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!
Impy
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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!
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 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!
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!
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!
I like how bite-sized the dialogue is. Settings for skipping text animation and fast-forwarding would be a big help with speeding up navigation. The art style is cute and fits the low-poly prerendered backgrounds, which do a lot to suggest a sense of place and scale. I've only tried a couple of routes, you've made a big world with plenty of choices to make!
Very interesting style of writing, switching first-person perspectives like this is quite uncommon to see! It's got a good mix of inner state exploration and sexy descriptions of the outer world. I like the emphasis that the blurred text adds. Things can get confusing sometimes with the point of view switches and having the reader as a non-embodied extra character that can also be addressed, but it adds to the sort of narrative and mood you're trying to craft.
A dollhouse sprite-focused view of the sex scenes with photo closeups is one of my absolute favorites! Your cartoony parody art is lovely. The writing is pleasantly silly, but feels a bit long for that lighthearted tone sometimes. I hope you'll keep working on this game, it could becoming very catchy if you add more tenants and different ways to interact with them!
Real-time strategy is among the hardest genres to develop in a limited time, and you've done a fantastic job! Both the action and tactical controls feel smooth, and offer all of the right options. Something to consider is perhaps designing the levels in ways where players need to make use of both modes to progress, maybe with obstacles that only slicers can clear, tunnels that are only narrow enough for workers to enter, or timed objectives that need for you to be in two places at once. The pupation mechanic feels like an extra timer and could be tied to something like experience to add a bit of attachment to long-serving units. I like the art, the unit sprites are really nice, more sexual stuff in that sort of small sprite style may look neat. The portraits, cutscenes and illustration add some nice close-ups. The characters and story are interesting, there's lots of worldbuilding stuff happening in every conversation. An option to click through the cutscene text could let players set their own pace for them. A fun and very mechanically impressive demo!
The dialogue feels nice and light, and the characters are surprisingly open to any offers you make! The movement directions can get a bit confusing since you sometimes end up with the return path being somewhere else, but the writing does a lot to give hints for what can be interacted with and how. Highlighting key words and allows players to copy them can help with navigation a bit. It's cool to see an original text-command game system, it couldn't have been easy to design it!
I like the colorful pixelated art, arcade sounds and presentation. Political humor in fiction isn't quite my thing, but I think plenty of others will appreciate how over-the-top the narrative gets. The controls felt solid with plenty of guides and indicators, little interactions like landing the ball on a bird are neat!
It's always neat to see the kink cleverly integrated into the gameplay! Everything works well, the audio adds a lot to the arcade-like action. I like the characters and animations, but the screen gets a bit overfilled with bodies, maybe having them vanish after popping may work better visually? If you want to expand the game, a ramping variety of new stuff to do is really all it needs, I think the core mechanics are fun and very solid!
Very cool system, all it really needs is more events. The orgies are neat, but they can get really tangled up and long later in the game, portraits or little sprites for the participants and actions would help with visualization a bit. Some more specific orgy goals can also be good to have, like preferences to cater to or weaknesses to exploit. I like the menu styles, dice, and music, they all set the right kind of roleplaying mood. I hope you'll keep developing it further, the foundation seems both solid and uniquely interesting, there's a lot that can be done with it!
You've made the biggest immersive 3D world of any Strawberry Jam game that I can remember! The default walking speed feels a bit slow for how large the woods are, but I like the clean interface that allows for full immersion. The art style and audio ambience fit the mood perfectly! I didn't play it all the way through, the night section's too long and spooky for me, but I can definitely see this being appealing to horror fans!
I absolutely love how cleverly well the sexual themes and gameplay fit together! Wonderful little game with sexy designs and great animations! The only thing I can suggest visually are lower barriers or larger colliders to help reduce clipping. The good camera controls do a lot of work, it's fun to position it in various ways to look at Finnie while catching more fish. The length of the game seems perfect, and the upgrades are all impactful. The sea ambience punctuated by the minigame jingle works really well. Awesome work, this is a phenomenal first game to release!
It looks incredible, I am always amazed by how lovingly you render environmental details! The animations and character designs are fantastic. The music sets a perfect ambience, some additional sound effects for slimes and thrusters could really seal the deal. I like the controls, movement feels fun and impactful. Turning thruster movement back on after the meter runs out seems like an unnecessary feature, I wanted it on all of the time when it was available. The sex scene feels like it should be a reward for completing a section rather than a punishment for failure, I almost missed it. There are some ways to softlock the game, including just walking left at the very start. You've built a really promising and visually striking core, I hope you'll keep developing it further!
It's very unfortunate that three of the tracks didn't end up getting used, but it's nice to hear them here. I liked how well "A Day at the Beach" fit this year's setting in Rubber Wizard. You've been making music for that series since the beginning, and it's really neat how the style of themes has a consistent flavor between the different games!
The writing is evocative, and the puzzles are fun! A codex or recipe book may help, there's a lot to keep track of! An easy way to get more honey worms could help reduce confusion, I restarted twice because it looked like I messed up, later I learned that new ones can appear by waiting. Color-coding some key terms or adding icons can be a way to get players adjusted to navigating the game world and figuring things out. Adding some music and sound effects to set the atmosphere would probably keep players more engaged than any gameplay adjustment, audio can do a lot of heavy lifting in games where players think and wait. The premise and flow of the game are really neat both in setup and execution, it's a really dynamic approach to kinky storytelling, I like it a lot!










