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Hive Commando's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Overall | #2 | 3.862 | 3.862 |
| Harmony | #3 | 4.125 | 4.125 |
| Ambition | #3 | 4.438 | 4.438 |
| Novelty | #7 | 3.969 | 3.969 |
| Play | #8 | 4.219 | 4.219 |
| Sound | #8 | 3.719 | 3.719 |
| Narrative | #10 | 4.094 | 4.094 |
| Kink | #11 | 4.125 | 4.125 |
| Aesthetic | #16 | 4.094 | 4.094 |
| Horny | #16 | 3.781 | 3.781 |
| Stealth | #40 | 2.062 | 2.062 |
Ranked from 32 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Stuff you didn't do during the jam
Used OpenGameArt for music. Used CC0 Freesound.org samples and a few Signature Soundbank kick samples (even if most were then heavily modified). Some framework code taken from previous projects (mostly just housekeeping stuff and build scripts).
Godot addons used:
AsepriteWizard
BetterTerrain
Clyde Dialogue
Godot Resource Groups
EVERYTHING ELSE BY ME DURING FEB ONLY WHEEEE
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Comments
Really awesome genre, I loved the games setting and the artstyle! How you incorporated kinks into the game felt very in place. I really loved running around as an alien girl hatching a horde of mobs, all the cutscenes were also very well drawn!
Although not that big of a problem, being at the upper most block and shooting would eat all your bullets, which frustrated me sometimes. I also barely used the hatching mechanics for fights, I would usually a hatch a fuck ton just to see the animation and gather an army. The maps sometimes felt unnecessarily large too, but that may just be because its empty.
Overall really well done, I really liked playing it and hatching lil aliens. I'm hella impressed you got so much done in a month, and am definitely inspired to do better next year!
This was pretty great. I liked the characters and writing in general; world building was, in my opinion, really well done. I like how the NSFW aspect is presented and well justified: it feels like an integral part of the mechanics of the game and the story. It's all really nice. Congratulations!
The in-game animations are well done, the full screen illustrations, and the graphics in general, are all really charming. I love the character portraits!
The "there was a pretty bad jam" dialogue section is so ingenious and funny to explain why the ship is empty. I liked the humor, and even though the game is funny, you can still feel there are serious themes being explored.
The mechanics of the combat sections of the game were interesting and well realized, I think. It would be nice to see this expanded in future versions.
There's a lot of polish here!
Now some critiques / suggestions:
The font chosen is a bit hard to read, at least for me.
I feel like maybe the initial dialogue with Eelili gives too much exposition at once. It is narratively justified, as you are controlling an amnesiac — however, I feel it is too much information to absorb at once, and it would be better to learn more of it progressively through the game.
Also, I felt like some things could be explained in a more concise manner, especially during the tutorial. Maybe it's just me, though! And, again, this doesn't mean I didn't like the writing, which I did! And, it's also all optional dialog, and you can read it at your own pace, so that's good.
I also think that the text for the cutscenes maybe went a bit too fast for me (I'm kind of a slow reader). I would have preferred to be able to click or press a button to move to the next text, instead of it being dependent on a timer.
But, overall, really great and ambitious project! I would love to spend more time with the characters and discover the rest of the story!
Hey so this is kinda. Ridiculously impressive for a jam game? I'm a fan of weird genre hybrids (big Battlezone II fan here) and this is a really good one of these. Even with all the time restrictions and missing content that comes with a jam, I can tell that this has a ton of promise. The systems are all there, and they work. That's incredible. I'd love to see this developed further, if you can figure out some of the open questions (like a cost for spawning new units beyond the time delay) then this could really be something special.
Lovely art style and cute characters as well, and I enjoy a tasty bit of worldbuilding, yes yes.
Real-time strategy is among the hardest genres to develop in a limited time, and you've done a fantastic job! Both the action and tactical controls feel smooth, and offer all of the right options. Something to consider is perhaps designing the levels in ways where players need to make use of both modes to progress, maybe with obstacles that only slicers can clear, tunnels that are only narrow enough for workers to enter, or timed objectives that need for you to be in two places at once. The pupation mechanic feels like an extra timer and could be tied to something like experience to add a bit of attachment to long-serving units. I like the art, the unit sprites are really nice, more sexual stuff in that sort of small sprite style may look neat. The portraits, cutscenes and illustration add some nice close-ups. The characters and story are interesting, there's lots of worldbuilding stuff happening in every conversation. An option to click through the cutscene text could let players set their own pace for them. A fun and very mechanically impressive demo!
Delighted how cohesive as a NSFW game for the game jam!! All the aliens are written with such character, the kink/horny scenario is not only hot but also melds well with the gameplay, and I loved playing a girlbossing cool hive queen tactically commanding the field and saving hostages. Also really appreciated having the self-agency to either pick through as little or as much dialogue as I wanted too at any given time (which the writing has all been really good regardless, I just like the ability to not be stuck with long strings of text between gameplay sessions). Very well paced!
I might be biased to some good good bug anthros, but this is one of my favorite games this game jam!! Great job!
Holy this game kicks ass! Going in, I did not know what genre this was going to be, and I was THRILLED when the tutorial revealed RTS mechanics! I always played Zerg in StarCraft, and this game really gives me "what if Zerg but sexual," so naturally I feel like this is obviously the Perfect Video Game. Also, the dialog was delightful, and I really loved the art style. But most of all I'm impressed with how much game there is for only one month of game jam!
Anyway I had a blast and would absolutely play an entire campaign of this, no hesitation.
Very good, love your music, it reminsd me of mass effect, and your designs are pretty cute!
absolutely one of my favorites this year. It's the kind of thing that I would definitely play as a full game. I was really enjoying the mechanics of building an army and controlling them.
One odd thing, I rarely ever used fight mode, it felt too dangerous to put my commander in danger basically. furthermore, I found myself spending most of my time in map mode, telling the critters to kill bots. if this were expanded into a full game, I feel like maybe the player should be rewarded for participating in the battle somehow, otherwise, maybe you could lean into the more defensive aspect, encouraging the hero to continuously produce units while you direct your swarm in the meantime through the map or aerial view. this would remind me of a MOBA in a sense, where your character is essentially your home base, and shouldn't really be participating in battles unless it's an emergency. it might be an interesting dynamic to have the enemies launch counterattacks that you need to defend against if you hold up in one place too long.
Apologies for the extended tangent, but I just think this project has such an interesting concept.
I only had one bug where some units got permanently stuck with an action queue they weren't following, but when I selected them and pressed defend one by one, it snapped them out of it
Awesome art and story i like the space bugs and purple space bug woman. The interactions she has with the various other characters were fun to read and look at the art of. I like that you don't have to build anything to make units and you get to just watch the main character get big and pop out units instead.
I had SO much fun with this! I’m surprised you consider this a “buggy mess” since I had a really smooth run - the closest I came to bugs was the “guard” command dropping off often and the fuck scenes/end slideshows not covering the entire screen. Both were minimally impactful!
It took me a second to click with how the bug spawning worked since the top right egg button blends in with the environment but it was a real lightbulb moment to get it. I did wish the spawn timer for the bugs was a little faster, but that was because it was so fun just swooping in with an entire army of the little guys. Insane, insane work getting this system alone up and running in a month!
Also man - the worldbuilding? Genuinely so fucking cool. I’m always down for a good hive mind, and the way that the lore built on itself from the initial slideshow to the first character interactions to everything through the main game was really well done. Each of the sex scenes was really well done (that last one was so soft and sad!) and that ending slide show was so cute. Also the references to the “jam” did make me laugh a lot.
This feels like a step up from your game last year, and I loved seeing the aliens from that game in this one - definitely understand why you’d leave this project as is after burning the candle at both ends, but if you ever return to it I’d love to see it.
I have a strong desire to continue it but I need to not let it consume me like a fire again, oof
This is so cool! The gameplay is super fun. The art is great and writing so good, the monologue gal had me giggling. Love the world you’ve built, aliens are right up my alley. The breeding and birth mechanic is hot and well implemented. Inspiring stuff!
i couldn't make it far with my touchpad but i the sound design and music were nice, hints of chrome in that fuzzy bit.
Really really nice. I love the alien world you've built. The gameplay was really cool, i adore the spawns.
I was really unsure about the RTS / twin stick shooter combination going into it, but it was really cool and easy to use! Reminded me a bit of the first Mass Effect...but with your squadmates coming out of your body lol. (I even got to do something a lot like hanging up on the council!) Trying to imagine getting all these systems up and running and working together in a month is blowing my mind, and to have such fun, solid writing too? Amazing work! And I can't say a game has ever before made me go "argh don't shoot me I'm giving BIRTH" so that's pretty cool.
Fun little game adventure?
It's hard to say if it's an adventure or a strategy or a shootemups.
In a good way it's its own category, the lore was fun to explore and the gameplay fun to play!
I love this
Lovely work! Only thing was that some unit would forget to follow after attacking. Maybe the game could use a timer on some levels. Hope to see more of this world/story.
I liked all the symbiote creatures. Tho, I didn't make much usage of the RTS element. I just spammed spawn and had fun with an arm of bugs swarming everything. I enjoyed the world building and liked the character interactions.
Very cool game, cool art and very nice mechanics, haven't seen many RTS games in strawberry jam so this sure is cool.
The blending of the unit command with direct combat is very cool. Left-click drag, and right-click move made the controls flow extremely well for me. Being able to do it from the map made it feel like an entirely different kind of playstyle. I could imagine there being progression that would allow you to specialize in active combat or RTS. But even as is, I think it’s really impressive that you’ve got both those systems working seamlessly with each other.