Crossdressing in Camelot is an adventure RPG, with transformation elements focusing on feminization. You play as a young man who wishes to become an adventurer, but ends up doing so in a rather unique way.
The game focuses largely on, you guessed it, crossdressing, with the inclusion of feminizing transformations as well. The main idea behind the transformation in this game is that the more the player transforms themselves, the stronger they become. The difficulty will be made to try and force you into feminizing yourself somewhat, while still making it possible to get through the game with very minimal changes if that is your goal. There is a variety of content though, and the player isn’t always forced into the submissive role (though the game leans more towards that).
Version 0.19 is now publicly available! The changelog has all the individual changes, if you'd like to see what's new.
Version 0.20 is now available for $5 and up patrons! Patreon is how I earn money to commission artwork for the game, and feed myself, so I’d appreciate it if you gave it a look. I also have public info posts on upcoming release content there, so you can keep up with what’s coming next just by following me on there as well.
Version 0.20 focuses mostly on the church location and the boss of the third dungeon. There are new scenes for Cynthia, Ann, and Carl at the church, a new Goddess statue in the third dungeon, and the aforementioned dungeon boss, which has a variety of scenes based around the body modifying slime creatures in the dungeon, and which outfit you chose to wear. At a certain point, you can also change the characters hair and lip apperances now. The changelog lists all the new content as of right now, some things still need to be finished though. The word count is currently at 19 000 words, but I suspect it will be a bit higher when it’s completely finished. Version 0.20 will be publicly available June 18th.
I find the note system on download links to be confusing, so the mega link will just take you to a full folder with all versions of the game. When downloading, be sure to download both the current base version of the game for your system, and then download the latest patch for the game, if any. So for example, updating from version 0.11 to 0.12, you should download version 0.12 of the game and patch 0.12.9, and then move your save folder over. A file with patching instructions will be included with the patch itself.
Important to note, there is a debugger item you should have in your key items at all times. If you ever get physically stuck, you can use it to teleport back to Elmgar, and if the screen goes black and stays that way but you can still use the menu, you can also use the “untint” option to fix the screen.
The web version is not compatible with the character creator, so I advise using another version if you are able to, but the web version is still fully playable if that is your only option. If you receive an error on start-up that starts with “DataManager.checkError”, this link should provide a solution.
A quest for revenge has you attempting to climb the ranks of your local guild, to gain the strength you need to defeat the bandits who wronged you. As luck would have it, those very quests set you on their trail, and you find yourself delving deeper into dungeons and depravity as you try to vanquish your incredibly perverted enemies.
Check the walkthrough file for hints on how to access content.
Beatrice new scene: After the first sex scene with Beatrice, you can ask if she'll let you use her room to change clothing, as otherwise you'd have to rent a room at the Inn everytime you wanted to change. If you do the scene with high enough depravity or femininity (20 dep or 30 fem), you'll have the option to do something lewd.
I like the combat, the art, the premise, and the lewds. But the sex scene with Beatrice where you ruthlessly tease her is glitched. The dialogue boxes for the sex crazed red-hed and the player character are empty. More importantly, my character sprite keeps disappearing and rendering the game unplayable from that point on. Is this fixed in release 0.20?
So, i'm only about a hour in (give or take), and l love it! It's well writen and funny. After "compleating" the goblin hunt, the dialog when l got back to the guild reminded me of the kirito from Sword art online abridged, which is a huge complement to the writer. (and my first defeat, which was to a lizard man, was fun. Not in the sexul way, butt, well, Play for yourself and see what l mean, but keep your mouth shut.)
I'll be the first to admit I gave the game a hard time, and I wasn't entirely happy with the switch from HTML to RPGM.
But, I gave it some time to grow, and needless to say, I'm quite happy I did. It's finally reached a point where I think it surpasses the HTML version of the game. So if you're reading now, and are on the fence, I'd give it a try.
But, I figured I'd address some of my earlier points, and how my opinion has changed.
First up, the text.
Crossdressing in Camelot is a text heavy game, it was in the HTML version, and it's the same case in the RPGM version. Last time I tried it, reading through it was a chore and a half. With you being forced to read large expository sections that were in the HTML, while being confined to a text box that could only display about 3 lines at a time. Thankfully, there's a LOT more text on screen this time, sometimes a bit too much! I love that the text is presented in a way that's not dependent on how fast the game displays it.
That of course comes with the caveat that at times the game slams a wall of text right into your face. It doesn't happen often, mind you, but when it does it seems to flip the reading switch from "engaged" to "skim" mode real quick. I think that breaking these bits up slightly might be a good course of action to make reading a bit easier. Especially since these sections are often filled with elaborate and well written detail of what's going on in a given sex scene. I know it's not entirely fair to the dev, but when my mind sees walls of text that cover the entire screen, it just shuts off trying to read it all (I realize the irony in that as well, given that this review will probably be a wall of text itself).
But to sum it up, seeing too much text at once is a hell of a lot better than seeing not enough at once. So good job.
My second issue was with the encounters. They just weren't that engaging or fun.
I'm honestly not sure if anything really changed between the last time I played and this one, but I found myself not minding the encounters as much and enjoying them a lot more. Theres some variety in enemy types now, and some even have mid-battle events that break up the fight to add some more smut in there just to keep that boner going. Which I think is a good thing.
My third issue was with the environments.
Again, not too much has changed here, but you can tell that there was a bit of polish that happened with them behind the scenes. The biggest change since then is the addition of the actual town. There's not much in it yet, and it seems a little too big to navigate, but the fact that it's there makes the game seem more like it has a "place". The funny thing is, even though I complained about the teleports being present in the earlier version, I found myself using them most of the time for sheer convineince. Go figure.
One of my last points was the lack of any character description as the player changed throughout the game. This has thankfully been rectified (or it was in it to begin with, and I couldn't find it), with an in-game key-item called "check appearance". This brings up a description of the player's changes, as well as what they're wearing. Which I'm happy is in the game. There's also a "profile" option in status that displays the characters mental changes and how they've been affected by them. Not in stat form, but in full descriptive glory. These change flavor text as well as the character becomes more feminine, and increases in depravity. I'd love if the appearance menu also had the text change with these stats as well, but as it is, it's great.
But yeah, I'd say give it a play. The growing pains are pretty much gone I'd say, and things from the HTML version seem to be pretty much swapped over, with eerie accuracy I might add! If you were like me and hated the swap initially, I'd give it a go again. I think the game is worth a play from writing and characters alone.
The following is an old review (ver 0.11.6), and don't reflect my current views of the game (ver 0.17.7). I'm just keeping it here for posterity.
It's bretty good.
Though I also don't get the swap to RPGMaker. As it doesn't really add much value to the end-user so far. In fact, it makes things a little worse imo. It probably makes things a bit easier than dealing with a Twine/HTML nightmare, and the dev was doing something akin to dungeons later on in the game, but as it is the engine swap makes it a real chore to actually play.
First and foremost, this is a text-heavy game. There's images (even a few commissioned ones iirc), but 80% of the content is in text form.
This is perfectly fine. I like my games to be descriptive.
Extrapolate that to RPG maker, and instead of having an entire passage in front of you that you can read at your pace or skim for the good parts, you have to absentmindedly mash the confim key as the text rolls by at a snail's pace (even at the fastest setting).
This wouldn't be a problem, if the game was made with that sentiment in mind, and kept things relatively light in terms of text. But since this is a port of a twine game that was already heavy on text, reading anything is an absolute slog.
This in my opinion, is the most damning thing about the game so far. It may get some polish down the line, and I hope it does, but as it is now, I just can't bother with it.
If the encounters were engaging, I might be more inclined to.
Right now, they're quite few and quite boring. Though I couldn't be assed to go super far into the game. Something that would take around 20-30mins in HTML form now take hours due to the text boxes.
The combat and skill-tree in the HTML version were kind of neat, but in RPGMaker it falls pretty flat.
If the environments were fleshed out a bit more, I might be more inclined to.
The way the game is set up right now, is that there's a little hub on the world map, and you just teleport to specific rooms in town. It's fine for early stages, as the content is more important, but I still kind of find it to be really cheap, since the places themselves aren't much to write home about either.
For what it's worth though, I like the game. I thought the HTML version was really fun. Hopefully the RPG maker one can shape up better, but the barrier to entry for me will always be the huge amount of text that I'm forced to go through. I'm not opposed to reading, but I am opposed to having to read at a fixed pace that's slower than I read. Especially when I know at one point I didn't have to.
That being said, one thing I thought was neat about the RPGMaker version was that you could customize your character at the start. I don't see that much in that engine. Though any changes that your character has later on in the game doesn't seem to have any effect on you visually. I couldn't even find a description menu for your character's appearance, and I'm pretty sure the HTML version had one of those.
All in all, if you've never played it, give it a try. If you've played the old version, try it but keep in mind the growing-pains from the engine swap.
Honestly I am not a fan of these RPG maker games as they always tend to be in tiny little postage stamp sized windows and acres of one line text boxes with scenes spanning multiple paragraphs.
I played the "anime" version dunno what the different between the versions is but figured I should say.
While this does have scenes spanning multiple paragraphs it gets a bonus just because I can make the window big enough to see.
Content wise it is a good couple of hours with some well written scenes. 8/10
Outfits to make yourself cute are incredibly few but I managed to get some fun combos. 3/10
Very little grinding honestly alittle too easy. ~/10
one thing I would like to see is just straight up more outfits. this is a real short fall.
In its current state I'd give it a 7/10 for an rpg maker game.
Because it has potential and was actually reasonably fun to play.
Its a perfect example of s fact that a story and map setting are fine in html but plays out lame in the specialised rpgmaker.
the story has the potential to be entertaining
the fun part is lame or text only in an rpg maker game it is way below than a frog poo
The way it handles the xxx text ruins it
the rpg part is not cohesive at all
The fact of a direct port to rpgmaker without map modification and the way that the author think like its still a html game makes me sad and ruins the game true potential.
Ps:if you are wonder what kind of potential this game has. Its on the lvl of Perverted Education, Magical camp.