Honestly, I don't mind if it's slow on purpose, I just wanted to make sure that *I* wasn't doing anything wrong. I'll definitely test it out, though.
GreedyRadish
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Seems pretty clear to me that this game was inspired by Terraformental, but fails to grasp what makes that game interesting.
Terraformental starts out pretty linear, but it quickly opens up and allows the player to explore and experiment on their own, deciding which routes they'd like to take and how they'd like to manage their resources.
The other thing that Terraformental has going for it is the writing; the mystery of the alien artifacts and the time loop is genuinely compelling, and trying to determine why there are no other survivors while finding a way to keep yourself alive for more than a few minutes is a perfect alignment of player interests and character interests.
It's not an easy style of game to copy. Getting the balance just right is going to be difficult, and creating a compelling story to go alongside the gameplay may be even more challenging than that.
I wish you luck in your endeavor.
Excellent proof of concept. I love the art style, I love the "relics" being pieces taken from other board games.
The hard part is going to be getting the balance right. Balatro works because you get a huge hand of cards and choose which ones to play. This game uses the regular rules of Yacht Dice as the core mechanics, without any adjustments to assist the player.
A good example of this problem in action: I've played 5 full games of this and never once managed to hit a "Pentacle" even with a reroll build. So why is Pentacle included in the very limited scoring options that the player starts with? It's just going to be a 0 for the first few rounds unless you get insanely lucky.
This could be mitigated somewhat by having different starting loadouts of scoring combinations (similar to Balatro's different decks). For instance, you could have a loadout that starts with 5 "Full House" as the scoring options, but the dice only contain 1s, 2s, and 3s.
I'll definitely be keeping an eye on this project. The potential is there, you just gotta land the plane. 👍
This is a really fun idea and excellent proof of concept. I was skeptical of the idea and within the first 2 puzzles I was instantly sold.
Unfortunately halfway through the second stage I entered a puzzle and the game stopped accepting any inputs from me. This happened right after acquiring the "Golden Key" item, so possibly has something to do with that?
It's so exhausting knowing that AI vibe-coded projects like this are going to flood storefronts now.
This "game" is a UX nightmare. Within the first 5 minutes of playing, I had 5 different windows or popups break in ways that made no sense.
It is clear that you have not played your own game to any degree, or you'd immediately recognize how tedious it is to navigate the various menus, or how unintuitive it is to place something like the "start" button in the top right corner rather than near the CENTER OF THE SCREEN.
I understand that AI tools are going to be used from now on to assist with coding projects, but you can't seriously expect to have the AI do the entire game for you and then expect it to be good.
0/5
Even this response wasn't written by a human. Are you using an app to translate your text into English? Because if so, that app is displaying all the hallmarks of an LLM: overuse of emdashes, overly positive messaging, etc.
Of course, you could just prove you're a real person and post a seahorse emoji.
Up until now I've played the updates as you release them, but I'm curious to know: do you intend to make any significant changes to the earlier sections of the game as you expand the story and content further outward?
I ask because I want to know whether I should be playing this update right this minute or if I should just be patient and wait for a full release. 😅
Playing the browser version and there seems to be an issue with the Maid quest line. I've reset multiple times, but no matter what I do I always get to the point where I find out where her apartment is, and then I cannot trigger any new events. If I try to "push" her, I get the dialogue "I don't even know where she lives" even though I just learned that information.
On top of that, Senna implies that she's going to come up with a solution to the Maid problem, but then she doesn't do anything.
Finally, the quest triggers for obtaining certain photos seem to be tied to the gallery, which means that starting a new game after you've progressed in the story will cause many events to trigger in the wrong order (for instance, I accused Tisna of being a pervert the first time that I met her). I'd definitely suggest finding a different way to set those flags, or making the main menu gallery track progress independently from the active save file.
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.
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.
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.
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? 😄
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:
- 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.
- 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.
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 😄).
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.