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Carpetwurm

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A member registered Jul 27, 2018 · View creator page →

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Probably when it's finished, unless I end up putting it in early access once it's nearly complete. 

I don't know, considering how turbulent things have been lately with payment processors and shifting guidelines, it may or may not be suitable for Steam once it's complete.

I didn't say it wasn't going to be updated here at all, I was responding to your previous question which was "is it going to be updated soon". You can still buy Tailbound and other NSFW games on here, and I will be updating Skantish here once it's fully complete and ready to be sold, but that won't be any time soon.

Because it isn't going to be a free game

No, but the new expansion will be available to all $5+ patrons in the next couple of weeks.

I have a bluesky

https://bsky.app/profile/carpetwurm.bsky.social

Not really viable.

My previous game Tailbound is on Steam, and is compatible with the deck. I'm planning on doing the same with Skantish once it's complete, but recent changes to Steam may impact NSFW games before Skantish is finished.

Remembered this bug existed and finally looked into it, and the problem was that the speed boost was basically stacking with itself on subsequent jumps - but remained consistent after the second jump, due to the jumping state normalizing movespeed to 125%.

Did you read the post?

>You can expect one of these (likely 0.2.x) to become the next public demo build.

Stealth patched? It's been there since day one.

You can fuck the rabbit at the start, just go back after getting the Captain's Key to free him.

Messing around with it, you are right that there's a perceivable boost when you jump immediately upon hitting the ground. It feels like a bug, but I'm not sure if it's the intended horizontal boost /not/ triggering on the first jump, or if it's somehow doubling for subsequent jumps.

There already is a dash mechanic

The game isn't built around speed platforming. The "boosting" effect you're talking about is likely the small initial jolt of horizontal velocity jumping gives you - if you're already walking/dashing.

His dash attack can easily be jumped over, or ducked under if Naomi is on a slightly lower slope. His slash attack can be avoided by backstepping during its windup

Open data.ini (found in AppData/roaming/Skantish) and delete the section labelled Configuration. (Just find where it says 'Configuration=', then delete that and everything following it up until 'SaveGame='. It will all be on a single line in Notepad.)

Just manage your stance meter, and equip the most powerful equipment available to you. If you aren't going out of your way to explore and find chests, you're only hurting yourself.

https://itch.io/post/11963788

There are three.

https://joytokey.net/en/download

Did you check the configuration menu

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As far as I know from Linux testers, the game runs fine on Wine/Proton. I'd rather not try developing a separate linux build of the game, it wouldn't be a wise use of my time.

Edit: Judging by your other comments, and the fact you (apparently) aren't already aware of this... Maybe you shouldn't be using Linux.

https://joytokey.net/en/download

No, Asylust was too dark of a concept (went too far with the "horror" aspect for a porn game) and I'm just not a fan of designing number-heavy RPGs. (Which, I didn't realize until after I had programmed the battle system and realized I now needed to design/balance content for it.)

If you're interested in the game, I made this archive of it including lore/story documents, which give a pretty good insight into why I wouldn't want to continue it conceptually, and why I decided to just scrap it and start over with a more fun project (Skantish).

The scene gallery is on the main menu.

There will be no variations on scenes (Defeat/Success, Sub/Dom, etc.) I thought about having some kind of internal scene while doing Simasix's animations, one where his sperm would fuck and replace Zarok's, but I felt like it was too "goofy" and out of place considering how "grounded" the scenes were becoming.

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To be honest, I didn't want to have defeat scenes whatsoever, hence the lack of focus on them. I'm not sure how it'd be conveyed that there aren't multiple scenes per enemy or anything - though that assumes you're playing with meta-knowledge of Thirstchasm or games that came after it...

Edit: The crash you're experiencing is only in v0.1.0. I pushed 0.1.1 yesterday specifically to address it and a few others.

Already pushed an update to fix that this morning.

There are no boss defeat scenes.

Can you post a screenshot of the error?

I'll consider something like this for the next major build, to be honest it does feel like it's missing a decent evasion mechanic. Especially against the bosses, which have windup attacks that'd feel better if you could backstep or roll through them...

Thank you! I wanted to take a break today... But, a lot are reporting the same issue with room transitions (Not sure how I didn't run into those) so I'll look into pushing a fix today. No rest for the wicked, huh?

I'll be looking into this today, though I think I already know why it's happening...