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KDRGN
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Aaa, this is so cool :D
More than did it justice, I'd say! Great adaption of the Noah Caldwell-Gervais structure. This is a really thoughtful and interesting essay, exploring all the major themes - including the one of plurality, which I promise really did just kind of... show up. It wasn't planned, just sci-fi being sci-fi.
It's honestly incredible to see someone doing such a close read of my silly little space lizard game. This contains very useful feedback, yes yes. It's certainly true that Lizard Game can be at odds with itself - I decided early on that I'd rather make an interesting mess than something boring but streamlined. So, I'm happy that the story came together as well as it did.
I'd definitely encourage you to share this one around, perhaps put it on YouTube if you end up being comfortable with that at all. This is honestly great as a video essay, let alone a first ever video essay. Apart from that, I'd love to show it to some people myself, if you're comfortable with that.
I eventually gave up on Windows and just ran it through WINE. Worked like a charm. Well, it is the year of Linux on the Desktop after all.
And dang, I'm glad I went through the effort! This is a really cool title. It gives me some "lost media from the 2000s" vibes, and I enjoy these a lot. It's a fairly bizarre format, but I think it works. After all, unique things are always more interesting than generic ones. I love the crunchy pixel art style with the thick outlines, I love the character designs (some really cool critters!) and I'd be interested to see where this one goes.
Oh dang! I wasn't aware that Inform had actual support for graphics and sound these days. That's cool. It actually adds a lot to the experience here, with the dreamlike quality of the setting and all. I also got tripped up by the dialogue system and by the coin thing, though I was able to figure out what to do about the coin.
This was a fun little experience, it's been some time since I've played an old-school interactive fiction title like this.
Interesting! 🪱 Parasites aren't my thing, but dragging cards into slots very much is, so that worked out just fine. It's a neat set of mechanics! On the minimalist side, and the game does a lot with that. The puzzles are interesting, though I did manage to softlock myself once or twice as well, haha.
This is the future liberals want. I have this on good authority.
There's something to be said for a story that takes a completely ridiculous premise, but then plays it as straight as humanly possible. The way this escalates makes total sense, while also being deeply bizarre. It's a fascinating combination, and it works. The gameplay is great, I loved how varied the level design is. You've really gotten a lot out of a relatively simple set of mechanics here.
I wonder if Jacob Geller is going to do a follow-up to his Games About Jews video...
Campaign Mode Minesweeper! And with cute android girls, no less - be still my heart. There's an impressive amount of variety and just sheer content in here, and the unique boss mechanics are really interesting. I'm decent at Minesweeper, but I still found some of the bosses challenging (like the one that scrambles your numbers). Excellent take on a classic set of mechanics. I did feel that the horny parts and the gameplay parts were a little disconnected. (That is, the horny parts only exist to reward you for doing well at Minesweeper, they're not really integrated into the gameplay as such.) But they were both pretty cool by themselves, so I won't complain.
Fun! I always find myself looking forward to your jam entry during the rating period, since the gameplay tends to be interesting. Even so, I did not expect to see a full-on first-person dungeon crawler. This is impressive. Old school, too - I had a good time with Might and Magic VIII back in the day, and this captures the vibe quite well, especially for such a small project. And procedural map generation? Which actually works? Daaaang. This project is definitely going places.
Neat! The combat system has a lot of moving parts, but I felt that they all worked harmoniously together. I had fun experimenting with them, and I definitely think this has the potential to be developed into a full game. I like the suggestion that the various enemies will all have their special moves.
They do call it a retro, and I can already hear the highly-paid consultant explain how that's not the same thing as a post-mortem at all.
This is really clever! It made me smile the whole way through. The animations keep things interesting, which is really important for a text-only experience, and you nailed it.
Rubber Wizard! Rubber Wizard!! Clapping my hands together in glee because my show is on
These are always a good time, and it's nice to see these funny lil dorks on a road trip. The rugpull joke definitely got a sensible chuckle out of me.
Hey so this is kinda. Ridiculously impressive for a jam game? I'm a fan of weird genre hybrids (big Battlezone II fan here) and this is a really good one of these. Even with all the time restrictions and missing content that comes with a jam, I can tell that this has a ton of promise. The systems are all there, and they work. That's incredible. I'd love to see this developed further, if you can figure out some of the open questions (like a cost for spawning new units beyond the time delay) then this could really be something special.
Lovely art style and cute characters as well, and I enjoy a tasty bit of worldbuilding, yes yes.
Interesting! I don't think I've seen an interactive fiction game done in Godot before. It does seem to work well enough, aside from the issues that everyone else has mentioned.
Vore isn't my cup of tea, but extensive worldbuilding in kink-games is, and this very much delivers on that front. It's interesting to consider the impact of merging on the economy, yes.
This one really has it all: Cute drones with a fun relationship dynamic; an interesting anti-dystopian setting; great pixel art and great sound; and, last but not least, tough but fair shmup gameplay. The amount of enemy variety in this one was impressive, and I had fun figuring out the "beam teasing" strategy that lets you take down the final boss quickly.
You've got something special here!
Not rude at all, I know what you mean. This type of content can be a sore spot.
To clarify a little, I'm using "force femme" as shorthand to mean "the lizards all have ample chests." It doesn't do the usual set of TFTG tropes, especially not the more problematic ones, and your pronouns don't change, but the chest is a thing. There were scenes talking about it. The new content in v1.0.4 lets you express that you don't like it and lets you opt out of those scenes. It's a shame that I can't represent it visually, but I'll take that as a lesson learned.
Hey, thanks again, I figured out the problem. Turns out I remembered to set up a keystore, but I forgot to actually enable package signing. That was a silly thing to do and Android was right to complain about it (with an "INSTALL_PARSE_FAILED_NO_CERTIFICATES" error.)
I've uploaded a fixed version and confirmed that I can download and install it on my phone. So, it should work now.
Hey, thanks again for letting me know, I figured out the problem. Turns out I remembered to set up a keystore, but I forgot to actually _enable_ package signing. That was a silly thing to do and Android was right to complain about it (with an "INSTALL_PARSE_FAILED_NO_CERTIFICATES" error.)
I've uploaded a fixed version and confirmed that I can download and install it on my phone. So, it should work now.
Hey there, thank you for the kind words! I do enjoy a bit of weird sci-fi, haha.
The v1.0 is still planned, but it's been delayed because the new portraits aren't ready. (I'll probably have to do a second post-mortem on this when it's time.) They're making progress, and the update is otherwise mostly ready, so the v1.0 release will still happen.
Dang. I'd have more to say, but my brain is slightly soft right now.
... well, alright. This is an impressive amount of writing to get done in a single month, especially writing of such high quality. The game essentially presents a Greatest Hits compilation of hypnokink, with many different outcomes. The story flows quite nicely, there's and I like the way the world-building is done. Plus, there's honest-to-goodness sound, and graphics, and gameplay, and that's something you don't usually get in Twine projects.
So yeah, this is a serious achievement. Congratulations.
(Also, Nietzsche catching strays. I'm always here for that.)
Rubber Wizard is an Active Member of the Community
I love that we get to check in with these dorks every year, and it's been really cool to see you build on the setting and the characters. We got a real jump in quality this year, too! Good variety of dorks and kinks, engaging gameplay, quite a bit of visual variety. Multiple acts of rubber wizardry. Yes, excellent, continue
This is very solid for a first published game! I know mine was definitely worse than this.
Even with the obvious prototype state, the vibes here are impeccable. It's all very bright and colourful, the character portraits are super cool, and the writing certainly caught my interest. I would've never thought up this combination of top-down platformer/fishing game/dating sim, but it really does work. This could go places!
Plus, fish puns. Those made me smile and/or groan.
Fun! Brings back fond memories of playing Baldur's Gate 2 and finally remembering to actually buy the Shield of Balduran before going to the lair of the beholders.
This is a neat little game with a rather cool hand-drawn art style. It took me a few tries to get the hang of the gameplay, but once I did, it all flowed rather well. I liked the framing narration as well, and the music is an absolute bop. As others have noted, this really does feel like an old DOS game with a strong core gameplay loop (though in that era the boss battle segments would've probably repeated until you eventually lost.)
I love a strange sci-fi world, and this certainly delivers. As you've noted in the credits, the overall tone certainly isn't light, but that's fair. It's upfront about what kind of game it is. There's nothing wrong with a darker story every now and then, and the writing here has a very strong voice.
The combat system is quite impressive - this is a real achievement for a jam game. It's asymmetrical but balanced, and everything makes sense and works well together. I did find myself wishing for more control over the cards in my hand, but once I understood how the movement/willpower system works, I was able to plan my moves and win the battle on my second try. (If you did want to keep poking at this some more, it could be one of these indie deck-builder RPGs.)
Honestly, the sheer amount of detail in this is impressive. From the animations and sound effects to the in-combat dialogue to the gosh-darn tooltips. It's all dripping with style and atmosphere.
It's nice! I consider myself to be an occasional Himbo Appreciator, and this game certainly delivers. The basic systems are all there and functional, which is quite impressive for one month of work. I'm not sure what you call this genre, exactly (sort of a management sim except you can walk around the world), but it's a good example of that. The controls feel good and with the settings menu and such, you can tell that a lot of thought has been put into them.
I ended up having to boot into Windows to run the game, but I'm glad I did. Godot 4's web exports aren't super performant, unfortunately, I'm not sure if you can do much there. (But it would be nice to see a Linux export too!)








