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♪Circle★Trick♬

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A member registered Feb 09, 2021 · View creator page →

Recent community posts

well this is fantastic thank you for posting

UI updates like keywords are massive in a strategy game like this. massive appreciation

Nice Nice Nice~♪

yea, arousal with the new decay system on Hard mode did sorta feel like swimming up a slime waterfall, so rebalancing it is probably a good idea.

saves are yum idea, so i can record my incredible Pride run

tysm i was looking for a glossary. those are all some fantastic effects

This is a good update. smooth all around, and I like the yellow deck is now self size-sufficient when you have a ton more size than your opponent, so yum yum on the buff.

might be biased because i did just finally beat hard mode slimantha, and am very happy now.

getting access to previewing what the rerolled shop can have is a massive improvement and helps strategizing a ton. went from me kinda flailing randomly to tactically delaying rerolls between actions/turns to manipulate what it offers.

the detail put into each state is appreciated. really is a very pleasant experience to play. Thank you for your work.

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The dedication to continuous improvement is appreciated.

Should custom keybinds or alternate controls ever make their way into the to-do list, I wonder if we’ll all have just adapted to the default layout by then~♪

Splendid presentation, both in terms of vore, and in general. though it feels difficult, I feel the healthbar is actually totally balanced for when a player internalizes the controls.

I haven’t reached that stage yet, but should custom keybinds ever find themselves in the cards, the healthbar will be perfect for that arcade-game experience. the visuals totally remind me of those old-timey games that were super hard, and the player was fragile, so you’d use a lot of continues and retries. I feel it succeeds in capturing that feel.

Excellent work. One of most polished initial-releases I’ve seen. Having followed development from when this was serial pixelart animation projects, it’s slightly shocking, but extremely welcome, that this is free.

While I don’t think I’d go so far as to ask for i-frames, I would probably ask that enemy downed time scale based on how much damage the target has taken, but it’s hard to make accurate balancing requests with the current control scheme. If there are plans to work on both, I’d like to see difficulty adjustments wait until control adjustments, so there’s time to gauge how hard it is when we move intuitively.

I am in the process of writing a response, but since it had been a few days, I want to play through it again and make sure I’m doing it right. I will get back to you on this one, but it’ll probably take a few days more before I get the chance.

I didn’t think it possible, but Emma actually has some competition for best girl; Brittany is something special~♡

Insane genius types really do it for me~☆

The scene concepts are excellent, but could benefit from some more volume. They’re all such fun situations, but Me dies so quickly and doesn’t get much time to suffer~♪

Now I can’t help but wonder, how long *does * Me usually take to digest~♬

Having read all the scenes, I like the amount of lore that seems to be planned, so it’ll be fun seeing this project develop, or my name isn’t… wait?

Emma having a line that references how she already killed you for not asking first is fantastic and I love it. I love Emma so much I want her to slaughter me with her digestive system time after time after time after time~♡~♡~♡~♡ *Ahem* I mean, Britney will benefit from the state-tracking, when the time comes, since she wants to see the different results and compare them.

Another route for Emma? We’re, or rather she’s, eating good tonight~♡

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really funny; I enjoyed Emma very much. Best girl. Haven’t actually *met *any of the other girls, because Emma had so much fun stuff to do and so many routes, but I’m sure she’s the best.

Bonus points for her content that’s… “implied.” Love to see it (or almost see it, in this case~☆) The fact that she’s more mad at you for waking her up than anything else is fantastic ~☆

Love. Thank you for creating~♡

oh also, you can keep interacting with her after she unlocks the door, including having her keep walking forward a few steps after each kiss

After getting bullied by Slime girl Sarah and Slime girl Stella in Pleasure Falls and being thrown in jail, I wanted to see what would happen if I fought Sleek instead of taking the fun route. It seems to have resulted in a softlock where you can’t do anything, and “she’s splatted.”

Since you’re still allowed to save in this state, I assume it’s not meant to be run-bricking.

I wonder about that. It might end up having bugged-ish interactions with parry, causing counterattacks to pull them in and getting an infinite loop on reflected contact damage, but if it doesn’t, it’ll probably work out where you can juggle via parry or cancel attacks with teleport to regain space.

I’m sure it’ll work out~♪

Sounds clever.

Also NotBoogie is pretty fantastic. Excellent taste~☆

“sticky” enemies getting pulled in rather than pushed away is a pretty clever way to mix up enemy mechanics. I’m happy to see it~☆

played it for a few hours. did very much enjoy it~

15 levels OMK! thank you for the update~♡

Liking it~☆

well that’s way more than I was expecting. consider me excited~☆

fun and funny. I like your style ☆

oh hey, this is pretty good ☆

I’m liking it so far

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Congrats on the release ★ Presents great! mc is kinda… the worst, but the project is better for it~

The systems are clever, and I look forward to seeing what this will become. I’m surprisingly curious about the lore of this universe, so exploring as it gets that far will be fun ☆

Also, Hannah best super, from what I’ve gathered about how hers works.

I love them all~!

I enjoyed it. Thank you for posting ☆

looks and sounds good~☆

nicely done nicely done~♡

this classic, I love that you’ve brought it back, and now native to PC! Thanks so much for this~♡

Congratulations on the itch release! love the update that added the cut-ins (I was often opening equip menu just to gawk at myself) I’m impressed you managed to conserve save compatibility with the reworked skills. I like the system, as I feel extra incentivized to grind, which is fantastic because the gameplay is fun in and of itself.

I’m underleveled for it, but my favorite area is stage 4, with stage 1 also feeling great.

Also, I may have said this before, but the playable char is incredibly cute and I absolutely adore them.

encouraging qol improvements ☆

I look forward to seeing it! “Willing” is entirely a matter of like, “I wanna see the scenes without backtracking my farm~”

If you’re planning to have Sam develop interests and preferences gradually in an organic way, that’s especially exciting, since I love that sort of characterization. It’s even better when it’s in a medium like this ♡

It is my joy to bring you joy by telling you how much your creation brings me joy~☆

it’s really cute. As in every character is really cute, including the mc (I wish more works did this.)

I’m the sort who never uses consumable items in RPGs, so it was pretty hard having a squad made of consumable items, but I (mostly) got over it after figuring out a cycle of infinite resources. in hindsight, I could’ve probably made a ton of single use cannon fodder spirits as indirect attacks for mc, but it all worked out so far.

It did feel a bit like fights were intimidating (when I had a sizable group of spirits and xp to potentially lose,) but that’s entirely a me problem and not a flaw of design. it made me uncomfortable, but that’s a unique experience.

Oh also, in terms of “content,” I like everything. Every single scene. I’d like a way to willingly “play” with everyone, eventually, since I’m not made of essence. Well actually, because I am made of essence, and I don’t wanna lose it all ☆

Anyways, this is a very fun game that I also found to be unique in gameplay and presentation. You have my gratitude for creating it.

Sure thing~☆

That may very well be the solution he needs ☆

a little variety is always fun~ I look forward to meeting her~

I finally got around to using someone other than Luca and realized that Aiden, despite naturally having access to Water Ball, and using it as an enemy, cannot use it while on your team because he cannot equip staves, which are required for casting. Is this intentional?

Yay ♡ the acknowledgement of this pleases me :3

“Venti will be Wendy” as in his predecessor, Wendy from Honkai Impact? Or just a genderswap with coinicdental name?

Cute! CUTE!!!

I might like tentacled people a little…