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A jam submission

Titan Boarders [Strawberry Jam 6]View game page

Avoid a hungry giant in this endless runner.
Submitted by Proceleon — 7 days, 6 hours before the deadline
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Titan Boarders [Strawberry Jam 6]'s itch.io page

Results

CriteriaRankScore*Raw Score
Kink#53.5563.556
Stealth#73.3893.389
Sound#93.3333.333
Harmony#103.2783.278
Aesthetic#123.7783.778
Overall#132.9322.932
Play#173.0563.056
Novelty#242.5562.556
Horny#312.0002.000
Narrative#331.4441.444

Ranked from 18 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted(+1)

Rather good game play loop. Hooked me long enough to unlock all the characters. However, when the tiger first lunged it gave me a good spook, lmao.

Submitted

I like the retro style of the music and visuals, very appealing character sprites (also vore, nice)!

The groundwork (movement, background, threat) feels fun and works, as has already been said I think this game would have benefited a lof of additional obstacles instead of the the difficulting being purely reaction time. The tiger is so fast, first playthrough gave me a good jumpscare :D

Submitted

These sprites are really well made, and the speed at which the gigant lunges at you helps make the game feel intense despite the simple gameplay. (And probably helps on the kink factor as well)

HostSubmitted

i like the crispy aesthetic here (parallax city works very well while being chased by a Large Creature), and i was pleasantly surprised by the huge game-over art!

cool music; the title theme reminds me of (ocean) surfing for some reason, which is pretty funny given the aesthetic.  i think the music is original, right?

agree with other folks on the gameplay ideas; i think with a few fairly simple tweaks this could have some decent staying power, would feel like i'd want to compete over high score!

Submitted

Pretty animated pixel art that neatly fits the gameplay. Particle effects and menu design add that extra bit of visual flare. The sound design is on-point and everything feels matched and complete. 

There's been a good bit of discussion regarding gameplay variety at this point, so I'll only make one suggestion regarding that topic. I would like for the playable characters to have some additional reason to pick one over, besides the visual appeal.

Submitted

The aesthetics here are great, some of my favourite in the jam. If you told me these were characters from some forgotten '80s cartoon, I'd have to believe you.

As the other commenters have noted, some additional wrinkles would make the gameplay more interesting. (Small enemies, obstacles, bonus gems, powerups - that sort of thing.) As it stands, it does get fairly simple after you get a hang of the mechanics. Still, I had fun with it, and I'm not even into vore.

Submitted

Nice visuals, I love the character designs and the background style!

Games are unable to play from both download link

Developer

Did you try playing them locally or in the browser?

I did try playing them on locally, for now after I changed my computer to play it's now working. FYI, the game does not work on my surface pro 7, it gives error messages such as missing MSVCR100.dll and missing MSVCR120.


I only get vore like half at a time, so vore is not my biggest kink. But I think the players would want to jump into that mouth the second they see it, which contradicts the mechanics of the game.

(3 edits)

Highscore 505, and just because I got bored :D Details a bit later.

So… The game is a lot of fun. I know I suck at this kind of games, especially in distracted state I’m in right now :D But eventually I got the hang of the logic.

The game may make a lot of use of gameplay diversity (obviously something for the future, not for Jam):

  1. The attacks are predictable. At first I’ve had problems determining which lane I was on and was going to write about making them more distinct. But as soon as you realize that the Titan attacks only the line you are on, it doesn’t matter any longer. You just hear “Bewk!” (Is that what Tigress should say? Ok.) you just switch the line and stop moving until the animation ends. Maybe adding attacks on random lanes will make paying attention more needed? E.g. With time/score random attacks are added to the “determinant” pattern. Maybe even at some point “two attacks” may come together simultaneously (paw and bite).

  2. Jewels patterns are too repetitive. I don’t see a single reason not to make them more random, not only slash, backslash, 4 Vs and 3 lines. There is nothing bad in making them completely random, even if it means that the Player won’t have time to switch to catch all of them in a bunch. May be a good feature to diversify later gameplay.

  3. Other kinds of objects. I can think of obstacles at least, that will force Player to switch the lane. Maybe some more valuable jewels. Or anti-jewels that reduce the score.

  4. Maybe even increase the number of lanes as the game progresses? Or make it variable, that sometimes it’s 3 but occasionally 2 or 4.

Now for the main part. I’ve encountered a serious performance issue. I’ve quickly noticed that the game becomes way too easy as it progresses (instead of becoming harder as Mowou already noticed). In the end I’ve managed to link that to a severe FPS drop as the game level progresses. It may be caused by 2 bugs: 1) you don’t free/destroy some objects as they go off-screen. I.e. those wind particles and gems. So when the Player plays much, there’s just way too many things in memory or in render tasks. 2) Animations are tied to frames, not to real-time seconds. They become absurdly slow-motion after 400-500 score. So, the performance I’ve had (I didn’t make exact calculations, tried to estimate): score = 0, everything perfect; score = 150, I’ve started noticing that the game became easier - far easier than I could explain by gaining more skill; score = 250, the FPS issue started to become obvious; score = 300, the game runs at around 15-20 FPS; score = 350, lag in input (time between pressing the button and switching the lanes) becomes significant to notice; score = 400, game runs at 6-7 FPS (I’ve got not so bad setup, not an expensive gaming PC, but it’s not a cheap notebook), at this point it becomes literally impossible to lose except on purpose; score = 500, game runs at around 5 FPS, there is no more challenge, except extremely long waiting time between jewel batches and absurdly slow attack animation :D

(+2)

This game was fun, although it didn't seem to become any more difficult at all. I think it'd be fun if the attacks came more frequently the longer the game goes on, maybe even allowing them to fake out the player by biting at an area it thinks you might move to.

It'd make high score chasing much more fun.

I managed to get 301 points on my first run.