Hahah I'm glad you figured it out! :) Thanks for the kind words, I'm also not sure about this site anymore but It'll do for the time being (even though Masturbrowse got shadowbanned).
Jonotastic
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I always love playing games made by you guys, ever since Untitled Monster Girl Game (which STILL sits happily on my hard drive) you've both been banging out kino after kino and, sure enough, this one is another insanely well done affair. Got no complaints or words of wisdom, just really enjoyed this one and think it could be a huge hit.
That's really odd, it shouldn't be doing that. Could you post a screenshot so I can get a better look?
Edit: Nevermind just figured it out! Ferarum outputs at 16:9 so adjusting the window to be anything else will show silly little visual bugs like that. I'll have it fixed next update (it's not severe enough to roll out an emergency update)
Thank you so much! <3
About the link: HOLY SHIT I NEVER KNEW!!! (https://discord.gg/k4mcm3BKDu) Fixed now while typing this ;) Thanks for the heads up, that could've been BADBADBAD.
Thank you so much!! I'd LOVE to get translations at some point and Spanish is pretty high on that list! There's something like 30k lines (?) so it'd be a massive undertaking. There's a Discord server you can find here https://discord.gg/aEZaAGpK and I'm always open to DM's or public discussions!
Thanks bro! Watched the whole stream and god it was funny, kept laughing whenever you busted out the Family Guy footage (nice high level rarum reference btw) for the slightest things. If I've traumatized you I'm sorry man! Would love to make a bigger Ferarum universe, the characters need their room and the visual novel format just doesn't do them justice. Never did. I think getting to control Jojo in third person could be a fun idea for a prequel... Thanks again for letting me be part of the stream bro, your feedback has never once been unhelpful <3
Thank you!! That anti-aliased text (in Raising Project) was truly horrible so don't worry, it's been redone ;) Lesson learnt for next time. Also the lack of a web version at the time was due to my own stupidity exporting as a ROM instead of a HTML file. Another lesson for next time. As for the softcore side of things, I'd rather keep it tame especially after the Hamster Footage in Ferarum made a lot of people uncomfortable. Stay tuned for the Jojo.Talk update though, there'll be more CG fappy material in it!
Thank you!! A lot of the scenes were just baaaaaarely under the tile limit or had to be ugly-afied so that GBStudio picks up on the right details. That pic, for example, looks like this before the engine's gutting process (palettes did all the heavy lifting)


Edit: Included the original whip image too. Notice the missing marks?
Hey, thank you! :) Apologies for the late reply, Gmail hates itch notifications apparently and I'm retarded. I've spent the last day retooling a private Discord server I've been using as a work archive so once it's done I'll drop a girthy post on the game page. I'm just scared people might be put off by the initial low count but hopeful it'll expand!
Thank you for the kind words, I'm really glad you enjoyed it! Getting the humor and scare factor juuuust right has been one hell of a balancing act so I'm happy you noticed! I've considered taking out the hamster video. Not because it's disturbing (it is) but because I think it's legit cursed. Weird things always seem to happen after watching it, it ain't right...
Love it and feels pretty damn close to being complete! You've got a really good eye for pacing and exploration, even without a map everything felt incredibly concise and understandable, even the Halloween level. A lot of these kinds of games with limited camera angles tend to do a really bad job, sometimes jumping angles too heavily or not giving the right information on screen leading to foreground/background mismatches. Well happy to say this isn't that kind of game at all, not a single angle or camera switch felt confusing, it was an utterly painless experience to navigate the environment. Same could be said for the cutscenes, no idea what film experience you got on record but it was very professional. Speaking of the cutscenes, it might be better to let the player advance the text themselves? The intro in particular had some big words + long sentences that I couldn't complete. The character portraits are a really lovely touch, although I'd be nice to see some changes in expression or even some blinks + mouth movements. Gonna jump topics here to talk about the combat which I thought was fantastic. Dodging and auto lock-on are game changers that make this game stand out compared to contemporaries. The enemies had really neat designs and interesting attacks that caused me to purposefully lose some encounters just to experience them again. The type of enemy that closes in and does damage around itself felt a little unfair, maybe making that a quarter circle hitbox instead could work? Also, on account of the combat, the auto aim sometimes didn't work properly. Maybe it was shooting off angle or something, idk. The dodging would also use some work, either by making the step distance longer or giving invincibility frames. This became an issue during the attic boss leading to close calls and some unfair gameovers. The abilities also need player model animations otherwise there's a disconnect between player and action, very obvious whenever doing the fireball ability.
You got something truly amazing cooking here that would no doubt see a strong audience when it's done. Well done!
I think you've got something really special here, it's got a lot of character to it and I'd be interested to see where this goes in the future. The movement took a very short learning curve to figure out as I'm not familiar with PC platformers but after a couple of mins it all just clicked. However the acceleration & deceleration were just a teensy bit too long which became obvious during the moving platform section. The dolphin dive was such a stupid fun mechanic I found myself doing it whenever possible especially on slopes. Not sure what future movement you got planned but absolutely you "have" to keep it in. Speaking of the platform section, and I know this is just a test level but it's worth mentioning, the timing for them were totally off resulting in waiting for a good minute to get a good lineup. Overall enjoyed this game a lot and excited to see what's on the horizon!

Found myself coming back to this several times, it's just got a certain kind of photobashy presentation (beyond the ai stuff) that's got me nostalgic for old Adobe Flash horror titles like Exmortis. Managed to get all the endings, fly me to the moon included, with little stress save for the second floor bathroom which decided to soft lock the game. The time mechanic felt a little under utilized but considering the short length of the game it's not that much of a complaint (Or maybe I'm dumb and didn't find time sensitive events, no idea). Overall still had a fun time and think this would be a good template to build another game off of if you're going that route.
Thank you for those kind words brother, I'm glad you enjoyed it :) Going forward, making more puzzles and getting voice acting is gonna be set at a higher priority (ideally I'd like the whole game to be voice acted but moneymoneymoney). There's also several Skeb artists long since bookmarked who'd make porn far better than I ever would so that also seems to be the plan. Thanks again and happy DD!





