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Gregorius

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A member registered Nov 12, 2016

Recent community posts

(2 edits)

Might be simple to explain, might not be. So like, you see the dots on either side of the reticle, and how they only sort of correspond to the power markers...

...but also, you can see that there are three gradients going at once representing my charge rate—the fully filled lavender area, the growing fuchsia area, and the pale purple area just starting? I, as the player, have no idea if I'm still building that second "bar" of charge, or if that third paler band represents my next leap's actual power... or maybe I'm wrong on both accounts, and only the fully filled area matters, in which case the growing gradients can be deceptive.

And that sort of on-the-fly measurement can be hard to intuit when the whole meter fills in about a second, maybe less... so often times, when you think you have enough power, you'll under- or overshoot your jump and plummet to your doom, which were the cause of those many dozens of failures earlier.

Honestly, I have no idea if this is a thing that can and/or should be remedied (e.g.: only one bar at a time can be filled before the next one starts), or if this one of those "git gud, scrub" moments that should reward ample practice and good muscle memory—I tried playing the game again just now to get the above screen snip, and got to the ending in only six tries, a very stark contrast from the hundred or so it took the other day. ¯\_(ツ)_/¯

EDIT: Also, new minor bug found. If you hit TAB while playing (which draws your browser's focus to the next clickable link / element) or during the retry screen, the Steam wishlist button on the retry screen will constantly want to stay highlighted; if you then hover your cursor over the retry or 'More Games' buttons, you will get an earful of overlapping moans. (RIP headphone users.)

You got some work ahead of you. Also, the cursive's a nice touch.

I finally got a win after probably a hundred tries, and the reward... didn't feel at all worth the trouble. The power between jumps often feels inconsistent (not sure if that's by design or something else), and there's never any reason to go straight up or at the shallowest angle. Definitely one of your worse outings.

Well, I'm so glad you posted this web version to try, except—

"No cards pack installed.
Reinstall the game, or put a .wepack file in the packs folder."

—it is literally unplayable. Boots up, loads that message, locks you out. ¯\_(ツ)_/¯

If your game is so poorly designed that one has to cheat or grind a ridiculous amount just to beat Level 4, it might be a sign that you're overestimating your skill at game design.

  • Chakra production (from both Hinata and the sky) feels abnormally slow and sporadic;
  • the chakra orbs themselves are difficult to click, which is troubling for resource management especially when every second counts;
  • the armored zombies introduced in Level 3 are too durable, and clump way too fast;
  • and without her (very necessary) upgrades, Ino's shuriken fire ridiculously slowly.
  • In fact, I can't even tell if there's a difference between Ino and Anko aside from the speed of their projectiles, so I just don't even bother—for a whopping 250 chakra, it feels like a waste of resources.

The visuals just feel gross, too: the genAI character "art" that didn't need to be pixelated, the fake scanlines trying to replicate the CRT effect but just give you a headache when looking at them too long... like, I'm not sure what went through your mind to have a machine generate the sprites, just to later run it through the "pixelize" filter in GIMP. Why couldn't it just be normal art, like what we see in this page's header?

I'm with everyone else here—aiming is just a crap shoot; either you're lobbing darts blindly with Brickell, or you're threading impossible needles on a strict time limit with Ezili. To get to the third level in a set, lose, and have to do the first two difficult levels all over again might be a bit much to ask of your players. (Also, Brickell's second art has zero differences from the first, which is disappointing for all the work required to get there.)

'A' for effort, but right now, 'E' for overall execution.

I like the idea and the novelty of the game design, but I hate the implementation. When trying to use the mouse to influence movement (since my left arrow key is broken), where you click does not match up with where your mouse actually is. Dialogue tends to clip outside of the word bubbles, making some sentences impossible to decipher...

...and the battle system seems to take on more of an 'ATB' style of fighting than a proper turn-based system; I can attack twice, maybe even three times in the span between opponents' attacks, and sometimes I just can't get an attack off at all, or can't run from a random encounter without first taking copious amounts of damage. As you can imagine, this is incredibly frustrating at times.

Speaking of copious damage, the values for certain attacks seem wildly skewed. I chose a Growlithe starter, caught a few Pokemon, and went to fight June... her Pikachu's Thundershock dealt nearly quadruple the damage of my Growlithe's Ember at the same level, even though Fire and Electric have no relationship in the type chart whatsoever. You'd think they'd be roughly equal in strength, but nope!

Once you figure out how the CPU-controlled actions work, it's actually not all that hard to beat the game. (Although it's still incredibly luck-dependent.) I probably had the hardest time beating Stage 4, but after that, it was a breeze to clear the remaining eight.

You can easily manipulate the computer opponent's actions to get them to attack where you want, but only if you understand three little quirks about the game's programming. I could share them... but I imagine it's more rewarding to try and figure it out for yourself.

This game is all sorts of jank for so little payoff. Most of these power-ups are just a waste... the bullet-counting upgrade doesn't matter because she never shoots enough bullets to justify reloading (and even then, I don't think she DOES reload); and what is even the point of having a heart / life system if every time I lose a single QTE mid-chase, I get shot six times and immediately fail nyway?

Plus the gameplay loop is ridiculously basic. There are no stakes, it's just dodging for sixty seconds. You lose a round, you lose nothing. If there was an actual back-and-forth of some kind, it would be at least a little more enticing—Levels 1-5: you steal X item from Lara and get chased for a while... Levels 6-10: she escapes while being increasingly tied up, and you have to chase HER now while she has a growing head start.

And also, I couldn't just let this slide:

ㅤ> "...905+ hand-crafted adult artworks..."
ㅤ> it's just the same ten pictures run through SDXL a hundred times each

Frankly, I don't even care that it's genAI—it's the fact that you A) think people won't notice, and B) are charging upwards of $30 for the "platinum" version. It's insulting to your core audience that you'd expect them to pay that much just for more of the same.

For a game called "FutaThicc", the whole "futa" thing feels grossly under-utilized. It doesn't feel any different from the majority of your other games, except the girl has a dick this time.

Why not lean into more interactivity with the girl? Instead of having toys interact with her, have her interact with the toys. The "rubbing cocks" command is a good start, but take it farther... the "titjob" or "assjob" actions could be her humping a breast / hip form instead of pleasing a dildo with her own breasts and buttocks. "Handjob" and "masturbation" are practically the same, so why not change the latter to fucking an onahole or something? Like, there's so much creativity you could explore here—(auto-)fellatio, sounding, CBT, chastity play...

...hell, I'm having more fun treating her like a Stretch Armstrong toy. With careful dragging, I can pull her legs and arms around one at a time, and contort her body slightly into weird shapes. Maybe that could be a concept for a future game: a woman with a stretchy body (i.e.: legally distinct Elastigirl) where you can twist and knot her limbs to your heart's content before fucking her any which way.

Yeah, I didn't mention the poop emojis because they weren't an issue. The spinners—specifically the ones placed in the middle of the walkway—are the core problem, because there's no way that I (or anyone else) would be able to get past them. By the time I get near them to try and run past, they've already made two full circuits around their post, hitting your character at least once... and if you get hit even one time, that's a whole star removed from your final tally with the chat saying stuff like "outfit's nice, but run is meh". 

The spinners in the release version are going three times faster than in your demo video. With how often you get hit, this makes it virtually impossible to get a run above two stars. And you make money so slowly that after ten runs, you still don't even have 200 cash; hell, it's possible to lose money between runs. This ain't it, chief.

Am I missing something? Why have the collectibles if they're not going to be used in the game's short ending? And every dialogue path in said ending just points in the same direction, making it feel like you've really got no agency. You could run through the game missing everything, and it'd be the same as if you took your time collecting everything.

Honestly, I've played worse. My only gripe is the need to control Judy with the arrow keys, since A) my 6-year-old laptop uses tiny chiclet keys, and B) the left arrow key broke completely a month ago, so I needed to hook up a USB keyboard to play this... WASD would've probably made it far easier for me to play, but that's just a personal gripe.

Visually, it's perfectly alright. I do like the Judy model and how it's been rendered here, though it's probably a bit on the overly muscular side. Platforming is only a bit frustrating at first, mostly with a number of seemingly blind jumps because Judy is so close to the bottom of the screen at all times. If I see a key floating over nothing, do I know if there's a safe floor there to stand on, or a giant expanse of nothing with one tiny platform to support me? Other than that, there's nothing you can't power through and complete in due time.

This may be the most minimalist solution possible that still keeps 100 lives.

The first Spike Factory is the one in the bottom right, then the second one top right, and the third just left of the second. Then you can either opt to upgrade the bottom right Spike Factory to prep for lead balloons, or buy your Super Monkey and place it dead center for best coverage.

Mmyep, that sure do be a clicker game, alright. Except it's... really not. Once I got a few of the "Rapid Scratch" and "Auto-Miner" powers, and a couple of the "Hyperactive" bonuses, the game basically runs itself as quick as if I were using an auto-clicker.

Also, weirdly, the music only plays when I'm scrolled away from the game window. I think that's a first for me.

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Honestly a really good game, and a concept I can totally get behind. The only limiting factor is that it's a jam game and thus constrained by factors like short development time, but no point griping about the things you can't change. (I'd like to one day imagine a Metroidvania-type game of this style, especially in 3D, except the bondage forms as you collect them are freely interchangeable, maybe giving slight bonuses for different styles.)

It can be a little difficult to tell where you can or can't walk / crawl, but it's not like it impacts the game's performance any. The only thing I would change, though, is having the dialogue and character portraits take up the entire play area. If you're gonna go that route, might as well make them cutscenes between levels, or shrink the portraits slightly and move them to either side of the screen so you can at least see what you're doing.

Well, having almost a nonillion watts is great...

...but I think it's high time I finally bring everything to the end it so rightly deserves.

. . . uh-oh.


"Complete the demo"? Nah... I'ma do my own thing.

I bet this is gonna be hilarious.

OH SHIT OH GOD OH FUCK--


I know it's not a competition... but if it was, I'd most likely be winning.

It's a fun little puzzle game, I'll give it that. The character is cute, and the clothes aren't so expensive that you have to play for hours to unlock any one thing. And I appreciate that the 'HELP' button isn't given to you automatically, isn't immediately spam-able for easy clears, and deducts coins from your final tally after you use it. Simple in execution, but with plenty of room to grow should you choose to.

Gotta love a game where you can only actually press the all-important 'DROP' button 50% of the time in very specific locations, and even then it has a chance to bug and not actually drop a ball.

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I like the idea of an exhibitionism game where public nudity is normalized, but the changing of clothes and/or erotic actions are penalized.

Maybe the other items could have effects on her as well—the alcohol makes her appear more brash and self-confident, and the remote (could be a vibrator remote) makes her look more embarrassed and flushed. And of course, clicking is analogous to masturbation, using your choice of whatever items you bought and based on the number of levels in each item you bought:

  • hand for normal masturbation, where maybe higher levels equals more fingers (rubbing → insert → vaginal / anal fisting?);
  • the bottle for gradually increasing object insertion (skinny bottle neck → beer bottle base → wine bottle base; bonus points if she urinates from drinking too much); or
  • the vibe for passive masturbation, but instead of being LOS-based, it has a detection radius, and the faster you click, the faster the vibe buzzes / the louder it gets and can be detected from farther away / the more passive points it generates after you stop clicking.

I said in my own reply that it would be nice to be able to customize the pieces of the cheerleader wardrobe, like being able to wear the skirt with no panties, or a top with no bra... but even just other simple styles of clothes would be good to have (not necessarily partially stripped variations of each, unless you yourself wanted them), things like:

  • bunny suits (classic or reverse—one-piece, leggings and earband);
  • some sort of schoolgirl uniform;
  • lingerie (lacy bra, panties, garters and stockings);
  • mascot pieces (paw gloves / shoes instead of pom-poms, mascot head, ear headband);
  • meme outfits (virgin killer sweater, thigh-high stockings, etc?)

Solid game with decent execution, and the art for the character is absolutely great. Though I'm always a little annoyed when a game only has one set of controls (my left arrow key sometimes doesn't register unless I press super hard); the ability to customize controls, or simply switch between certain presets, would always be nice to have.

For updates to this game, it's already really great, though it might be fun just to have the ability to alter the cheerleader to our liking (e.g.: skirt with no panties, top with no bra), or simply just have the option to unlock new attire that might be unconventional by beating harder levels—classic and/or reverse bunny suit(s), schoolgirl uniforms, lacy lingerie, fursuit pieces (paw gloves and shoes, mascot heads or ear headbands), meme outfits like virgin killer sweaters, etc...?

To that end, though, I can absolutely envision a sequel that takes this concept to its logical extreme in the far future—instead of just doing nine pre-defined poses and dodging "bad" squares, what if you could control each arm separately, but also each leg as well? Instead of an avoidance game (though you could probably still have elements of it there), what if the goal was to have the character mimic certain cheerleading poses as shown by an instructor (who also gets progressively more naked as you beat levels)? And yeah, while that would be a lot of work both in programming and artistry on a far grander scale, I can only imagine the possibilities where you're able to incorporate handstands, cartwheels, or even (jumping) splits and bends into the most unique routine possible. Though that might be something that's beyond the scope of pure 2D drawings; you'd probably have to go into the 3D space to get that kind of dynamism and fluidity.

Have YOU ever wanted to mix your twin loves of Curling and polyhedral dice?

As a true syrup-blooded Canadian, there is nothing I would appreciate more.

Fun game. Not much more to say about it than that. Probably could've found the last two coins a lot sooner if I was the slightest bit more attentive, but oh well.

I think I managed to fail the fastest.

Did you know that if you clip the exact corner of a platform while in freefall, you just stop dead in your tracks and cannot move in any direction? And if you don't have an ability to save you, like, say... at the start of the bounce pad levels, you're functionally softlocked, because the game lacks any form of 'reset' button!

Because, for better or for worse, now I know that.

Short game, but certainly a lot of fun. The first thing I tried was seeing if you could stack bombs for bigger jumps, which I see actually is a required mechanic partway through "Spike Hell", which is nice. Makes speedrunning the game a sure possibility. (Also, there's a mechanic where you can fire a rocket off in mid-air to gain momentum opposite to where you shot, but only once before you need to touch the ground again; made skipping parts of Spike Hell quite easy.)

Like one of the other posters, I wouldn't mind a few extra features—some that are more QOL, or just to make the game a little more interesting, or even to give the giantess characters some additional life.

  • A fullscreen mode would just be great in general, with maybe an option to play as normal, or zoom the level out away from the player character to see the full breadth of the level and/or giantess.
  • The option to change the keys you use; my laptop's left arrow key is completely buggered (I do a lot of text editing), so maybe the ability to pick and choose between WASD / IJKL / arrows for each function, or just to customize your own key layout would be nice.
  • Safer, but more complex maneuverability challenges—utilize the ability to "super-rocket-jump" more, and take advantage of the player's ability to fire in the air, perhaps blasting off walls to propel them massive distances.
  • You mentioned in another comment the possibility of exploring inside the giantesses—what about just reactionary animations for shooting weak spots with rockets, maybe turning the giantesses into "mini"-bosses?
    • Shoot the catboy(?) in the balls enough times and watch him recoil, revealing the way out of the level.
    • Blast the grinding girl's nipples to turn them into bounce pads toward a secret alternative path?
    • Maybe climb into a girl / boy and force an orgasm, making them collapse into a bridge across an otherwise impassible gap.
  • To that end, a good and proper boss would be a nice way to tie up the game, maybe incorporating one or all of the interactivity features above. (Maybe the player is stuck on a plain wooden chair, and their SO / the character that shrunk them(?) is trying to crush them by crushing them with their chest and/or ass interchangeably.)

I think you've got the base of a solid game already, but there's so many ways you could advance and improve upon it. I'll be looking forward to seeing where the final product ends up.

Definitely looks like a nice proof-of-concept game, one I'm eagerly looking forward to seeing more of. The only issue is that when you lose cursor lock on the WebGL version, there's no way to get it back, otherwise I had no issues with the browser version to speak of (aside from the personal annoyance of the player character being a smidge too slow for my taste). 

I would maybe like to see other bondage materials, like gear that counts for the strength of two bindings—armbinders for the arms, hobble skirts for the legs, maybe hoods for the head (and alternatives of each: box-binders. And perhaps a more difficult variant of the lasso, like a cross strap, that hogties the target when thrown, but keeps the player's arms and legs bound with cuffs if they manage to wriggle free. Then maybe you could up the "game over" limit to five before escape becomes impossible from a hogtie.

Of course, I could be asking a little too much. Surely you have your own plans in mind for the game. But what I see here so far is the start of potentially something amazing.

Hey, sorry I'm getting back so late. It feels a lot better than it used to, for sure! Not as floaty as before, but not too quick that it's uncontrollable. Thanks for taking the feedback into consideration. 👍

I think the game would be a lot better if the frog moved a little bit faster or had stronger gravity toward the paddles. It's too easy to accidentally activate a special mode by collecting hearts or hitting triggers, and then not be able to do anything because the frog is almost floating in the middle of the board. It feels like I spend 90% of the game just waiting to press a paddle button.

A 2:37 isn't just possible, but it's been achieved (on my second run).
This might be the upper limit, though, but I invite you to prove me wrong.


Just gave it a try, and I like it a bit better now! There's no longer so much of a disconnect between click and attack, which feels really satisfying. And though the Fireball range can still be a little inconsistent, at least it no longer stops directly in front of you, making it a great utility for clearing distant hordes while the Thunder Strikes prioritize close-range.

All in all, I think you nailed it with this revision.

Short but sweet. The game plays well enough without any issues, though my only complaint would be with the basic attack itself—if it had a snappier response time between clicking and casting, or if you could just hold LMB and fire without clicking manually each time, that'd be great. It only becomes annoying when you try to cast your Level 2 and 3 spell(s), but have so many basic attack inputs buffered that they never come out.

Also, the Fireball ultimate's range is a bit... inconsistent. Sometimes it will fly several meters ahead; sometimes it'll just stop right in front of your character. It's a great and powerful attack, but it never seems to go exactly where you want it.

Managed a final time of 9:27 on my first go-around. Neat game, though the last few levels were definitely a bit more frustrating than fun.