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Insomnia Syndicate

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A member registered Jun 07, 2021 · View creator page →

Creator of

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The game has never been viewable in the public index... Itch.com issue. 

I hope you enjoy it!

What do you need to know to consider it safe?

Thank you for the comment! I'm glad you enjoyed Workin' Out. 

The plan always was for this to be a short story, with a definite end... but, there's always the possibility for sequels (just sayin'). I've kept the Gwen model source material archived, and as I learn more about Stable Diffusion and LoRA training in general I plan to go back and make a Gen 2 model someday.

Was looking forward to the next release - however, a few issues:

  • v1.1 save game was corrupted/unable to load - error message indicated due to new (vampire) class being added (probably not fixable - just giving you a heads up). 
  • Getting image not found errors in brothel floor 2/training.

Looking forward to the issues being addressed, thanks.

Not a problem. Second play through was fully successful. The only thing I did differently on the 2nd play through was backspace to skip all the dialogue until winning the last round - the first time I clicked through all the dialogue in all the rounds.

A few other notes on the game:

  • some hand have the same win/lose announcement for both players; think that's a bug, but the chip payout seems correct.
  • it would help to have a bit of explanation when there is a split pot
  • the Sam model was pleasant to look at through the poker play rounds (nice consistency there)
  • However the model face seems different at the payoff,  it's a bit jarring; probably the fault of whatever AI you're using for image generation - consistent models are very difficult in my own experience. Also the very exaggerated expression at the climax scene, don't know if that's the look you were going for, but again a bit jarring compared to the earlier images/mood (and yes, AI generation doesn't really do subtle ;) )
  • Saw a few minor grammar issues in the dialogue

Congrats on making an enjoyable implementation of the Poker game. The opponent logic was a bit hit & miss (easy to bluff, didn't play well on strong pocket pair, didn't pick up on obvious bluffs when repeated hand after hand), but overall had a good 30 minute game.

Looking forward to further chapters. Keep up the good work!

Nicely implemented poker game. Does this episode abruptly end after winning the fully undressed round? After winning the last hand the game froze up - no message or reward screens after.

Interesting and fun concept. I've been enjoying the story and first hour of the game. Looking forward to getting into the game.

There appears to be a minor bug when opening create/jar/bookshelf etc. that brings up the main menu. It can be exited by going to options and return to get back into game. Also had that bug appear during a round of combat.

Overall, a very enjoyable game. Polished and well made, feature complete and fun.

The game mechanics are fine - starting with no stat buffs or cards makes the difficulty curve steep at first, but some grinding get you through the punishing part.

The reward art is nice, however the scenes are all a bit vanilla. Not a complaint, just a missed opportunity that hopefully can be addressed in future releases (Sable looks like the kind of girl who would enjoy being tied up, just saying!)

The final tier or reward art is a bit of a let down. It works within the story you've crafted, but was hoping for a bit more. Again, not really a complaint - just a missed opportunity for more variety.

The only change I'd suggest is to have "next" and "previous" buttons in the picture view. Currently you need to return to the gallery to change the picture, which is a clumsy.

Very much looking forward to future releases!

That all makes sense. Now that I've played a few more iterations, I better understand the card mechanics (have never played this kind of game before). My confusion was that I thought once a card was played it was removed from the players deck permanently. (Did I miss it? Was there an explanation in the tutorial that at the end of the level the cards are returned to the player deck for the next round?). 

Sort of left-field: but an enemy ability might be the ability to remove a card permanently from the player deck (once played?).

Other balancing issues:

  • Does the Genius & Alpha card take all the points from the rival cards immediately? That's a major buff when there are 3 rival cards in play - maybe make it a slower drain?
  • Now that I understand the rules better, there seem to only be a few unwinnable scenarios in later levels.

Still loving the game! 

#More about 3: (Been thinking about cards more generally):

  • Specifically for swapping out of deck; agree there would need to be a cost associated with it otherwise, indeed O.P.
  • Pushing a card from the active hand to the discard pile might work, since there is a cost of losing the card, as long as those dumped cards didn't contribute to any buff that uses discards in the calculation and were blocked from the recycle card? (just thinking out loud on what you proposed).
  • What value does end of round discard a card option provide? There are no cards with a negative impact on the player (maybe planned for future?).

Very much enjoying the demo! You've successfully blended aspects of a game and eroge that so many other V.N.'s don't.

Balancing issues I've encountered:

  1. Wingman buff can be OP, especially early in round 2.
  2. Starting a new higher level with 3 enemy cards with compounding buffs is punishing - basically an insta-lose.
  3. Not being able to swap reserve cards up to address situations, not sure if this is a feature of Roguelike game.

Can't wait for next updates!