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(1 edit)

This isn't the first doomed yuri Autofister fanfic I've seen this jam, and I pray to God it isn't the last.

The gameplay's largely repetitive. It's a little more than challenging to gather the resources needed to help out Justice while managing the cost of Cece's repair module, but I suppose that's the big decision you have to make. I don't know if there's some wiggle room in letting me skip a day of getting the repair module, but I'll be damned if I don't see Gigi punch a hundred rooms' worth of rocks to get the materials for the module.

I never got to see an ending though, if there was one. I think there was a memory leak somewhere (or something, idk, I'm not exactly a programmer) and I was cranking Cece's key in the morning like always, but after maybe seven cranks the game crashed and everything froze except for the bgm which kept playing.

If you all ever consider revisiting this post-jam, I'd love to see more variety in everything. There's so much potential for expanding on the ideas you all have already laid out here; i.e., more crop variety, more enemy variety, bigger and more expressive room layouts, attack variety (combos or the ability to buy them?), etc. Like I said, there's so much potential in this game. Would almost be a waste not to do more.

Edit: I forgot to mention here that it would also have been nice if there was a clearer indication of when I hit the enemy. I know the enemy flashes red, but they're practically coloured black so you can only barely see them flash at that point. I guess that extends to the rest of the appropriate areas of gameplay: this game would benefit a lot from having effects, e.g., watering the crops (and showing that a space was already watered), impact FX (like a small graphic to show you made contact), etc.

I think my only regret was having my game get cut abruptly because of that crash. Other than that, a wonderful submission to the jam, and congrats to the whole team! 

(+1)

Thanks for playing the game, and for the very thoughtful comment. We're definitely planning on continue to work on this game post-jam. In fact, the reason why the game feels repetitive right now is because a lot of the game design was intended for a longer gameplay loop with more variety in activities, but we have not implemented them due to game jam time constraints. Enemy hit effect being a lackluster is also a problem we are well aware of, but couldn't fix in the jam time. We're sorry for the crash, and if you ever have time, we hope you can play the game again and experience the whole story.

If that's the case then I commend you all on properly limiting the scope of your game to within what's feasible for the jam. I personally am so bad when it comes to managing scope creep so in a backwards kind of way I get wanting to put more things that make sense but having to hold back to meet deadlines. I definitely will be checking out the game again, and I'm looking forward to seeing the post-jam release, whenever that will be. (No pressure! Y'all develop in peace now)

Again, congrats to the whole team! :D

(+1)

I'm sorry the lockup happened to you! After looking around I believe I found the reason. There was a bit of an oversight on her dialogue and for two hyper specific cases in the build, she has none to use despite requesting it...but she still locks your movement. Thankfully its not a true softlock. For anyone else this happens to, try to interact with her again and a dialogue box should appear! That will unlock your movement!