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InvisibleBit

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A member registered Jan 20, 2024 · View creator page →

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They're just an indicator in this build. I've got dialogue (and scenes for some) planned for when you first discover each one, which will come once I have the story more developed.

Thanks for the support! I'll have an update finished this week that should make the demo better show the vision I have in mind.

This game is pretty fun to play! It took me some time to really understand how the objects and characters are affected by your powers. Once I reached the levels with Espa, I really had to think carefully about my next moves. It sometimes felt like there should be a turn limit and some consequence if you go past it. I'd often take far too many turns on the same map waiting for the right candle, forgetting that I could reset and try again if I'm stuck.

Sometimes when I hover over the bottom part of the UI, it triggers the camera scroll, which felt a bit counterintuitive.

Overall, I really like the mix of gameplay and lewd elements for the goals.

I love how polished the UI is, and the models look great! The game is a fun take on posing mechanics, and seeing what you can unlock makes me look forward to more updates.

Thanks! It really was very close to missing the deadline. Now with more time, I'll definitely continue expanding on the core gameplay loop.

The sudden addition of the lewd side of the game after a few upgrades is really well done! I think this element of surprise has potential because, at least for me,  it subverted my expectations. Rather than seeing numbers and doing math, I was left wondering if the game could have branching upgrades for different visuals, or maybe the order of your upgrades changes the sprites a bit.

The dialogue is really well written! I like how you describe the characters and the way they act and react. The overall aesthetic of the game is very charming.

I noticed that if you try to move while reeling in a fish, your character keeps moving while the camera stays still, which sometimes causes the camera to get stuck very off-center after you're done. It does fix itself by fishing again, though.

What a clever game! It's really well designed how the potions are combined with the lewd effects. The art is very charming, and the sounds when you drop potions never get tiring. I wish you could customize your witch character too.

I was thinking about the idea of having the player lose some control over their character if you get too corrupted. There are some interesting ways to explore how punishing or forgiving to make the investigating mechanic.

You'll definitely be able to play like that - always guiding Remia towards lewd events, leading to a different ending than if you were playing more carefully.

That's an interesting idea! I haven't thought of the game like that because of having only one mystery, but there's definitely room to add subplots and smaller mysteries within the academy.

One of the ideas I wanted to finish in time but couldn't is very much what you're describing! Each room would have different characters and other interesting details, and if you noticed these small details, you would be able to tell which ones lead to progress being made, or which ones look suspicious in a lewd way.

I also think a more gradual change for Remia would be better. Only two states made it in for the jam.

Thanks for playing!

Thanks for playing the demo! I'll definitely improve the transitions. They do feel pretty slow for some events where it should be faster.

I am happy that the gameplay is interesting, even in this state! I was hoping to get some idea of the core loop working in time for the jam.

Thanks! Right now in the demo, those images are the only content. The win condition is solving the mystery 100%, but it's not finished yet.

I do plan on continuing development and adding more images, scenes when investigating, and dialogue.

Thanks for letting me know! I reuploaded the files so it should be the right label now. For some reason the old file names were kept when downloading.

Thanks for checking out the game! The next planned update for this game actually happens to have some of these ideas and is almost ready! You'll be able to influence how the others move in a way if you find certain interactions.

I like the silhouettes idea, so I'll see if I can add something like it too.

Thanks for the feedback! I've been thinking about how being sent back is still making the search too long. I haven't yet tried limiting which rooms the missing members can appear in either, so I think that combined with staying in the same area is a good idea.

I'm also already planning on having the player be sent back to the inn if it gets too late. The health idea is good too! Since there's no battle mechanic right now, a game over likely won't make sense at this point.

Thanks! There's still some things missing for the core mechanics and gameplay loop, but I am happy with how it's turning out so far.

I'll fix the X marks too, thanks for pointing that out.

Thanks for the feedback! I've been thinking about how to balance Edmond's AI, and one thing I'm now considering is having him act like a normal seeker at first, but then start cheating later on. Changes to the crystal can also help too - I'm thinking of making it not use up your turn anymore.

Thanks for the comment! Sorry to hear that the game was confusing! I can see how it's a bit unconventional on how you're able to play.

You have a good point about the information the player gets from the crystal. Having the "shines brightly" message only for the target room probably makes more sense if it didn't take up your turn, which I'm considering doing.

Other characters are definitely crucial to the story, but maybe I could also add a way for the player to interact with them on a gameplay level, like misleading them for example.

Pretty fun stealth elements in this game, and I like the art for the witch! The jump dash movement is very fun to use. After getting the fire magic, there was an area where you go upwards, and I happened to fall into a spot that seemed like you couldn't get out of. I ended up restarting and realized later that I could have wall jumped out instead.

I like the idea you have for this game. It was confusing at first to know if I did something wrong or not because of the lack of feedback like sounds or animations, and of course, you can't restart after winning or losing, but you have the core gameplay loop down, and the game has potential!

Thanks for playing! I found this jam and saw the theme, and then immediately knew that it was a perfect fit for the themes I want to explore, and although I did not finish everything I wanted, the jam did help in coming up with a smaller scoped game for me to work on.

He does have better tracking than the guards, so you're right, it's harder to get the guards scene. I'm planning on balancing their AI better in the next update.

The powerups mechanic is an interesting idea. I wish they spawned more frequently or were easier to find because it takes a long time before you get fast enough to dodge projectiles and reach the villains.

Nice stealth game, and a bit difficult too. I managed to find the princess and had found only 9/15 of the harem, so I wondered if there was an extra reward if I did find everyone.

There is a bug where if you completely miss in a blowjob scene, the game gets stuck in the scene and you can't do anything.

Very nice art, and classic controls for this type of game. Something I thought you could do, but it wasn't the case, was controlling the closet door. I thought at first that you could open and close the door to get a better view, and would have to avoid getting caught if you open it too far. That could be an interesting addition to the game if you decide to expand it.

Thanks for the feedback! The game does get stale eventually since there are no endings right now and no reward for winning yet, and yes, Edmond does cheat and knows what path to take. I wanted that difficulty at some point at least to make it hard to avoid the NTR events, but it happens too early in the game and too strongly. In a future update, I'm thinking of having him start off with easier AI, and later on start cheating as the game's story progresses.

Thanks for the comment! I was aiming for a classic retro style for this game, something like the NES with its small resolution and colors.

And yes, as you might've noticed, Edmond's AI cheats in the game. He is the host after all, so it's part of the story's NTR themes I was aiming for, but it could be better balanced.

That's a lot of turns, more than I was expecting! I was also debating whether the locate action should take up a turn or not. If it doesn't, the player never has a reason not to use it every turn, so searching gets easier. If it does, you have to think more carefully about when to use it, making it harder to win but easier to trigger events.

I can speed up the turns and messages, or even have a skip function and a log of everyone's actions too, to make the game more friendly in keeping track of everything. Thanks for the feedback!

Thanks for playing! Edmond's AI does actually cheat and knows where Sara is, so I tried to at least force him to search rooms after moving, but maybe that still isn't balanced enough.

The guards scene wasn't completely finished for the jam, so it's just dialogue right now. They do move randomly, so their scene is harder to get.

Thanks for playing! I'm working on improvements to the minimap and exploring to make it less repetitive and punishing, which should make the core loop of "explore > wrong way > find the others" take less time.

Thanks for the feedback! The environment does feel like a forest doesn't it, especially because there aren't other room types in the demo. It wasn't completely intentional, but a forest doesn't sound too bad for the setting, so I could keep that theme when designing new rooms.

Thank you! I can't take full credit for the minimap since it's based off of a dungeon generation tutorial I followed, but then edited so that it reveals rooms and passages one at a time.

Thanks for playing! That's interesting to hear feedback about the music stopping. The intention behind that was to really highlight to the player that you went the wrong way, but maybe because it happens so often right now, it gives that frustrating feeling instead. I hope with the changes I'm planning for exploring, it becomes less of a hassle.

Very cute art! I think the break room minigame can be confusing at first when looking at the bar colors and the text. Seeing "not looking" next to a green bar or "looking" next to a red bar feels like it gives mixed signals, until I figured out that both bars should be green to win the minigame.

The greyed-out rooms looked like you could unlock them if you progressed the story, but I saw how they were planned but unfinished, which is understandable for the jam. If you ever continue the game, I'd love to see what the other minigames are like!

I love the art style! It's very pretty, and the minimalistic models are great. I was a bit too curious about the map and found a way to fall off the open windows with no way to restart, but it's a small issue for a demo. I was not expecting to get guns in the story given how fantasy-like the game felt, but it's an interesting surprise.

Thanks for the feedback! Yes, I wanted to have the cutscenes in the demo to at least show off the characters and the separation mechanic, and also to have some kind of cutscene setup in place so that they're easy to add later in development. The exploring is lacking a lot right now, and I definitely want to add more room variety with objectives, and also the suggestion of marking exits.

The intro sequence up through the title was really cool to see. I like the whole collaboration idea for the art going on here, and the music tracks in the menu sound great.

The puzzle part itself felt simple at first, but the right click drag mechanic does change up the typical strategy for these kinds of puzzle games. You can look for specific parts of the art that are easy to tell apart, and then slowly slide the art to pick out which tiles the art moved to, and do that for all of the tiles to solve it easily.

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I think I found a bug that stops you from progressing to the next expedition. In the first expedition, in the level with Boa, I went through the door without fully completing Boa's encounter since I ran out of energy, and after finishing the rest of the level, getting the 1st familiar, and seeing the 2nd expedition unlock, I instead replayed the first expedition wanting to fully scout Boa's encounter and hoping to see a new event. No new event, but then after completing the expedition again, the 3rd expedition unlocked, but at this point, the menu was playing multiple songs, and while I could select any of the three expeditions, I couldn't start any of them. I had to restart the game.

I really like the game though! I ended up spending much longer than I thought figuring out how to manage my energy and what to scout for. I'll definitely be replaying this to get to the expeditions I missed.