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average33enjoyer

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A member registered Sep 12, 2024 · View creator page →

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Thanks for your comment!

Yeah, I'm very happy with how the phone menu turned out 😊

Thanks for your comment!

Funny that you liked the stumbling sound effect, because it was actually a placeholder and I never found anything better before the submission deadline. I guess I'll just keep it!

Yeah, I aimed to make the game quite easy, but some people still struggled with it, so I guess it depends...

This reminded me that at some point, I thought about making a game over screen illustrating exactly what you just said...
I might still make it in a future update 🤔

By the way, thanks for your comment and for hosting the jam!

Thanks for your comment!

Yeah, the sign can be a bit confusing. I’ll make it clearer that the character can go under it in the next update.

Really loved the atmosphere of this game!
This was my first time playing a Rubber Wizard game—I definitely need to check out the other entries in the series once the jam is over.

I agree with most of the critiques I've read so far—binding interactions to a single button, adding a cast gallery, zooming in the game. I hope to see these improvements next year!

Also, I'm now a member of the Dustin fan club 🫡

Chill little game! The pixel art is really cute.

I admit I didn't get very far because the gameplay confused me a bit (mainly due to some unfinished interactions). I'd love to play it again once it's more polished, as I think the concept is really cool!

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For a jam game, this is incredibly polished. I don’t think I have anything to criticize here.

At first, I thought I would suck at it since I don’t play deck-building games, but it was really easy to understand (with the "hint" section on the game page). I had a lot of fun playing it. Won on my second try, with only one lock remaining... quite stressful!

I saw there’s some discussion about the noncon aspect, so I’ll just share my experience with it. As someone who feels pretty neutral about noncon (it’s neither a kink nor a trauma for me), the writing really made me feel the danger of the situation. Yuni looked so innocent that I genuinely cared about saving her, letting her escape whatever Erx had in mind for her. In short, the writing is well done, in my opinion.

Other than that, the presentation is great, the visuals are great, and the music slaps... Great job!

How many levels are there? I played multiple times but couldn't hold it past the middle of the 4th level...

Anyway, it's a fun little game idea! And quite challenging too.

Mouse controls worked for me, but they weren’t always consistent. I think allowing players to control the legs part with the keyboard would be a nice accessibility option

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For me, the harmony rating for this game is an easy 5 stars. I mean, the horny part is literally linked to the play part since it depends on everything you do with the controller.

Smart idea and good execution!

For a game made in a night, the art has a lot of charm—from the really cute intro (and outro) cutscenes to the enemies losing their clothes when defeated, and even Jessica’s pigtails swaying in the wind.

I also love the ending—Jessica is indeed hot.

Gameplay-wise, it’s okay. As others have mentioned, the player’s hitbox feels a bit unclear, and having nearly a third of the screen taken up by the HUD isn’t ideal. I think placing the HUD either at the top or bottom of the screen would make better use of the screen width.

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"You just like playing with my boobs, don't you?"
Well… those jiggle physics are pretty fun, I can’t help it 😳

Succeeded on my second try! Fun little game—honestly, the only thing missing is some music.

Edit: Just noticed that your other games use the same graphics engine (not sure what to call it exactly). I think combining this style with actual gameplay really helps showcase your work (I say "gameplay" in the sense that your other games feel more like tech demo, but are great nontheless) !
Super interesting stuff.

I think you're being too hard on yourself. Even if it's not exactly how you imagined it, your game is fully playable, has a definite ending, and is quite fun. Game jams aren’t about making a perfect game, but rather about experimenting with ideas. If you’re still motivated, you now have plenty of time to polish the game the way you want!

Your game is also quite unique—the fetch quest genre isn’t something I was expecting in a game jam. I could even consider it a Metroidvania since you collect objects to unlock new areas, and some items are even saved permanently (the ones in the safe room).

It took me about an hour to play from start to finish. I got stuck multiple times, but I always had something to try, and eventually, I found the solution myself. The only thing that bothered me was the slow walking speed, as there’s a lot of backtracking. Otherwise, it was really fun to explore the map, talk to NPCs, collect new objects, and figure out how to use them.

I also appreciate the little interactions for things you don’t necessarily need to do—like consuming air or water multiple times. It’s technically useless, but the fact that there are unique texts and even a special game over for each is a great attention to detail!

Oh wow, so you made the code from scratch, simply using the angle and scale variables. I'll have to try it out too.

Thanks for your reply, it's super interesting!

Cute bunny girl hosts are a simple yet nice setting for a puzzle collection game!

I really like the slight animations of the characters, they give them so much life. As someone who also works with pixel art in Game Maker, I'm very curious to know how you achieved this look. I guess they are skeletal animations? I thought using pixel art would make them look bad, so I never tried it.

Gameplay-wise, I have the same kind of critiques as other people already mentioned, so I'll try to be concise:

  • The wheel minigame is my favorite. Betting 50 and trying to stop the wheel on a single space was really fun and didn’t rely too much on randomness. The wheel animation was a bit hypnotic after playing for a while, but I guess it goes with the theme of the jam...
  • The dice minigame is the weakest. The reroll gimmick could be interesting, but as it is now, you can just play it mechanically (bet 50, reroll if you lose, keep otherwise, repeat until reaching the target). A better risk/reward system should be added to this one, like being able to reroll only one die and having to choose which one, for example.
  • The ball minigame is okay, but playing it as intended took a lot of time to reach the target. I ended up spamming the button and winning like that. The concept is good, but it needs some reworking to balance everything.
  • Unlocking the rewards permanently after seeing them once, via a gallery for example, could be a really nice feature to have!

The game has a good premise and a lot of potential, looking forward to it! 😊

This game has just the right amount of lewd and silly at the same time. The way you can move her is so funny to me! I also really appreciate having multiple outfit choices.

I love that the tutorial is led by the yoga teacher, as well as how he makes little remarks to tease her. She looks so cute when she blushes 😊

Overall, the game feels very polished.
The only thing is that it's not clear that the locked content is a work in progress. I thought I could unlock it in the demo, so I tried redoing the first lesson multiple times.

Cool! Glad I could help! :D

Most of my critiques about the game have already been mentioned by other people, and since you already plan on fixing these issues, I don't think rambling more about them is necessary. 🤔

That being said, some positive feedback never hurt anybody!
I really love the overall presentation—the way the game takes place in a single scrollable scene, how the different screens are organically connected, the animation of the blocks being created and destroyed, and obviously, the art of the slime girl! She's really cute, and her small movements and expressions give her a lot of life.
The lack of sound is really a shame because otherwise, the game feels really polished.

Gameplay-wise, I don’t usually enjoy clicker games, but this one didn’t feel like one, even if it’s quite simple. Using the horizontal strike and the dynamite kept me engaged until I unlocked every upgrade. Good stuff!

Lazy comment

(I am lazy too)

This genuinely made me laugh, thank you 😊

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I really like the concept! It could definitely be expanded into a full game.

The characters have a charming and unique design. I wasn’t expecting them to get undressed when reaching 0 HP—nice surprise! And you even made different animations for every clothed and naked character with every object, which is a great touch (I know this is mentioned in the "Hint" section of the game page, but I waited until I got stuck before reading it)
The music is catchy, perfect for a game where it will loop for a while.

The intro level explains just enough to get started without over-explaining every mechanic (like how to break vases). I got stuck pretty early because of this, but I actually had a lot of fun experimenting with the tools at my disposal and figuring things out for myself. Once I understood how everything interacted, the gameplay became really enjoyable.

I think the UI could use some improvements:

  • Showing potion effects before using them could help beginners. For example, I knew that one potion could heal characters nearby, but I wasn’t sure which one. In that case, trial and error wasn’t ideal because I had already set up my characters positions but didn’t know wich potion to use.
  • A button to restart the room without rerolling it could be useful for situations where we had a good layout but made a mistake.
  • Since the restart button is close to the others, a confirmation prompt would be nice—I misclicked it more times than I’m willing to admit 😅

Unrelated to this, but I saw that you also made pixel art games, which is a style I really like. I’ll check them out once the rating period is over!

Edit: Sorry for the wall of text, I didn’t realize how much I wrote...

It's a nice little game! Also, the flower serving as a safeword is a super cute idea!

I have some minor critiques about the presentation, though. Since I don’t know how Downpour works, maybe these aren't things you can easily change 🤔

  • Sometimes, the white text blends into the background photographs. Everything is still readable, just a bit annoying. One way to fix this would be to use a font with an outline, if possible.
  • Speaking of fonts, I think using a more elegant one (like the one on the two-door screen) could make a big difference. Arial feels a bit bland for this kind of experience.
  • There’s a bug: sometimes, clicking anywhere on the screen (not just on the "Continue" text) still advances the story but messes up the screen order. Strangely, this only happened in the city route, and I somehow ended up on the nature route’s final screen. I had already read the nature route, so no big deal, but it could be confusing for someone else.
  • While testing for the previous bug, I found that two flowers in the nature route don’t work (the one where a woman is lying on the ground and the one with logs).

I hope this doesn’t come across as harsh—it’s already super cool that you finished something for the jam! But if you want to keep working on the game, I think it’s valuable to know what could be improved.

Thanks!

Thanks!

I don't know... they're just cute, I guess 😊

Another reason could be that I wasn't really into Kai's stalking personality...
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Really funny idea, and it's nicely put together for a game made in the last 24 hours of the jam. It would be interesting to see what it could become if you keep working on it!

The start feels really slow, though. It took several seconds just to spawn a single spermatozoid.

Also, as Bhijn already said, you should consider porting the game to the web. People are lazy (myself included) and tend to play web games more easily on Itch, especially small arcade ones. It’s a simple way to get more people to try the game and for you to get feedback 🤔

The visuals are so cute! And the game is pretty fun too.

However, I encountered a really inconvenient bug where the 'Info' button and the instructions were slightly offscreen. I might be the only one, though, since I haven't seen anyone else mention it.
It took me a while to understand how the game was meant to be played since I had no idea what the controls were (I only noticed the 'Info' button after searching the itch page for help and seeing it in one of the screenshots, and after that the instructions text was cut off)
In the end, I figured it out and was luckily able to play the game normally, so no big deal😄

If anyone else has the same problem, here are some useful informations to save you some time:

[WASD] to move
[SHIFT] to run
[Q] to release a slime (middle area only)
[1, 2, 3] to change character (middle area only)
You can only pick up slimes that match your current character's color. Release them in the middle area to fill the Slime Meter at the bottom and reach the goal.
Black slimes should be avoided—they slow down the character and can't be released by pressing Q (they leave after a while). Also, getting filled with black slimes results in a game over.

Great start! Being able to choose the character's appearance is a cute idea I've never seen before.

I would have liked to spend more time with Grey, but oh well—I guess I'll have to wait for the future chapters!

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Super polished game! Everything makes sense from both a gameplay and thematic perspective. It also has a lot of content—I wasn’t expecting this many different potion types. I probably haven’t seen them all yet!

The visuals are great too. Witches are really cute!
Since they are made by combining different sprites (I assume), it would be nice to have an option to customize the player's appearance. Though, it is possible to reroll a few times to get the one you want.
Also, this is probably way out of scope for the jam, but opponents could have attributes that match their potion sets—like a slime body if they use slime.

For now, I’ve only played the browser version and had to stop because the sound was bugging. I’ll definitely check out the downloadable version later, since I’d love to give it another shot in better conditions.

Great stuff!

Before trying the game, I thought it was a fishing game where you catch clothes instead of fish—but still fishing in water.  But no. You fish people 😳

The art style is super cute, and the voice tracks made me laugh. The game is just full of charm!

Since the game has more of a cute than a horny vibe, I don't know if this idea is relevant, but I think it would be funny if the NPCs gradually lost their clothes as the player caught them.

My only small issue is with the controls. Having to interact (press Q) to change rooms felt a bit off—I expected to be moved automatically.
Also, when I wanted to close the clothing menu, I kept clicking on the very left of the screen (where the game is still visible), but nothing happened.
Again, these are small issues—the game is great!

And since I'm also working on a dress-up game (as a long-term project outside of the jam), this is super inspiring. I’ve never seen a dressing game with progression before. Thanks for sharing!

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A gloomy futuristic dungeon with hot dominatrixes? Sign me up!

I really loved the atmosphere. The NPC dialogues added a sense of fear to the situation, and the enemy designs were quite intimidating!
And hot...
I really loved their outfits...
Or lack thereof in some cases...
Giggle physics were a nice addition too!

It's cool that you included the two locked rooms where we can peek, even if they don't serve the gameplay. They contribute to the world-building and add to the sense of dread. I also appreciated the small animations in these rooms.

On a side note, maybe this is just a skill issue on my part since I've never played Bioshock or Half-Life, but I would have liked a health bar for the player. I had to guess my health and play it safe, especially in the last room with four or five enemies. 

I only played the jam build, and for just a month of development, I think this is quite impressive. You can be proud!

This hits all my buttons, and I'll definitely be looking forward to this game! 

Nice demo! I'm curious about what the final game would have looked like.

I had a bit of trouble understanding what to do with the white circle (I figured it out after reading the comments here). It would be nice if this were explained in-game for new players.

Just spent over an hour learning FreeCell Solitaire just to play this game. Worth it!

As someone already said, it's a shame that some of the art gets covered by the cards. Separating them would be nice, so players could fully see it while playing—or as a distraction while thinking 😊 

I'll be honest, I'm not into these kinks at all (I didn't even know infestation kinks were a thing...). No shame, though! 😅

I mention this because, even though it's not my thing, I really enjoyed the game! The art is really cute, the walking sound effect (and the lack of music) creates such a chill vibe, and the overall gameplay is fun.

Neat concept, I'd love to see a more polished version of the game.
Floors could have some goodies to feel less empty—like a bonus that removes a bit of goo, for example. Having a way to block or attack enemies could also improve the gameplay quite a bit, I think. In any case, the game has potential!

Also, the game-over art is really nice! It’s a shame there’s no music, though.

Oh, and one thing that confused me is that the hypnosis counter is in seconds. Since the game is on a grid, I think it would feel more natural if the counter was based on movement instead. Just my opinion.

Thanks for your comment! Glad you liked the visuals.

Yep, the feel of the jump could definitely be improved. I'll put more work into it now that I'm not rushing to meet the jam deadline.

Also, more levels and end-level images were planned but had to be cut due to lack of time. It's definitely something I'd like to add in the future, so stay tuned if you're interested!

Thanks for your comment! Glad it made you smile 😊

Hm, I hadn't thought of that, but I understand your point of view about the jump feeling floaty. I'll try to improve it—thank you!

Your comment is so kind—it really makes me happy! Thank you! 😊

As for the reward system, I was thinking of adding more biomes to make the scenery more varied (and also because it was a lot of fun to draw). Each transition between biomes would then serve as a checkpoint and unlock a new gallery image—like the girlfriend sending some motivation pics while waiting!

Also, a picture would be unlocked at the very end, upon reaching her house.

Thanks for your comment!

I agree—I should have added jump buffering (as well as coyote time). This will definitely be fixed.

Funnily enough, the door scene was one of the first things I envisioned when brainstorming ideas. Really glad someone appreciated this detail! 😊

Thanks for your comment!

Since I didn't playtest with other people, I'm glad to know that it's possible to first-try the game!

Thanks for your kind comment!

You're right—I should have added coyote time. My bad! I'll fix this in a future update.