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Gregorius

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A member registered Nov 12, 2016

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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--


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This isn't good. This isn't even distasteful. This is genuinely just nothing.

You've mapped out a whole village, a whole countryside, and do nothing with it. You've crammed every high-LOD model you own into a space only a few square meters wide, which makes the initial start-up stutter like crazy. The girl's not even tied up—no one's forcing her to do this; she's wholly resigned to her fate of being popped like a wine cork.

For the uncompressed size of it (nearly 2GB? really?), you could've had the girl be forced to walk throughout town, flanked by a couple of guards while villagers pelt her with fruit or something (maybe a stamina meter where if she gets hit too often, she stumbles). Maybe she tries to slow down and delay fate, and the guards shove her forward or stab her with spears... or there could be windows or forked paths where she could try to make a run for her life, trying to catch her with nets or bolas. At least some interactivity would've been preferable to this... two-button slideshow.

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.

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?