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KDRGN

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

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Strawberry Jam is interesting like that. Things can be very appealing to some people, and very much not appealing to others.

Thanks for checking it out, even if the concept isn't for you!

Sorry to hear that. This is a weird glitch that I think depends on the resolution where you're running the game. Try starting again without resizing the window (toggling to full-screen is okay). The browser version should also work (including at fullscreen, I think).

Thank you! I have some vague ideas about a larger franchise, I hope to have some rough outline together sometime this summer.

Hey, thank you so much! There currently isn't a Discord but if I set one up in the future I'll let you know.

Thank you for the kind words! It's always a lot of fun to engage in drone vibes

Yeah it was Mother 3! I thought it would be funny if he name-dropped the wrong game in addition to getting the ending completely backwards, haha

Possibly, yeah!  I have some vague ideas for future plans. I'm planning to write a post-mortem sometime later this month (or possibly next month), by then I should have some more concrete plans.

Hey there! I'm glad you enjoyed it, hah. There currently isn't a way to get humanity below 30% - I was going to implement a few smaller interactions that lose or gain you 5% or so, but ran out of time in the jam. So you didn't miss anything, don't worry.

Robots 👏 with 👏 feelings 👏

The characters all look adorable, and the style is overall quite good. Lots of promise in this one! I like the way that speech portraits transition between different states, it's a very nice touch.

I did have some trouble figuring out when exactly I could interact with an object. It wasn't that bad - nothing that couldn't be solved with a little wiggling around and mashing the interact key. But for the finished version I'd like to see some indication that you're near an object that can be interacted with. Might make the experience a little smoother.

That aside, I think you have a grat little game here. Would love to see more of the story of the little dinosaur-obsessed robot buddy.

NTR isn't my thing, but I always have a good time with your entires to this jam, because they tend to be very solid games with some innovative mechanics. This one's no exception. Don't think I've ever seen this kind of combination of city builder, real-time-with-pause combat, and whatever genre Loop Hero was.

I really like the art too. It's a good mix of cute, lwed, and silly, with lots of unique assets and animations. It really works well as a tone-setter, and matches the narration too.

As the other comments have mentioned, I'm not totally sure if I ever understood the combat properly. There seems to be a lot going on with object-placements and elements and triggers, but I'm not sure I ever figured out how to interact with them directly. The command I found myself most wishing for was "just stand in place and attack at range," haha.

That said, this was a lot of fun, and with some expansion and tutorialisation it could be really cool.

As the previous comment notes, you have a good voice for this. Plus of course the audio design is great. In podcasts like this there's often a problem where people just put some random music in the background, but here it works really well with the spoken words. Very relaxing.

Simple but fun. Reminds me of something that would've been in the adult section on Newgrounds, back in the day.

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Very promising! This could be a lot of fun once developed into a full game, the character and sound design are really quite good and the combat has a lot of potential.

Tactical! 👏 Espionage! 👏 Action! 👏

Silly but fun, with some cute art, and just enough gameplay challenge to keep things interesting. Nicely done.

So the art style is great. Tasteful use of dithering, top-tier character design, and very cute dialogue portraits. The environmental design helps set the tone and mood for the game. It's also very "readable" - the characters, hazards and items stand out well against the background. I loved the music, too, though a few more tracks would've been nice.

As for the gameplay, there's plenty to like as well. The basic mechanics (timed navigation puzzles) work well, and the random hypnosis effects add a fun complication. The game also plays fair with hazards - once you figure out the rules, you can reliably identify and avoid them.

On the technical side, it's also very solid. I didn't notice any major glitches, the auto-save is a welcome addition, and the menus are integrated well into the theme. (The inclusion of key rebinds is also very welcome, because X and Z are nowhere near each other on my layout.)

... it is kind of a lot all at once. I stuck it out and managed to complete tasks, but only after a lot of trial and error. The punishment for getting caught is quite harsh, and even the "simple" tasks are very hard the first 4-5 times around.

If you want to keep working on this in the future - and I'd love to see this developed further - then I'd suggest something like a gradual ramping-up of difficulty. Start off with single-step tasks, few hazards, and and only part of the manor unlocked, and then build on that. That sort of thing. I think you really have a great starting point for a truly special experience here.

The animations and character design here are really impressive. The 3D → pixel art conversion seems to have worked very well. I like the backgrounds and environments too, the main character stands out very well against the browns and greys.

It's interesting to have a puzzle platformer where you can't jump. That's a cool gameplay innovation. I did find myself wishing the main character was a little less weighty and clumsy, but I can see why it's tied to the game mechanics.

One of my favourite entries in the jam so far, and I'd love to see it developed further.

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The writing would already be impressive by itself, but all-custom art too? This is a lot of work to do in a month, even for a two-person team. The apartment seems nice and cozy, and the two main characters are cute and have very unique designs. The unique biology(?) of the two characters also comes up in a lot of small ways, which I thought was great.

Your project features a good mix of plot, emotional stuff, and horny. It's a small-scale, slow-paced, emotionally driven experience, and I think you got that pretty much exactly right.

One small bit of criticism: I found some of the text a little hard to read. The contrast between text and background isn't super high, and it's in all-caps. A lot of that comes down to personal preference, though, and it was never a big problem.

Overall, I had a really good time with your kinetic novel, and I'd love to see more from the characters and the setting.

These definitely are my favourite mono-eyed cats. I already really enjoyd the art style in your last game, and this one does a very good job building on your strengths as an artist. Somehow it's even hornier than last year's game, too!

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I love a weird sci-fi setting, and this one really delivers on that, with good writing and some really lovely art. The portraits are great. Definitely found the story intriguing and would like to learn more. This really felt like something out of the '70s in the best possible way. Reminded me a little of Valérian and Laureline in particular.

As for the silly acronyms, I kind of liked them. They were a bit of a tonal mismatch here, but I think it was mostly fine, since it added a little levity. BALLS and SHAFT seemed a bit much at first, but once I got to the fight, it made sense. Might be worth re-considering depending on how serious you want the story to be, but it was funny at least.

I love the character designs to bits! There's a lot of variety here, and they're all very cute, yes.

This game has a really cool visual style. The blue-and-orange palette looks great, and it really gets the idea of a city at night across. The sound design also works very well with that, creating a great athmosphere. The writing is also fun, the little plot summary at the beginning made me smile. I like the animation style too.

Unfortunately, I can't seem to get the combat to work. The battle screen will appear, but then nothing happens. I can press the arrow keys and hear a menu sound, but nothing happens when I press space. Probably a problem on my end, but it's unfortunate.

I think this is a solid base for a game, would be interested to see where it goes from here.

The sounds are funny, and there's a lot of variety here in terms of animations. They look good, very smooth, and you definitely weren't kidding with the "weird animations" option.

Also, for what it's worth, the Windows build runs in WINE. That's always a nice bonus.

Threatening aura

Short but sweet, with excellent art.

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Definitely the first time I've seen contagion kink. This seems like a good way to implement that, though. You don't normally think about planning food delivery around not washing your hands.

I think this is a cool idea, and the basic engine seems solid. The action queue worked well from what I've seen, and I liked the characters and the writing. If you want to keep working on this in the future, I could see it becoming something special. Plus, hey, your programmer art nails the vibe of the game.

I would have a bit of a wishlist for a theoretical future version - a visual indicator of the action queue, more distinct food icons, sound effects and music, etc. - but as a proof-of-concept thing for a game jam, it's a very solid effort.

Interesting! Sort of a reverse stealth game, in a way. That's pretty cool.

As the other commenters noted, it took me a minute to understand the mechanics, even with the instructions on the page. I was eventually able to figure it out though. If you want to keep working on this game, I'd definitely recommend to have a tutorial. Ideally multiple levels with different layouts and patrol routes, so you can gradually build the difficulty.

I do think this is a very cool idea, though, and the kink content integrates well with the mechanics.

Fun game! Fun character designs, too, and just enough narrative to make things interesting.

I do think 30 minutes all in one go is a bit much, as Impy commented. If you want to continue working on this game, I think exploring a mode with multiple shorter waves could be interesting. Perhaps a selection of temporary powerups would be cool too, to add some texture to the gameplay.

That said, I think you have a very solid base here. I had fun with it!

Definitely a promising start. The character designs are great, Alora is very sympathetic, and I like the sketchy style of the game. Your game is set up to be a cool hybrid RPG/Visual Novel and it would be interesting to see how it continues.

Such a busy day!

This was a short, fun and wholesome experience. I enjoyed all the different character designs, and the Rubber Wizard's dedication to their theme. The main character's walkcycle is also a lot of fun. Walking around in a catsuit just is like that sometimes.

There's a small handful of glitches, like being able to walk up the wall in the office with the nurse. (Pressing UP while behind the desk.) But for the most part it all works well, and it's pretty solid. Good job!

It's a bug that happens in some versions of the game, yeah. It's something I'll have to fix after the jam. 

It happens specifically in the mobile version in some browsers. If you want to play it on your phone I recommend using Chrome.

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This was a fun experience. Some very comfy writing in there, but also some rather spicy, ah, interactions. I had a good time with this and would be very interested in seeing the story continue.

Also: The little low-res pictures really add a lot of texture. They help break up the text nicely, and you've done some great work with the limited palette there.

Hey there, sorry to hear you're having trouble! With "Business Drone" the game means the tie-wearing robot at the far left end of the room. Click on it to pop up the interaction bar, then click on "Interact," then ask it about the "job interview."

It's got booba, it's got battle, and it's got squeezing. Just as advertised!

Page seems to be set to restricted, I can't view or play the game.

"Soft body" physics indeed!

Hey there! I was able to run it with the new DLL. Though now Windows Defender is complaining as well, so I wouldn't be comfortable running it outside a VM, haha.

Sorry about making you do so much extra debugging! I do think you have a cool basis for a platformer here, the level generation is fun and I like the look of the main character.

Oh wow, I don't think I ever expected to see a horny Battle for Wesnoth campaign. Turn-based strategy is not normally a horny genre.

This is a really good way to do it, though. Corruption and slow really are horny mechanics. The difficulty wasn't too much, but a bit more than I'm used to from kinkgames - I was able to get through it without trouble, but I have played Battle for Wesnoth before, even if I'm rusty at it. Still, I think this is a cool idea.

The fact that there's actually full encyclopedia entries is also a nice touch.

Here's the output I get when running from console:

Failed to create GLFW window
Saving!
E: Failed to create save JSON
WINDOWING ERROR

I tried launching via the Windows Explorer (nothing happened) and via CMD and PowerShell (which hung for a few seconds, then returned me to the command prompt.) It's fully possible that this is a problem with the specific VM I was using though (VirtualBox, Linux host, Windows 10 Enterprise Evaluation ISO you can get from Microsoft as guest)

I also got a bunch of scary security warnings, so I set up a VM and played it in there.

And I'm glad I did! I love the pixel style in this one, with the sharp lines and bold colours, and the high-resolution dialogue portraits look great. The character design is also very much on point. Plus, the writing was cute, made me smile a few times.

As for the gameplay, the default walking speed is a bit low (it could probably be bumped up to where the "sprinting" speed is right now), and I think I'd like an indicator for when you're near an interactive object. Not much of a concern right now, but if you develop this into a full game, it would be nice to see.