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♫Dex

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A member registered Feb 16, 2021 · View creator page →

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Almost certainly, in the final version of the game (whenever/if that comes out).

I’ve made good progress for movement controls, so that part should work. I have some remaining issues with making clickable UIs that fit the mobile screen size (for the interrogation, upgrades, and other things like that). But it’s just a matter of finding a way to make these “more usable” on mobile.

There will be at least one player capture scene since I’ve implemented that, and possibly a few more depending of how much content I manage to create.

But it will be only “scenes”. There won’t be a full player capture mechanic / escape sequences / etc…, not for this game. I’m keeping that for another project.

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Maybe, very possibly, but it’s hard to say for sure and even more to give a date.

I’ve been working on a “better version” of this game for nearly two months now. I’ve fully remade the character models, outfits, and animations so they actually look “okay” instead of something thrown together in a few hours. I’ve completely redone the layout (and 3D models) for the player spaceship, so it also looks a bit better now. I’ve reworked the whole movement and camera system to make it, well, much more “normal” than what the demo had. I’ve also added new kinds of brainwashing stations, I’ve reworked the UIs, I’ve added better systems to handle the captured and brainwashed NPCs, and a lot of other things like that.

But “even with” all of that progress, I still have a lot to do. I’ve almost finished the new space station interior and reworked it all, but there still is quite a bit of work needed for that. I’ve started work on the enemy spaceship interior but it’s still very early and very far from done. And then there’s the rest that I haven’t even started to touch yet - I have the space models to completely redo, and I need to actually work on the space combat to actually implement something (unlike the demo), and there’s the whole in-ship fighting / NPC AI / to improve, and all of that is a lot of remaining work. And then, even once I’m done with all of that more “technical” stuff, I would need to write more quests and design more NPCs and imagine more missions and lore.

So, you might very well see more from this project (especially since I’ve done a lot of the work already), but it won’t be before a few more months at the very least ^^’

The code shouldn’t let that happen, because it forces her to spawn if a quest needs her. The only reason she wouldn’t spawn is if you don’t have her in your pool of characters at all, and I have no idea how someone could get removed from that pool. So, that’s definitely weird.

I’m not quite sure what to do about it though.

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It’s one of the more advanced dialogs, because she talks about a lot of things at once and not all of it is relevant. However, there’s some parts of what she says for each question that relates to the different settings!

Spoiler for the solution

In “About your ship”, she talks about liking that her officer gives clear orders. So that’s “Limit Choices: on”.

In “About the academy”, she talks about liking to learn new things. So that’s “Block Intelligence: off”.

In “About work”, she talks about “liking visualization of the networks looping around”, and that’s “Imprint Repetitive Mantras: on”. That one is maybe the most abstract of the three.

And then the rest of the settings can be figured out through trying and seeing her reactions (gag off, and if you have that setting enabled then vibe off, clamps off, and nipple vibe low).

That's unexpected, if she is needed for a questline then she is a mandatory spawn. She can be either working on a console in the interrogation or upgrades room, or on a bench in the room with a big window. Just in case, you can also leave and reenter the station to force a respawn of all of the characters.

The art was more of a "okay what can I create in a week while doing all of the code and game part at the same time" design decision, not an actual... Artistic choice, let's say. So it's very simple textures and models, because making anything more complicated would have taken months and I didn't have months. Even if I do think it looks better than Roblox, I agree it doesn't look beautiful and that's important for kink games in general!

I'm not yet sure whether I'll continue with that game concept beyond this jam, but if I were to turn it into an actual game, I would definitely have a different artstyle, so no worries about that :)

This is usually because you have hardware acceleration disabled in your browser settings. All 3D games on the web will lag if you disable that option, including this one

In Firefox, this is "Settings" > scroll down to "Performance" and ensure the checkbox is checked. In Chrome, this is "Settings" > "System" > Check if the "Hardware Acceleration" checkbox is enabled.

Thanks a lot for the feedback! New SPs can be found at any point once you're past the tutorial, though you might need a bit of luck to find ships where scientists spawn.

About the variety, this is unfortunately the issue with game jams. The game is set up to have much more content than this (the original plan was six characters to target and was cut down to four, and the number of random NPC dialogs and skins got cut down to just two) ; but that's certainly something I'm taking into account for a later update if I make it happen!