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JaeGTS

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A member registered Sep 30, 2025 · View creator page →

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Thank you! I fixed the controls the best i could just to introduce the mechanics, i will try to fix them FOR REAL in v0.5, as they're pretty janky, like you said with the ledge thing.

And for the FOV normally you can use your mouse to look further, but i'll make it so you can look even further, and you are already looking far by default.

Thanks for the advice and compliments!

Thank you! First of all, to skip cutscenes is my number one priority, it's absolutely coming next update, you're not the only one that's bothered about it, even i got annoyed at not being able to skip my own game's cutscenes. And i'm surprised the final level was THAT hard, maybe it's because i made the game, but i thought that if anything i was giving too much time to the player! I'll try to give a little more time to the player and separate the platforms from eachother a bit more. And about the dive button, i don't really know if i can make that a priority to fix, that'll have to wait 'till v0.5 where i'll hopefully add a full game menu to change your controls however you find best. And i'm sorry about the ending, it's the iconic indicator after every update that you finished the current version of the game haha, in the next update you'd just get to the next level.

There's plans on plenty of things! So that's definitely on the list. Might happen in v0.4. And the platforming is kind of on the coding too, but don't worry, controls are getting fixed after every update.

That's a great idea actually! Though that seems like it would be hard to implement, doesn't seem like the type of thing that would only require a few codes, but i'll figure it out in the future!

Yeah, i know, and it sucks. I avoided the idea of adding skip buttons since i was scared at how hard that would be to code, so i wanted to just avoid those 'till 0.5, but since it's getting uncomfortable even for me, i'll definitely add them in v0.35, so, next update.

I actually wanted it to feel this tight, the purpose of the game was to be pretty hard, and i thought this would be a nice introduction to what you'll be seeing in the future. But yes, that was way too much, i'll try to add a few extra seconds.

Like, a windowed mode to move it? I'll see if i can figure out how to make that in v0.5, i want to first introduce the main important things and mechanics in v0.3 and v0.4 and THEN in v0.5 polish the game so it's more comfortable, with an options menu and all.

Hm, that's weird. Either you're an amazing gamer and didn't die once to the slimes, or got stuck at some point and never got to them in the first place. If it's because you didn't die once to the slimes, try touching the """water""" in levels 5 and 6 if you didn't. 

It was supposed to be a surprise, but since you kinda guessed it i might as well say it, v0.4 plans to add LITERALLY what you just said and better. However, with no slime as the slime supposedly implies the player isn't in control.

This game was absolutely AMAZING, at the spike hell level i was straight up just having fun, i forgot the reward in the end despite acknowledging it was a thing.

I might just be saying this because i am obsessed with difficult games, but you should really make it so somehow there is more platforming and strategy with the giantess and giant in the first two levels, unless it was intentionally easy as some sort of introduction to them for  future levels they'll be in, in which case, smart move, definitely do that too for any new characters you add.

Gameplay-wise it would be nice to make the triggerable box collider for the arrow bigger instead of making it exactly the size of the arrow, because i'd find myself behind the arrow when going too fast , and i'd have to walk to the arrow to go to the next level, it fits for the potion though of course since you'd supposedly pick it up, but for the arrow it's more convenient to have a box area around the arrow that teleports you instead of the arrow itself teleporting you. (this is really just an inconvenience, nothing bad or crazy).

Immersion-wise, it would be nice for the player to die according to the situation, for example when crushed by the giantess, the sprite could just disappear to represent them being crushed, seeing them fall off the map kind of ruins the immersion, and if you do add specific deaths, the player should definitely take longer to reappear, but from experience i know that to change the death animation for each situation is difficult and confusing, so i'd ignore this myself.

 Finally, to add to  the immersion, to play around with the giantess' colliders, since her body is completely to the side could be nice,  maybe you could go a bit in-between her cleavage and ass since she is looking to the side (though i see you've been playing around with squishy body parts, so i'm guessing that maybe you're planning to use those instead?).

Besides these things, this game is amazing, i got so excited when i passed the second spike hell stage i was basically screaming internally, and everything looked absolutely gorgeous.