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I really love the game so far, and I'd like to share my thoughts about each room:

Room 0 (the beginning): A really nice beginning to the game, and I think it's a pretty decent way to introduce the MC to the audience.

Room 1: Not much to say about this, but it is nice to see the optional introduction to the bio-silicone this game utilizes so much.

Room 2: Nice reference to Metal Gear Rising. Also, the cake is most definitely a lie.

Room 3: Really liked it as it was, kind of a shame it had to be changed though since so many people were apparently getting stuck, but I can kinda see why. The new version of it is nice too, but I think I prefer the old version of this room.

Room 4: I know the dev note says that no one likes trivia, but I freaking love trivia. Plus, the idea of testing one's knowledge and turning them into more of a bimbo with each question they get wrong is actually kinda hot to me. But to each their own, I guess.

Room 5: Now this is an interesting room. The side room's evil mirror, the inaccessible receptionist's seat (which would make for a pretty good trap if Jane somehow got to it, imo), the couch- it feels like an actual reception area.

Room 6: NYM-FOE!! {ahem} It's a really nice introduction to Nym-Foe, although it is pretty small.

Room 7: Also quite small, but I do find the trap used for it to be pretty funny.

Room 8: It's so... pink. I can't help but wonder if maybe inhaling too much of whatever drug is making Jane so oblivious to her surroundings may have a more... permanent effect on her mind in the long run.

Room 9: Ah, the silicone rain room. I once tried to do a no-growth run on my phone browser and this room made doing so nearly impossible no matter how fast I tapped on those boxes.

Room 10: To me it feels nice and cozy, at least compared to the rest of the lab, kinda like an actual lobby.

Room 11: Let's go gambling! I'm glad this one hasn't been room 6 since 0.3, but I still don't trust that freaking roulette table. Side note- nice to see Nym-Foe here and to get an explanation as to what all those loose coins were doing there (I initially would've thought they were left there on purpose by whoever owns this crazy lab). Also nice Lacto Escape reference.

Room 12: This one was kind of a pain to get through even with the extra steam turned off, but it's nice to see more moving parts in one of these rooms.

Room 13: Only room with an f-bomb and the room with the most traps. Once again, the cake is a lie.

Room 14: Another small one, but I honestly LOVE the trope of mimics (things that look like common helpful objects only to turn out to be a different, more hindering entity), and you implemented this trope quite well imo.

Room 15: Definitely feels like the coziest part of this whole game (at least to me), and I do like the reference to Witch Tower.

Room 16: This is by far my least favorite room in the game. It's not a *bad* room, but I wouldn't really call it a *great* room, thanks in no small part to the seemingly random intervals at which the tentacles poke out to attack you.

Room 17: I really like kitchens because I really like cooking, and I really like that you made a trap that fully utilized the oral-injection thing (which makes me wonder if bio-silicone can be injected through one of the *lower* holes as well).

Room 18: I have a difficult relationship with school (and some pretty bad experience with college in particular), but I do like that this room makes you really use your head. I just really love puzzles.

Room 19: I fully agree that every breast-expansion game needs at least one area where you need to be a specific size to pass, and you sir implemented this idea *masterfully.* Easily my favorite room in the game so far.

Room 20: This is definitely one of my favorite safe rooms, mainly because it has a big ol pool, and I love swimming pools.

Room 21: I actually remember watching the video that inspired this room, but I don't think I've ever been able to find it again. I do like how it was implemented into this room though, even if it is tedious to try and get through it without a single injection.

Room 22: Ah, obliviousness room 2. I honestly don't have much to say here that I didn't already say about room 8.

Room 23: Nice to see this one get moved around too, but it is kind of annoying when those tentacles block off the entrance to the next room.

Room 24: The boss battle room. I have a pretty complicated relationship with this room. I'm glad it's easier now than it was in version 0.4, though.

Room 25: I do like this safe room, but not so much that it forces you to bring the delinquent along in order to progress.

Room 26: Kinda nice (and a little funny) to see a slightly more telegraphed room. Also, you did a really nice job with the One Potion Please reference.

Room 27: I honestly just want to see what actually happens should one drink the bimbo brew. Does the drink have bio-silicone in it?

Room 28: More of the silicone rain. At least you can deactivate this if you want to. Plus, another room that makes you use your head is nice.

Room 29: Good freaking RIDDANCE to the delinquent. I hope that if we ever see her again, her breasts are the size of houses and Jane decides to just not help her and instead taunt her with her own katana.

Room 30: So close, but hopefully not too close (I kinda want there to be a room 40). Really sorry about your cat, btw, but at least she was able to help Jane escape, albeit posthumously.

One last little piece of criticism: I really like the main kink of this game, but one thing I don't like is having to either reduce or completely disable breast expansion just to see where I am in the room when the max silicone gets too high and the amount of silicone held is close to that limit. I get that it's realistic to what Jane's view is probably like, but if we can put Jane's portrait in the background somehow, it would make it a whole lot easier to get to those silicone tanks.

Still a good game, all things considered.