Hey, thanks for letting me know, there does seem to be a problem with it. I've pulled the download for now, I'll take a look at it when I can. For now, the in-browser version should run on Android.
KDRGN
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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!)
This is just a great little snack of a game. It's fun and sweet, full of positive energy, and I love all the varied character designs. (Also the custom font.) People here have already left most of the feedback that I'd give - having more control over the fish you catch would be nice, maybe with some quality of life improvements (like more distinct silhouettes for our bachelorettes.) But this is a super solid start.
Also, for the record: WINE can run this game no problem.
Oh yeah, this one's spicy. I know some people I'll be showing this to. 😼 The writing has a wonderful sense of humour to it as well, and the VN is quite long for a game jam entry. I was impressed with it.
Speaking of being impressed: The art here is super pretty, and both the world and the characters have a lot of... well, character to them. Excellent job.
Oh, this is great. This game has it all - spicy writing, satisfying stealth-based gameplay, a nice art style, and funny sci-fi acronyms. (Also, an action hero named Harper, hah.) I really liked the way you handled the character customisation. Also, inspired choice to have enemies that can be stunned but not permanently defeated, that's a great way to blend stealth and action.
Neat! It's short but focused, and the presentation works well. The stock photos all fit, and I'd much rather see those than AI stuff, so good job there. Congrats on finishing something for the jam, too!
I also had the problem of the game being squished or partially cut off, as someone mentioned on the main page. I ended up pulling out the URL for the iframe and opening it in a new tab, then it looked fine. I think you might have the viewport dimensions set too small?
Interesting! I think this is a neat little prototype, there's a lot of mechanics being sketched out here that are very promising. I found it plenty entertaining. The art style is cute and works well, and I love a business sim.
As the previous comments have said, the dialogue tree took me a second to figure out. "Click and hold on the Talk icon, then drag to the next spot in the tree, then eventually click the Move to Rooms button" wasn't the first thing I thought to try. But once I did know to do that, it was pretty smooth, so I think this just needs a little tutorial and then it'll work great.
Would be nice to see ongoing development on this one!
Hey, thanks for checking out the game! You're completely right in that the engine is a bit cobbled together - which is entirely my fault, for deciding I was going to join with half the month already over. It's something I want to work on again when the jam is over. I'm glad you enjoyed the vibes and the drone stuff, despite some of the shortcomings.
The art is beyond gorgeous. This honestly looks like a professional-quality release, and it's still impressive by that standard. Tasty writing, too - a great take on the Disco Elysium tone. Would love to see more of this, explore this strange world, and see more of the characters. (Even if I'm a bit crap at puzzles, haha.)
I have never in my life rolled a wrap that didn't immediately disintegrate. So, this was a real challenge for me.
Fun, though! I've played a few games like this before and this is a good implementation of the concept. It took me a few tries to find the "click zones" so to speak, but once I did, I was multitasking tons. I felt a little bad for the kobolds, but the cute artstyle helps a lot.
To quote my comment on your last project:
I'm in awe of the graphics here. The backgrounds are intricate and detailed, and the character art is super expressive. I would 100% read this as a graphic novel if you'd ever felt like putting one out.
This continues to be true. Your illustrations are absolutely gorgeous.
I like the gameplay too! Even if there's just the one level with no boss battle right now, this is a very solid foundation to build on, lots of stats to manage.
Oh dang, I haven't touched FreeCell in a good 10 years. I do not remember how to play this game well.
It's a neat project! The character animation really does work well, it's just the right mix of horny and toony and goofy. So I think I'd say goal achieved there, haha.
Thanks for including a Linux build! Seems to work fine on Xubuntu 24.04.2.
Strong aesthetics in this one! The channel system adds an interesting complication to the battle, and it's very visually striking. I like it a bunch, I could definitely imagine a bigger RPG built around these mechanics. As the other comments have noted, a tutorial would be nice if you want to keep working on this, but I was able to get the hang of it with a little trial and error.
Also, thanks for including a Linux build! 🐧







