Stimky grabby hands.
BossWeapons!
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Yeah. Game dev is hard, life is busy and about a million prototypes later I've yet to find a solid foundation for something that's enjoyable to play. Should probably just stop trying to make things perfect to get out of the endless loop of "Nope! Not this!" and release something no matter how incomplete or small the end result might be.
The player model, enemies and the sex scenes are all modeled, rigged and animated in Blender using Blender's own animation tools and the models with their animations are then imported into Godot (the engine I used for the game) and handled/played through its animation framework when necessary. It's a very crude setup I used for this particular game, mostly due to inexperience in Godot and specifically handling 3D assets which I had no prior experience when I put the game together for the Jam, but it got the job done.
The second smaller room with the stream of water going through it just before the large room with the big body of water that leads to the boss at the end. Follow the stream through the identical corridors which at the beginning lead you into the upwards curving tunnel. Instead of a tunnel you'll come out on a clearing that'll lead you to the pedestal.
There's a vague hint about how to beat the boss in one of the glowing orb thingies that gives you flavor text. It's quite cryptic though and the whole boss mechanic (and the game in general, being a game jam game) is a bit of a hasty job overall, I was kind of learning as I was building the game, so the whole game is pretty much just trial and error from start to finish. Lots of overlooked stuff and missing basic features.
Hey, thanks. Glad you enjoyed your time with the game.
The boss dragon is indeed beatable. When you knock her down, you have to circle around behind her and hit her in the butt. Those are the only hits that count. Otherwise you'll just keep knocking her down over and over again. The implementation for that is just a bit shoddy and sometimes you may not have enough time to actually get a hit in, in case you're on low stamina and can't get there quick enough, but it's not too hard once you know what to look for.
I'm working on something similar currently. Same concept, but just more refined and with slightly more thought put behind everything. Though it's going really slow. You could think of it as something of a sequel, but not really. The game here is too much of a mess, due to how it was developed that there's no really any good reason to try and salvage much from it. The new game though, can't say when we'll see any of it here as I tend to work on this kind of stuff in an on and off fashion.
Thanks though. Glad to hear you think there's potential there.
No, there's no any specific options. The game is super crudely made and the inputs are hard coded in a way where the game only listen to specific inputs at all times, either from the keyboard or the controller without any options to toggle them on or off. There are two versions of the game available for download though, the old version and the updated one. If you downloaded the older version by mistake that would explain why the controller doesn't work. I didn't include a version numbering anywhere in the game either, because it's an old project for a game jam I made with limited knowledge, full of trial and error and it didn't actually even come to mind to include one back then, so the only way to know which version you have downloaded is to double check the file you got.
You're right. I completely forgot I added controller support with the update some time back. Sorry about that. I'm not sure why it's not working for you. I tested it out on my end here and there didn't seem to be any issues I ran into using a controller. Any controller that follows the standard XBOX/PS controller layout should work and if it doesn't, I don't know why it does not.
The newer version isn't much different from the older one. I fixed a couple of bugs. Added a save for the extra menu once it's unlocked and changed the controls around just a little bit to make them "less awful" but thanks.
I'm currently working on something a bit similar, in the same spirit. But I have no estimates when and if it'll actually make it there.
Hey, thanks for the review. Glad you enjoyed the game even if it is a bit simplistic and very janky. Making the game was a bit of an experiment and I pretty much was learning the engine as I went. Same goes for the coding too. Basically the first attempt for a 3D game for me.
The models are a bit goofy yeah. They actually look quite a bit more weird outside the game, but the low resolution and lack of lighting somewhat hides the fact. And the dragon from Shrek was an inspiration yeah. The final boss is basically the dragon from the movie.
The NSFW animations are a little simple in variety and pacing too, due to not having a whole lot of time to plan and animate them all (it was a game jam game) so I kind of just hastily put together something and hoped it didn't break too much in the end. Happy to hear they did the job though.
When it comes to difficulty the game should never throw more than 3 enemies at you at once, though it is possible to end up pulling more than that if you skip encounters. I didn't really design the dungeon in a way where moments like that aren't impossible. Like you read in one of the pedestal thingies: I'm no level designer and was just trying to put something together before the time was up for the jam. :D
I haven't given up on making games. I've just been refining my coding and designing new things, trying out different ideas, but I'm progressing quite slowly. Currently I'm working on something a bit similar to this game here. More refined, less awful to play etc. a more proper game, but I've no guarantees it'll ever get to a point where I can actually present any of it here.
I guess we'll see.
The blue drakes are probably the first target you should chase down before focusing any of the other drakes, they can be frustrating to deal with.
I'm glad to hear you like the premise of the game. I like it myself and I'd love to push out a new game that has the same basic idea.
That being said, I'm currently working on something new, which I hope will turn out a bit better since it's not a project I need to crack into shape within a strict time limit. Though I can't say when I'll have something decent enough put together for itch.
The particular pedestal is the white one, standing alone at the end of a bunch of narrow ledges that talks about "voices" and "the main menu." You've got to exhaust the 4 or so lines of dialogue from it which after you should be able to see a new extras section in the game's main menu.
At that point you can just close and relaunch the game and it should be there.
Thanks. I'm glad you enjoyed the game.
Yeah, the whole project was a bit of a struggle to put together that quickly. Part of me wants to re-visit the game and build a new, enhanced version of it from scratch at some point.
After a year of learning how to code properly and make "video games" I still find level design to be perhaps the most difficult aspect of the entire process. The YouTube channel you suggested seems to have plenty of neat videos concerning game development overall. Think I'll take a look.
Thanks. I'm glad you liked the game even if it is very crude and hastily put together.
I've no other sites beyond this very itch page here. So if you'd like to keep an eye on when and if I release anything new, this would be the place. I do have several projects on going, but none of them have made it to a point where they could be released as actual games though.
If you have the updated build, Q and E on the keyboard strafes you left and right. On a controller left stick does the same. If you're playing the old build, strafing is a bit clunky to do. You have to hold down the X key (I think, if I'm not misremembering) and then instead of turning you'll strafe.
Thanks!
Game dev is really difficult, I agree. It's not too hard to make a bunch of separate systems, but putting them all together in a way where they work along or with each other is the most difficult part.
I've slowly been working on something new for the past month or two as time allows and with any luck there could be something new here before the year ends.
I haven't decided yet if I want to release something unfinished, akin to an early demo or a vertical slice or if I should finish the entire project before I put it out here.
Guess we'll see.
You also need to find and interact with the special in game pedestal a few times.
The "updated" game doesn't actually even care about if you beat the dragon in the end anymore (or I think that's how I changed it a few weeks back). The data is saved the moment you go through all its dialogue and after that you can shut down the game and the menu should be there.
So, I ended up patching the game a little bit. It should save your progress now and keep the extras menu for the dragon smut once you go through all the pedestal nonsense.
Now you should be able to keep ogling at the Boss Dragon and Drakes without having to slog through the game over and over, though you still need to do it at least once for the save file to happen.
Have funsies! :D

