Working on a system pretty similar to this right now, actually! Might have gotten too ambitious in the process — body sliders and pseudo 3D rotation are difficult to pull off in 2D skeletal animation rigs, it turns out — but ideally I'll have one customizable, pretty lookin human rig to use in both chat segments and sex animations by the end of it.
honieware
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Recent community posts
Hi hi, thank you for playing! You're right, there should be a way to check the guessed kinks of each client in Rooms view. Haven't considered it, will be looking into this!
While originally the idea was that you'd hire more escorts as the game went along, we did not have enough time in the game jam to fit this in, so there's just four by default to start with. Would love to add more variety in the future, both in client kinks and escorts!
Ran out of time for the jam time limit, but in the future you'll be able to see Clients and Escorts go at it in Rooms view.
We'd love to implement playable player-on-client sequences, but having custom characters do multiple complex sex poses is a tall order, so still exploring options on that front!
Let's play 8-Ball!
Fun take on the Pool format! It's like adding Mario Kart power-ups (or debuffs, I s'pose) into a pool match. What side of the ball it lands on could use a little bit of visual clarification, and a personal nitpick of mine is it'd be nice to speed up the CPU's shots so one can get to the playing part quicker, but quite dig this take otherwise!
Compliments to the chef - the look, feel and juice of this game is stellar! Could definitely learn a thing or two from it. The pixelart is stunning, the effects are punchy and the music and SFX go hard.
I've noticed there's not much in the way of strategy - you can very easily mash your way to defeating the boss, no matter what the dice rolls determine. It's tricky, because you can't exactly allow for negative effects, since that'd feel too unfair. I'd like to see this concept expanded with different kinds of bosses in the future - but what's here is great already!
Quite like this one! The work on the dynamic soundtrack doesn't go unnoticed - it's immediately satisfying to throw a dice an enemy's way.
Getting into nitpicky territory, I wish tossing the dice was a bit... quicker? Not necessarily because the player is slow or anything - the dice just covers a large distance, and you have to go all the way over to catch it just to see if the next throw will be the colour you want. There could be some sneaky player nudging going on that makes sure that only the colours from the gladiators on screen show up on the dice, though I wouldn't expect it given the time frame.
Great job finishing the game up, though! Doubly impressive that this is a first time project.
Surprisingly in depth! I came in thinking it was gonna be an idle Cookie Clicker style game, and it turned out to be a game about math and probability. With a more spruced up presentation, it could very well make for a fun mobile game!
(I do agree with the rest of the comments that the game could use a more intuitive interface, though. Even with the tutorial, it took me around five tries to get what the top and bottom rows mean.)
Quite dig the idea of collecting dice to cast spells! Bonus points for not making the spells completely random, that'd get real cheap real quick. Would have liked a bit of a tutorial or an in-game menu explaining you have to press the numeric buttons to make the spell menus appear, but it's hard to get that stuff out in-time.
I've found a bug where you can press multiple keys, and that'll make multiple menus appear one after the other? Haven't found a way to make those disappear. If you were to make a post-jam version, I'd reccomend looking into a less gameplay intrusive way to choose spells (radial menu with right click, maybe?). Apart from that, excellent job!
Quite a fun little concept! It's pretty frantic to have to read the emotion chart in time and still bet in such a short time-span, really keeps you on your toes. Gotta say, seeing that cash number flow out into an exponential is quite the sight.
I feel there's not that much strategy to the actual betting, but that could very well be me not grasping it fully. There's no reason not to go all in if you managed to read the other better's expression in time, and as long as you pick a dice before the time limit you can just... not bet any money. Also, the game looks wonky on display resolutions below 1080p - though that may be a web build limitation.
All in all though, great job!

