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Hopelessly Depraved

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A member registered May 14, 2020 · View creator page →

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Very late submission, but glad you made it at least within the rating period.

If there is one thing I would improve, it’s the game-feel of the ground attack. Attacking on key-up instead of key-down makes it feel unresponsive. And the character being unable to move or jump during the attack animation also made the boss fight much more frustrating than it should be.

Underwear was on my todo list, but it would have required about two more days of time. Actually I started working on that. But I won’t add it before the rating period is over.

This digging mechanic is a really interesting game mechanic. The fact that you can not switch it off means that you have to think ahead.

I think there is a lot more that could be done with it.

Even though it’s not my kink, I found your writing style very arousing.

A short but lovely digital experience. The background sounds and the intro narration set a really serene atmosphere.

I had no idea what I was doing, but I kept winning anyway.

It would be nice to have some information within the game on what the units and their abilities actually do. I am sure this game has a lot more depth than it seems, but the lack of transparency in the UI is really holding it back.

I get an error message when I try to open the game page:

“You do not have access to this page

This game has been restricted by the author and can not be downloaded. The owner of the page must give permission to those they wish to access the page. If you think this is a mistake, please get in touch with support.

We noticed that this game has never been published, perhaps the creator forgot to publish it before sharing? Learn more about visibility modes Go to SwingersPG’s page”

I think you need to go to your dashboard, edit the project and set “Visibility & access” to “Published” in order for others to be able to play it.

WTF?!?

That’s certainly an… interesting game idea.

Unfortunately I couldn’t even get over the first obstacle. I guess I understand how it is technically supposed to work, but I found the game far too frustrating. I understand that you probably went for the rage-game appeal. But it might have been nice to start with some easier challenges first in order to tutorialize the main game mechanics.

Some really good animation work here. The ultra low texture resolution on everything is an interesting design choice.

Why shouldn’t the MC have boobs?

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Thank you. But I can’t take too much credit for the character models. I made them with a character generator (VRoid Studio). I just drew on the naughty bits and made some edits to the cloth textures. The wings and the angel halo are my own work in Blender, but the horns are a 3rd party asset.

It’s a funny coincidence how we both only occasionally do game jams and yet we somehow always happen to end up in the same ones. You always seem to challenge yourself by going out of your comfort zone and trying something new. I respect that.

About the game itself: The controls felt a bit unresponsive. But I played the web build, so maybe the native version works better. I liked the playful writing that gave the characters personality without spending too many words. Although the interactions could feel more meaningful if they had some mechanical effect as well instead of just deducting towels. I got stuck on the 4th level with the key-crumbling locker. Is there a way to open it or didn’t you get to that part in time?

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You got a very interesting art style. It’s simple, but with a very expressive aesthetic. I like it a lot.

During the very long intro sequence of the game I got convinced that I was reading a kinetic novel. And then suddenly… I am in a point&click adventure? If this had been my game, I would have added some more interactivity during the into sequence to even out the pacing of the game.

During the playable section I spent quite a lot of time looking around not really knowing what I was supposed to be doing. I couldn’t find out how to open the inventory until I read about it in the game description. It also took me embarrassingly long to find the fisher guy. Finding a branch in a forest was more difficult than it should be, and I also had problems finding the “protruding branches” trigger.

Puzzle gameplay is difficult to get right. What seems “pretty straightforward” from our perspective as developers can be completely obscure to the player. And what seems like impossible to solve for us without the right clues can sometimes turn out to be simple enough to just brute-force and solve by accident. It takes a ton of experience to get the difficulty of puzzles just right.

Also too bad that the game ends where it actually gets interesting. Seems like you had much greater plans, but ran out of time. Unfortunate how game development projects always take 3 times as much effort to implement as they felt like during planning. That’s why I usually try to keep my scope as minimal as possible during game jams, try to get a minimum viable product finished long before the deadline, and then use the rest of the time for expansion and polish.

But it seems like you got a solid narrative and point&click framework out of this jam which you can utilize for future projects. I’ll be curious what you are going to use it for.

(Oh, and just a heads-up: You included the “BurstDebugInformation_DoNotShip” folder in your game build. I am not sure why Unity Technologies advises not to distribute that folder, but they probably have a reason. You might want to reupload the game without that folder included)

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I am currently doing some research about what hypnosis actually is. But when looking for sources, it’s difficult to separate the fantasy from the reality and the science from the pseudoscience. Do you have some good resources you can recommend in this regard?

Thank you for the offer, but I don’t need anyone killed at the moment.

The better question would be: Would you pay for it? And would a thousand other people pay for it as well, so it would be worth it for me to quit my job and create a full-length game?

Really fun incremental game, and perfectly on-brand for the jam theme.

I had to be a bit stricter in my ratings, though, because you didn’t submit before the deadline. It wouldn’t be fair towards the people who were on time. I hope life will be friendlier to you on the next jam.

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I’ve noticed how all the different enemy unit types behave differently. Rare to see a game in an NSFW game jam that puts so much effort into the gameplay.

Yes, the different abilities and upgrade paths aren’t very well balanced against each other, but what can you expect in a 9 day jam?

Btw, there seems to be a bug in the web build that causes the game to freeze on the upgrade selection screen. The Windows build doesn’t seem to have that problem.

Yes, I suck at cover images. I can never think of a good way to capture the essence of my games in a single 630x500 picture.

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Almost feels like a 2d reinterpretation of my own game Tentaculord from Strawberry Jam 8. Just with more of a Lovecraft vibe. But I really like your spin on the general idea.

My personal favorite of this jam.

Not sure why I would need that X-ray feature on my gun to defend my ship from horny cephalopods, but I am certainly not complaining.

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This game was quite confusing. So... fucking those stationary things is good? And it makes me change color? Does that actually do anything? And fucking the moving things is bad? And when I fuck the stationary things while moving things are around it turns them into dots, which I can collect which does... something? I would have appreciated some guidance. If not in the game itself, then at least in the game description.

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Reading this document just left me confused. I have no idea what I am supposed to be doing with all of this. It seems like an assorted series of notes you made for a TTRPG system, but I couldn't really see a structure that brings all of it together. I read it twice from front to back and I still have no idea what the core gameplay loop is supposed to be.

YKINMK, but I can tell how much love and passion you put into your work.

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I wonder what this could have been if you didn't get sick during the jam.

The gameplay is obviously unfinished, but the atmosphere is great. Not bad for a first foray into the world of 3d game development.

From reading the premise alone I was afraid that this was going to be a snuff game, but I was pleasantly surprised by the ending. You got a chuckle out of me.

During the tentacle fucking animation, you have to fill the green bar before the pink one. When you pause the animation, then the pink bar goes down but the green bar remains where it is. So the trick is to start and stop the animation a couple times.

I really recommend playing the windows build, because the web build has those annoying loading breaks whenever it plays a sound effect for the first time (the windows build seems to have those as well, but they are much shorter). My knowledge about Godot is limited, but are you sure that there isn't a better way to handle SFX?

The gameplay is a bit bland, and there were a lot of times where I died without really knowing why. Is it possible that some colliders are a bit off? Also not sure why there are health upgrades when everything seems to kill me instantly anyway.

I'm sorry, but I don't have any plans to keep working on Fling League at the moment. But I might reuse some of the characters in future projects. For example, the model of the protagonist of my newest game Tentaculord 2 is partially based on Mai-Thi (although she is canonically an entirely different person).

Thanks for the feedback. Can you elaborate on where exactly you would have wished for more direct instructions?

Don't get your hopes up. I don't really feel like investing more work into this game. But I might reuse and improve some of the tech I created for this game in my next project.

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Did you find the monologue where she calls the monster weak, pathetic and an embarrassment for tentaclekind yet?

(I actually hope you didn't, because shortly after the deadline I noticed that I forgot to add facial expressions to that one and also made a stupid typo. Gonna fix that when voting is over)

You got to work more on your controls, dude. They feel super floaty, both in the 3d world and in the 2d minigame.

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Super cute game. I love the simple yet effective way of doing the walking animations. I don't really understand what's supposed to be erotic about this game, but I guess vore is just not my kink. Although the gameplay is quite frustrating, because critters that are large enough to eat you are also faster than you, so you don't really have a way to escape them (or is there?).

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I like that you put some effort into creating a proper tutorial. It's far too common for jam games to not explain anything and just expect people to find out everything on their own.

I also like that there is narrative framing gives some context to each battle, and there is a lot of artwork in the game.

Just the gameplay itself could need some more depth. 

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I didn't really understood what I was supposed to be doing, but the whole presentation with the UI, music, classic artwork and ancient poetry was so relaxing and beautiful.

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I wish I could rate your game fairly, but unfortunately it was way too hard for me. So I will leave it to people with more frustration tolerance than me.

Sorry for being such a scrub. I bet it gets hot somewhere after the 5th screen.

Cute and funny game in a weirdly dark scenario. I had a lot of fun guessing which prostitute is the best for each client based on the client's dialog and the prostitute's character description.

I liked the devil/angel duo where the angel is naughtier than the devil.

It's a cool game idea, and a good execution as well.

RPGMaker is a weird engine choice for a game like that. If you don't want to limit yourself to classic JRPGs, then learning a more flexible game engine might allow you to accomplish more with less work. But you do you.

Great looking background art, and the breast expansion is well-animated. I can also see some marginal improvements in art quality from last year's chapter.

I can't take much credit for the 3d model, though. I just generated her with VRoid Studio, and drew some nipples and vagina onto her.