There's still some stuff I want to add before making it publicly available, but it should all be ready very soon. I think that early August is the likely time of the final public release.
Impy
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A very clever approach of turning dress-up mechanics into a larger game! Everything feels well-tuned with clothing variety, visible progression, and plenty of illustrated cutscenes for the overall length. It's also neat to see some reoccurring characters forming a longer story arc between games. Fun new concept and great execution, very nicely done!
Nicely done, it's awesome to see this project fully completed! I hope that adding secrets and final bits of polish goes smoothly for you, I'm looking forward to playing the final release! The gameplay and story had a lot of very fun ideas, and I wish you great luck with any games that you plan to make after this one!
Sorry, by "bringing together" I mean push them into each other like you do with the other objects. It work if they run into each other too, but they don't naturally try to do that unless they are fighting.
All of my officially published games are here on Itch! Some of the most recent updates for my ongoing projects are currently available on SubscribeStar, but those will all come to Itch eventually. There's a bunch of smaller or incomplete games and experiments that I didn't upload anywhere, all that exists of them on the internet are some screenshots, but they're not worth publishing.
I only had 2 weeks and needed to rework the animation system, so this is a smaller updated than I planned. A lot of the big gameplay changes and improvements are coming in v3. I don't expect to make too many updates for this game overall, so I think it will be finished before the end of this year.
Paperdoll style animations were a big experimental feature of this project and have not really worked out as well as I had hoped. A big chunk of this update went into separating them and all of the associated problems from the main game completely.
I switched over at the time when Unity was setting up strange new terms of service. Godot is open-source so it's not affected by such things. In terms of performance, I prefer Godot for the types of games I make, it handles 2D and pixel art very well while Unity requires special setups. I also generally like coding in Godot more than Unity. The biggest drawback of Godot is that the engine is more buggy and has inconsistent performance across different platforms.
Click the scroll in the bottom left for an explanation of gameplay mechanics and some basic advice for both scheduling and card battles. I promise that everything looks more complicated than it actually is. Unfortunately I don't think I'll have time to come back to this game to make a hands-on tutorial, but I am trying to be better at providing guidance in my newer games.
The most important thing to do is to reveal the Empress Amanita (mushroom) in the bottom left corner before you start scouting anything near it to create a shortcut to the chest. There are two main approaches, either take double Heavenly Sights from the orbs and take the long path, or try to quickly clear the witch hut using Plunder Hands and Wild Harvest to get extra ingredients. Opening up the witch hut lets you use the shipwreck to remove the Amanita without going the long way.
Remember that spells charge from left to right and that Heavenly Sight recharges another spell when cast, not immediately casting a ready spell can help you charge up a different one faster. You don't need to be perfect to win, but you'll want to waste as few recovery options as possible, time your use of the tent for a full recovery.
I was hoping to have a chance to give possessed characters spiral eyes and different animations, but that ended up being yet another thing that I had to give up on due to time constraints. I'm glad that the theme still worked for you even without the fancier elements, and I'm happy to hear that you liked the puzzles! Thank you!
I really like persistent ingredients as an alternative win condition too! In general backfire strategies are actually somewhat on the weak side without the inevitable doom of persistent ingredients. If a concoction had a bunch of stuff in it that was meant to clutter up the opponent's pot but it didn't make it backfire before the brew finished, the player may as well have been throwing green slime into the pot to much the same effect. I definitely support adding more persistent ingredients and ways to mess with the opponent, just with some safeguards in place to offer opportunities for counterplay. 50% chance of destruction on backfire sounds like a great solution because it will only occur after the strategy did something, and a half-filled pot is still a large disadvantage for the next brew without being too oppressive. 50% destruction would also be good way to prevent overflow in your own pot with eggplants from virility potions.
I am really happy to hear that you've already got all sorts of plans for upcoming updates, I am definitely looking forward to playing them!
Wonderful in every way! Awesome original idea, great art, and clever design. I love all of the little effects like potion fill levels bouncing around, the presentation is very polished. The sound effects are phenomenal, they add so much extra ambience to the experience! I love the variety of transformations and the incredible variety of strategies to accomplish them that are available!
I would love to see this game expanded! I recommend rebalancing some persistent effect to offer more playaround options. Currently potions of corruption are an absolute must for later stages because eggplants and spirals can and will make your cauldron explode endlessly if not dealt with. My suggestion is to reduce the size of persistent items whenever they overfill the pot and remove the smallest ones, this change would keep the theme without making the game potentially unplayable without a proper counter. Adding slimes and bovine milk to inventory can also cause some clutter issues, perhaps the amount added should be doubled but they don't return after being played? Excluding any kept potions from the swap offering pool at the end of a round could help players tailor their inventory a bit better (they don't need more of potions that they're keeping to duplicate or upgrade, and they certainly don't need those they are trying to swap with something new).
Incredibly fun and endlessly addictive! It's a really great game, and I very much hope to see it updated in the future!
Wonderful animated art! The procedural motions felt fully fitting for all of the characters that the game can generate. There's a good sense of variety, and it's cool to see the customization of partners left entirely up to the player. Music and sound effects are all well matched to the action, and there's even a variety of moans.
The tutorial appeared too low on screen to be seen in the web version for me, and restarting the game still counted the tutorial as complete. An option to enable or disable the tutorial would be good both for players who somehow skipped it like me or those who want a refresher on the various mechanics.
It's really neat to see a game with sex as the foremost game mechanic! The variety of upgrades add strategy, a sense of playthrough uniqueness, and are a nice reward for making progress. Excellent work!
I really like the presentation, everything feels polished and there are lots of satisfying visual effects and sounds for every interaction! The music fits the action really well, it's really good at setting the right kind of hectic pace to the action. The art is great and has a well defined and consistent theme.
The pace of the gameplay feels a bit on the fast side, it's not always easy to get a sense of orientation in a new level before the clock starts running out. The check for connections does not happen immediately which sometimes leads to overclicking since the game strongly encourages players to hurry.
Overall the gameplay is very fun and offers some interesting twists on the dropping block puzzle genre. Great concept and excellent execution!