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Sexy Art Online's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Horny | #4 | 4.316 | 4.316 |
Kink | #7 | 3.684 | 3.684 |
Sound | #11 | 3.579 | 3.579 |
Narrative | #13 | 3.632 | 3.632 |
Harmony | #14 | 3.684 | 3.684 |
Overall | #16 | 3.322 | 3.322 |
Aesthetic | #18 | 3.632 | 3.632 |
Play | #20 | 3.053 | 3.053 |
Novelty | #31 | 2.579 | 2.579 |
Stealth | #33 | 1.737 | 1.737 |
Ranked from 19 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Early work
n/a
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Comments
Love the aesthetic!
Nice game! Love the choice of actions, and the story was a mix of horny and humor! What would be a cool challenge is having a kink level on the boss, where it's you versus them, and whoever gets an orgasm first loses! Just a thought, and don't let it distract from your work! Good job!
This was good, clean fun! Well, maybe not clean... I'm a little bit smitten with Her Majesty and enjoyed our time together... Only suggestion is I would have liked to work a little harder for my rewards... Maybe some gentle puzzling? Art, sound and writing all mesh together really well. Nice work! :)
I dig the black on white. Reminds me of some earlier DOS games like Ultima, or I guess for a more contemporary example Undertale. I think that could be a thing you could try to go for here, a black and white super early computer game art style. Use the detailed sprite as an opener and go into full retro land. It will also make the job of making sprite variations a lot easier. The moments when she changes her pose are nice, but they're quite rare, less work per pose means lots more poses.
I liked the action writing and how using the same command twice produced different results. You could probably hide a command buttons when all the text variations for it are exhausted. I would like to see more branching paths as far as the interactivity is concerned, maybe even some character stats that change based on what you do.
I think there's a good bit of potential here, keep working on it!
Oh you got the art reference exactly!! I definitely think the art should be expanded on, and am looking for a pixel artist I could commission. So you thing going full old school with simpler but more diverse poses would be good?
And I agree, that would be a nice trick to hide the button once it's used up, I'm so glad you noticed the extra dialogue, I left it as a little easter egg for people willing to look!
I'm definitely nervous about branching paths with the risk of branching too much, but I agree more interactivity and stats would be amazing!! I think I should definitely double down on the old rpg aesthetic... thank you! If you ever have any further feedback or ideas definitely let me know! I would love to expand this idea!
The branching paths can be linked to stats, so you don't have to make a whole new set of dialogue for each possible situation. RPG maker is already pretty good about this if you make the buttons into map character elements. Map characters with multiple variables always go the highest possible state, so you can add "action chains" per each button.
For example:
The two actions would change each other's states without needing any complex branches. As you add more options and more stats, the complexity of the branching story path builds itself for you. It might be fun for players to experiment with what options each sequence of actions give them, and you won't have to plan any sorts of elaborate flowcharts to keep track of every possible thing that can happen.
That sounds awesome thanks!
Play: You click buttons to talk to and interact with her, and unlock more buttons you can click. It's a visual novel with an RPG coat of paint, which fits well with the general theme.
Aesthetic: There's only a few graphics, but they look pretty good. Obviously, most of the time was spent on the Slime Queen's sprites, and she's very well-done- if/when you update the game, maybe consider putting her in an environment that seems a little more suited? The hallway setting is reminiscent of classic adventure games, but she might be more at home in a fun slimey throne room or something.
Sound: I really like the music! I think there's also a very subtle text-typing sound? I might be imagining it, but if it's really there, good job with that.
Narrative: There is a straightforward narrative that can be understood without any supplementary reading, and it makes sense. Better than my entry lol
Horny: It's a sex encounter simulator, so full marks here.
Kink: Regarding the game page, I didn't know that slime and tentacles were in the same sort of category, although it makes sense now that I think of it. Also, I like that you took specific care to depict everything as consensual, from what I've seen it's a real problem in that genre so I appreciate the good vibes here.
Stealth: It's not that kind of game, and that's fine.
Harmony and Novelty: It's a 'click and read' sort of game- relying on a solid formula means you're not breaking new ground. These two categories tend to be the inverse of each other up to a certain point, imo.
Final Thoughts: Interesting that this was made with RPGMaker. I definitely would have gone with Ren'py or something else specifically made for visual novels, I'm interested to hear a bit about what making this was like :0 I guess the 'full version' you tease at would have, like, walking around and stuff? Interesting premise.
Gosh I loved that your review went through every category!!! Thank you so much for that!
I didn't even think about doing a matching background!! That could be really cool... hmm. I need to do some thinking about what art direction I'd like to go in for the extended version.
And I'm so glad you liked the text sound!! It was such a little detail that took a bit of time to make it not sound too annoying and I'm glad it translated well!
I also appreciate the non to the consensuality. As a lesbian I love seeing women enjoy themselves and while I find the genres great, I tend to shy away from the more... forceful narratives.
I badly wanted something not obvious with the engine, which was fun to make. I think for purposes in keeping it simple but polished, I don't think I'll ever do walking around, but definitely more music, art, and choices. I'd make this in another engine if I could but I'm afraid all I learned in my 3 years of gamedev is rpg maker hahaha!
wlw gang B)
Thank god I wasn't imagining that skgljsdf, it would have been a bit embarrassing to get that wrong. I didn't actually have my headphones on at the time, so I wasn't entirely sure if I was actually hearing it or if my years of being an Ace Attorney fan have trained my brain to go 'blip blip blip' whenever I see text that scrolls like that. It's very soft in tambre, you could probably get away with it being a little louder.
If you ever want to move to something more tailored for visual novels, I do recommend Ren'Py. You need to learn at least a bit of Python (and at most, Python), but it's very easy to pick up on, and imo RPGM does a really good job at training you to think like a programmer even though it's a drag-and-drop interface. You've still got your variables, your switches and self switches, your 'if x than y, if else z', you just have to type it all out yourself, and it's easier to customize. That being said, I'm still quite impressed! I'm a huge fan of using RPGMaker too- big props for being able to squeeze something new out of that thing. It's... very rigid, to say the least. My entry was originally a narrative sort of thing using MV, but I gave up because I ended up needing to do far too much math for what it was lol. (Out of curiosity, what edition was it? Usually, I can go 'oh, it's VXA' or 'oh, it's MV' by the tilesets or the interface, but since everything is custom, I can't guess lol
Also ywyw!! I don't get much out of most of these games (if you couldn't tell by my bonkers fuckin entry), so I like to think if I can't accurately judge the hotness of most of the games I can at least bring good critique to the table to make up for it :')