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GreedyRadish

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A member registered Oct 09, 2024 · View creator page →

Recent community posts

Just adding more data for the crash report:
I am playing on Chrome. The game crashed the first time I ended a day at the second fishing location and when I reloaded the game there was no save data. I played until I reached the second fishing location again and it crashed in the exact same spot. 

The screen that calculates earnings pops up and then the game crashes.

From the moment I sliced the first Orange, I knew this game would be fun. Momentum-based knife-swinging is not something I knew I needed in my life, but this was so much fun to control I was honestly a bit sad when I won. 

I hope this becomes a genre of game: Beyblade-likes. 😄

Neither was too loud per se, but I was trying to listen to a podcast at the same time and I had to mute the game in order to hear the podcast. 
Obviously this is a game jam project so you have to prioritize the gameplay over any kind of options menu, but if you plan to update this at all after the jam, accessibility features are always a plus.

This is an incredibly simple and fun concept.

Please add audio settings. 😅😅

Suggestion: ditch the timer. It sucks.

This could be a great game if you just get to be a big monster eating tons of stuff. You are shooting yourself in the foot by continuously interrupting the fun part of the game and forcing the player into the skill tree.

It does not fundamentally add anything to the game, all it does is remove any chance of me becoming invested in the gameplay.

Do you mind shouting out the other two games that are in your top 3? I love games like this.

Does getting a higher score ever change the scene, or is it just the one loop?

Really lovely art. The red arrows feel a bit unfair. Definitely at the edge of human reaction speed.

This became tedious very quickly. An incremental game needs some way of becoming automated, even if it was just automating the box purchasing process. 

Collecting the Green Square currently breaks the game. I know it has a message saying there's no content after that point anyway, but I wanted to make my number get bigger.

Fun ideas so far. I think a concept like this will live or die based on what other side-games/additional tabs you add. Filling up a square and rolling some dice can only stay interesting for so long.

Maybe find a way to work a fishing minigame into a layer? 😄

You probably shouldn't reveal the correct letters to the player until *after* the word is submitted. Makes it pretty easy to win if I can just guess each letter one at a time without sending any words. 😅
Cute art style.

How many sexual partners are possible and how many endings are there?

Love the art style and the sense of humor. Instant follow. 

I don't think the Bankrupt wedge adds anything to the game. Had a pretty good run ruined because I hit it 3 times on the same puzzle. Decently fun implementation otherwise.

Possible bug: If you make a typo on the final letter of a solution, you are not given an opportunity to correct it. It forces you to submit the answer with the typo.

Bug Reports:

  1. Managed to get stuck on the Gold Staple between the Starting area and the Dryad Forest. There's a spot where the staple is close to the wall that you can slide into but cannot jump back out of.
  2. Potion timers seem to be confused when you have multiple potions active. Ex: If I use a Lycan Scent, a First Aid, and a Life Potion they all seem to tick down 3 times as fast.

Really great concept, and models. Very impressive for a Game Jam submission.

Some suggestions for future updates (sorted by ease of implementation):

  • Craftable Bag/Backpack - This is my top request. The carrying capacity is so limiting in the end-game when you're juggling 4 outfits and all the different potions/materials. Could even have multiple tiers of bag using vines for the first upgrade and various furs for later upgrade(s).
  • Better Rewards with Higher Reputation - Larger quantities or higher qualities of material would help to reduce the number of repeated actions needed near the end of the game. This could mean unlocking better recipes (ex: First Aid+ crafted with Rare Dryad sap, Extended Scent crafted with Musky Fur, etc.) or could just mean more drops at certain thresholds (Ex: 3 Water at 25 Rep, 4 Water at 50, 5 at 100).
  •  Skills for Sexual Prowess and/or Endurance - Something to optionally speed up animations (perhaps a button prompt allowing the player to end the animation early and still earn rewards) or something to reduce the Stamina/HP Drain of sex acts. Currently there is a good amount of waiting around for bars to refill and repeated animations that really slow the game down. Minotaur stats could be re-balanced to ensure the remain an appropriate challenge for the player.
  • More Animations for Each Faction - Seems pretty obvious, but I think it's worth highlighting. The game starts to feel very repetitive and grindy before the end, and the lack of variety in animations is a big contributing factor. More extreme/exciting animations could be locked behind higher faction levels, and could tie into the suggestion of better rewards. 
  • Group Sex - Add a chance for nearby creatures to join in the fun (perhaps with a special potion or high faction level). This would not only increase the variety of animations, but also increase the number of materials earned at a time. 
  • More Outfits - Either variants of the existing outfits or new outfits with new effects. A few specific outfits and effects: 
    • Nurse Outfit - (Fabric, Aloe Vera, and First Aid Potions) Grants Health Regeneration while equipped
    • Shibari Ropes - (Vines, Lamia, Lycan, and Minotaur Semen) Grants 50 Seduction to ALL factions but increases HP and Stamina Drain of all sex acts
    • Upgraded Faction Outfit - (Existing outfit + New Materials granted at High Rep) Improves all bonuses on outfit, and grants a unique sex position for that Faction while equipped.

Loading from a save saved all of my skills but didn't save any of the items in my inventory. Pretty brutal to lose everything I've gathered if I decide to close the tab or restart my PC.

Very cute game, and just challenging enough to remain interesting throughout. 

Your writing continues to impress; that you managed to get me invested in all these characters with only a few letters is impressive. I could tell so much about Harper and Ollie's personalities just from the nicknames they gave their monsters, which I'd say is excellent character writing. 

Another 10/10. I only wish it were longer so I could have followed Harper on her journey to fame and glory (and Ollie on his journey to cheer for Harper 😄).

Why bother using Rot 13 to communicate vague information? May as well just speak in plain text.

I enjoyed the elements that are here quite a bit. 

One small suggestion: I think the Shockwave should either be an activated ability or should be predictable after a certain number of attacks/destroys. It doesn't have much identity to distinguish it from the lightning as it currently stands, and since you can't plan around when it will trigger, I found that it would often disrupt patterns in an undesirable way. 

Fun stuff. Looking forward to the release. 

I have noticed a handful of creators that make it into the "New & Popular" tab pretty consistently that use AI-generated art assets. I already know that I am never going to click through to view their game, so it would be nice to have a way to declutter my feed. 

Alternatively, being able to hide a specific project would be useful since I'm not very likely to be searching for a game I've already completed or a project I've already downloaded.

Very cool prototype. 

I'm not sure if I was doing something wrong, or if the game is meant to end around a certain point, but I never found a reliable way to earn enough points to survive past the 1350 point round.

This game's success is going to hinge entirely on the items and additional features. I suggest finding a way to add in meta progression (small permanent upgrades) to give players a reason to keep coming back. 

Somebody that I follow gave it a 5-star review so I decided to check it out. I did not look at the upload date before commenting. 😅

Gave it about 30 attempts at doing a full card run and it just wasn't fun. The most frustrating part to me was just how many of my resets were on the third level.

I love difficult platformers, and I don't hate the idea of beating a game without taking damage but beating a game without ever making a single mistake? That's far too brutal for me.

Immediate feedback: 

Navigation in all menus should be possible without removing my hands from the position you've asked me to place them in.
If you tell me that the game is played by pressing Left and Right Ctrl, I should be able to navigate all in-game menus without moving my hands away from those two buttons. At worst I'd say it would be acceptable to force the player to use the arrow keys to navigate, but there's no reason LCtrl, RCtrl, and Spacebar wouldn't be good enough to navigate through a menu. 

This may seem minor, but it's an unnecessary point of friction for the player and those are generally best avoided.

Other than that, I love the concept and the theming and I am looking forward to playing more of this in the future.

This is a really cool concept, and if it's something you're looking to expand upon, I have a few suggestions (aside from the obvious bug fixes and allowing the game to run in the background):

1) More tracks - seems obvious, but the simple track here gets boring after 20 minutes or so, and variety would be appreciated. This would also make it more meaningful to have the different cars specialize in different things. 

2) Car customization - Let me spend my money on some cosmetics. New paint jobs, stickers, particle trails, neons, etc.

3) Let me set my own path - Admittedly this may be entirely outside of the scope of a game like this, but with additional courses I would love a feature where I could draw my own path around the map and the car would attempt to follow it. This could even include things like manually telling the car when to start braking and when to start accelerating. It would be really cool to perform better at a track not simply because my numbers have been upgraded but because I have drawn a cleaner line around the track.

I hope you'll continue to work on this even after the Game Jam. I think it's a concept with a lot of potential. 

I suggest breaking the habit of replacing "you" with "u". It comes across as very unprofessional and immediately gave me the sense that this isn't a very serious project.

This was reinforced when after the first battle I was offered "Explosion" for all 3 choices and after my second battle I was offered "Ice" for all 3. That was enough for me to decide to close the game.


There's certainly some promise here, so please continue to learn and improve. 👍👍

Don't give up just yet. I'm sure Steam and Itch will find workable solutions for this problem.

We may have to go back to what was done before NSFW content was explicitly allowed on Steam. Devs would censor their product, but the censorship could often be bypassed by "patching" the game (usually with an empty text file named "patch.txt" or something similar).

Don't let the pearl-clutchers and spreaders of moral panic discourage you. Your game is excellent and I'd hate to see it die because of this half-assed attempt at censorship.

Ah, good to know. I look forward to future updates! Thanks for making such a cool game. 😁

What does the "Operator Must Choose" actually do? I've selected it a few times and ignored it ~12 times and I can't tell what it does either way.

I love the base concept, and I'm excited to watch the development of this game, but I have a few concerns that I hope will be addressed in the final product:

1) The difficulty - I think it's excellent that this game is so simple, but manages to be so tough. That said, the dramatic increase in Score required to beat the later levels means that there are very few strategies that actually stand a chance of winning and there are many *many* cards in the shop that are simply a trap. 

In most deck-builders that I've played, the base difficulty is approachable with a variety of strategies and allows the player to experiment with building their deck, while there will tend to be higher difficulty modes (like ascensions in Slay the Spire) that require the player to plan out their strategy more carefully. 

2) The pointless cards - This is an extension of the first concern, which is that there are many cards currently in the game that do not justify their inclusion in your deck (Ex. Smeltery is just a worse Fruit Bat, Anvil has far too much opportunity cost for the effect it produces). I'd love to see some synergy for animal cards or Tools, but as it stands now there is little reason to play anything other than the most efficient card draw (Minecart, Helmet, Ingot) and big Resource cards. Everything else only dilutes your chances of drawing the cards that actively win you the game.

3) The map - This is definitely personal preference, and not something that would make or break the overall game, but I feel that the map should be more than just flavor. If there were branching paths, that could alleviate some of the difficulty concern. Additionally, I think it would be interesting if the cards offered in the shop were influenced by the region (Ex: more animals for sale in the Buried Forest, or more Tools for sale in the Magic City, etc.)


I want to reiterate that I think this game is awesome, and none of these issues have dampened my enthusiasm to see where this game goes. I'll be following this one closely. 😁

The web version of this seems to be very broken, but I'm intrigued enough to download the full thing. Hopefully that will be... less broken. 😳

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When speaking to the Dark Elf the Dialogue says "STELLA_QUEST_1" "STELLA_QUEST_2" "STELLA_QUEST_3" "STELLA_QUEST_4" for her first quest. For the second quest her first sentence was also messed up, but I clicked through too fast to see what it was. The second sentence - "No need to bring anything this time." - was fine.

It's odd that you aren't allowed to sleep unless it is night. Is there some other way to pass the time? Seems you could lock yourself out of certain nighttime events if you aren't careful. If there is a way to pass the time normally, it wasn't very clear.

Edit: I am a fool, there is a very obvious skip button that I simply ignored. 😅

(I don't want my comment to seem all negative, so I will add: Really charming game, and I love the art style. Looking forward to the final version.)

I'm curious, how much of this is AI generated? Is the art AI-assisted or fully generative AI? Is the writing all by you or is it AI-assisted? I'm pretty impressed with this, but I'd like to know how much credit goes to the dev and how much goes to the AI behind the scenes.

This is really cute, but I also like the fact that there's no "bad" ending. Even if you're completely silent, or it seems like you might have said the wrong thing, Zoe is willing to give you the benefit of the doubt because she likes you, and that's not the type of wholesome thing you typically see with this kind of game.

I don't know your vision for the future of this game, but I would love to have some kind of map or hub. I think it would be excellent if, once you've gone deep enough on a specific chunk of land, you can move somewhere else and start with a fresh plot. Perhaps that could be tied to some sort of prestige system, or perhaps different types of tiles and events could be more common in different locations.

Mainly, I want a much larger simulated landmass to strip-mine. One chunk will only sate me for so long. 😈

I absolutely love this!

I have played many idle/clicker/incremental games themed around mining, digging holes, resource extraction, etc.

This is easily the most satisfying of the entire bunch. The random events feel perfectly spaced out if a player wants to treat this as an active game, but the Golems are cheap and efficient enough that you could also easily build an army and treat this as an idler.

If there is ever a Steam release, count on me being a Day 1 purchase. 😁

I think what they were requesting was a way to do the gameplay part without the scandalous background, but still unlock the Gallery images when you win. (I also think this is a nice idea, since the images can occasionally distract me so much that I lose. 😳)

While I'm mentioning requests, I'd love a way to download your games locally. I have enjoyed them all very much, and I'd hate to lose access to them if itch ever decides they don't want to host adult content or if certain lawmakers in certain countries continue to try and ban all nudity...

I absolutely love this concept. It needs a bit of polish, but the base idea is excellent.

Suggestions:

I think if you're going to have artifacts that add status effects (such as Coal) they either need to be their own reel(s) that do not impact your base weapon, or they need to scale with your weapon damage.  As it stands, obtaining Coal feels like a burden that actively makes you weaker.

I also think that harder fights should have a higher minimum bounty. It feels terrible choosing to fight tougher enemies only to be rewarded with 0 gold, and a boss fight feels like it should always have a minimum value of at least 1 gold per reel.

If you continue to update this, I'd love to see more options for starting gear or even entire characters with different gimmicks. Perhaps a bandit class that focuses on stealing money/doing more damage when they have a lot of money, an alchemist that focuses on status effects, etc.

Bug Reports:

- I've experienced an issue multiple times where I level up mid-combat and I am unable to spin a reward. This seems to be linked to having +20% XP.

- When starting a new run after dying, my equipment durability is often not at full (for example, I'll spawn with a club that has 2 uses left and a knife that has 20)

This game seems quite buggy.

When I first played through the tutorial, I was unable to get the dude's face to go away after clicking "New Round".

When I reloaded and started a new round, I tried opening the menu and pressing "Return to Catopia" which rendered the menu uncloseable.

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Really been enjoying this game. Just unlocked Colors

I think it would be nice to get a little popup any time you unlock something new from IUX2 because past a certain point I lost total track of what those upgrades were even doing for me. 

Surprisingly engaging for a game that's just numbers and rectangles.

Well now I feel silly for not trying that. I must have talked to everyone else in the game *except* the innkeeper. 

 

What was the deal with the hammer and spanner in the Northern area? I spent a long time trying to interact with those... 😅