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Hey, better late than never. I played your game shortly after the jam ended. Wanted to take part in the jam too, but couldnt (next time hopefully xP) I really liked the game and thought I'd let you know.

In terms of feedback I saw the same stuff other people already pointed out. The inventory feels really nice. The theming is more satisfying than I expected going in ngl.

I like the unique eating, holding, healing etc. I prefer when lewd games have lewdness built in the mechanics  and not purely in the art. I can easily see how you could add on to them (if you intend), so I like how they offer a lot. For example with the way arousal works atm there could be some advantage to keep it high without going over the edge. Could give faster incubation, or be part of new puzzles. idk like platforms that rise with arousal but disappear when you go over.

You CAN make it over the long spikes after the womb introduction btw, but it's really tight. When you try to go below for the first time it's easy to bump and think the metal fence is wall, since before that moment the metal fence is always just one tile wide, or only one tile high space. Maybe just having that earlier where you walk through can help, or puting a plant below there so I see that I can go under there. Some leaps of faith in platforming and relatively low vertical vision ofc with the UI, but both weren't really a problem for me :)

I like the art. It's clean and some nice extra stuff like the swelling stomach.  In case you decide to continue with this project I'd like some more natural setting, so it's less concrete-y. 

A small thing is that when you hold an object with the mouse until it has no motion you can release it and it won't drop. I noticed, because I also encountered that problem in godot myself once. You can fix it by doing "linear_velocity += Vector2.ZERO" after you release the object. (Adding zero velocity, but tells the rigidbody to update, so it "wakes up").

One time I thought I got stuck in the room where there are 2 plants left and 2 right of spikes and you have to open a door with them, because the right plants didn't regrow after the first time,  but I didn't see that there were more plants to the left of the spikes, so maybe if I can see there that would be the safer option.

From the length of the comment I guess you can tell the game stuck with me. I hope it didn't sound too negative. unique, fun, lewd :)

Thanks for all the feedback! there's a lot of things that i definitely would have liked to polish and improve on further during the jam, so i don't mind hearing about what could have been done better.

i think a few of the unclear parts in the level design likely come down to time management during the jam. i had some issues with scope creep during the middle of the month, and by the time i'd dug myself out of that hole i only had a few days to get all the levels together.
After the jam i realized it would have been good to zoom out the camera some more, but the gap under the spikes section caught  me off guard - i honestly forgot i'd made it that way by the time i started getting feedback!

the inventory objects stopping problem is also an interesting one: i thought i had disabled rigidbody sleeping as part of the item script!
maybe it was just something that slipped through. i had noticed some problems with custom gravity from area2Ds sometimes lingering after they left the zone (i ended up working around that by changing the gravity manually in one of the other scripts) but i guess i never held anything still for long enough to notice that issue.

as for whether i'll end up adding onto the game now,,,... i'm not sure. i tend to have a lot of trouble coming back to jam games after the fact, and this one kind of burned me out with the specific compromises i ended up making to squish it into the deadline. i'm still very happy with what i achieved! but i suspect if i were to revisit this concept i'd be starting from scratch, taking a different angle on the same core theme.
too many ideas swimming around my head all the time.........

Totally get that. Nice game (also Godot is love) :)