Thanks! Sorry about the white flash. I had intended for all the on-screen enemies to be killed off by the effect, but ran out of time to implement it.
AdabanaNecromancer
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Love the concept, love the art, love soooome of the gameplay. I think most of my complaints are about execution.
- I would love to be able to figure out the controls without having to read the text on the website, even if it's just an option or a textbox on the top menu. Since it's time limited and shoots the player straight into the scenario, it's really important to give the player a strong grasp of what they've to do from the get-go, or else allow for quick retrying
- I tried playing on controller at first, but I don't think the colour switching was bound at all
- for ease of development maybe the cutscene at the start could have been a duplicate map, and then transfer you to the actual map (with no cutscene) to start the level. This would have made it easier to setup the replay, I think.
- I know you know this, but it's super frustrating to have bad feedback on the timed button presses. These things can be hard enough when you're dealing with tight timing, but adding in ambiguity over when the right time to click is, it's super annoying.
Once I got the hang of the mechanics it was very fun to watch the summoner get truly gigantic. Again, great art, love the little zoom out when she's crazy huge.
Fantastic effort!
Fascinating game, think I spent a solid half an hour saying 'just one more go'. Absolutely love the pixel art and how each cow has a different look for max upgrades. It's very very cute and I very much enjoyed upgrading a full squad until they were bulging out of the barn.
I do really wish it were possible to understand more of what's going on from the game itself. I was completely baffled just trying to play it and had to refer back to this page repeatedly to tell what the different abilities did. Even then, lots of things remained unclear to me. What do the stats do? It felt like leveling up wasn't that useful beyond the obvious visual incentive. I think it somehow gated the mid-contest upgrades, but I never needed more than a few levels to get all the upgrades I wanted. Tier 2 upgrades always seemed to be so expensive that you could only get them quite late.
Things I'd love to see
- an indicator of the actual number of charm points you gain in a round
- ditto for the enemy team
- some way to see the effect of cheer/distract more clearly (per-round scores would help a lot here)
- a "you win" / "you lose" screen after a contest rather than a hard cut back to the menu (and an indicator for how many stars you won!)
- some indicator of how many rounds there are, total?
I assume it's intentional that when you lose you just go back to the first round with all your upgrades and unlocked cows? But it shows the other party slots as locked, even if they're filled, it's quite odd. If you're supposed to have a hard reset after losing I don't know how you'd ever get enough star points to fill a squad. On the other hand, the way it is now, after a while I started just spamming 'roll' for the first few rounds, spending all the winnings and then losing to repeat.
I gave up on the round versus Lum, or maybe the round after that. The enemy team had upgraded dice out of the gate that made it very hard to compete and it felt like for all the strategising I could do it would just come down to luck as to whether or not they'd roll their big charm dice or not. I felt pretty strongly by the end that I would prefer having a full team of Claires and Slicks as just rolling a ton of charm and the occasional upgrade seemed the best way to win.
Anyway, compulsive game, I do look forward to updates for it very much.
This is so cute! Absolutely amazing art throughout. Aina is the standout, but the tilesets are all absolutely fantastic too.
It's very impressive to put together a side scrolling platformer in RPG Maker, but I do hope you consider an alternative if you're going to continue. GameMaker, Godot or Unity would give you a lot more options for the platforming aspects. Either way, this is a lovely game!
A very neat concept and very impressive to pull off in RPG Maker! I've never seen a card battle inplementation in it before so it's extremely cool to see. I think I encountered two bugs. The first was that I seemed to be doing the same two screens over and over again. After leaving the table I'd be on a screen with a tent and a campfire, then move north to a screen with one fight on it. Win or lose, when I next left the table I'd be back on the tent/campfire map again. The enemies changed, but hte map did not. The second bug is that after repeating this several times the game froze and hung.
Bugs aside, I have mixed feelings about parts of the game. It felt difficult to play strategically - the combat is very reminiscent of Slay the Spire, but without seeing how much damage is incoming or how much block an enemy has it made it much much harder to feel like I was making meaningful strategic choices. I felt like my win or loss was mostly down to RNG.
I found a lot of mechanics just very hard to follow. I didn't particularly want to go and look up status conditions after battle, especially after I looked up Regen and the Knight just told me "seems self explanatory"
I'm very conflicted over how the corruption and player pregnancy works. Personally, when I play a preg game, I want to make the character pregnant, so when you get pregnant by losing, and enemies make you pregnant in combat and your cards put you back to normal, that's frustrating. Every time I got offered cards or saw a shop I was looking for a card that would boost corruption or something like that but I never saw any ability to do so.
All that said, it's a really ambitious entry for a 3 week game jam! Great work and great potential!
I felt quite lost in this one I'm afraid. I was really never sure what I was supposed to be doing. If I talk to an NPC near the start and tell him I'm building a house I see a cutscene where the protagonist conceives - but it's very confusing. A ghost floats around and turns into a white pumpkin. Then it goes to a house screen where I can't move or interact with anything. I restarted and avoided that NPC, managed to talk to someone else about cutting down some trees, and although I made a little progress here it was still very difficult to grasp. I think there might be a lot of the story in this game that's all clear in the creator's head, but unclear to the player.
- why is the husband hanging around some boxes the whole time? What's he doing?
- what is the player character supposed to be doing? Is she finding a house?
I'd like to be more positive- I do think there's potential here. Do keep at it. Always try to remember that players will not do what you expect, or know everything you know coming in.
A fun concept! Personally I found the sound of the main weapon awfully loud- especially since the best strategy seemed to be to just hold the fire button down constantly. A lower volume or softer sound would be very much appreciated. The ghosts come at you very fast and you have very little health. I found I basically had to get hit and die a few times to figure out where the ghosts were in a room and then find the best angle of approach, which wasn't the most fun gameplay. The sprites are good when she starts to grow!
I find the concept really interesting here but I had extreme difficulty figuring out what was going on. It's hard to tell what any of the various metres or options do, even after playing for about 10 minutes I am sort of scratching my head saying "I *guess* she was pregnant and she gave birth?" because it was very hard to tell. No idea what the P vitamin or the blue metre did (doesn't seem to be pregnancy since that's the special potion...?) or the H Vitamin.
Art is very cute though, all the little cow girls look good.
Pretty cute! Cute art style and some fun ideas. I found generally the some of the sound effects like the swallowing clashed with the style of the game and put me off. In the pill game it felt a bit loose and janky when I was feeding her the pills, hard to tell when they had been dragged to the right place and were just waiting for an animation vs when I had missed the mark.
It was a little disappointing at the end that it seemed to skip straight to the babies without showing her pregnant
Really fantastic stuff. Played through twice (wiped out the first time, hit the end the second).
Blanket praise: love the character design, incredibly cute catgirl, the UI is very slick, the highly stylised card and event art looks distinct and works really well. It's fun to play and stack up preg stats. The background art and the enemy art are great. The overall implementation is very high quality, it's really clear how much time and effort has gone into putting this together.
Other points - I know there's a ton of stuff here that's obviously just time limitations etc. so sorry if I'm telling you stuff you already know, but here's a list of stuff that struck me as odd or quirky
- it took me a few goes to realise that I was playing cards and not discarding them. Even a simple animation or a number pop or something would make this clearer
- an option to skip the intro would be nice
- Someone explained this to me on discord, but the contraction mechanic totally flew over my head - I had no idea why I was taking damage every turn, even when I stacked up tons of block. Clearly this is explained somewhere but the conveyance could be better
- it seems like an optimal strategy to find a weak opponent early on and just cycle through your deck spamming pregnancy boosting cards so you can then pick up the cards that scale with pregnancy. Not just because pregnancy scaling cards are good, but like, as a game about getting the character pregnant, the player wants her to get bigger. Maybe this is okay as a power strat? Could be mitigated by slapping Exhaust on those cards
- the cards related to pregnancy are fundamentally more attractive for the fetish content - making a fire deck or an ebb & flow deck lacks appeal because there's no obvious road to hugeness there. If these could be tied to different ways of being pregnant or different elements they might be more attractive, eg the ebb/flow cards relate to breast growth or if growth vs number of babies is a different strat. Or if there were more obvious fetish payoffs like ebb/flow cards that increase or interact with preg
- you have to click "skip" to close the loot window, even if you take the gold & the card. It should maybe close automatically after you make your choice?
- some cards "deal damage" and some cards "deal stamina". This seems to mean the same thing? It confused me, at first I didn't bother with the stamina cards until I realised they dealt damage too. If there is a difference between damage and stamina, it's not clear to me what it is.
- it would be nice to be able to see the character on the Stats screen, especially when you sometimes hit back-to-back events that increase the # of babies
