to get fucked at least ten full orgasms. Then she goes unconscious.

    -> When she orgasms, she is helpless for the next attack (I think this has to be, and this is better in the original, as a woman is helpless after an orgasm, my wife loves it, when I take advantage of that, it makes her orgasm again.), and she cannot struggle free in the first part of the animation, filling her orgasm meter a tenth or so (ten orgasms right?)
    -> On her second orgasm, she can´t struggle free until the second part of the animation. And so on and so forth. This will lead to getting insemiated and egged after an orgasm in the wrong spot.

    Creatures Orgasms:
    -> A creature orgasm frees the woman, she doesn´t necessarily has to cum on her own. This makes her invincible for some seconds to break free of dangerous situations.

    Getting successfully egged and seeded:
    -> Having an orgasm while being seeded should double the chance to give birth.
    -> Giving birth leads to another rape scene if there are creatures nearby and lowers the orgasm meter (This can´t be good right?).

    Game over
    -> Giving birth for three times turns her into a breeder
    -> Getting ten orgasms makes her a sex slave

    I have shitload full of ideas but no creativity to draw or program, sorry.


  4. So glad to see someone working on this and I hope it turns out good. I posted a comment on Grimhelm’s wordpress site about Dark Star, with some thoughts and suggestions. It’s a very long post.

    Here is what I said.

    “Both of these games have a ton of potential! But there are a lot of problems with both of them that just didn’t make them successful games.
    The art work is probably the one thing that is perfected about these games.
    For DARK STAR the game play and game mechanics are the main thing holding this game back.
    Here are a few suggestions.

    ==== DARK STAR ====
    – The character walks instead of running.
    Why have the character only able to walk and not run to get away from enemies and there attacks. The Character in Dungeon and Maid moves at a good pace without being too fast. So why couldn’t the character in DARK STAR move like that?

    Doesn’t jump high enough or far enough for a platforming style game.
    A game like this where the levels are nothing but platforms shouldn’t have a character that needs to make the most perfect jump every time you need to jump. In Dungeon and Maid the character could jump, double jump, and dash. There was never a problem of having to make the most perfect jump each time you wanted to get onto a different platform. You had way more options to make a jump onto a platform. You could even over jump and go passed the platform you were trying to land on. In DARK STAR that was never possible. You could only jump from the very edge of one platform just to barely make it onto the next platform. If the jump wasn’t done perfectly like that you just lose. 😐
    Character jumps vertically better than horizontally.
    When all the levels are more horizontal than vertical, it doesn’t make much sense to have a character that jumps vertically better than horizontally. If the character could “RUN” it might be more balanced, and the character would jump equally horizontally as they can vertically. But it is just weird for a character to jump like twice as high as they can jump far. It just feels like some very wrong physics for a platformer style of game.
    The Character drops like a lead weight when jumping off of platforms to lower platforms.
    In Dungeon and Maid the character didn’t have a problem with falling too fast, but in DARK STAR you gain way too much speed too fast when falling. If you had given the character in DARK STAR the same movement mechanics as the character in Dungeon and Maid, DARK STAR would have been a much better game.
    Only shoots weapon to the left or right.
    It’s really annoying when you can only shoot left or right and not up, up left, up right, down left, down right, and down to hit the enemies that are just above or below your field of fire. 😄 Trying to fix this problem with spread weapon upgrades is just lame. 😐 It works for a character like Mega Man because of his small size and the scale of the level around him, also he could move and jump better. But for a taller, thinner character like the girl in DARK STAR, only being able to shoot left or right “the Mega Man way of fighting” just doesn’t work. The game play and game mechanics should have been made more like a Metroid game, giving the player the ability to move around more and have more control over the characters firing arc.
    All the weapons and upgrades suck.
    These weapons are some of the least creative weapons you could put into a game. Starting off with a basic laser gun is fine. It makes sense to start with, but having the other weapons/upgrades be just a wider spread version of it is really disappointing. When the enemy is in front of you it’s easy to just spam lasers and kill them. But when they are just below your field of fire you can’t hit them with any of the weapons even with all the upgrades. It’s just not a balanced system for the weapons, or for the way the enemies attack. Now if there were different types of weapons like maybe a grenade launcher that could drop down to lower places to hit enemies things might be different. Or if the player could shoot in 8 directions instead of just 2 directions things would be different. But it’s just not fun when the game makes you just slowly inch your way forward spamming lasers to kill all the enemies but the ones that are just not possible to hit because of their position. If you are going to have different weapons/upgrades they should work differently too.
    Enemy spam fire is OP.
    The player is not the only one that spams fire. The enemies also spit a spread shot which just does a ton of damage. Most of the time you take far more damage from the enemies fire than you do from the enemy fucking you. WAIT WHAT?! I thought this was a “Hentai” game. The enemies should be defeating the player by fucking them, not spamming fire. It would of course be boring to have all the enemies just trying to rush at you only to get killed by the players spam fire. So what can we do about this? Well there are many things. The enemies could spit some kind of web or goo that can slow the player down or even trap them in place. Unless the player can jump or duck to avoid it the enemies that do this would have just enough armor/health to get up to the player through the laser fire in order to fuck them. If the player avoids the shot then hit and run tactics will give the player the edged needed to beat the enemy. Or the spit could stun the player for 1-3 secs, giving the enemies time to move in for the fuck. Or it could get on the players weapon and disable it for a short time, forcing the player to just run from the enemies trying to fuck the player. The enemies could also have tentacles the can reach a longer range to just grab the player and fuck them like some of the enemies in Dungeon and Maid, but maybe make them not move that fast and make them move much more like tentacles do. There is a ton of options to make enemies challenging without them just spamming fire that takes way all the players health instantly and makes the game painfully hard and not fun.
    Terrible level design.
    I know this is a platform style game and all, but why are most of the levels just tiny platforms with a big instant death pit below?! 😦 This is a “Hentai” game. The player shouldn’t lose every time they miss a jump. They should only lose by getting fucked by the enemies. There shouldn’t even be any instant death pits. In Dungeon and Maid we don’t have that problem. There are pits of spikes and pits of tentacles. There should just be tentacles and not spikes, but I will talk more about Dungeon and Maid at another time. The level design in DARK STAR is really very poorly done. It’s almost like world 1-1 of Super Mario Bros, but was less fun because it’s just one big pit. The 1st and 3rd level look like they are made of mostly rock but it’s all just too flat. They should have some bit of slopes and hills in them and not be just a boring flat path you move to the right and that’s it. The level design in Dungeon and Maid was a lot better. I’m sure everyone will agree. I think for a game like this the levels should be more like a maze and give the player different paths and places to explore. A game like this with such a dark tone to it… It is called “DARK” STAR after all, should have a much more complex level design to it like a Metroid or Castlevania game. The kind of level where the players can get a bit lost, but have a few secrets to find. You should have a look at the levels in those games to get some ideas about making better levels. Also Axiom Verge is another really good game you should look at for stuff like level design and weapons/upgrades.
    Clothes/Armor shouldn’t be part of your health/HP.
    I see many other Hentai games make this mistake too. For some if your health bar goes below 50% then the clothes just disappear. In DARK STAR it only keeps the character from getting raped by the first hit they take. But you still lose health. Health and clothes/armor should be 2 different things. It could work like the shields in Sonic, protecting the player from taking any damage and disappearing after taking the hit. Or it could be in parts. Like after each hit you lose a part of clothes/armor, (shirt, then skirt, then panties) after that the enemies can fuck you and you lose health. But in DARK STAR you lose the clothes and still take a lot of damage from the first hit you take. What is the point of the character even wearing clothes if it doesn’t really help? The clothes/armor should have it’s own health bar and have items you can pick up to repair it.
    No replay-ability.
    Both these games are very short and after beating them, there is no real reason to play them again. I think unlocking things in the gallery is just too easy and there isn’t much to unlock. If an enemy just starts fucking you it is automatically unlocked in the gallery. So there really isn’t a reason to go back and play the levels again. How it should be set up is like this. To unlock the enemy animations in the gallery, you should only unlock them if an enemy fucks you and finishes. 😄 Most players would be trying to break free from the enemies as fast as possible to not lose so much health. So they wouldn’t unlock the animations in the gallery. On the other hand if they do let the enemy fuck them and finish. Your health would be so low you might not be able to finish the level and would have to start it all over again. So maybe the first time you would go and just beat it trying not to take damage. And the 2nd time playing through of the game you are trying to get to the enemies you need to unlock. Maybe it could be made even more challenging to unlock the enemy animations by making it so that you and the enemy kind of have to cum at the same time. 😄 The player would need to get to the enemy they are trying to unlock with just the right amount of health. Too much health and the enemy finishes before you do. Too little health and you get finished before the enemy does. What would really make this challenging is having different enemies go for longer than others and do more damage. You would have to figure out just the right amount of health you need to get it. That’s just one crazy idea for a challenge. But it would also be great if there was other things hidden in the levels you collect to add to the gallery. Like concept art for the character and enemies. And maybe a few hentai pictures of the enemies fucking the character. Not the game sprites and animations, but more like fan art of the character and enemies. Also maybe their could be different outfits for the character that could be unlocked, maybe a bonus level or 2, and maybe a survival mode where the player is in a large room or area and enemies randomly spawn on the edges of the map and move in to attack the player. The difficulty and number of enemies would slowly increase over time. But adding some challenges and achievements to the game would be great to give the player more to do.

    There is a lot more I could add and suggestions I could make. I know I made a really long wall of text here, but even with all the problems I have pointed out about this game there is just as much as it that I like. So you shouldn’t feel like you have failed and give up on these games. I think these games are just in alpha and is just not finished yet. With some more work on the game play and game mechanics this game could be great. Both of these games could be great. And I really hate seeing something that could be really great just get abandoned. So please don’t give up. You haven’t let us down, if you are still trying and you never give up.
    And if you need help with making your games, I do have a few skills that could help you as well as a lot of free time. ;D”

    Yeah very, very, very, long I know. XD

    I don’t know much about programing for games, but I’m a very skilled artist with a lot of ideas for games and could help with adding stuff to this game if you really need some help with the art work. It would be a shame to see this new version of the game end up like Dungeon and Maid with ever level using the very same tileset. So contact me if you need some more graphic work to complete this project.


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