Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Impy

1,174
Posts
8
Topics
3,354
Followers
53
Following
A member registered Sep 15, 2016 · View creator page →

Creator of

Recent community posts

It's most likely the auto detection, but Itch never says how it works. I correctly guessed that it was the Steam link in "Girlfriend Saves the City" that flagged it, so I was able to fix the issue, but I'm don't have a clue for what the problem with the latest Vault update could be. Itch doesn't even show creators when their games are quarantined anymore, they just silently shadowban them.

That's a lot of combinations! I always enjoyed these straightforward types of "mix stuff together and see the results" games. Your art is really good, so it'll be a lot of fun to find everything that can happen!

It's probably not Subscribestar specifically, payment processors are adding all sorts of new restrictions on funding adult entertainment over the past years. My updates always go free for public access after a month or two, so you won't miss out, but it's very unfortunate that this problem exists.

Maiden Lagoon sounds the catchiest to me.

I like how everything looks! You've already got a very nice variety of environments, characters, and game mechanics in place.

It'll be fun to see your 3D models in any sort of action, they look great! I'm still finding plenty of challenges even after coding games for years, so I hope that your first time programming goes as well as it can, it's tough to bring games to life.

I like the atmosphere! This type of a short horror adventure seems perfectly suited for a game jam.

A full 3D shooter is tough to make, so it's cool to see that you've already made so much progress in setting it up! I really like the retro-style art! We've got somewhat similar concepts, it'll be neat to see our games side by side.

I can definitely tell that you're excited about making this, it's really impressive how much you've got done and how good everything looks! And you've put the fusion theme into a fairly key part of the game, I had a lot of my own stuff pre-planned so I still don't know what exactly I'll do with the theme.

I saw the thread, I wish more participants used the community forums in the way you do, it's really neat to see a full documentation of how something was made! It looks like you've got a lot of tough coding stuff done early, and the game already looks both fun and functional. I hope that the art stuff goes well, playing towards your strengths and giving yourself more time for it is definitely the right sort of approach.

Thank you! I planned to focus on code in the first week, but kept getting distracted by my desire to get a better idea of what it will all look like, so I made a few semi-finished sprites first, and the screenshot is mostly a mockup at the moment. I have a lot of experience with making grid-based games, so hopefully the coding this week will go smoothly and you'll be able to walk through a randomized map to strip a goblin at the end of it.

I'm excited to see how your project turns out, the art and concept are really neat! Hypnothick was fantastic, and you've made a lot of fun little games since then too, so I'm eager to see your newest creation!

It's been a whole week, lets post what we've accomplished! While the Discord server is a lively place, this community forum is a bit more browsable and offers something to look back at even after the jam's done.

I'm making a first-person dungeon crawler with destructible clothing this year!

I have a big lineup of potential characters planned and don't know how many I'll have time to add, but these 6 will definitely appear.


Now it's your turn! Share screenshots, sketches, concept plans, or any other little clue to hint at what you're making!

Concept art and documents are usually fine in these jams. I always have some loose design plans before starting to work on my submissions.

Don't worry about topic overlap, an earlier thread can be a fun way to see how everyone's plans look before development starts!

A gamebook style adventure sounds fun! It's a very good format for a jam game, the core structure is easy enough to assemble, and there's lots of room to make ambitious branches, make cool art, or add other complexity. It's also a bit easier to wrap up if the deadline's getting too close.

I often get too caught up in the code and mechanics when I make my own games, so while they end up feeling complex they're not always offering great experience in the jam releases. I'm really hoping to make something a bit more fun and approachable this year, but as my first game set in a large and randomized 3D environment, there will definitely be plenty of big structural challenges to overcome. I may just need to save some of the core mechanics like spells, shops, or quests for later expansions.

I like the concept, and it sounds like you've got a solid plan to put it all together on time! I'm guessing that you'll do overhead third-person perspective? I'm interested to see it in action!

I have a very ambitious dream game planned for this year, so I'm both eager and a bit nervous to get started. It'll be a first-person turn-based dungeon crawler (probably with no actual dungeons in the initial release). Various locations on the map such as shops will "change" if your party members get stripped in combat and run away to hide there. Like most of my games, I plan to keep working on it for at least one more year after release, but I'd like to have a fully finished mini-version of the story ready for the jam release. There are a LOT of different systems that I'll need to put together to make it work, so I'm hoping to have a basic playable version of the game ready by the end of the second week and focus on the horny stuff for the remaining two.

I also like using the forum, it offers a really good way of archiving discussions. One week into the jam, I usually post a thread for work in progress screenshots and concept art. Those are all still up for older Strawberry Jams, for anyone who wants to see the creative process of how the participating games were made.

Charmers is mostly completed, but there is a chance of a small update coming in the future. It would probably just add text scenes for normal captures that don't have any, a proper title screen, and maybe some tutorials or quality of life features. In terms of animated events and other big things, the game is done, I don't think there's too much of a reason to wait for new additions.

Really good ideas and balance changes in this update, nice work! I also like the status effect system, it's neat. I spotted a few new bugs that have been introduced:

- Crashes, mostly related to entering new levels after shopping are rare, but do occur.

- Eggplant related elixirs don't all do what they advertise. Bulging has no visible effect on size, Virile does not add eggplants on cast.

- Charm elixirs seem to hit for less alure than indicated.

- Chaining contaminant injection thievery is very fun, but there's a real possibility of things blowing up if they keep hitting each other. It's not a bug I've seen, but I feel like it can happen.

- Some hint tags are missing or are misplaced. Contaminant Injection references slimes but doesn't make them, Citrus Jelly does not say what Cha is.

Balance-wise, it feels like there are many good strategies now, but sudden size-increasing effects are very strong and overflows can't always be stopped even if you're holding a countermeasure.

Thank you for the update, it's a lot of fun!

Probably, but I don't know how. I am considering just eventually releasing the project files for my older games for people to mess around with, but that would also open up the possibility of people embedding viruses into them or doing other bad stuff.

(1 edit)

After you reach an ending you'll unlock a gallery in the main menu. All of the events and endings can be collected and viewed from the gallery.

Main chat channel, scroll up to 10/29/2025.

Thank you! A sequel that retells the story with a twist is currently being developed, it should make the first public appearance in Spring if all goes right.

Regarding the endings, after enough successful audits you can challenge Celine. Win the card battle and you'll get an ending based on what happened during that playthrough. Check the gallery for all ending conditions.

I hope to send the whole family on vacation to the southern country Trove will take place in. I don't want to make it an official promise, because there will probably be a lot of other cameos and I have no idea how complicated the sprites will be to make this time.

Let me know how it goes! I'm curious how approachable those final challenges are. If you're struggling with "Crumbling Corridors", I have two alternative solution videos on my Discord server, the link is in my profile page.

Not that I know of. My other game Summer Sweepers has a fanfiction story written that's linked in the description, I don't think there are others. But Monster Monsoon does have the biggest amount of fanart of any of my games, you can find it all on my Discord server in the artwork channel!

(1 edit)

Third map or third set? If it's the set then:

  • Making Friends: Using the well to turn a single coin into lots of piety and resetting using "Split the Pot" is by far the easiest way to summon your first fairies.
  • Crumbling Corridors: You want to drag the altar close to the chest walls either on the top or bottom using a combination of spells, with "Binding Waltz" being the big gap-closer. Reveal any walls you want to break with care, especially at the start.
  • Wicked Lighthouse: Summoning Plunder Hands is easier, but starting with Whispering Winds is also a viable strategy. Don't activate anomalies until you have to, you can use spatial rifts to move stuff out of the way. Pillars of eyes will sometimes let you get a full heal or allow you to hop over a wall. Don't overstay in the first map and try to bring full supplies into the second to focus down the chest.
  • Astral Crypt: Any combination of gods should be viable. The solar route is more straightforward but the lunar route can allow you to get to the final room in better shape. Don't forget that land twister can move things over walls, that pillars of eyes reveal around your position, and that you can't use your current god's powers in the future rooms but can still gain piety.

The different resolutions available on phones don't work well with pixel-perfect art. But this is definitely one of my games I'd consider making a port for if I have time since the single-button controls and repeatable nature fit the mobile game style well.

Sometimes Godot can have system or hardware compatibility issues. Most commonly this is a problem with the GPU or drivers. You can try to force the game to use OpenGL instead of Vulkan. This is something that should happen automatically, but there are some reports of this method working:

- 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 really like the design idea of converting dress-up poses and clothes to playable cards! It feels very efficient and gives some story to the characters and what they're wearing. The card game stays interesting for the play length, it would probably need extra mechanics and interactions with the opponent if you want to scale it up to something bigger. Figuring it out felt fairly intuitive, but the terms and abbreviations could be replaced by resource icons for consistency, I got confused about which color was what a few times. Quite impressive for a little over a week of development, nice work!

It deeply upsets me to see your game remain in quarantine. I feel responsible because I suggested that it could be safe to put the tags back in, which may have been the trigger. I hope that you can forgive me for the bad advice, it's unfortunate that Itch does not give any hints regarding which actions activate their flagging system.

You have a lot of talent as an artist and developer, I'm sorry about how this site has treated you. I wish for luck and great success for any of your future projects.

Not being able to capture kings is intended, you are meant to prevent Hectie from being able to make valid moves rather than make a direct capture. In most cases where Hectie is stunned and is threatened by one of your pieces, the game ends as a checkmate. The other issue that you're describing is probably an overlooked bug. My guess is that I forgot to make a "self-checkmate" check after a card is played, and you're in a position where Kate is threatened and can't make a valid move. I do hope to revisit this game at some point to make a small patch that adds a title screen, a few dialogue events, and fixes bugs, but I don't know when I'll have time, I've got some busy months ahead.

Unfortunately not this one. Most of my most popular games didn't qualify for Steam's regulations even before the recent crackdowns. Familiar Finders was meant to be my first big game to get released on Steam, but now I just hope that it won't get deleted from Itch at some point. Plight of the Priestess is the only other game I have that may get a Steam release, and I'll try to keep the events in my next big project within what Steam and Itch allow. Hopefully it will appear on Steam in a couple of years, if no new rules get introduced while I'm making it.

Use possession to recover Val's hp and get early on enemies before using other powers to help Val avoid damage. You can also possess other enemies to hit each other. If there's too many enemies or you need a chance to recover, push Val into an object to hide her. Remember that hp recovery applies to all adjacent characters, so you can't make much progress while healing enemies. Abigail does 2 damage a hit, while every other character does 1 right now.

I always enjoy having a variety of endings to offer new reasons to replay my games. I don't expect players to try to get 100% of everything immediately, usually getting an ending or two and coming back to the game in a few months or years to see more of it is the sort of experience that I would recommend.

I'm happy that you liked it! Monster Monsoon is probably the biggest and most ambitious game I've made so far. It used to just have still sprites for everything like Bastion, but it fully came to life after Hexagum animated them. We hope to do the same sort of thing in the Bastion sequel.

I'm glad that you have enjoyed it! An animated sequel is currently being developed, but I don't know if it will come to Itch due their recent regulation changes. Keep an eye out, I'll try to find someplace to release an early version of it publicly in a few months, with a full release due to be finished over the next couple of years!

Really cool demo! I like the idea and high-paced nature of it. The art looks great. I love seeing all of Athena's reactions in the menu, perhaps the status panel should be the default thing it opens to?

The platforming demands feel a bit high at times for the type of game this is, but the bonus fracture rooms are a good way to keep some of the tougher challenges as side-missions. A way to exit out of a map that's beyond a player's skill would help a lot. I recommend reducing the amount of areas where falling resets a lot of progress, one-way platforms can work as soft checkpoints to reduce frustration. Throwing your partner is a really cool mechanic, but there are not that many opportunities to use Athena effectively, I feel like most level should incentivize the player to use her at least once and have some sort of bonus that only she can reach. She is also not that good of a weapon, a small stun effect could reduce the chance of her getting stolen right after being thrown.

It took me a while to figure out that the game wants me to press both the dash and jump button while wall hopping. With how common this is, it may be better to keep the dash speed bonus active until the player lands. Jumping on edges of the screen is also not too intuitive, but just including a small section in the tutorial where you do it will be enough.

I see a lot of really cool ideas and potential, I will definitely keep an eye to see how this game continues to develop, nice work!

I'm sorry, I don't think there's much I can do on my end to increase compatibility for the web version. I'm hoping that Godot improves such things in the future, but I don't think that the upcoming 4.5 version of Godot adds too much compatibility features. I'm not sure if this will help, but you can try forcing the desktop release to launch with opengl (it should do so automatically on older hardware, but it doesn't hurt to try):

- 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.

Both the online and downloadable versions don't work? Does the game display anything at all, are the menus misaligned, or is it some other issue?

I'm sorry for making the suggestion, it triggered the quarantine system. My guess is that it's because of the amount of tags added rather than the types of tags, but Itch doesn't disclose how it works so there's no way of knowing for sure. I recommend just waiting for a week before doing anything else with the tags, wrongful quarantines usually don't last long.

I've had one of my own games quarantined recently and the reason turned out to be that the page linked to Steam which isn't written as a rule anywhere but is apparently not allowed. The hidden regulations on this site can be very frustrating.

I'm very sorry that this happened, I just wanted your game to be a bit more visible again, it's fun and I really like the art.

I think you can put the tags back in. Free adult games have been reindexed and can appear in searches, and if I type "Goblin Glade" it comes up, but at the moment this game is very difficult to discover for anyone new because it has no tags. I don't think there's anything in it that goes against the new regulations, so it's probably safe.

I think that honey slime is the weakest. Like catalyst, it's vulnerable to misplacement, overfills, and idols, but unlike catalyst it's also loses to cook time manipulations. It also caps at reducing time by 8, requiring 4 drops, while accelerant requires just 2 drops even at level 4. Perhaps honey slime should decrease brew times by 1 on infuse? That way you'd only need 2 to brew at max level, so it will have an advantage over accelerant by being synergistic with rose slime and easier to max out.

Stimulant injection is definitely the thing to switch to for a final build. I would take stimulant injections even if they were to become single use. Almost any offensive pair of level 6 elixirs with a persistence modification powered by stimulant injections can win infinitely. This isn't necessarily something that needs fixing, since there should be some sort of a finished combination to aspire towards, but I've gone infinite with a "carnal, bulging, growth, concentrated" combo, and a lightweight "mesmerizing, compression" combo.