holly (the cathouse tale and etc) created by wolvalix
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  • Woo that kitty riding the horse is getting a real stuffing. I think that cock may be bigger than her! ≈{@.@}≈

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  • Today, October 15th at 2:31 PM, pacific time, The Cathouse Tale has officially been announced as -cancelled- by the project's leader.

    So I just came by to drop my digital flowers, and reflect. 3:

    A demo showcasing everything they worked on was SUPPOSED to be released, as announced by the project leader Lithier, creator of "My Very Own Lith", a whole year back, but it seems the devs were so worn out from each other AND the workload that not even that could get released (due to legal reasons), driving the innocent artists and programmers behind this indie game to lose their minds and cleanly abandon their internet personalities... the big one being Wovalix.

    Wovalix, (his art seen here) was an awesome 2D AND 3D artist, up there with Nuzzo and Einshelm, seems to have ditched his own personal yiff career back in June 2018 just to avoid any possible riots against him for getting overwhelmed by the uncooperative antics between members of The Cathouse Tale team. It's really sad to think about all the super sexy pics we're missing out on due to a man's possible depression unlocked over a porn game. (It's also quite arousing to think of those pics.)

    You can't blame them for wanting to create the ultimate customizable Yiff Sex experience dynamic adventure game combo, but rather for jumping the gun to work on such an ambitious concept. It's like watching the developers of FNAF Sister Location be told to develop Zelda Breath of the Wild from the ground up; it'll be funny to watch them try to sugarcoat their descent into development hell with success only being possible if cuts are made. I applaud Lithier's attempt at being as transparent and positive during the times that development literally pressed a paused button, and respecting the work of his team members by not trying to force it out of them for the Final Demo; That is true leadership skills (unless he was "a freak in the sheets", if you catch my drift).

    I also have to applaud everyone who called out that this game was going to brutally die like 2 years before this day, and about a year before Wolvalix was even deemed missing all while I sat there, being hopeful that this development sequence would just be the furry version of Cuphead's development, a game that went through OmegaHell to get released in it's final form but was a phenomenon to be remembered in time.

    My personal favorite thing to come out of this entire fiasco (more fiascous that "Breeding Season" i.m.o. since we lost popular artists in the process) was Lithier's "Retrospective", seen here. Not only was this where the transparency on how badly the game was doing began, but it was also seen as an
    INCREDIBLY powerful tip to wannabe indie game designers around the world, like me, here in Great Britain (and more importantly my cousin). That type of message works best when it comes from a team of designers who went through the pain themselves.

    To summarize Lithier's Retrospective: Start Small, because A plan is useless if you don't fact-check it. I relate to this through a weird example which be the heist missions from GTA Online: It's one thing to build the plan; it's another thing to be actually capable of executing it in time + knowing what the hell you're getting yourself into. Our team of 4 died countless times before we could deathlessly pull off the final bank heist. The Cathouse Tale Team THOUGHT this would be a multi-year breeze, but Father Time came by and told them, in the words of OG Maco, "bitch u guessin'". My guess is the programmers came across obstacles they couldn't quickly handle, so when the rest of the team barked at them to hurry up since literally 1000s of Patreon Supporters were depending on them, they barked back, and eventually left their little doghouse in fear, or in this case, "cathouse".

    I loved Lit's passage when I read it back somewhere in November and showed it to my team. In fact, I caught my cousin, @Jex_McUniverse (what a stupid username) leaving a comment on the post almost a year back. He took the words right out of my mouth when he stated that Lit's post was "extremely meaningful, impactful, and informative for future indie game designers of all kinds, even when its ironically coming from a set of dudes who wanted to make something as bizarre as interactive furry porn."

    The whole stitch of the Retrospective is directed towards game designers, but I also see it as effective to animation teams such as the one I am in. I'll even admit that we are having our own big uh-ohs as I type this, which is why I put my e621 life on hold, and made no effort to promote our Patreon until we get our shite together. Instead of working on our HD Yiff Music Video that will feature a majority the most famous Yiff OC's, we're Starting Small in terms of Lithier's message, and trying our hand at a simpler act of two hot moms making out. It's not like my small company was saved by listening to Lithier's Retrospective, but I Knew we were doing something wrong, and the now-completed Legend of The Cathouse Tale was there to make it clear for us.

    To CONCLUDE,
    I would be lying if I said that I was ever excited for this game. I followed the game closely, even long before I invested into a 3D Animation career just so I can make yiff, but I wasn't ever actually "ecstatic" about where this game was going. My actual hope was that we could finally see what the Grand Theft Auto of Yiff would look like.
    I have similar feelings towards other 3D Yiff adventure games like Shade of Elysium, Hunt and Snare, and Don't even get me STARTED on games that claimed to have "Finished" development like Desire Den VR (a game where you pet sexy but skinny lizards that all look like each other with very little variety) and Yiffalicious 1.0 (which actually is my favorite yiff game of all time and i still play to this day, but they Jumped from v0.73 to v1.0, cutting off development to work on a sequel, leaving the game EXTREMELY unpolished with only 13 playable characters (with only 2 of them being super dynamic in customization but are tied to their species) on 6 decently various but uneditable maps and ONLY ONE penetration option. No promised Oral penetration, no level editor, no updates for the game, etc... seriously, i could go on and on about every flaw in that game due to how much i love playing it).v[/sub]Part of me is happy that I never invested into this project.
    Part of me is blissful that the devs don't need to suffer any longer so they can cope with the scars they've already self-implicated.
    But Most of me is devastated, for we have yet to see a Full Blown Yiff-Focused 3D RPG, but rather a couple of Human/Humanoid focused RPGs that just so happen to include something reminiscent of an anthro (our best example being Adeptus Steve's WILD LIFE).
    If there's anything I was ever excited about regarding this game, it was not specifically what this game offered, but rather what this game would do to the Yiff Industry if it were fully developed & released. If a game of this genre and theming was developed 100%, it would be a phenomenon of motivation in the Yiff Industry. It would set open a path of that yiff fans from around the world would follow, and try to build onto it. Just look at the cultural impacts of other passion projects like FNAF, Minecraft, and Undertale, and all the rip-offs and fangames they've inflicted due to putting out a stellar concept, one just as stellar as having editable sex in an explorable mansion, which is why i am still incredibly devestated that this beacon of hope that is TCT imploded so badly that all it could do was shit out an "oopsie woopsie we made a fucky wucky" message by the captain with nothing more to show. Not even a legal JPEG. Until somebody out there creates an SFM for Yiff Games, we'll have to get used to reading the english language going across the bottom of the screen inside games that ultimately play themselves, a.k.a. Visual Novels.Rest in Peace, TCT. And devs, I'm so sorry for what you all went through. 2012 - 2019. this is like the 9th time i'm saying this on this website alone, but damn, i type too fuckin much.

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