Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(2 edits) (+1)

WOW this was a lot. I'm always a sucker for the rpgadventure/rpghorror style walk-around-and-do-puzzles type games so having one be turned horny was kind of like the genre aging up almost? 10 endings feels like a bananas amount of writing for a game jam but it works and I'm very impressed. I liked a lot of the botanical worldbuilding as well, i felt like I could tell that's a passion of yours to some extent (and one that's shared! I love that kind of stuff!). Figuring out the window's correlation to a puzzle was also a delight, i found them conspicuous from the start and was so pleased when that paid off.

Main pain points were that some of the puzzle hints were just a little obtuse, the first one that got me was actually the second cauldron demand where i wasnt sure if potent/honed was talking about the amount of time it was honed (implied with the lover's drop) or the intensity (which was the actual answer). I think that one's okay though since it encourages follow up playthrus. More pressing though was a kind of paranoia that literally any indulgent act could lead to a punishing ending which, while probably enhances the atmosphere a bit, actually stalled me off from getting the final ending for a hot minute. Which again, not a dealbreaker, it just kind of made the experience have a bit more friction for me. Also on the replay note, having an option to skip the intro would be a good future add.

I'm also figuring this was a time constraint or possibly because there's so much focus in the text, but I would have loved illustrations for the endings even if they were sketched and even if there was only 1 per ending to just sort of strike the mood. Honestly bc there's not, I do think this game got a higher stealth rating for me, but I liked so much of the writing I kind of wanted the art to shine with it? if that makes sense?

Can you let me know what the dialogue line you’re getting/looping back to is? I’ll have a look at it!

(+1)

First talk action to ignus > "back the fuck off" > game gets stuck at "You swiftly move away"

(1 edit) (+1)

(“Back the fuck off” freeze has been patched!)

(+1)

Firstly - thank you SO much for the in-depth comment! Knowing this game found an audience over the jam means a lot, especially with it being both more time intensive and containing some more intense kinks. Those RPG “walk and puzzle” games were definitely what I was trying to invoke, so delightful that it comes across. I’m also glad the botanical worldbuilding landed; I’ve always been fond of indirect world building avenues, and I’ve wanted to do that via botany for years. Didn’t think it’d happen via porn game, but here we are.

Definitely agree on both pain points; they were things I was aware of over the development process, but didn’t really have the time to delve into before submission.

The second cauldron clue I actually had a bit of writer’s block about and had to leave in the placeholder clue; I wanted something that both pointed to that effect of the ingredient, as well as hinted at the use for witches specifically (which it shares with the first ingredient, and I was hoping would help make it less of a 50/50). There’ll be a clue I can add in that handles those parameters with a bit more finesse now the jam period’s over, though I’m blanking on it currently.

The paranoia completely makes sense - between bad ends being present at all and the general darker tone of the game usually this would be a cut and dry “lose to see sex” sort of game. …Buuuut I really wanted to develop something where the kink content was suffused through it instead of needing players to fail to see it. Definitely makes sense the end result is being unsure if this particular sexual act will be “acceptable” - I feel like I might be able to signpost those ones better in the game? The ones surrounding the final ending especially I don’t want the players to hesitant to engage with, since the intention is finding those in the first place should be the main friction.

(Intro skipping is already in the game via the options menu! I wanted it to enable automatically once somebody achieved at least one ending, but that felt a bit dangerous to implement in the last 12 hours of the jam, hah!)

Also yep, 100% a time constraint that resulted in no additional illustrations - the ability to display images alongside the text is actually fully implemented, and the intention was to not only have images for all endings, but also key items the player would investigate (all the potion ingredients, the outfits both in the dresser and on the player, the current transformation state in the mirror that hints towards their current ending…) and other sex scenes if I had time. Turns out writing takes up like, a fuck load of time. ESPECIALLY when you’re solo deving it. I was writing endings up until an hour before I submitted! So yeah, you’re tapped into what I was trying to do and just didn’t have the time to execute.

(I’m glad the art as it exists currently feels strong enough that it would further enhance the writing though!)

Thanks again. :D