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A member registered Feb 20, 2016 · View creator page →

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Ah crap, I can’t believe I forgot to put that as a note. The error’s it giving out here is that it’s not finding the RPG Maker VX Ace RTP which is, for the time being, required to run the demo as it is right now.

Hard to say without seeing the error. Could you try taking a screenshot of it so I can try to figure it out?

Don’t worry about it, it’s not a bother. As for the project, it’s inching along, slowly, so it’ll eventually get done.

Off the top of my head, yes, all of them do make use of DirectX in one way or another. I suspect the problems here arise not from the usage of DirectX, since it’s pretty much standard in Windows, but from the specific implementation of it used in this particular engine. Then again, having no way of replicating the problem means this is just pure speculation on my part.

Version that doesn’t use DirectX has been uploaded for both the demo and the full game. It should not give any problems.

Due to not being able to reproduce the problem, and not being able to give a proper solution, I’ll just go all the way and make a version of the game without the performance-enhancing alternate executable. Performance will suffer, to an extent, but it’ll function. I’ll say something when I upload it.

Well, I’m at a loss. Sorry, I can’t think of anything else that could be the main reason for the problem or any other potential fix.

Oh. I see. Looking around, it seems the problem is common, and apparently the way to fix it is getting the DirectX End-User Runtimes (June2010) package (link to Microsoft’s download page) which actually installs additional DirectX stuff that’s not in the main packages. I may have not found that problem due to something along the way requiring that and having it installed beforehand.

It should fix the problem. If it does, I’ll make a note on the game page.

XInput? Hmm… Sounds to me like you might not have DirectX installed. For the sake of making the game function better and not suffer from slowdowns, we used an alternate executable that runs the game allowing for hardware acceleration through DirectX 9.

Try that, it should solve that problem.

What do you mean by “doesn’t work”? Does it run but crash? Does it throw any sort of error? Does it just not run at all?

Yeah, it’s not actually released yet, what’s available for download is the demo.

The terrible, horrible bug which made text infinitely fast after alt-tabbing hit me a few times, thankfully it’s short enough to not have to worry about restarting. Although I did end up hitting every key in my keyboard until hitting F1 fixed that.

Other than that, it’s a pretty good short little thing, too bad there wasn’t time to add sound for the jam, I’m looking forward to that.

Yeah, that seems to be the normal reaction to this game. Until another way to go with the H content is decided progress is essentially gonna be at a crawl, even if it takes uprooting the entire plot and rewriting the scenes.

Thanks for the feedback!

Thanks for the feedback!

Although… I don’t recall anything about the shooter enemies being able to be interrupted.

Either way, I get why the stage might feel a tad bit too long as it is.

Thanks for the feedback!

Yeah, feedback after the initial release was generally what you said, about the sex scenes. Currently still trying to think how to change that, though there’s a chance the whole game’s plot (or lack of it) will be replaced entirely to fit the new way to obtain scenes.

That might mean redoing the scenes, too, but if things just don’t work, no reason to try and keep them without changes.

How to handle the horny scenes will take a good bit of thinking, but the feedback is appreciated.

It’s planned to have more variety in enemies and patterns going forward, but I’m glad to hear the gameplay is solid as it is right now.

Not the first time I’ve heard that same feedback. We definitely need to review that part, since it’s set up that way essentially because it’s the only way we could think of where adding in the lewd content wasn’t actively detrimental to the feel of the gameplay. Thanks for the feedback, though!

I don't think I can give exact numbers, but check the demo and about 3 times what's in it or so,  if I recall correctly.

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Not being able to reach that ledge is intentional, since, well, all that's in there is the one corridor and the tiny room through the door.

I'll go and add the non-con warning to the game page now though, thanks for pointing it out.

Why do well? To get further  forward and be able to fail against new and different enemies.

Hey, I know it's annoying at times and that it should stop being a thing, but it's common for a simple reason: it works, and it can be plugged into practically any kind of game. Sorta like leveling systems.

From what I know, there should be no problem running any Python thing on a Windows computer since it's a language not unlike Java in that it has its own runner machine to run its specific code.

All Py2Exe does is bridge the gap and make Python not be required to be installed in the target computer, so, I don't think you're going to have any problems with what you want to do.

Personally I do like that thing about Game Maker. Kind of a way to ask "Are you really sure you need HTML5/Android/iOS/Whatever export?"

Double really with how expensive the Android/iOS exporter is, though personally, even when I got it for GMS:1 back then with those humlble bundles, it just... went completely unused and forgotten.

Kind of a shame that Mac/Linux exports (which come included in the base pro version) do require computers with those OSes set up connected to the developing system.


Forcing yourself to change your engine just because you only have the one possible export option seems counter-productive, I reread the jam page and it says "If at all possible, try to" release in non-windows exclusive.

I'd say go with what you know how to use and export in what you can.

Thanks, I'll try that, if I can't get it to sound right, I do think I found a CC0 sound online that does what I want.

I've got a sound that's good and close enough to rod P going into slot V, but it's only good for when the mounting assemblies hit each other.

If anybody knows any tips on how to make a sound that approximates the sound of the lubricated friction between those two parts when the mounts don't hit each other, I'd be thankful.

(if anybody wants to know the one I have, it's something like slightly wet hands holding each other by the fingertips and "clapping" with the free part)

Thanks, though I'm sorry about having had to leave things like those unexplained (basically dripping wet changes the rub animation to a penetration animation, and creampie makes that do more damage)

I would have liked to get it more polished, but I already rode the time limit to its... limit, to get it at least done.

I'll see if I can set up a more polished demo thing with a possible overhaul of the combat system in time for the _other_ lewdjam.

I'm going to try and make some sort of first person dungeon crawler, not entirely unlike "Lightning Warrior Raidy", to give some idea.

Yeah, I was thinking the same thing, just thought of asking about it to make sure

Title, basically asking if the game entered has to be free or can have a price tag on it.