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Impy

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A member registered Sep 15, 2016 · View creator page →

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On Windows the file path should be:

C:\Users\*USERNAME*\AppData\LocalLow\Impy\Sweeper

Replace *USERNAME* with your account name. It won't be the C drive if your operating system is installed somewhere else.

Version 4b is a small bug-fixing patch:

- Increased charm goal to 40.

- Set earliest queen appearance day to 3.

- Victory and loss by checkmate are now shown in hint text.

- Fixed bug where token equipment could be interacted with.

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Godot can have compatibility issues with hardware sometimes, I hope it improves in the future. For now you can try the Win32 version, or forcing the game to run in openGL:

- Right-click on the .exe file and select "create shortcut" (on Windows 11 it will be under "Show more options")

- Right-click on the shortcut and add --rendering-driver opengl3 after the target path (right after the last quotation mark)

- Run the shortcut.

I'm really happy to see this game completed! I've played it from the first release and immediately knew that it was going to be something very special. The dialogue is fantastic, there's a big variety of well-matched artwork, and the tracker is a really wonderful feature! This is easily one of my absolute favorite visual novels. I've truly enjoyed playing every update through to the game's conclusion over the past two years, and I am looking forward to the final coat of polish and any future projects you may make!

I'll probably just mark events with animated hearts once I add support for expanding the map to show every place you've visited. There's already a discovery component in exploring, so there's no reason to make players revisited every location.

Thank you! It's more of a patch than an update, but I hope to release a couple of full updates for this game later this year.

Itch has been doing this to my games and others ever since being pressured by payment processors last year. There is no information available for how I can prevent my games from being marked as quarantined, or any indication on my end that they even are aside from the very low traffic.

They appear at specific locations around the map that have vents near them. The girl on the left is near your starting house, the girl in the center is in a cave near the smallest house, the guy on the right is near the big cave with locked door. I wanted to upgrade the map so that it can expand and show you the locations, but didn't have enough time to get it in place for the patch. It will be easier to find these types of events in future updates.

Thank you! Sidesteps will be added in an upcoming patch. The chests are a temporary thing until I make a more proper inventory system. The half-square movement system works a little better with my setup than full squares, it will feel like there's not enough control if I switch to full ones.

Make sure that both of the characters needed are currently in same town. If the relationship is high enough between them in the "Fortune Doctor" app, the button should become available.

I usually offer routes that flip the script to some extent in my games, but they are primarily designed for players who don't mind or enjoy the NTR events. A playthrough that fully avoids such scenes may not be possible and doesn't offer much of anything else in it unfortunately.

Thank you. I think this game is almost done, there have been some big obstacles, so I don't think I'll expand the cast of characters again. There will probably be one more update sometime this summer where I'll add more animations.

I hoped to get some scenes in place in the first release, but ran out of time for the jam. After being stripped in combat, party members are meant to hide somewhere on the map for some out-of-sight lewdness. I'll have a basic setup for this interaction in the next patch, and expand more on it in the next big update.

I'm amazed to see my games on Steam too! I'm really happy to have found a publisher who is making it happen.

Thank you! It'll be a bit more accessible now, and the saves from the downloadable version should be compatible.

Thank you, it's great to see such a big update so quickly after the jam! The keyboard and mouse controls let me get a fuller experience of the game, and I was very impressed by how good the action feels! The only thing that seemed a bit off to me was that weapons and water bottles respawn rather quickly, it results in everyone getting every weapon quickly, and defending water bottle locations gets favored over mobility. The modifiers and difficulty settings do a lot to allow players to tailor the experience to their own skill levels. I also really liked how well newly added sound effects fit, and the new art. This is a really good game, I'm looking forward to trying Super Wet Friends 64 sometime in the future!

There's a lot of polish and attention to detail in this game! Icons, custom menus, font choices, different speech sounds for everyone, all do a lot of work in making the presentation feel specific and personal. Some speech sounds felt a bit too elaborate, but they do make the characters they're associated with uniquely distinct. The phone offers a really cool bit of lore flavor to set the stage and adds a new perspective to reflect on what happens in the story. I like the small but eventful space the game takes place in, and how narrative branches can happen even by approaching everyone in a different order! All of the art is beautiful, the environment and whimsically colorful cast are immediately eye-catching, they get players to start thinking about what interacting with everyone could be like even before the exploration section starts. There's a huge variety of portraits and detailed closeups for any actions that are happening, they do a lot to keep things lively and fun even if what's happening is quite chill!

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Very polished and impressively eye-catching presentation! There's a big variety of intricate ship designs and attack patterns to keep the gameplay fresh and interesting. The music matches the arcade action and tone very well. The generally fast projectiles and the graze area being mostly on the back of the ship limits the opportunities to charge up, but it still happened a couple of times each level for me. Ambush patterns are somewhat common where knowledge of what'll happen is more important than skill, but the short levels, infinite continues and generous checkpoints never made them feel unfair. The closeup art on the sides of the play area sets a nice flavor framing to the action, and it's neat to see it change as the story progresses. I don't know if you have plans to expand the game in the future, it already works quite well as a fully finished project, but getting to know more about the history, factions and characters between missions could be neat. It's a really well made game, these levels of completion and detail are incredible for just a single month of work!

What a fantastic game! It's great fun even when playing on my own with janky controller emulation. The art is amazing, I love the character models and animations, and you've done a great job with giving the character selection illustrations a lot of personality! The retro aesthetic works really well, and is complimented by the brightly colorful level design and arcade-like collectibles. Even with two extra weeks this is a lot to accomplish, everything already feels very polished, excellent work!

Thank you, I'm very happy that you had so much fun with it! Clicking portraits just shows what equipment everyone's using, they all takes turns to attack regardless of who is selected, after I add spells there will be more of a reason to select different party members. The resets are meant to be pretty generous, this is a game where losing party members is supposed to be unavoidable for a gameplay reason that I couldn't quite finish on time.

Before the jam, I mentioned a mechanic in the "Plans and Progress" thread where party members would run away to hide somewhere after getting stripped in combat, it was meant to be the centerpiece of this game. I thought I'd be able to get more finished than the key puzzles and some enemies, but I still feel good about putting all of this together in a month, I knew I was being too ambitious and that I wouldn't be able to get everything I wanted done. Check back in a couple of years if you liked it, I have some big plans!

One of my lifelong dreams is to make a Might and Magic style game. This project isn't quite there yet, but I feel pretty good about the sort of foundation that it established for me to build upon. I usually continue to develop my jam games for another year or two, and I've got enough enthusiasm with this one to give it as much time as it needs!

I'm very happy you liked it! I want to have most of the enemies look of their shoulders when they run, I'll probably redraw the goblin that way too, I just made her sprite early when I wasn't fully sure if I wanted to do 4 directional sprites or not. I'll try to make the keys more distinct in the next update and give a full-screen map too.

I like your twist on Undertale-style combat, the parry mechanic that risks damage to speed up the fights is a really cool and fitting addition! The variety of bullet patterns add some fun depth. I like the art, scenes for winning would give players something to work towards, but I'm guessing those were planned. The music and sound effects are very fitting for the arcade-like gameplay. The setup almost feels complete, I hope you'll return to this game after the jam to add that last bit of polish and spice!

A very well presented and complete package! Variety of neat characters with different sexy poses, detailed backgrounds, fitting audio, flavorful text. It's a really cool detail how the profile picture changes throughout the adventure. The gameplay is a neat twist on the "find the pleasure spot" genre, reversing the mechanic and making it timed is new and interesting. It gets very fast at the end and could be too difficult for those with poor reflexes, slow readers, or those with English as a second language, some sort of optional difficulty scaling may help. Maybe an item that when fused gives double the time but lets the players know that they'll play on easy mode if they pick it up? I appreciate the short dialogue and descriptions, there's lots to examine, but the game always retains a lively pace! I absolutely love the alien designs, they make me want to do something alien-themed too someday!

Nice work with the icons in the post-jam update, they're very visually distinct, and I have a much better idea of what you're going for!

I love the completely different main character options with multiple forms! The art and designs are fantastic, I'm guessing they're intended to become stylized like the cutscenes in the future, but I really like the current paper sketch style too! The pace of combat feels pleasantly brisk. The balance could use tuning, fusion seems a bit weak mechanically at the moment, "independent" is an amazing major perk, and stacking attack upgrades knocks out the final boss very fast. The music and sound effects are very fitting, you've set up a really nice and consistent tone! I'm very intrigued, and I hope that you'll continue development, this is a wonderful introductory chapter!

Very lovely presentation! Dialing numbers is a great way to get the player a bit more involved and build up some anticipation. The art style and music are playful and inviting, and I love how the questions and corresponding icons change in different routes. My only suggestion is to change the font to fit the tone. It's difficult to play this game only once, it insists on having all of the different outcomes explored!

I like the worldbuilding style a lot! It's cool to see a visual novel with a moving 3D background, it's rare and really neat! The punctual text display, portrait framing, limited color palette, and music set a really wonderful atmosphere. A very intriguing teaser!

I like how much is happening, there's a big cast, lots of dialogue, and sex scenes for most characters! The narrative has some depth, but felt like it could be condensed at times. I didn't really find a good use for money, energy or mana, you could probably simplify things by removing them unless you're planning to expand the game into something bigger. The main music track is a bit too anxious for the daily chores, but the others set the right moods. Most intriguing are the various small secrets that can be found, I really enjoyed those!

Thanks for playing! I have some loose plans to address most of the issues you've come across, I'm hoping that after an update or two the game will open up a bit more for casual exploration. There are two silver keyholes both of which give gold keys, which lead to the ending area, and you get more bronze and silver keys than you need. The whole key puzzle thing is somewhat of a temporary measure to give players something to do until I can expand the game properly, I may have gotten carried away with the complexity a bit.

Very fun and openly explicit! I like all of the ways it got the player more involved in the clicking action, there are a lot of different elements and upgrade paths. The only thing I wish there was more choice in are the widgets, some of the mechanics didn't fully make sense to me until I saw visual representations, so being able to choose which you get first can make a difference for new players. The art, animations, and interface design are all great. The ability to customize your partner is really neat. Really good environmental design with audio and backgrounds to get players immersed. Very nicely done!

The intense audio and filter do a lot of work in setting the right tone! I always enjoy this style of short but impactful text in stories. It all ends quite abruptly, but as an intro to a larger narrative in the future, it starts off very strong!

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Very sweet! I like how smoothly and briskly the story flows. There's plenty of decisions to make in each date and it's fun to customize the clothing! Having the girl act differently or offer new options based on the choices you've been making could really open this game up. You can hide all sorts of neat little events for players to discover that relate to previous choices.

The story goes through a nice variety of flavors, I like how the music and colors are used to set the changing tones! The silent parts feel very pronounced, reducing the overall volume or having the tunes fade more smoothly may help. I like the mostly vertical orientation, larger text, and good pacing, they set up a smooth reading experience.

I like the concept! Placing stuff for sale is a neat mechanic, I feel like you can do a lot with it if you expand the game like having products that block view of each other or those that synergize by being next to each other. Being able to just drag the items into position or reuse previous setups would speed things up a lot. The character models are really lovely, each one's got a lot of distinct charm! Something that's not too clear is what happens in the sale section, the first time I was waiting the characters to buy something, but it seems that it's more of a cosmetic feature at the moment. The events add some fun variety between different days, they're a really nice bit of spice!

A wonderful little adventure, I love the character designs! The balance of story to action felt just right, and the writing style had the sort of brisk bounciness to it that I like. All of the little touches like customizable clothing or animations when you click around were really neat. The easily navigable menus, interaction hints, and straightforward design of the ship do a lot to keep the players engaged and exploring. I like this game a lot, I'll check out some of your other work after the jam and keep an eye out for anything similar you may make in the future!

Thank you, I'm glad you had fun with it! I want to add a full map in the future to help with navigation. Adding a handle jiggle and sound effect for locked doors is a good idea. Losing characters is meant to be an unavoidable and natural part of the game, but the features associated with that mechanic aren't in the jam release, so you're not missing much at the moment. Not getting blocked by naked enemies will be easier in future versions, I tried some solutions like being able to move through them or shoot them out of the way, but I think the one I'll end up using will be to immediately remove anyone you're not seeing, so just turning to the side will be enough.

Really fun little platformer with great animations! I like the dark color theme, it makes the walls and obstacles pop. Good controls and difficulty curve, there are plenty of challenging jumps but not too much frustration. The sound effects are nice and playful, some music could be a good addition if you find anything fitting. The fusion mechanic that gets teased at the end sounds really interesting, I hope you'll update the game to add it as a full feature someday!

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The combat system has some interesting complexity and seems to support different strategies and approaches! The menu is clear and navigable, it immediately gives an idea of what's happening and is great at providing all of the necessary tooltips. I like the writing, I think it can be paired with the battle sprites or portraits to some extent to unify the two modes a bit more. Definitely a game you can try expanding after the jam if you've got the energy to do more with it, the battle mechanics are solid and I still wanted to mess around with them after winning a match!

A very hands-on lab experience! Navigation can feel awkward at times and it's not always clear what you're interacting with, but the models and art do a good job of hinting at functionality. Most machines seems intuitively designed to do what they do. The slime is a neat companion. The chill music track felt fitting, some sound effects for valves turning and liquid pouring can add to the ambience. Mixing stuff is usually more conceptual in games, so it's cool to see the process made more physical in a 3D environment!