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(5 edits) (+1)

The premise is really great! The trans joy of the story is really lovely, as is the ace representation through Irradiance. Cock TF wasn’t something I saw coming, but I loved the implementation of it here - it was enhanced by the eager consent that is present through the entire game. I also love the ending; it always pleases me when games find a way to give a nod to the player and any re-playability. Also want to give credit to how polished the game is - save slots, transitions, pausing, volume controls, great animation work; there’s a lot of care being put into things people don’t always make time for in the jam!

Unfortunately I didn’t vibe with the actual gameplay itself; I felt more like I was fighting the game to advance rather than improving and mastering the mechanics. Specifically, the gameplay is both punishing on an environmental front (no skip buttons for the statues, no prior warning if skip is unavailable for mares, Brisk’s hitbox is a tad too small, timing for the statue platforms being punishingly tight, forcefield hit-boxes aren’t as clear as they could be, too many moments where you’d just miss jumps) and on a controls front (jumps feel a little sluggish to react and floaty at first, too many deaths where I’d try to position for a jump and slip off instead, occasionally wouldn’t register jumps when hitting platforms, could spam-fuck statues but not mares, could skip sex with mares mostly but not statues).

The double jump is probably the worst offender of the above. Thematically? It makes sense, with it jetting you backwards. I also see the vision to make difficulty a larger focus of the game as well (it was really interesting seeing you talk about it’s implementation in the discord and love your philosophy of “sex first” gameplay development). Unfortunately it’s rough to use in gameplay. It turns the cognitive load of “when do I jump again” into “am I facing the right way, have I timed this right, am I at the right angle?” and when combined with the aforementioned tight environmental design would 90% of the time have me jumping the wrong way anyway. It’s an increase in complexity for no gameplay payoff.

I would have DNF’d this if the skip button wasn’t available so I was extremely thankful that you added that! As it stands I had to skip four of the last levels due to the jump controls/statue fucking being both too painful on the hands and too sheer a difficulty spike. Very glad I got to see the end, regardless!

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very good points.

i wish i had come up with a way to make the hazard hotboxes more obvious. i tried to make them pretty fair but they aren't, like, clear, which is a problem.

i do think a visual indicator for which mares are skipppable would be a good add. not sure what exactly but something to consider for the post-jam version.

the statues being unskippable is because their timing is relevant to the difficulty of the game. that said, i will likely add an auto-fucking option post-jam to help with this. and it definitely feels inconsistent which is something i should think about.

your description of the double jump is exactly what i want from it. like, your description matches my goal for it's flavor almost exactly. i would compare it to the difficulty of performing a shell jump, which is kind of my goal: when learning to shell jump, my brain would be like, ok, am i at the right height? am i releasing the grab button? oops, i released the jump button... this almost painful coordination of inputs is one of my favorite parts of platformer games, and for better or for worse it is pretty key to me. so I can see why you would describe it as no gameplay payoff, but for me, the cognitive load is the payoff.

i do think, after reading PLASTIC GRASS's feedback, i will likely make the controls themselves a bit (or even a lot) less slippery. it does honestly seem to kind of just work, so maybe that's what i should have done from the beginning. it's strange because again, one of my favorite mechanics in platformers is careful control over velocity and acceleration, but it might be that my gameplay is just too fast paced for this to make much sense.

thank you for playing and for the detailed feedback!

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I think the particular texture you’ve chosen for the hazards could be played with - the top 50% suffers from a “is it or isn’t it there?”because of the fading in and out. Maybe a more persistent texture?

Yeah, definitely get the difficulty is partially timing the fucking - an autofuck setting would be the happy medium between intention and accessibility, since it preserves the timing you’re wanting. It would also make hand-strain issues way less of an issue, since it is literally an issue for the game in its current state.

It genuinely might be artistic difference that leaves me unable to engage with the double jump then, if that description is exactly what you’re trying to convey! I’ll be curious how it feels with less slippery controls - then again, my favourite platformers are precision platformers, which doesn’t feel like your aim here.

Glad you appreciated the comment, hope there was some insight you could glean from this!