A neat concept! I liked the writing and found it pretty well put together. I did some how end up stuck in a loop where neither team could cause damage and I just had to surrender.
and Null
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As rough prototypes go, this has a lot of potential. I'm a suck for novel story presentation for IF shaped things. I am unfortunately easily bored by box-of-text-in-the-same-place. However, these cards allow for a decent bit of text that never feels too long nor to short. I also don't think I've seen a Reign style game for an erotic game. I think this little engine could be the basis of a bunch of narratives.
One piece of feedback I have is maybe having a setup like:
That way the choices stay readable and don't have to fade-in and out. Aside from that, I hope you manage to put this engine of yours to work in future projects. Looks like it'd be fun to work with.
I like that you had that chip-damage mechanic in the game. And the way it was worked into the narrative was rather fun. I really enjoyed the kinky dynamic between the ship and the pilot. The emergency rescue sequence was well executed. I like that this wasn't to focused on scoring and stayed engaged with it's narrative. Finally, all the art was really nice. The checkpoints made up for the lack of extra lives as well.
All in all, pretty good.
Okay, the advanced tech is a really good one. Especially since I've got that big eye animation. Make the eye slowly narrow in on you as you try to keep your meter from draining. Definitely keeping that in the mental notes.
Danke, I felt awashed with inspiration for this year after playing 50 Short Games and The End of Gameplay. Especially, TEoG. I played that basically the month before the jam. I wanted to swing for 5, but alas, one-game-a-week was my limit between this and a day job. Tho, one-game-a-week is already kinda nuts, lol.
Also, yeah, My Body is a Garden has been an idea I've token like a couple swings at. But this was the first time I've committed to some iteration of it.
The sociopolitical climate surrounding this years jam had me wanting to just go full in. I think the game that lands the best in that regard is "I LOVE THE FEELING OF ANTS ON MY DICK". I let the goblins take the wheel and it came out pretty good. Oddly, I think doing all the animations on paper kinda helped this mindset.
One day I hope to live up to my inspiration in terms of body horror games: Water Womb World and Discover My Body. Both are games that I find erotic despite that not being the goal (or likely even passing intent) of the work. My Body is a Garden, specifically, is an idea that I've toyed with many times. This is the first time realizing some aspect of what's in my head.
I don't think this will be the last time I attempt My Body is a Garden.
One day I hope to live up to my inspiration in terms of body horror games: Water Womb World and Discover My Body. Both are games that I find erotic despite that not being the goal (or likely even passing intent) of the work. My Body is a Garden, specifically, is an idea that I've toyed with many times. This is the first time realizing some aspect of what's in my head.
I don't think this will be the last time I attempt My Body is a Garden.
I could feel the ambition behind this project. I've always found your submissions capture me the longest every strawberry jam. So, I look forward to what you bring to it.
And, yeahhhhhhhhhhhhhhhhh...hhhhhh, I feel that one about "web access being uncertain". "An andful of Horny Games" committed so hard to the kink for the same reasons. I won't go out with a little whimper.

Absolute nail biter right there. I did not realize just how BIG the world was until I saw a I needed a second Gold Key and found another Silver Key I had no direct use for. The gameplay is rather nice, it's got a good hook. My main two pieces of feedback is 1) I think enemies should immediately loose their hitbox. I got cornered pretty badly in some spots. When dealing with a hoard of enemies, I had to despawn ones I defeated cause I couldn't fight ones behind them.
2) I think having some way to do a little dodge would round out the combat. I eventually did figure out I could turn-move-turn to avoid an hit, but maybe something like a timing based or cooldown based dodge could allow for mixing up the gameplay and adding interesting challenges while providing away to avoid incoming shots.
Oh, and maybe a moment to look at the front of naked enemies (assuming they have a front sprite).
But, I really like this one. I think this might be my favorite gameplay-wise and has solid potential in the future. I love the art and aesthetic. Overall, rather impressive project for a game jam. It's been cool seeing your ability an ambitious grow with each jam.
Oh, also, I thought the combination of old-school movement with point-to-shoot to be a really nice combination.
3 definitely is my favorite of the bunch writing wise. Heavily inspired by an old entry from a previous jam: Dorothy Has A Nice Day In Teslic Yard. The writing in that game proceeds to totally breakdown as the character transforms. I also didn't let myself pull back from the writing to make it feel "less" "cringe". So, yeah, definitely the most sincere of the bunch. I wanted at least one game where I got to do some unrestrained writing. 50 Short Games has a lot of writing that almost strays into "stream of consciousness". So, that was another motivation and inspiration.
The 1st game was definitely designed to be a Typical Video game. 2nd and 3rd were very much inspired by the meandering 2D exploration that 50 Short Games and Elbe have (and T.E.O.G but those are all platformers). 4th was inspired by those whole flash games where you just poked at stuff for a while. And yeah, I wanted to try my best at including the wide range of experiences and themes that 50 Short Games and T.E.O.G had within the 28 days I had to work.
Sadly, I didn't get to include one game (Milking and). Gonna have to add that one post-jam.
A rather solid puzzle game. Loved how many animations you made. One hitch I did run into was the provided solution tracking grid assumes relationships are symmetrical. However, at some point you have a conditional requirement between a restraint item and a sex toy item which breaks that symmetry. Not anything major tbh, but I figured it was worth pointing out. The notes viewer was well done overall. Finally, I'm glad there is a little gallery mode to play with all the animations.
Game: "Now's your chance to be horny :>"
Me: "stfu, I'm learning LORE"
Jokes aside, I like this game. The write is solid. The characters are neat. There is a surprising amount of depth to the game which I'll have to explore later. I am fascinated by the Perc City, it's history, it's shining hope, it's back slide into corruption, and it's scandals. I've never been one for dating games, but I am a sucker for that kind of stuff.
Also, while you didn't go to far into depth with the sex scenes, the bits leading up to the GOOD ENDINGs were very well written. Good luck making Gar 28.
I rather liked this game. I some how managed to beat one of the bosses with an item that formed a "negative synergy" with it's ability. Tho, it did keep that fight on edge the whole time. Also, I really like that the game highlights the first move you should make. I really liked that. Solid idea there to prevent the possibility of "first move cost you a life". I did find items which activate at the start can use up that first move. Specific example is the "clear the four corners" when one of the corners is the starting square.
The QTEs got pretty tough pretty fast. But, I thought this format was rather fun. If you do future games like this, a little slider to adjust the speed of QTEs could be beneficial. I added one to an old project that had a QTE after listening to some folks discuss their accessibility problems.
That said, the art was very nice. I like the characters and the varieties of body shapes. Seeing the slime's forms progress through out the game was fun. Overall, solid game, everything meshed well. The horniness provided a sprinkling of difficulty as I wanted to admire the art. (Another neat idea for post-jam update is the ability to admire the art.)
Hopefully that is "because the CWs let you choose" and not the "games didn't play ;_;". If it's the first one, I'm glad my content warnings were informative. I wanted each game to be a little mystery (such as in the two source of inspiration), but also I knew flashbanging people would be a Super Bad Idea. Nobody likes getting flashbanged of having to sit through a scene they didn't know would take some twist it did.
If it's the second, oh no...
Shame there was no win states. All the art for the game overs was very nicely done. I also liked the big paw animation the rabbit had. Since the game is a bad-end set up, I imagine some of the unfair attacks were intended. The non-telegraphed green paws were occasionally frustrating when they just blipped in for huge damage.
(pre-play through comment) Managed to get the game running on WINE by installing the RPG Maker 2003 runtime. Seems like the project was exported without the runtime backed in. This should also work on windows.
Download the RPG Maker 2003 runtime from this page:
https://www.rpgmakerweb.com/run-time-package
I love the troupe of "fish stuck to body part [GONE SEXUAL]". I liked all the fish. Wish there was a way to zoom the camera in, tho I found a wall worked well enough. Just wish there was more fish to collect and maybe something to do with the NPCs. But pretty good work for you first time coding up stuff. I've always found 3D way hard to get started with than 2D so nice job.
WORMS! WORMS! WORMS! WORMS!
The game was very nebulous, but after starting over my run. I managed to get everything boot strapped. I digged the story. I think my only criticism (aside from a bit of tutorialization), is that it was a bit tricky remember to *use* items every time I placed them somewhere.
For a second I thought the game had broke when no graphics appeared. But, that was really novel experience. Absolutely the winner of the stealth category so far. The usage of the keyboard sound effects and innuendo was very good. Solid font choice for providing a nice reading experience and setting the appropriate business causal mood.
The premise, art, and characters are all really cute. And I really like how the sex and cock TF are worked into the game itself. This is definitely a horny platformer where the sex and kink are core to the identity of the game.
That said, I unfortunately can't see myself finishing all 40 screens. It's rather slippery for how tight and technical the game is. Having to constantly tech the double jump to keep my moment heading in the right direction got tiresome. I had to stop playing cause it was just to hard on my finger joints. If you keep working on this game, I think an accessibility feature should be a simplified double jump.
On a final note tho, I think the timing of the double jump is tricky without feeling "unfair". I just unfortunately cannot do that trick as many times as the game seems to require.











