That was a really... weird concept. But, it was actually pretty cool. I liked the story, it was sweet and the whole sword-girl thing was very well written, all things considered.
Karthmanter
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Very good concept, I LOVE first person immersive sim type of games. The movement is pretty nauseating, it kinda feels like controlling a car? Like turning has acceleration to it and whatnot. Also the physics framerate is much lower than the camera, so moving around gives everything a sort of blur to it, hard to explain. I love the environmental models, the blocky/lowpoly art style is one of my favorites. I also love being able to interact with the environment in various physical ways, like turning lights on/off, knocking the lamp off the boxes to shatter it, playing the radio in the laundry room (I love Portal, too). Overall a VERY interesting and enjoyable experience, 9/10.
I liked this a lot more than I thought I would going into it. The potion crafting isn't very intuitive or quick mainly due to how slow the RPGM dialogue menus are, but it's surprisingly easy to get similar quests/orders that only really need you to learn a specific few potions at a time. The birth minigame is really challenging without good rng or a couple potions at least. It's really punishing to rest at the wrong time and suddenly you've lost a fair bit of endurance, stamina, and progress, all in one turn. The nightly events can also be pretty punishing, though not as much. Aside from those minor issues, it's a very solid experience overall.
I don't usually like heavy timer-based games, but this is pretty addicting. It's also surprisingly flexible with the timer and player health, which is nice. Giving the player two ways to complete each level is really neat, and allows you to run through a level fighting and come back after you've gotten used to the layout. Very fun, still haven't beaten it but I absolutely will.
I really like this concept. I haven't seen many first person sort of immersive sims recently, especially not for this niche. I do have some possible solutions for a couple bugs in the game jam version.
For fullscreen you might wanna check out project settings > display > stretch, and make sure your UI nodes are using anchors so they stay fixed to a point on the screen. Viewport scaling might be useful for the low-resolution style, but both modes work.

For the music slider it might not be connected to a function, so for example the value_changed signal has to be connected to a function in the editor or with Signal.connect().
Movement is faster when moving diagonally, if you call normalized() on the player's movement direction/vector it should fix that. Movement is also pretty slow for a map with lots of long open hallways, but speed is an upgrade so it's not as much of an issue.
Overall a decent experience, straightforward dungeon crawlers. Always cool to see more games made with Godot.
Pretty cool concept. Essentially a doom clone, which is actually pretty rare to see, but the pregnancy aspect is not very obvious.
Levels are decent, though they are VERY red. The tunnels are relatively interesting to explore with a good amount of twists and turns. Wouldn't mind seeing a keycard or two, but it's hardly important.
Enemies are plentiful. The imps are a lot stronger than you'd expect imps to be damage-wise, but given how much faster the player is, said damage is easily avoided so you never feel forced to trade hits. I'm assuming if there were other stronger enemies, the imps would have more of a weak-swarmer role.
Music is great, fits the theme and feels very doom-like. Graphics, same thing.
The imps do grow larger when shot, but it's not very noticeable from a distance and the lighting kinda blows out their outlines when facing a certain direction (south/southwest?).

When they're downed it's not very clear that they're resting on their bellies, and looks more like they're covering their bodies with a cloth or something. It's also quite difficult to see the animation that plays when imps are downed due to the player's weapon usually being pointed in a way that blocks the view. One thing I noticed is that the imps shrink back down right after being shot, no idea if that's intentional or not but figured it was worth a mention.
It's probably out-of-scope for the game jam, but something like a player-preg mechanic could add a bit more depth by giving the player a choice between strength/tankiness vs speed/dexterity? That or having it be a visual representation of the player's health, so the player is essentially just as vulnerable as the enemies? Not sure how it would work given the doom-like perspective, but just throwing the idea out there.
Overall a very solid start for a game that I would like to see expanded upon.
There are limits to the AI, but in this case traits are never passed to the model. Using devtools to check the network request sent to chat completions, it shows all of the information that gets sent to the AI. As of 1.0.3, it sends the system prompt and however much of your story that fits in the context limit you set. For me this was set to 64k (model supports up to 128k), but setting it to 1k reduces the information sent to just the system prompt and latest action, so the system prompt isn't being thrown out. I'm sure it wouldn't be handled as consistently if the story context grew to outweigh the system prompt, but that's a separate issue inherent to how messages are weighted. The issue here is just that traits aren't included in the system prompt, so the AI never knows they exist to begin with. Adding "<TRAITS DESCRIPTION>" to the system prompt, similar to how world data and stat descriptions are handled doesn't add any trait information, so there's presumably no code to support it.
I noticed that traits don't affect the starting prompt/story so a trait that says "you have xyz" like Busty is ignored if the breasts stat is too low. It'd be neat if trait descriptions could be added to the AI's context. Another neat feature would be adding/removing traits through the story much like how stats change over time or just manually. i.e. you start with busty and if the breasts stat drops too low, you lose busty or allow the player to remove/add it at will. As it stands traits are basically just filler for stat changes, which is okay but there isn't really any way to shape the starting prompt/story other than numerical statistics.
- Not entirely sure whether or this one's intentional, but traits that raise a stat's maximum value ALSO raise the starting value. Picking Iron Stomach on Veilwood increases max stomach to 120 as normal, but also increases the starting value to 40/120 instead of 0/120. It's also different from other worlds, as picking Iron Stomach on any of the other worlds raises the starting Stomach value to 20/120.
- Traits that reduce maximum values don't seem to work. Picking Busty says it reduces max Stamina by 5 but you still start with 100.
- Zen Master is unable to reduce the starting value of Stress below 0, so does nothing in that regard.
