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Bawdy Brews

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A member registered Feb 16, 2023 · View creator page →

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I actually 100% agree with you that windows should be moveable during text, unfortunately my inexperience with Dialogic is to blame there. In a prospective re-visit I'm actually considering building my own dialogue system if it's within my reach so I could do things like that. Thank you for the kind words!

I would like to! I've been going back to my script notes and trying to think about what a finished version might actually look like since this is almost kind of..  just under a proof of concept? That feels a little mean but I said in another reply that this is kind of only half of the first scene so it feels kind of justified jdhsjkf, I'm just so relieved the vision of it came across well enough, wah

THANK YOU.... Everyone's so nice about the art even if the story was a hurdle, I'm so humbled. Part of the shortness stemmed from lack of time/experience but I'm hoping to make it better!

I'd like to! I'm hoping to also! Back at the start of Feb when I was young and ambitious, I'd actually plotted out 3 scenes to try and submit for this month-- so I do have material planned! I might have my work cut out for me though since I'm getting horrible, delusional thoughts of trying to split from using Dialogic in a prospective future build in order to have more control over text & interaction so it might.. be a while...

THIS IS... A VERY NICE COMMENT.... and yeah I'll add screenshots, thank you-- I was worried when posting bc I knew about itch.io's de-indexing and I didn't wanna chance missing the deadline at first but yeah now that we're in judging, I'll find time to do that ( ; w ;  )"

Thank youuu ("   ; A ; )ノ”
The art was one of the last things to come together, like literally racing against the clock on submission day so I'm glad it still held up as well as it seems to

IM... SO GLAD... I'm just really relieved it wasn't a miss...  thank u too so much for sharing....

I would!! love to do more!! I mentioned in another comment that I've been going over my notes & scripts as well as starting to take a stab at filling out more sprite sheets as soon as time allows since there is kind of something I'm trying to accomplish here even if it's just self-discovery. I'm so touched that it's been so well received (and you're so nice!! about the art!! waaah

thank u.. for noticing the pun... I'm so relieved it was relatable too-- I'm mostly on the fringes of the plural community because I'm still trying to figure myself out & I'm too afraid to interact but I'm glad this little window, haha, kind of offers a venue to be seen, for lack of better words.

VERY high praise... thank you so much, & I hope it's okay/that they like it..  I'm so humbled....

thank you!! I'm kind of just humbled by the response players have had (  ; w ; )ノ"

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aaa finally trying to get around to replying to everyone-- part if that friction is because this is an inciting incident! I've actually been going over my scripts & notes to try and see about finishing my initial 3 vignettes post-jam and maybe doing some more. Honestly the best way to think about this one is almost like.. half of a prospective chapter 1, so it's missing a post-event scene that I had to cut for time reasons. I've gotten a lot of very nice messages though that make me believe in it more than I did by end of February tho,  so I'm kind of motivated to continue with it. I'm glad it hits that space of 'having to sit with it',-- tbh if that'd 'part 2 of scene 1' had made it in, it would have been operating in the same spot, so I'm glad it transmitted ( ; v ;  );;

First talk action to ignus > "back the fuck off" > game gets stuck at "You swiftly move away"

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WOW this was a lot. I'm always a sucker for the rpgadventure/rpghorror style walk-around-and-do-puzzles type games so having one be turned horny was kind of like the genre aging up almost? 10 endings feels like a bananas amount of writing for a game jam but it works and I'm very impressed. I liked a lot of the botanical worldbuilding as well, i felt like I could tell that's a passion of yours to some extent (and one that's shared! I love that kind of stuff!). Figuring out the window's correlation to a puzzle was also a delight, i found them conspicuous from the start and was so pleased when that paid off.

Main pain points were that some of the puzzle hints were just a little obtuse, the first one that got me was actually the second cauldron demand where i wasnt sure if potent/honed was talking about the amount of time it was honed (implied with the lover's drop) or the intensity (which was the actual answer). I think that one's okay though since it encourages follow up playthrus. More pressing though was a kind of paranoia that literally any indulgent act could lead to a punishing ending which, while probably enhances the atmosphere a bit, actually stalled me off from getting the final ending for a hot minute. Which again, not a dealbreaker, it just kind of made the experience have a bit more friction for me. Also on the replay note, having an option to skip the intro would be a good future add.

I'm also figuring this was a time constraint or possibly because there's so much focus in the text, but I would have loved illustrations for the endings even if they were sketched and even if there was only 1 per ending to just sort of strike the mood. Honestly bc there's not, I do think this game got a higher stealth rating for me, but I liked so much of the writing I kind of wanted the art to shine with it? if that makes sense?

Kind of nostalgic actually, I liked how the game didn't take itself seriously at all. I agree with Lupanar that the background and foreground were sometimes hard to tell apart-- most specifically in levels 2 & 4 (bg is too bright in 2 & there's some dark lines in the bg of 4 that can be confused for maze lines). Had fun with this one tho!

Congrats on submitting! I hope you can build on this. I'm also learning in a similar position to you and every step counts!

Had a hard time with this one since I'm not the best at precision platformers but I did what I could. I like the character design a lot and was pretty charmed by the look & setup. I also think a map would have been helpful, as well as being able to switch which person is your current checkpoint? Would probably be a good vector for revisiting the intimate scenes as well.

Thank you!

I kind of? Adore this??? It's so cute and the way everything comes together is so great, I feel like I could sink a lot of time into this. I spent a lot of my playthrough trying to figure out how I would try to describe what a good time I'm having and the word that kept coming up was just 'charming' which doesn't feel nearly as strong a word as I need for something like this. I love that your deck is just?? your little guys??? Like i know there's 100% kink undertones here but I'm so enamored with just going around with your like 15-30 little hype guys that give you powers. I'd keep maxing out my 'hand' and every time they'd all just jump up and cheer which I'm figuring was just the item skill triggering while my hand was full but I kind of don't care? I love that they all keep jumping and i love the denizens of an abandoned world banding together to try and fix it through love and freeing more guys to join the club. Absolutely jubilant game, 11/10, thank u for making this. 

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Kind of implied by my title in-game that there's supposed to be more vignettes-- i have a narrative planned and what i put up ended up being just a kind of proof of concept. I had at least 2 vignettes earmarked for this jam, but when i had to cut it to one, i bumped up the mechanic exploration planned for vignette 2-- which i do think was a good move all things considered, but i would like to flesh out my idea more and go some places with it. There's also at minimum 3 other characters who are planned for this and maybe a couple others I'd like to flesh out, which only 2/5 got to show up +1 didn't have a design up this time around so I'm like well that's not fair, is it

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I kinda bounced off this one but that's ok, I'm just not the target audience for it. I also kind of struggled with being able to tell whether or not I was doing good or bad but it kind of seems like that's not really the point of this one, if that makes sense, it seems to be just about enjoying the experience and getting better. Cute!

I'm always a fan of merge 2/3 games so this was already kind of a win for me. I like that the character designs are very cartoonish and cute, it just adds a lot of color to the idea, like it puts it in a tone that's just fun. 

I liked this one!

The writing on this is gripping, I think I like everything about it from the gamut of kink scenes & the varieties of options to engage with them, to the deep tension of being a covert interloper being coaxed into a place where you're not allowed, actively being  (or at least attempted to be) chased out of is... precise. Almost like playing operation? It's a story that works exclusively in delicate but intentional movements. I also like a game where I get to learn about something (bootblacking i think), that's always fun! I liked that scene a lot, there's a nice tension there too between the expectation, surprise-- and again, the learning-- but in-text as well, like it kind of enhanced the theme of trying to deepen the connection to the host in my experience. Its cool!

I think? this appeals to me? like I kind of feel like the target audience despite some of my resistance to it on occasion. Immersive might be a good word though it feels kind of... not strong enough or maybe a little trite, haha. Sorry if this is a weird comment, I'm trying to articulate that I'm moved in a way. I'll probably be mulling it over for a while!

I kinda liked this one a lot actually, it's really charming even with time constraints. I think maybe resizing it to be  little bigger on itch.io's page might help to appreciate the pixel art more, I have some vision difficulties so it was a little rough. I laughed out loud at the rugpull joke and it's got something of a laid back kinky atmosphere that leans into the plot. Yeah, I liked this one, thank you!

So 3 days in, this one immediately got its hooks in me and I'm trying to 100% it to the best of my ability. I love the pixel art style a lot, the succubus has a super appealingly palette for me, and the idea of an idle game based around optimized routing kind of tickles my brain in a way that is deeply engaging. The kind of fiddlyness of the routing is extremely satisfying and I like so much of the core interactions. 

I do think the communication is the biggest issue aside from some quality of life features-- there's a lot of stats and mechanics that are hard to understand on their own (active stat vs level of stat) and trying to figure out where the sweet spot of your stats should be could be better communicated, but honestly I'm having a great time, thank you for this. 

Similar to Cloudbird, I also feel like I'm only seeing the tip of the iceberg here. I like the card-based system for presenting story and decisions, that's really clever. With a bit more visual input I think this could be really interesting. I know the narrative right now is a pretty tropey knight v dragon, but with the card mechanic being so... skewmorphic, I almost wonder if it would be super cohesive in a story about like strip poker or something? I could see this being super effective further down the line. Alternatively if your decisions on left or right could actually compile into a visual stack on screen, it might be a fun way to communicate some kind of morality system? Lots of potential with this mechanic I feel.

I did actually like the battle system but similar to Lupanar I did find it hard to tell how effective or ineffective something might be most particularly because of health/damage. I didnt have a bar for it but also it didn't seem to matter? After a point,  I assumed it was just combined with the horny meter and took hits in stride. I do also agree with Underwhelmers that the flow of the battle 100% helped enforce the eroticism but also the desperation of the later combat? I thought it was a very good touch that over the course of the battle *neither* me or the opponent cared about stability as energy became scarce and were just beating on each other to try and win, that was very effective.

I also agree with plastic grass that the text was good but a bit long. Especially for a game like this where the real meat is in the combat system. I do like a lot of the place setting though, lots of interesting visuals to chew on! Would love some art in any kind of future build even if it's just like splash illustrations in the back.

wigglin'

The sheer amount of backgrounds in this is bananas, felt like there was a scene change almost every couple lines which is very ambitious and pulls off a sense of space pretty well (though unfortunately also draws into focus the kind of tension of an exhibition kink without a potential audience, but not in a bad way tbh, like it feels kind of safe if exhibition is something that makes you anxious). I do like that the relationship between the two main characters can kind of range from restrained lifestyle dom/sub dynamic to something more cartoonishly horny depending on your choices? That range was just kind of nice. 

Would like more outfits if this ever gets picked up again! Or a bit more about who these characters are outside of the kink space because it did get a little blurry whether this was just kind of how they are of if they were playing roles. I know the ellipses were supposed to be representative of idle conversation but i would have actually liked to read the conversations even if it wasn't horny or kink-related-- especially in a thing like this where the routine of the kink and exposure to it is ballooned to the point of normalcy? Idk if that makes sense but yeah I liked this one, it was cute!

As someone who makes a lot of mixed drinks of whatever, this concept is very appealing! The descriptions of flavor are very pretty and I like that you get a pretty sizeable amount of time to try out different combos. I feel like sensations that aren't just visual are kind of hard to get across digital formats, but I'd be kind of interested in where else this concept could go, just for curiosity's sake. This is very good.

This rules actually, had several moments where I laughed out lout and the ongoing 'birdie on every hole' joke getting called out in-text was great. Extremely funny, extremely novel-- Note said 'cohesive' and that's definitly the right word, it just comes together very well and everything works. 

My only hitch is just that the direction arrow is a little fast. For the whole game it's not too much of an issue but I distinctly had a hard time with the final level because aiming for the flag is a bit difficult. It could just be my reaction time or the fact I thought I had to aim for the flag instead of the moon proper, but when I saw the 'use 200%' hint i was wondering if an aim hint might help as well. 

Not currently since you're kind of in one already, the one who's pre-joined is Alhena (green)! I have more scenes planned where someone else would be pre-joined and one of my debug tools had a blank/default window that would stack from 'empty' so to speak, but in this current version: not yet