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Gregorius

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A member registered Nov 12, 2016

Recent community posts

The "music" is grating on the ears; and there's one pit in the second level that has no spikes, leading to a softlock. It also seems to eat inputs, since there are times I know I press Jump and it just... doesn't.

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.

Small, functional, everything snaps nicely into place. The smaller items (re: piercings) are a bit finicky to click and drag, but everything else is solid. And I love the translucency effects on most of the garments. You got something great going here.

It'd be great if there was a way to cycle through or select images to display without spending unnecessary currency, or having a purchase overwrite the current image. Not like it's hard to acquire currency; it's just the principle of matters. If I unlock an image, I'd like to be able to see it for more than five seconds.

I managed to crash the game by pushing a bomb into the square where a destructible block respawns. There's a brief sign of an explosion, but the game is completely frozen otherwise.

Thanks for your hard work. The new version looks and plays wonderfully.

PS: Love the choice of music for the levels. My favorites are the two Easy mode songs, with "Cosmic Love" just barely edging out "Stardust". Good easy listening that I'll probably find and listen to outside of here as well. 🎧👌

Definitely an interesting concept, and I love the young Baba art you've got here... but I don't know how I feel about the whole "potion-making" system you have set up. I understand it's probably set up that way so you don't just blitz through a single song and get every expansion level all at once, but it's more frustrating than challenging. And once you've gotten all the upgrades, there's no way to go back and enjoy a lesser level of the expansion(s). I feel like there's a slight missed opportunity there, especially with the minor amount of interactivity on the song select menu. (Speaking of, why does Baba's arm and even her hat's rear brim have a clickable interaction, but not her dick?)

Never figured I'd be learning morse code from ponies, yet here we are. Only a couple of small problems.

  • Sunny's face comes off when you change between Normal and Hard mode (probably because you just staple the girls' new expressions onto a paper doll that has moved from its original position).
  • You misspelled "leaks" in Sunny's hard ending, and "juicy" in Dahlia's hard challenge.
  • The single-letter challenge in Dahlia's practice level (and subsequent hard variant) doesn't make it clear that you don't space (/) between the letters. 
  • The timer in Dahlia's hard challenge makes it impossible to finish typing out a full sentence...
    • ...also, I'm not sure if you're intended to have the punctuation at the end. Two of the sentences have an exclamation point, but it doesn't show on the chart provided (–·–·––).
  • All problems compounded, I've tried to beat Dahlia's hard challenge about six times over to no avail. You don't get any feedback until after you've done all of the sentences, and then it's just "sorry, you got one or more wrong, try again".

The game is a good idea in theory, but the execution definitely needs work.

Well, "hard" mode certainly lives up to its name. It takes at least fifty presents at any stage of that difficulty for the side panel to start opening up and revealing the character underneath. Not to mention that the amount of coal that drops at that difficulty level is like an avalanche at times, and the side panel starts to retract if you don't score quickly enough. I did manage to beat "medium", though, which is still more of a challenge than "easy" by all metrics, but "hard"? Nothin' doin'.

The character in the side panel is cute, if nothing else. I have an old MLP OC with similar colors (though they're a slightly lighter shade of blue). Shame that the endings of the different difficulties are practically the same. I would've liked to see alternative art for the extra effort expended. (Cute cage on Rudolph in the group pic at the end, though.) And maybe it'd be fun to have the side panel change a little based on difficulty—"easy" is as normal; "medium" throws a cage on the cutie and some jingle-bell cuffs; and maybe "hard" throws on an armbinder and a gag of some kind? (I just really like bondage, and the added difficulty would certainly fit the motif.)

Hey, maybe code your game in such a way that the "lose a block" modifier doesn't trigger when you only have a 1-wide block to balance? The game's effectively softlocked now, and my only option is losing against my will.

Would at least be nicer if the catgirls you unlocked were usable as avatars on the game page, but I guess even that's too much to ask.

And I feel like I should be able to understand why I lost any given round, instead of just starting a new round against an opponent and immediately getting hit with a "game over", as has happened several times now (usually when you need to reach 80 or 160 score).

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Same deal, also on Wave 16: one of the goblins kinda spazzed out as they were spawning and flew off the top of the map.

Also, if one of the grey(?) goblins steals your fighters, you can place another in their spot and effectively double- or even triple-stack them.

HA! Caught one of the little bastards in the act on Wave 2...6, I wanna say?


The leftmost pins on board 4 are spaced too close to the edge of the play area. I just had a match where (at least) three balls got stuck at different levels. Otherwise, fun little time-waster of a game.

The customization options were also a very welcome addition. Made a cute goth-leaning mermaid (purple hair, black lips, red eyes) with a skin / tan scheme that made her tits look just the slightest bit abused. (I especially like how she looks in the 'dawn' and 'night' lighting schemes.


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59 items to unlock, but only 58 levels. Seems like a pretty glaring oversight, if you ask me. Thankfully, you posted a helpful code elsewhere in the comments for people to use.

Amazingly, the game got more and more intuitive as time went on. It became less about actually checking words against one another for matching letters, and just looking for patterns, i.e.: if there are four words with '-AI-' in a level, odds are the right word is one of those.

And surprisingly, the six-letter puzzles are some of the easiest; for example, if you see something like "RESORT / REPORT" or "MASTER / MATTER" or "BUTTER / BETTER" in your level, it's practically a guaranteed 50/50. I went from insanely frustrated and not understanding anything at Level 13, to instinctively beating puzzles in ten seconds or less by the 40s and 50s.

Not sure I'll waste the time farming coins and picking colors (especially since that's mostly limited to clothing items), but I like where I'm at now.

EDIT: Neeeever mind! You get 30 free coins upon unlocking everything. How generous of you.


Definitely a good game, one that should be expanded upon.

Wouldn't so much mind additional characters, but I think Lila, the one you've got there, is cute enough on her own that simple variant outfits would probably serve the game better (maybe unlocked via total score instead of needing to pay a currency for them, or just beating certain songs at given ranks). My only gripe with the AI art is the inconsistent line weight between the stages of undress. That's probably where a commissioned artist would have a leg up.

The timing of the beats of the songs can feel a little... off at times, especially when you get strings of several of the same symbol in a row. On songs like 'Hypnodancer' with a lot of variation and constant switch, it seems fine, though. Maybe I just suck at keeping track of multiple things in the same line, I'm not sure.

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Okay, after, like... ten minutes of trial and error, I finally get it. All horizontally aligned sections are considered "targets", which can also be "trapped" areas. Nothing in the game tells you this (I see ten individual segments, so it's natural to think a "trap" would have to be in only one of those ten segments, not a given horizontal row), and it's entirely luck-based if you draw the exact cards you need.

I've also had several rounds now where I wasn't drawing any "candle" cards and had three 1-target "rope" cards... so I threw away the one that I thought it was least likely to be. And wouldn't you know it, the next candle card I drew said I THREW AWAY THE WRONG CARD ON A 1/3 CHANCE, and the only other cards that could hit the same spot would also hit a ward. If that happens, congratulations; you're irrevocably fucked.

If there's one two things I've learned playing this game: 1) 3-target "rope" cards are almost always useless; and 2) there is never a reason to discard "candles". (There's a third thing, but I'm keeping that a secret. Y'all will probably discover it by accident anyway.)

You're on the right track. But there's still room for optimization yet.

Here's a hint: your trick actually works in every direction, not just backwards.

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3:59  3:57... I think I can do better.

3:55 is a good enough score, I think. Don't see anyone topping that for a while.


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FASTEST CLEAR TIME: 69 54s

[Slight spoilers ahead] I love the "David and Goliath"-style character dynamic, but I feel like the order of events is a little weird. Three normal "dress-break" phases, then a top-down dodging phase, then a single extra break phase. It feels asymmetrical, like there should be more after the dodging portion, or the dodging portion should start one phase sooner. I was disappointed when the nipple covers were revealed, but the game suddenly stopped. So much erotic potential there.

I'd like to see this get revisited in the future, when your 3D skills have improved to your satisfaction. It would be fun to see this with additional dress-break phases, maybe other obstacles to dodge or even character attacks to avoid, and alternate costumes. And maybe, if you break the mural girl's clothes, parts of her start to break out of and escape the wall, and beating the game makes her a full-fledged human (giant or not).

Username checks out—this game is indeed very minimal. Not bad, per se, it's just over as quickly as it began if you're skilled enough.

I, for one, wouldn't mind a far more fleshed-out version in the future. Maybe an expansion of the flashing mechanic to separately flaunt left and right sides, or even a means to grope yourself when pedestrian traffic is low.

Also, with your score being measured in cash, maybe a shop that lets you buy alternate wardrobes for Vee—shorts, skirts, dresses, jackets, hats... maybe even optional things to hide under the clothes like toys, body writing, bondage...? I'm sure there's someone out there that'd ask for a small CG gallery for celebrating completed days, or getting caught by pedestrians or police in various states of undress, too.

But that is a lot to ask, so maybe I'm just being hopelessly optimistic.

Well, it's a very pretty game, but does the character actually... do anything at some point? I got through the first stage, opened the room, bought some toys, bought some alternate colors for some of the toys, but, uh... yeah, he just sits there doing nothing and pressing any of the buttons on my keyboard and mouse don't actually accomplish anything (and I've tried them all, short of the power button).

If there are any instructions to make this game more... "playable", I would very much like to know where I can find them. Because right now, just staring at the screenshots you have on the side of the page for your game is exactly the same amount of interactivity that your game provides.

So unless I'm an idiot, this is basically a 850 MB screensaver.

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Not usually my type of game, but enjoyable enough. More fun as just a dress-up game since there isn't much actual content yet. I think the only thing that I'd really want to see improved upon are the limited number of poses available to the player and the camera UI.

For the camera app, it'd be nice to have an option to do a portrait mode orientation so that you can take photos of your full outfit instead of having it be cut off at the knees. Or instead of having pre-chosen zoom levels or photo heights, just give the player the ability to pan the camera in all four cardinal directions, and limit zoom to, say... half the body until you can afford the tripod. 

For the poses themselves, I feel like they're far too limiting—it's probably not feasible at this point what with the number of clothes you would need to redraw, but what if you could have individually selectable poses for the body and arms (and possibly facial expressions)? Instead of a single double-peace-sign pose, draw out a variety of arm poses that could be used in conjunction with the other torso bases—peace signs ✌,  'OK' signs 👌, hands in front of chest, in front of waist, on hips, on thighs (if you drew a more hunched pose), behind the back either crossed and/or pulled back (to later accommodate the shibari ropes)...

...personally, I also wouldn't mind seeing more BDSM paraphernalia for purchase later down the line to go with the latex suits. A harness, leather cuffs, blindfolds, masks or gags, etc... I know, it's asking a lot, but I think just having a good level of variety would make it far more engaging to people. Another idea I might hope to see (but totally understand if you don't add it): a silicone breast form (aka false breasts) that can be worn solo or slipped under shirts.

Oh, and a small bug or two in the latest version:

  • if you load a save file from an older version to a newer one, if you chose the flat cages, the first pose will have both the regular and flat cages layered over one another; and
  • if you click on a Cume notification after uploading a photo, you get an un-close-able popup for a generic "Nice program".
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I have no idea if I'm wrong, or if the game's wrong, but something's screwy.

I managed to luck out early by upgrading my "Ero-Cannon" as quickly as possible, netting me massive heaps of experience. Everything seems to go just fine—damage upgrades, speed boosts, magnetic field increases. The Growth stat doesn't feel like it does much of anything...

...but worst is when I start taking the other bonuses. I take a Health power-up at one level, and instead of "increasing my HP by 30%" or whatever, it cuts my total HP to 30%. Likewise, I take an EXP Gain power-up in another run (because obviously I died in the first one where I took the Health power-up), and at Level 40, I went from flying through levels to getting nothing from either the silver or gold EXP gears; progress stalls, I get inundated by the strongest enemies moving as fast as I move from all sides, and inevitably die... again... and again... and again. So it seems that at Level 40, the amount of EXP needed to gain a level just shoots up into the stratosphere, and is not a function of whether or not you have a busted EXP Gain power-up. That's on me for not knowing.

Having both touch and WASD controls at the same time can cause some pretty big errors in playing, as just one errant click could send you careening into a horde of chasing enemies. And I see a "Sync" bar on the side, but I have no idea what it does, how I'm supposed to increase it, or even if I can.

...am I missing something? I'm not seeing any "angels", not gathering any "dreams", and I sure as shit didn't see or get any "relief".

I like what you were going for... but you missed the mark by a mile.

Unless you're full-screened, the book covers half of the girl's body, which I didn't realize for a good thirty minutes; seemed initially like a very counter-intuitive design choice that you'd "show off your assets to not let them go to waste" and yet cover half of your girl until I realized what was wrong.

It's nice that you give us a list of recipes that we've found over the course of the game... but with no means to reference the items used to make it, we have to either write it down elsewhere or memorize it, making the list ultimately useless. Not to mention, some of the items just look too same-y (there are six white fluids to pick from, seven if you count the "nothing" item), and the hair is invisible as soon as it hits the table.

It's a good start to a game, but there are a lot more ways you could expand upon this. Better art would surely come with time and practice, but besides that...

  • a larger viewing area to admire Pau's figure and costume(s)—a 9:16 phone-sized display would be perfect for showing off more of her body;
  • more contact points to rub Pau—breasts and cheek are nice, but more space would allow for more places to touch like headpats, stomach, butt, between the legs (depending on the costume, either pussy or strap-on);
  • maybe some options to mix and match clothes—you buy clothes as a "set", but then can choose to wear one pair of pants or leggings with a different dress or top or something (in this way, you could also add new hairstyles); and
  • better hit detection on the 'Breakout' game—honestly, I have no idea what part of Pau's head is part of the "paddle", and I feel like I lose lives randomly.
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Good concept, middling first-time execution.

The size of the UI elements, and the way they're coded into the game, you effectively have 50% of a screen to work with. Personally, I hate when games display giant avatars on the side of the screen covering half the playable area, but at least you made the conscious effort to make it translucent when hovered over so you can see behind it.

It would also be nice if it just auto-selected your character at the start of any given turn, so you don't have to click them again or accidentally hit "End Turn" when you want to move or attack. Unless you're planning to add more playable characters, I see no reason not to do it this way.

Finally, I wonder if it wouldn't be better to have action points shared between movement and attacks. Five total action points, move using one AP per square, and attack using two AP. Then when you finally get to skills, you could have things like:

  • "Movement only costs ½ AP this turn."
  • "Attack a square [# of AP] times at 75% damage. Uses all AP."
  • "Attacks hit enemies adjacent to both you and target, but cost +1 AP."
  • "Increase attack range by remaining AP, but only in straight lines."

"Glory to not-quite-Arstotzka. Move along."

The "Papers, Please" style of game isn't quite my thing, but it seems solidly well built. I can't fault you for making a game in a genre I personally don't like.

Bit of a spoiler ahead, to anyone reading this:

At first, the game was relatively simple. There isn't really much way you can innovate and iterate on being able to move only four tiles, and the sound you make when "hopping" along is honestly kind of grating after a while. The biggest screw-you to the player is not giving us any sort of indication that you were going to implement unmarked teleporters into your levels. If you had put Level 7 (the three-tiered level) before Level 6 (the impossibly large grid level), I think it would've been fine. Then at least the player has knowledge of what to expect later... but just throwing us to the wolves like that without any sort of explanation in a level that otherwise looks impossible—especially after one where I have to take a certain number of steps to make the goal chest even appear, giving me a false notion of my actual objective and making me think my movements will make the real chest maybe appear somewhere more accessible—is just a massive gut punch. And then the game basically ends three levels later, leaving me wholly unsatisfied.

I... do not particularly like this. Part of me thought there was something more to this than just "play 'til you lose". The sprite art is fine, no complaints there; the end graphic has an interesting style about it, but it definitely looks like the work of an amateur artist. Maybe if this gets a more full-fledged version, you could commission someone to redraw the image. The biggest annoyance to me, though, is that the sound is mono—a singular channel, directly into my left ear with nothing going on in the right. I think a nice addition in the true vein of a "Princess Peach" type of game could've been the occasional smattering of a power-up to make you run faster briefly, or a time-limited jump and hover to escape Toads when they pile up mid-screen, or even just a limited-use defense weapon like her parasol or a frying pan. I'm not sure it truly captures the essence behind the game jam's theme, like some other titles.