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KDRGN

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A member registered Feb 27, 2019 · View creator page →

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Thanks for checking out the games! I'm glad you enjoyed them. Though yeah, it's awkward if you play them in that order, haha. Transubstantiation Synthesis ended up almost being a first draft of sorts, with Reset Day being a more fully realised version of the concept.

I have some more ideas for the setting. I think it could be nice to look at the society once it's gotten settled in. Maybe a space opera of some sort, something where there's plenty of opportunity to be a good drone.

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Oh, that's interesting. You've found a glitch that's related to the janky way the multi-screen scenes work. The pathfinding moves you into a scroll trigger, which causes a signal to fire that makes the scene transition happen, but controls never get re-enabled because the player character never arrives at the co-ordinates the game is expecting.

I've implemented a quick workaround in the web version, pending a proper fix, which should make it harder to get into that situation. Normally you can get out of this sort of thing by restarting the game and reloading the autosave, but obviously that's not always an option. Certainly not the intended experience.

Sorry for the inconvenience and thanks for the bug report!

Aw, thank you <3 I wanted to make something that ends up being nice, since cyberpunk is often a very cynical genre.

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I have a bit of an obsession with the idea of a robot labour union, haha. Glad you liked it!

Thank you so much! The old art style had its advantages (more screen space, for starters) but I wanted to try something more coherent. The Spambots are definitely the break-out stars here. I'm glad you liked it!

You just gotta think about robots and the sorts of trouble they might get up to. The secret is to do that constantly, even while you're at work. Especially while you're at work.

Thank you for the kind words, I'm glad you liked it!

Thank you so much! I'm glad the small touches are appreciated, haha. I agree about the beginning - I tend to be a little heavy on the exposition, and that's something I need to work on. I'm happy you liked it! Multi-character puzzles are under-explored, and I might do more with that in the future.

Thanks! I wanted to get into robot headspace with this one.

Thank you kindly! It was going to have more stuff still, but I ended up pruning it back to what I think where the strongest ideas.

I've seen fantasy games where every conflict is resolved through card-based battles, so honestly, fantasy games where every conflict is resolved through frotting? Next logical step, really.

This is a great sex comedy action game. It's short and to the point.

Oh! He big

It's a good implementation of the whole incremental gameplay thing (number go up, yes) and the theme is fun too. All incremental games sooner or later reach the point where things 'grow' out of control, and this one has some interesting context, when you consider what that means.

This is definitely my favourite in the Play category, and I'd be stunned if it doesn't win 1st place there. I'd love to see this developed into a full-length game. There's some rebalancing that should happen, as the previous comments have discussed (I've gone through that tile puzzle more times than I care to remember), but with some tweaking, this could be something special.

There's some really crisp sprite work in here as well - I love the character design to pieces, and I would probably buy a plushie of the main character. Good sound design as well. Great job!

I've explored many dungeons in my years of gaming, but this might well be the most well-furnished bat I've ever seen.

The writing here is very cute and charming, as is the hand-drawn art. I think this is one of my personal favourites out of the vore games in this jam. It's light-hearted and very self-aware.

One small thing that would be nice if you develop this further: I'd love a way to highlight the interactable objects on a given screen. Right now there's not really a way to tell what's background and what's important. That's not a problem in this demo, but it might be something to keep in mind for the future.

Anyway, good work! I liked this one.

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Ah, Nelder-Mead. Whomst among us hasn't fantasized about old-timey heuristic approaches to nonlinear optimization problems?

The audiovisual design here is beyond belief. This is one of the prettiest rhythm games I've ever played, not just among game jam projects but just... in general.

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Cool aesthetics! I definitely found myself zoning out a bit. That said, I would've appreciated a rough indicator how long each zone would take. As it stands, I got a bit antsy after the first scene showed no sign of ending several minutes in.  Maybe optionally at the beginning, with the world list?

I did ultimately make it to the end, though, and I feel like it was a nice experience. I really respect what you're doing here. There's many hypno-themed games out there, but few of them are as, ah, 'realistic' as this one. That's actually just super cool.

Very cool! NTR isn't exactly my scene, but I still had a good time playing this, which really speaks to its strengths as a game.

As the other commenters have mentioned, there's a lot going on here. You've got two distinct modes of gameplay, each with its own set of mechanics, and multiple character and room stats to balance. The instructions screen helps, but it has to explain a lot. An interactive tutorial would be super cool to see, if this ends up being developed further.

The mechanics do end up working together in a cohesive whole, and I'm really impressed by how well it all works.

Sorry to hear that! The way the game handles multi-screen rooms is unfortunately a bit janky. If that happens to you, entering the kitchen again and going back should fix it, as should saving and re-loading the game.

So, I  know less than nothing about The Floraverse, and I also haven't played the other games referenced on the page. But! This is still very good if you treat it as a stand-alone thing. The characters are wildly unique, and they all look super cool. I can appreciate that, even if I don't know the wider setting.

It's a bit of a shame that it didn't end up being interactive, but, well, game jams. It's still super cool as a piece of audiovisual storytelling, because all of its parts fit together extremely well. The art is great, the music is cool, and the writing is quite charming. The character design especially is really on point. I'm getting a real sense of personality from all the critters in this game, and they feel like real people. Plus, yeah, wow, the creative process sure is like that sometimes, huh. 

Something that has me wondering is the sense of meta-narrative, here. It's a story about a writer, and we also have in-game commentary on the game, so there's like... three different layers of fiction here. That has me wondering if the dev commentary is planned to be part of the final product. If so, this is an incredibly cool way to set that up. If it isn't, I still had a good time!

So the aesthetics of the cards here are absolutely top tier. Full marks on that. I'm not much of a "creepy crawlies" enthusiast, but I do like me a good skull-face. I'd probably pick up a deck of cards like that, dang.

The gameplay works pretty well, too. I initially found the mechanics a little confusing, but when I actually wrote the rules down and kept them open on a separate screen, it made sense. (Black suits bad, red suits good.) Maybe a quick reminder on the main 'combat' screen would be nice? Just for the people like me who don't brain so good. I always forgot the values of the court cards, especially since the different suits use different rules.

It's very impressive work, especially given the short time frame. There's quite a few typos, but nothing that really hinders enjoyment of the game.

This is a great concept, and I think you're on the right track with the execution as well. From what I was able to figure out, poking at the game objects in Tabletop Simulator, I saw a lot of cool stuff. The surprise cards especially are a nice touch. Plus, hey, alchemy! It's a good theme for a (virtual) board game.

I'm not sure I completely figured out the mechanics - that's probably mostly on me, though, since I'm not at all familiar with Tabletop Simulator. You could make the game more accessible to people who have the dumb like me if you include a more comprehensive manual. Maybe a video tutorial with a sample game? I feel like that would've helped me.

I'd love to see a more standalone version of this game, because there's definitely potential here.

Now this is what I call good wholesome smut. The whole thing is actually pretty romantic. Drek really comes across as a big ol' teddy bear, monstrous inhuman skull-face notwithstanding. The realistic backgrounds do clash a little with the hand-drawn characters, even with the filters, but that's not uncommon with visual novels. The character art is pretty good - if you want to work on this a little more after the jam is over, I'd love to see some hand-drawn backgrounds.

Good choice of music, too! Patricia Taxxon's stuff really fits weird modern reality settings like this one.

Big fan of the aesthetic here. The mix of dithering on the portraits and bold, solid colours on the UI and the spirals works very well. I love the portraits in general - the way the facial expressions change, and the diversity of the character designs. And of course the spirals themselves are very pretty, yes. The sound design is good as well, although I found the background music a little repetitive (I eventually muted it.)

Initially there seemed to be a little trial-and-error involved in figuring out what the clients liked vs. what they didn't, but in most cases, I was eventually able to figure out the pattern. There were a few fun little puzzles in there. Good work on those!

The Linux build seemingly doesn't want to work, but thanks for including one.

This is one good-looking game! The graphics are definitely professional quality, and the two environments (caves and tech lab) have a very different mood to them. It's really outstanding, especially for a game jam project. I also really liked the look of the synthosaur. My GPU wasn't super happy to have to render all of this, but that's to be expected from an early prototype like this.

I'm a little torn about the platforming. The horny metroidvania mechanics work, I think, but the running and jumping felt a little clunky. There's a lot of weight to the synthosaur, which is good if you're going for a real sense of physicality, but might not be the best choice for precision platforming. Something to tinker with, perhaps.

All in all, good job!

love these enemy designs. You're perfectly threading the needle between creepy, funny and lewd here. The gameplay is quite fun as well, since the enemies all have different movement patterns. The three characters also all play differently, so there's some replay value. This is pretty cool, well done!

That said, I think it could be interesting to throw some more complications at the player. Powerups, high-value 'bonus' enemies, maybe even the occasional mini-boss battle. That sort of thing. Still, this is pretty great.

Physics-based artillery games have a long tradition, but I think this is the first time I've seen one with a dildo cannon. I got 450 points!

The aesthetics here are great, some of my favourite in the jam. If you told me these were characters from some forgotten '80s cartoon, I'd have to believe you.

As the other commenters have noted, some additional wrinkles would make the gameplay more interesting. (Small enemies, obstacles, bonus gems, powerups - that sort of thing.) As it stands, it does get fairly simple after you get a hang of the mechanics. Still, I had fun with it, and I'm not even into vore.

Quite possibly one of the finest stealth-based chicken simulator games I've played so far. Interesting concept, good execution!  🐔 🥚

The controls did seem a little awkward, and I would've appreciated some sound effects. There's visual feedback for most things, so it's not a deal-breaker, but audio feedback would've been nice to have. Still had fun, though!

This was a lot of fun to play. The "spirit capture" mechanic is something I haven't seen before, and it fits very well both with the platformer mechanics and with the horny theme. I'm impressed. The ending of the boss fight also made me chuckle.

Also, I love the character designs! It's a great style.

Interesting! I never found the security checkpoint (assuming there even is one in the Lab 2.0 map?) but the aesthetics are quite choice, and it's the first properly stealth-horny game I've seen so far. Nice work. I'd love to see a more useful mini-map in the full version, but then I also have a bad sense of direction.

Heck yeah, bubble tea!

This was short and sweet. The use of the your-character-here fox as the protagonist really made me smile. As a sort of experimental learning project, this is a very good effort.

A very specific way to explore a dick! This was really quite something. Aesthetics are on point.

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This was pretty fun. The gameplay mechanics work well, I think - there's potential in here. I'd be interested in seeing the expanded version you described in the credits. It's the sort of thing that would've probably been a runaway success on old-school Newgrounds, haha.

I do like the art style, too. It's very comic-y, ligne claire almost, and that works very well with the minimal animation style. The character designs are super varied, too, and there's some real personality in there.

Good job!

Robots :)

This was quite sweet! There's a nice mix of kink, plot, romance, character-building and just good old smut in here. The aesthetics are on point, especially for an interactive shipfic. The way the text scrolls in is very pleasant.

I did end up zooming in to make the text easier to read, so maybe the default font size could be larger. That's really the only criticism I have, though. Good work!

This was fun! There's enough reactivity here to make repeated playthroughs interesting, which isn't always the case with Twine games. Good mix of fantasy tropes and horny content, too. Didn't notice too many typos - there's a few run-on sentences, but that's about it. Good job.

Every anime has its Hot Tub Episode sooner or later. Makes sense to start with that.

For a fallback project, this is more than respectable. There's enough narrative here to make me interested in the characters, and I appreciated how you have to pay attention to Kilhn's reactions.

I noticed a few typos here and there, but they were fairly small, things like "haven't been able too afford" (with one "o" too many in "to") and "shity" (with one "t" too few.) That's probably to be expected from something made in three days.

Good eye! Something like that was the intention, though it's never stated outright. It was perhaps a little too subtle in the end. The implication is very much there, though. You can kinda tell I ran out of time, that's why Reset Day is more of a complete experience.

Hey there! Thanks for leaving the feedback - it's not a TL;DR at all, you're making good points. I ran out of time about three quarters of the way through, so there are a few things that got sort of garbled.

It's true that the "good-guy" faction comes across as a bit too morally questionable. That's one of the inherent problems with writing drone/conversion kink, I think. They're meant to be spicy, and a little morally ambiguous, but not evil. I'm not sure I struck the right balance, and that's something I'd try to workshop a little more if I was writing the game now.

The way it worked in my head is that the robotification is happening on a large scale, and has been happening for a while. The good-guy faction is subverting the process as much as they can, but they can't outright stop it (yet). At its core it's being run by actual AIs and not converted humans, and they're meant to have slightly alien reasoning as a result. I'm not sure that actually made it into the game, though. 

The main character's level of free will is another one of those things. The way it's meant to work is that they have free will, with the "drone mode" just constraining their behavior sometimes. There should probably be a choice to refuse working with the good-guy faction, which they would respect. Just didn't make it in, in the end.

As for Reset Day, I kind of got sidetracked; this has been a rather crazy year. I'm definitely hoping to get something out next year. It'll hopefully have a better story structure. I'll spend more time looking at everyone's reasoning, at least.

Thanks for checking it out all the same! I found your feedback very valuable.

That scene is pretty intense, yeah. Thank you for playing!

Graphics are great, and I dig the gameplay concept too - very interesting! Even though NTR isn't my cup of tea, I had fun with the game, and that really speaks for it.

That was very interesting! The basic reward/punishment dynamic exists in all score attack games, but it's usually not quite so... explicit.