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A member registered Jun 07, 2020 · View creator page →

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Thank you so much! Yeah, the endless falling is unintentional, but also a bit Portal-esque - its part of why the respawn button was added to the main menu! Yeah, the mention of Lorelai is purely because I ran out of time - the pink character next to him was originally supposed to have at least an intro ready, but it just missed the submission window. Such a pain you ran into that upgrade bug too - you’re not the only one who has, and I definitely want to fix that up in a post jam update.

So glad you like the writing though! The game really is trying to be a platform for that, so it means a lot all the interactions feel that good.

And of course, its always a wonderful compliment when somebody wants to keep playing - thank you so much!

Thank you! It’s definitely got places I can improve, but it’s come together in a way I’m pretty pleased with. The unusual combination of genres was what inspired me in the first place, so I’m delighted that it seems to have been received as well as it has!

(Also the fish puns are terrible - that’s what makes them so great :3)

[…] I’m not convinced that there is anything in the game past what i’ve seen, but the game is going out of its way to make it seem like there is […]

The short answer to this is - the upgrade button did work on my testing, and somewhere along the line to release (whether that being because of no time to test the web version, a mid jam update breaking the game, or otherwise) it stopped. The implication is there because all the content is actually there, and did work at time of submission - I appreciate your attempts to see it, even if the game didn’t!

Really glad that the use of the 3D elements, both the platforming and the hook, felt good while using it! I’m glad the vibes sing through as well, both on a music/sound and narrative front. The low stakes platforming was a happy accident, but one I’m happy carried though to this product - it’s something I’ve heard a lot of good things about, which has been really nice.

Thank you for the in-depth analysis! If nothing else this has really driven home that finding a tester for my next endeavor would be really beneficial.

The fact that the “Game” in “Rate this “”“Game”””” in in several quotation marks is killing me, honestly.

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Hey! I’ve been looking at setting myself up with a virtual machine, even more so since I saw you post this topic. I’m curious why you chose to go with Windows Sandbox over other options, to the point you’ve written up a whole guide on it - is it just the convenience of it being bundled in with Windows Pro, or are there other advantages/reasons you like it?

There’s some really great writing in this! When I realized what losing intelligence and will corresponded with I got that lovely swoop in my stomach, which few other games in the game have managed for me. The game over scenes are excellent, and the tailspin you can get into after losing a few rounds is very thematic, and super thrilling the first time it happened!

It took me a good few tries to beat the game, which made the inability to skip the opening text grate a little. Similarly, the ability to save your last bet and potentially an in-game restart button would also not go amiss while chasing the ending. I was a little surprised there wasn’t more to the ending than “you did it? well, didn’t expect that”, but I can imagine a few different reasons for that.

I think I put this game down and swore I was done with it three separate times before I finally managed to get out with 17 will and 13 int (which I’m pretty pleased with!). The game play loop really draws you back!

This is so cute! I love that the entire premise of the dungeon is explicitly consensual, and that you get to experience such a wide range of partners. The way the branches split and merge is really fun - I also enjoyed the things that more explicitly play with the stamina meter, like the spring, the chest and the encounters you’re better off sneaking by.

I think my biggest wish is that we got to spend more time with some of the creatures - it felt like some creatures you’d meet and then pass in the blink of an eye; the werewolf in particular I wish had a choice associated with him. The dragon feels like should have some alternate text depending on how much stamina you show up to him with since he almost feels like this game’s ““boss””. An alternate ending where you have to have a little snooze with him because you’re too tired would be cute too. The hidden stamina mechanic is fun and I wanted more ways to mess with it!

This is a solid little game, and I hope you’re proud of what you managed in the month. :D

The fact this is built from scratch is mind boggling, holy shit. There’s a charm around the game that really drew me in and made me want to understand the mechanics.

I struggled to figure out how to remove blocks (and agree with your musings in another post that audio feedback on that ala Minecraft mining would go a long way to educate the player). I also can tell there is strategy to be used here, but can’t quite out the logic behind it.

It’s the little details that I come back to the most - the different characters all have great personalities and I wanted to find them all. Also the effect on the walls as you move through the level is really unique. It’s a fascinating piece!

The last time I played Freecell, I had no idea what was going on - I actually kind of know how to play now, which is a significant improvement from where I was.

The sizing of the game is a bit difficult to read - especially since the cards don’t have their spots on them, squinting to find out where the different cards were got difficult after a while - easily improved upon I imagine alongside the other advice in here to make it easier to see the jester’s animations. Also while I like the music, the loop is noticeably short after playing for a while.

On the flipside, VERY much appreciate the fact that you can carry your progress across games - I would only of seen the first animation if not. Most importantly, the sheer amount of animation work in this is baffling - you should be proud of getting all that alone done in the month!

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Definitely echoing that an in-game tutorial would take this to the next level - the camera movements feel super dynamic and fitting of the vibe you’re going for, though the way it swoops from place to place makes tracking who my team is verses the enemy a bit difficult. Also agree that you probably don’t need both the chance to hit and the channel system, especially since 30 percent is pretty low! Love the mechanic of hypnotising people to take off their clothes being a way to lower AC, and the character designs are super cute.

That’d do it - I had approximately 0 time to troubleshoot the web version, so no doubt it contains unique bugs like this. You’re right that the end result isn’t bad though - definitely worth exploring the idea of it!

So pleased that the bones of it feel that good! Controls and feedback go such a long way in making a game fun to play and I really tried to focus on that (especially when it became apparant that I’d bitten off more than I could chew).

Funny you should mention the unique ish - there was actually plans for the areas on the far sides of the map to contain special ones only found in that area; the devil cove was supposed to contain the Vampire Squid, for example. Another thing that got deprecated in favor of making deadline, but it was definitely already on the mind.

Thank you! I really pride myself on my writing, so it makes me happy that aspect of it has come off as so strong!

Good to know that bug is still in play; it came up pretty early in development and I couldn’t quite figure out how to fix it. Since you can fix it by refishing like you’ve noticed it ended up pushed down to the priority list, but it would be great to fix sometime!

Thank you for the in depth comment! Definitely agree on the fact fishing could be more varied - the original scope had both a mini game between catching the fish and reeling it (similar in vibe to Webfishing, if you’ve come across it) and was going to have a bait system as well. That had to be cut pretty early on, but was on the mind!

Re: certain characters not buying certain fish - that’s not apparent because that’s a bug, and one I have never come across throughout my time developing! Were you playing the web version, or the download?

The escape key not working seems to be a common issue, though one I’d hoped to of fixed @_@. I’ll have to take another look and see if I can figure out the issue - the dialogue is something I’m particularly proud of, and it’s a shame the code is currently cock blocking people a bit!

I definitely spent a lot of time banging my head against this to get to this point, but I’m glad the ambition shows through and the fishing mechanic felt good.

A fun little game - it only took getting hit once to realise exactly what kink this was playing into, and I think this is a really excellent exploration of that. Love that each different enemy has its own animation, and the 3D models are super cute. I also love the game over animation of the player a lot!

Definitely found the floatiness of the player character was a bit annoying to deal with, and wish there was more progression than just “more and different enemies”, but the theming really helps overcome these into a small but delightful little experience.

Look at them muscles. A great little proof of concept - you can really see that Papers, Please energy coming though. Definitely room to grow here if it excited you to explore that post-jam!

This just works as a little clicker game! The first upgrade being to give the slime a face is adorable, and you can see how all the pieces would work together to create an engine in a larger version. Also fun to see the colours of everything randomised on each re-load. The upgrades do become hard to reach quickly, but considering there isn’t a lot of content in the game right now, it doesn’t feel too bad - I know I upgraded a few more times on each tree before realising I’d reached the end of content entirely too soon!

I remember seeing you post in the discord about your plans with this, and the various characters you had planned. A shame that we didn’t get to see any of the other shortstacks in here, but even getting to a point where something was playable at all is super commendable!

Woof, yeah in that case I’m seriously impressed you got all this during the jam - just one or two of those jobs could keep somebody busy for an entire month!

SUPER excited to hear that there’s already a patch in the works!

Rad if you do, still a delightful experience if you don’t!

My favorite part of this is definitely the game over screen - it’s too cute. I also love being able to see on the side how close you are to failure; it’s such a great way to capture that latex goo “creeping and consuming” vibe the kink has.

Movement definitely feels a little awkward - it feels like a turn based game wearing a real time skin, especially with how fast you have to spam movement keys to avoid the mice enemies. Really though, it feels like a game that will get better with expansion, whether you choose to revisit it post jam or not!

Simple mechanics, and a gameplay mechanic that just makes sense - of course the oly logical way to snap people out of hypnosis is to kick them in the balls! The music works surprisingly well, and the different fruit coming up as a success marker is a great touch. I did find myself wanting to move a bit faster, both left and right as well as recover from the kick faster. I also absolutely slapped the ‘return to main menu’ button when I was trying to redo a level, which is a pain.

Super cute, love that this game has a focus and knows exactly what it’s doing.

Oh man - I adore how everything about this game commits itself to the late night party aesthetic. The muffled music, the flashing visuals, the way that the art cuts in and out with the main character’s sleep/inability to see. It really is making the most of being a horny game in a horny game jam too - the hands free mode is a nice touch, especially the way it plays the rhythm game at the end for you.

(I do wish said rhythm game had a bit more feedback for a successfully hit animation that just the slider up the top going up - an extra smack of a drum? A visual sparkle? Something that doesn’t have me looking away from the time sensitive gameplay.)

The story works great in conjunction with the gameplay, and the comic at the end is a fun little touch!

Oh this is a solid little game - it’s really fun to have a bullet hell that’s less punishing about being hit, and also encourages a wide variety of play styles. It took a second to get the hang of how to to get the clothes off the girl, but it hit that perfect difficulty level once I did. I think you’ve done enough with the theming and art as well to make this project distinct from its inspiration as well!

It really hits that “I did good - now can I do better?” button in my brain - really excellent work for a jam like this.

Smh, cover art is spoilers for the game - at least there were hentai moans there for me in the end.

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Man, it sucks when life comes and slaps you around the ears. There’s some really good ideas here already, and it makes me excited for what’s to come if you ever have the ability to explore this concept more. I’m honestly kicking myself for not thinking of a hypnotherapist concept!

The pocket watch mechanic feels really fun to play with (even if there was a part of me itching to twirl it around like a helicopter blade in a way the engine just did not allow), and both the character creator and the narrative feel like they’re set in solid ground. Definitely ambitious, and definitely glad we got to see anything at all.

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Yeah, I thought it might of been my controller at first because it struck me as odd, too - considering controller #2 wasn’t registering the vibration at all, I’m still tempted to say it might be a my end thing and not yours even then though - I’m going to have a dig for controller #3 in the weekend to rule it out, since I’d love to see everything this game has to offer.

Oh man, a flightstick would be perfect - the amount of shaft jokes you could make alone…. Though with how niche of an audience that would be, maybe for the best your one has gone off on new adventures.

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Aesthetically, this is one of the most professional looking entries in the jam. The designs of the NPCs are extremely high quality, and everything from the UI, to the logo, to ability icons, to enemies and environments have a quality and cohesiveness about them. You can tell the team behind this project were super aligned in what they wanted to deliver!

Gameplay wise… Before I even got to the first real roguelike section, I hit a bug that replayed the entire first day dialogue, which was a bit disorientating. Then once I got to it, the combination of floaty controls and lack of feedback on attacks both ways left me unsure if I was hitting enemies or if they were hitting me. All the pieces are there - skill trees, different attacks, dashes - but it doesn’t quite click yet.

Super curious at this stage what scope, if any, the team is looking at expanding this out to post jam now the crunch is a little further behind us! It seems like there’s some excitement around it, and it’d be cool to see this team continue to focus in on this and refine it into a final product.

Man - it took a round for me to realise exactly how this worked, but this is a really solid asymmetrical game, and a super unique approach to take to the game jam. I like how the mechanics match each of the character’s intentions, and the push forward/fall back is a really interesting way to get the willpower to play cards.

It was rough finding offensive cards to play and often when I did draw them I’d have no willpower to use them - it felt like I’d be idling for 3-5 turns just to take down a stat by 1. It never felt unfair, just because the enemy AI seemed to be struggling just as much, but it definitely dragged out the game. I saw you mention stances as something that could help - honestly I think there’s something there! It could be that you have the option to swap stance for free once per turn (so separate from the card mechanic entirely), defensive allows you to gain willpower on top of cards per turn, while offensive stops your opponent from pushing you back/some additional effect? Spitballing, and may be entirely unneeded if you play with the types of cards that are in the deck. (Gain energy, but set one of your stats to lock position could work, maybe?) The nice thing is that the main mechanics seem so solid it’s a case of balance, not it inherently not working.

Narrative wise, this feels like a game where the kink is the thing that first and foremost guides the dev choices made, rather than just the horny of it all. It definitely is a bit grim, and on reading your reply to Twi it makes me curious what other potential endings existed in concept beyond the two grim ones we got - it does feel like we got the worst of the worst whether we win or lose, and the game does have capacity for lighter endings if expanding in that way gives you joy.

I really appreciated being able to read through the in-game dialogue though the log - on the flip side, a way to click through the slow pace of the text/load all text on a screen for the prologue/endings would be really great.

Fascinating project, and I’m really glad I got to experience it.

I’m surprised I’ve never seen possession used like this before, since the concept is solid just as a baseline and makes the controls feel super intuitive. While it very much still feels like a prototype, it was very fun to mess around in! The breast expansion was also implemented well - the changes to the sprites felt like they flowed into each other really naturally. It definitely feels like solid ground to launch into a full scale game!

Firstly: a hilarious name. That gets you curious right from the get-go, and the description also make it clear very quickly that this game doesn’t take itself particularly seriously. The gameplay is SOLIDLY fun - the beam attack making her boobs wiggle around is one of my favorite things I’ve seen all jam, and the difficulty hits that sweet spot of being difficult but not insurmountable. Space girl’s lines are also great, as are the game over screen text!

Only critique I have is that it’d be nice to have a hold down to shoot button that wasn’t also the charge POWA button - a few rounds of playing this to try and beat it has left my poor pointer finger somewhat unhappy (though I’m not a bullet hell person usually, so it might be a genre thing I’m unfamilar with).

This exceeded my expectations and I am very curious if sub two minutes is possible! (2:08 here).

Hell yeah, another fishing dev.

I love the variety of fish you can get - from the moment I got the banana eel as my first one, I knew seeing the variety of fish was going to be a highlight of the game. I love that the more unique/irradiated fish are at the higher difficulties - I think my favorite was the plague fish. The visual novel parts were also great - the baseline idea of this tragic backstoried robot fishing to run away from their problems? amazing - and it’s a faithful implementation of the Stardew fishing system.

My critiques really echo Cloudbird’s - the fishing minigame is alright, and a decent implementation of the Stardew system. The walk speed really hurts though - speeding up both that and the casting animation speed would go a long way to making the main gameplay loop feel more snappy.

Solid little game!

Oh, this game took me on a journey. The game is earnest in its story, and I love how gender, kink, societal expectations and personal struggles all wind around each other to create a compelling narrative with something to say. There were also some really poignant lines - I relate to and love the poetry of “The stage we perform on is the screen. The body is transformed into light and pixels, displayed across a monitor, flesh becomes intangible.’ And that bit near the end, of “It’s over and he’s still here”? Made me smile, honestly.

Echoing that colour coding the characters would be nice - I did have to stop a couple of times to mentally distinguish who was who. It also took me a second to find the links to the next page when I first started the game, due to them being the same colour as the rest of the text.

Engaging with blatantly and unapologetically queer fiction is good for the soul, and this was very good for it indeed.

I’ve been restarting this game over and over for the last 10 minutes trying to perfect a perfect “boots and cats’ rhythm, and giggling to myself the entire time. You’ve somehow managed to take “beating one out” to the next level, and I’ve already sent it to my friends just to share in the hilarity.

Really wish there was an endless mode and an easier way to restart besides refreshing, but that’s only because I’m having so much fun with it.

The polish on this is great - the UI is easy to read, the assets you’ve chosen fit well into the design, and I appreciate a game that’s put time into its tutorial. It did feel like a Herculean effort to actually move the limbs - a sensitivity slider for limb movement in the future would be really nice. When you get over that though, the puzzle game, almost Wii-game like structure is really fun to mess around with. Also, some solid kinematic work!

There’s some really cute stuff in here! The slime girl design is great, and I love the menu and how moving through it sends you in and out of the earth. The load in animation for the tiles is also very pleasing, as is the current skill tree.

Echoing the sentiment of wanting a bit more communication around what mining the ores do - it didn’t feel like you gained a whole lot going for higher count ores, and I never felt the multiplier do anything. It also took me a few rounds to realise that the game doesn’t tell you when you’re out of clicks for the round - it reads just as unresponsive.

I think my favorite part though is the slime girl watching you mine - it makes unlocking the aesthetic upgrades that much more fun!

I never would have come up with this in a million years - such a good concept, and the “voice” given to the controller is great and definitely had me giggling through the opening dialogue. Messing with the calibration was super fun too and the window title was great.

Unfortunately I ran into issues in practice - I got the “go slower” issue on the older file, and the newer file won’t detect me moving the sticks at all (first gen Xbox One controller, Windows 11).

And to top it all off: the fact you got this done in 1.5 days? Insane. Seeing this expanded to other controller types, like somebody else mentioned, would be amazing.

Thank you! I was definitely aiming for the feel of those games you can just amble around in and enjoy the atmosphere of - and I’m glad that somebody’s taken the time to explore the map. :D

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I’m glad the words hit right! :D

I gave the puzzle another shot today, now its not 2am - tugging around the wires in the first part and realising they only extended so far finally made that part click for me (I feel like the first time i played through, it didn’t register that the lengths were intentional - maybe sound effects when you fully extend them could help?). Between than and watching the walkthrough again with that knowledge I can finally see the logic behind what was going on here; it’s a REALLY neat little puzzle and it’s definitely salvageable. (I can imagine it sucks to see people get stuck on it! 🙃)

Re: post puzzle...

I would be curious to know what you’re supposed to do at the countdown as well - I can’t find anything to interact with besides the switches along the bottom of the screen, and I can see from the screenshots that there’s more to the game.

On re-testing, I figured out what I was running into was that you can’t move the wires while the flashlight is on! It didn’t intuitively click I couldn’t do both at the same time (especially since Kobe is the one holding it), and with me looking for clues on how to solve the puzzle I had kept it on.

This is a really fun little sandbox to mess around in, and having the additional context of your post-mortum was really eye-opening for what the intended scope of the project. (Seeing this in VR would have been amazing, even if ultimately that was really ambitious to even consider doing within the jam's timespan.)

There's fun to be had - the wibbly-wobbliness of the NPCs walking round is really fun - ditto for smacking them around and watching them bop around like car salesmen blow-up displays. The various voice lines are fun to get, and hot damn, is that bite animation good. It gets that visceral nature of vampires in a way few games do!

It's a really interesting prototype with a lot of ways you could nudge it - it'd be cool to see what comes of it in the future if you ever returned to the idea!