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kerfuzzl

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A member registered Feb 09, 2024 · View creator page →

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the story here is quite something. the introduction to the game seems to be leading us towards some sort of pretty classic, finding out your enemies are not so bad, maybe becoming their lover, type story; my expectation from the introduction would have been that i would over the course of the game grow to quite like the witch and her home, and presumably find a new home there and so forth.

and, well, that is definitely not what happened.

at least in the endings i got, the witch came across to me as a pretty bad person (...and ignus probably does as well). i mean, her home is an extremely unsafe place to put a wounded person you supposedly care for with these very lacking instructions. telling someone to "tend to the pit" when simply approaching the pit without knowledge of what it is will result in the 9th ending, is very irresponsible at best.

the 2nd ending (which is the main one i was able to achieve) also shows the witch having a pretty severe disrespect for the player character's agency.

i'm also pretty suspicious of ending 7 and 8 having similar vibes although i have not achieved them myself.

now--of course--i am sure some of this (or all of it) is, you know, kink stuff, this is a horny game of course; perhaps it is, in some fantasies, "better not to think." but for me, for better or worse, all i can do is read the story pretty directly, and for me, the 2nd ending is a horror story (and i imagine most of the other endings are as well).

and to be clear, that's not to say this is bad. only that it makes for a very dark story, which is very legit. perhaps more importantly, it is a story that really does subvert my expectations wholeheartedly, which is kind of cool.

the gameplay is definitely not for me. the fundamental problem with text puzzles / riddles of the sort of "sort the potions" is that there is no real player feedback; you are either right or you are wrong, and there is no way the game can really nudge you towards getting closer to the correct solution short of explicit hints or through brute-force attempts.

the actual complaint i would have is that even the "you are right or you are wrong" feedback is rather difficult to get to in this game. every run requires clicking through screens and screens of dialog even to just leave the initial room. some sort of skip button for each dialog would be extremely appreciated. you could even make the dialogs mandatory the first time you see them and skippable later, given that there is other state tracked across runs (the ending checklist).

for me, the cauldron ingredients are basically impossible to guess even with the botany book picked up. for the last ingredient, the clue, about "amplification," seems to match so closely to Dryad's Kiss, which is "used as an intensifier," while the other two seem to be related to sex and to sleep respectively. i honestly don't see how the clue is supposed to match up to Altharia in any other way than guessing and trying again.

for the potion sorting you mention in the comments that ignus can help with a clue, but i definitely didn't see any dialog options that would help. i'm not gonna lie, i don't think i would ever figure out this puzzle myself (at least without trying the 720 different orderings). for reference, the order that i came up with was: Lover's Kiss, Knocker Gawker, Succubus's Heat, Dance of the Fervored One, Stud X, Angel's Climax. again though: probably a genre issue.

the first time i tried to go to the pit with the bucket i got softlocked--i couldn't exit through the top of the screen or the bottom. i think this is a bug. i did accidentally open some kind of debug menu but it didn't seem to help. (got softlocked again when trying to do a true ending run--i wonder if the softlock has something to do with the order you complete the tasks in?)

anyway, sorry for all the complaining. i do think people who enjoy riddle-type puzzles more will probably get more out of the puzzles. i do think it's maybe worth seeing where the points of confusion are though, which is why i mentioned what i came up with for the puzzles.

i think my favorite part of the game (until the unfortunate softlock) was the walk to the pit. it was very atmospheric, and having an actual long walk in the game definitely sells the depth of the cellar. i would almost prefer it to be even longer, to the point of absurdity.

personally i found the interaction with objects pretty convenient overall. the blue dot system is neat in that it requires your physical presence next to the items you want to interact with while still being pretty flexible. i suppose perhaps a "twin-stick" way to aim the dot could be an improvement, but i think it was pretty good.

despite my complaints about the puzzles, i do actually like the way that it is very easy to get something done for each of the tasks. makes the game feel like it is easier to get started playing, as i don't have to solve every last puzzle to start understanding the story and finding my way around.

one interaction i liked a lot was having the chair be the point of waiting for the witch. it felt like a little mini-puzzle--i see the fireplace, how do i wait for the witch? by relaxing in a chair, of course.

as with some other text entries this jam, i am impressed by the sheer amount of writing here. of course i am no stranger to writing a lot (as evidenced by, uh, the above) but when it comes to storytelling i think it is a lot harder. i know i found myself spending an hour on a couple lines of dialog in my game and so anything with this scale is going to be impressive to me.

despite my emotional distaste for the characters i do like their visual design a lot.

there are a lot of cool visuals in this game. ignus looks cool, and i really like the garden outside.

overall, an impressive amount of writing and a story that i did not see coming. good job!

i like that the scares in the game feel more like a friend/partner doing a little fakeout scare than, like, a serious jump scare. i think it makes the game feel more sexy too, like we are literally playing with this character in a sort of teasing way (or maybe vice versa).

on the itch page, the button for the crystal level is obscured by the four itch buttons in the top-right corner. some level geometry is also sometimes obscured by these. i decided to just zoom out, although something like a fullscreen mode could also address that.

the levels themselves were a little tricky but i got through em all. for me the rain level was probably easier than the previous two as there weren't any super tight corridors. i really like the collage appearance of the game and the crystal level especially.

nice little entry. more rubber wizard is always fun of course.

i knew that i could set the game to "always dash" this time. :)

the little jokes and such were pretty fun. i ended up having to play through a second time and i think i only caught that "rug pull" pun then.

it seems that the download version is still the old version of the game. i saw the bug sketches at the end and i was like, "wasn't there something about these being in the old version?" and so had to go through the web build to double check. sure enough, the bugs look quite a bit more polished in the latest version.

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so my experience of anything hypnosis related is that, well, i have no real desire to be hypnotized (i never would want to relinquish control of my body), and so if anything the presence of hypnosis makes me less likely to want to engage in-depth with a game.

and this is interesting here, because i actually really like the idea of a game that suggests you to complete specific physical interactions with your real body as part of the gameplay. i think that novel modes of interaction are always really awesome to see, and i think i would have done at least a couple of them... if the game wasn't marked as a hypnosis experience. when it is marked as hypnosis, i have absolutely no interest in completing any of the instructions within.

now i can see why, you know, for safety, it might not be a good idea to have a game that is hypnotic in some way without explicitly telling the player that it is. like, if this game was exactly the same except without any mention of hypnosis, i personally probably would have gotten more out of it, but perhaps it would be dangerous in some way that i'm not really aware of due to not being a hypnosis person.

but i do wonder. like, i feel like you could present a "non-hypnosis" mode that removes any attempt to instill triggers or whatever, but still keeps the instructions for rubbing your hip and so forth, and lets the player simply decide to follow each instruction or not as they come up. i think such a mode would be a lot more interactive for those of us who don't care to be hypnotized.

i do think no matter what, there is no way this game could possibly get me to moan or to masturbate. i just have absolutely no desire to do these things as part of reading it, and if i did let myself into the hypnosis more i simply don't think i would have done them anyway.

similarly, for me the instructions/story will say something like "do xyz" and then i push the "yes" button as that's the only button available but i'm saying "no" out loud while doing it.

anyway, that's my mandatory rant about hypnosis. these are the thoughts that occupied my mind for probably 95% of the game so they are the main thing i have to say. it is just kind of what happens when i play a hypnosis game--i still don't really have a great understanding of how hypnosis is supposed to, like, work, so all i can think about when playing is the topic of hypnosis.

as far as the writing itself goes, i do think i was pretty confused at times. the first hop especially was confusing, as i wasn't sure if the previous alien character was supposed to be me, or just a character that i had already hopped into at some point. so then i was confused about how "i" could keep doing stuff if my consciousness was suddenly in another body. i think, though, that the character that is me is actually supposed to just be real-life me, and the first character we're inside is a hop of some sort.

this might be a me problem but i think the word "fapping" completely broke my suspension of disbelief temporarily.

i think some sort of way to review the mission statement (and possibly other information) during the game would have been helpful. i was kind of surprised at the point that game ended as i thought the scene with the three prisoners was just an interstitial before we got to whatever it was that we were trying to do inside Annalisa Vth; i didn't remember the exact mission statement.

the scene with the boot shining was very cool, i definitely enjoyed it a lot. after reading some other comments it sounds like it might be a specific thing/kink? if it was kinky i must have missed that; i was reading it from annalisa's perspective and she didn't seem very turned on, mostly just amused, so that's what i was. (i do think this is evidence that reading from a different perspective impacts your feelings as a reader pretty significantly, even if you aren't otherwise following the instructions. so, maybe i got a little bit of the hypnosis flavor after all).

i think my favorite scene was when we jump into the shapeshifter. having completely different styles of text and writing definitely adds a lot to the body-hopping feeling.

as others have stated, the text blur is a very cool effect. i could see it legitimately helping with hypnosis in some way, as i definitely felt more of a "sinking" sensation reading the blurry text than not. although, this was kind of a problem with the undo sequence at the end, as the "yes" button or whatever it was was still blurry, which to me felt like it was pulling me back into the hypnosis rather than helping me leave it.

anyway... hope some of that wall of text is helpful in some way. i do really like the concept for the game. integrating our physical selves into gameplay through text alone is very cool, and also very appropriate for a horny game jam--i think the sort of masturbation instructions are pretty neat, even though i would not be turned on enough to make use of them. the sheer amount of writing here is also impressive. good job!

the card mechanic is very cool.

i like both the humor and the horny in the writing.

i feel like some of the failure states don't really make sense. one of them just said something like "you were doing so good" and i really had no idea what was supposed to be wrong with the choice i had picked. i almost wonder if more explanation of some failure states would make sense. (especially if it was diagetic... e.g. see what the dragon's reaction is and then they send us to our grave/back to the beginning/whatever)

very stylish. i found the sort of tank controls / dungeon crawler controls a bit awkward but definitely very flavorful. perhaps the most interesting aspect of the controls is dodging... to pull off a dodge you have to kind of quickly turn and then move. it is satisfying to pull off, although i am definitely bad at it.

it was nice to sort of get a sense of where things vaguely were as i kept playing through the game. i think the map helps a lot with not getting completely lost, as it's at least possible to anchor landmarks to "down and to the right" even if not exact locations.

i think a little bit more interactivity/ui for the key holes could help ease people into the game. i figured the doors were probably locked but i think it helps sell the idea if they tell you in some way (e.g. if they jiggle when you try to open them without a key or whatever).

i ended up having sufficient health to get through the game, although i did lose one lady in the final battle. it's not clear to me exactly what will happen if you are defeated (i tried starting the game again and getting defeated) but the game seems forgiving enough in terms of health. there was nonetheless some tension in that i didn't know if i would lose a lot of progress on defeat so i was very careful to avoid taking too much damage.

in terms of the enemy hitbox thing, i was able to sometimes get them to disappear by stepping away, but it didn't seem very consistent. i guess when you say disappear you mean they have to vanish into the distance, rather than be simply behind our view.

speaking of which, i did wonder when playing if enemies would be able to ambush me from behind. i never really found out. (actually, i just found out when writing this. the game was sort of idling and an enemy attacked me from behind. welp. that answers that).

meta note: the game is still quarantined for me. :( every time i see the popup i am more and more convinced it is a malware related popup rather than a "too horny for itch" related popup, which is both somewhat encouraging and really frustrating at the same time. at least you're not alone, i'm in the same boat. :P (my takeaway is to just never ever upload another embedded pck game to itch).

 the procedural generation is very cool. my map seemed like a pretty coherent level all together. the gold key building was very recognizable, for example. i also liked the variety of the different building configurations (wood, stone, etc). it is neat how the final boss fight gets locked away behind the final door. 

good job!

thank you! i think an hour was my estimated time for how long the game would take for new players so i'm glad my predictions aren't all wrong. :P

i definitely hope to keep making lil games!

thank you!

note that you can actually still press c even if you're already in sex. doesn't help with the statues of course. i am definitely convinced i should have put an automatic-sex option in from the beginning. oh well.

the funny thing about the cock tf is it's not deeply my thing either. i mean, i have some amount of interest in it, and putting it in this game may have honestly increased that interest, but it was by no means something i set out to include. i did come up with the idea the first day of the jam but it was very spur-of-the-moment, and partially inspired by the jam theme.

at least the impregnation link is unabashedly mine.

absolutely incredible concept. "you mix potions in yourself with a vibrator and then milk them out through your breasts." just awesome.

i am happy to say i got through the whole game without spending a single cent on ingredients.

it was interesting to try to strategize about how to best manage all the potions to be efficient in terms of time and ingredients. what i ended up doing was always making one of each potion with the new ingredient so that the recipes would be in the book, and then mostly just making potions on-demand. i would keep a random set of whatever was lying around stocked in the shelf, which did often pay off. i did not utilize the drawer at the top at all as i did not know it was a thing until reading another comment.

there was a funny sequence where i was like, ok, i'm just going to stock a couple of potions. and then the next two customers both requested exactly the potion i had started randomly mixing.

it was cool that on the first day i could pretty easily keep track of all the recipes while the later days mostly required me to look at the book. it felt like a good combination of a memorization-based potion game and a non-memorization-based one.

it was very cool to see the various potion effects on mixie. i was too focused on the gameplay to pay attention to all of the details, but they were cool nonetheless. the shrinking one was very memorable.

it is neat how the "one unlock per day" pattern results in quadratically increasing difficulty (in terms of number of recipes). i think this curve felt pretty appropriate overall, the last day definitely felt a lot more frantic in terms of unlocking recipes than the earlier ones. that said, for me it never felt like there was that much time pressure, it was pretty laid back. i didn't fail the mixing that often which might have helped. (i did fail it a couple times for the last day recipes, though).

overall, very solid store management game!

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really really cool game.

the chip damage system is awesome. it feels kinky, fits into the gameplay well, and ties into the final boss in an interesting way. some of my favorite moments in the game were when i just barely (accidentally, often) dodged a whole bunch of hazards and heard the little clicking sound, and was like... dang, that was kind of hot.

i do think it is possibly a mistake to have the meter drop when you get hit for real. i feel like i was disincentivized from trying to farm chip damage early in the game as if i misjudged the distance at all it would have been a net negative. the charge shot itself also doesn't seem thaaat overpowered, so i don't think it would be bad if your progress towards it was monotonically increasing.

that said, i admittedly did play with 7 lives because i felt like i was really bad at the game (i probably could have gotten away with fewer, but i didn't know how often checkpoints would come). on fewer lives, it doesn't matter as much as you really want to avoid being hit anyways.

(edit: played through again on 3 lives. i think losing the charge still seems annoying. also, new random thought: the first level boss might have the hardest patterns)

the other reason the loss of charge felt bad to me is there were a couple "cheap" feeling enemy patterns. when something comes out of nowhere that you don't really feel like you had an opportunity to dodge, losing both a live and some charge feels bad. that said, i do think it is fair enough to have patterns in the game that simply require learning.

speaking of patterns, i really liked the variety of enemies and enemy patterns in the game. funnily enough, i don't think i figured out the horizontal guys coming out of the circle until the last level, and then i was like, "oh, neat design!"

the little story between the pilot and the ship was very cool. i legitimately teared up a bit in the scene where they were floating in space--excellent music for setting the mood. and, it was just a very cool story beat.

i will admit i have no idea what they were talking about with respect to "fishbowls."

i do think that the actual intimacy between the ship and the pilot could have been better represented in terms of gameplay mechanics. i remember a line about your focus increasing, or something, and i think it would be cool to see this reflected in an actual different feeling of gameplay (and even more so when we actually fuse together). of course, there are a million problems with that (e.g. how does the player learn muscle memory for the game if it keeps changing) but i think it's something to think about. (it's also possible it did change in some subtle way i just didn't notice.)

i do have a couple of nitpicks / additional comments.

  • this might just be a general bullet hell problem, but: i'm not sure there is any reason to make me hold the N key the whole time. i would almost prefer to just have the bullets firing automatically.
  • the game should let me maximize or fullscreen it. if you are interested in more details let me know, but suffice to say if you are worried about the pixel art looking bad, there are ways to make it look perfectly fine at non-integer ratios. (but even just letterboxing it into the maximum integer ratio would be preferred, for me, to no-fullscreening at all).
    • this was partially fixed by letting me set it to 2x on the options menu, but i couldn't access this until i got to the main menu.
  • the options menu itself has a couple bugs, for example, after i finished the game it listed the resolution as 1x when it was actually set to 2x.
  • strangely enough, the game (which i had left running on the main menu) decided to play through the intro cutscene again at some point while i was writing this comment. maybe this is intentional, but i thought i'd mention it.
  • i think even just extremely basic blips played on each text character would make the dialog feel way more alive. i'm sure you're aware that more sound effects in general would be a huge polish improvement.

but yeah. great job!

thank you!

i was honestly very satisfied coming up with the double jump mechanic. i thought of it like 3 days into the jam, as a way to add a bit of, as you said, kaizo flavor to the game, and i was like... this is perfect, because it's so conceptually simple (just a double jump that's backwards) while also having that difficulty to it and feeling unique.

it's also part of my continuing theory that making sex games leads me to novel places/mechanics because the only reason i came up with this is i'm like: well, i'm making a sex game, so what if your special platforming ability involved your dick? well, surely it would propel you in the opposite direction your dick is pointing... aha! backwards double jump!

i'm glad you like the soundtrack! i made it for the jam, and man, i did not feel good finishing it lol. specifically, i needed to finish the main game track something like the last wednesday of the jam and i was like, literally nauseous working on it lmao. idk, composition is not my strong suit. i think the lesson is definitely to work on the music earlier because the earlier work i had done on it was not nearly so hard for me.

i'm still not sure exactly what i want to do with the difficulty. i think i'm set on making the difficulty curve a bit easier, and i'll probably implement some assist-mode style options (i have a time slowdown mostly working locally). i'm not sure if the skip button will get to stay. it feels a bit out of place to me. perhaps if i find a way to make it more diagetic. honestly,  maybe just a "come back to this later" button, kind of like you're suggesting, would make more sense diagetically. i could see that being the route i go.

thanks for playing!

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thank you!

it is very funny but i do like to have "skill-based sex" in the game. i do think i'll add an option for single-button (i.e. automatic) sex though, as it is tiring on the fingers.

i think the game is mostly complete content-wise, but i might add a handful more easy sex-filled levels after night one (maybe moving some of the tutorial levels there so that the tutorial is easier and the sex comes faster). and i wouldn't mind adding a handful more hard levels to the end (day 3 is currently 8 screens as opposed to the 10 or more for the rest). and of course there is a laundry list of polish things to implement now.

and who knows, maybe i'll be inspired to add a post game level set some day. those levels will be evil if so though :)

very good points.

i wish i had come up with a way to make the hazard hotboxes more obvious. i tried to make them pretty fair but they aren't, like, clear, which is a problem.

i do think a visual indicator for which mares are skipppable would be a good add. not sure what exactly but something to consider for the post-jam version.

the statues being unskippable is because their timing is relevant to the difficulty of the game. that said, i will likely add an auto-fucking option post-jam to help with this. and it definitely feels inconsistent which is something i should think about.

your description of the double jump is exactly what i want from it. like, your description matches my goal for it's flavor almost exactly. i would compare it to the difficulty of performing a shell jump, which is kind of my goal: when learning to shell jump, my brain would be like, ok, am i at the right height? am i releasing the grab button? oops, i released the jump button... this almost painful coordination of inputs is one of my favorite parts of platformer games, and for better or for worse it is pretty key to me. so I can see why you would describe it as no gameplay payoff, but for me, the cognitive load is the payoff.

i do think, after reading PLASTIC GRASS's feedback, i will likely make the controls themselves a bit (or even a lot) less slippery. it does honestly seem to kind of just work, so maybe that's what i should have done from the beginning. it's strange because again, one of my favorite mechanics in platformers is careful control over velocity and acceleration, but it might be that my gameplay is just too fast paced for this to make much sense.

thank you for playing and for the detailed feedback!

the shadow is a great idea! i'll have to consider that for a post-jam version.

thank you for the kind comment! i'm glad the story worked well for you.

there were a couple ways i thought about taking the story with irradiance but in the end i think i wanted her to just be asexual, with her interest in the sex driven primarily by its utility for the community, and for her to have a kind of almost detached/analytical perspective if that makes sense. i think this is a kind of fun perspective to have in the game as it's ultimately kind of how i end up feeling about my sex games... like, yeah, there's sex, but is it getting the job done?

the difficulty is turning out to be an interesting facet of the game. so far most of the feedback about it has been negative, which is extremely fair imo... i am very glad to hear it mostly works for you. 

ok, that is extremely helpful!

some thoughts:

3. i think i see what you're saying here. i could honestly probably change the ground deceleration to be almost instantaneous in all cases. i do like a little bit of slipperiness in the movement but maybe it is too much.

5. oh wow. i never thought about this level this way. thank you! i might tweak it to just extend all the platforms out so there's no need to "drop" into the jump, instead it would just be straight up.

6. gotcha. note that the platforms are shaped to resemble a clitoris. i can see how this could be a readability issue. i think a general rework to the level would make sense here, it was designed rather early and never really tweaked.

7. good point about the number of thrusts. perhaps i should rework this one so both statues are on the platforms. tbh, spamming through them is the intended gameplay, so i'm not sure if there's much to be done about that.

8. the breeding with the real mares is never shorter than the statues. in fact, they force you to actually take your time (0.18 seconds between thrusts). the impreg animation is kept short so as not to impede the real gameplay too much.

it is funny to hear you say edging simulator. i would actually go one step further: i do not see this game as really being a porn game at all. it is a horny game, but that is it. to me, the reward of playing the game is the gameplay itself. the sex is incidental. you will notice it is not possible to perform the sex/thrusts with a single hand. this is on purpose.

i do wonder if having the tutorial not be horny is too much of a turn-off (in whatever sense) for the average player. but i also just don't feel the story of my game can abide the tutorial level being horny. i think just making it easier overall could help ease people in better.

10. this is very helpful to know. i definitely think those purple statues could use a rework, they are a bit annoying.

11. you didn't mention this one but i think it perhaps needs a nerf too. :)

i'm ngl, this is unbelievably helpful feedback. i honestly might do a rework pass on the tutorial level after the jam is done to address most of these issues, and it's only possible thanks to you. i'm not sure if there's much i can do about the later levels; i feel like they do need to become actually difficult at some point, as that really is my goal with the game. i also feel like the initial sex levels (the ones right after night 1) are themselves not really that hard. maybe i'm mistaken.

i'm not sure what you mean by "die and retry." i will say, i tend to like platforming games where i sometimes have to die a few times to understand the level design and the intended route. maybe that's not appreciated here though.

but yeah, i gotta say again, thank you a lot for this. i think it is quite possible i can make a much more polished version of the tutorial now.

well, thanks for the elaboration! i'm going to be honest, i still don't think i get it. punitive means, like, punishing, right? like, there should be a punishment involved? i'm not sure i see the relation.

i will say, your description of the difficulty is definitely something i will keep in mind. i do not experience the game as being nearly this precise or luck-based. it is valuable to have heard your experience. (personally, i actually really like how the game controls! it feels pretty smooth to me.)

if the tutorial area is still too difficult i would love more details on that. i have a hard time failing a single jump in this area so i am entirely blind to any issues that might remain. no pressure of course, you've written a lot about my game already, but nobody has really given me any specific feedback on this (besides you and a couple other folks about the purple level, that got nerfed) so i'm sure it would be useful.

i'm curious what you mean by "punitive." to me that implies something, well, punitive to the difficulty of the game; the example that comes to mind for me would be very long times between checkpoints a la dark souls.

for me the purpose of the very short levels with fast respawn times is to be difficult but not unfairly difficult. so i'm curious what specifically comes across as punitive to you.

tbh, the skip button was perhaps less well thought out than it could have been. oh well.

i do think i have yet to master the programming of platformer physics. i think the acceleration profile is not quite ideal. the double jump though does feel exactly how i want it imo.

thanks for playing!

awesome time!

there is a lot to say about this game.

so the gameplay itself is awesome. i love how the different areas (fairway, rough, etc) feel different in terms of physics and graphics. in general the golf physics feel pretty nice. the overall game concept is incredible.

i really like the feeling of shooting the golf shots. the little leg-closing animation is very satisfying.

the last shot in the game is both cinema and also something that i actually sort of missed on my first playthrough. i had accidentally discovered the >100% behavior beforehand and just sort of naturally assumed i should do that to shoot the moon, so i didn't get to see the limp shots that miss or the crowd cheering you on, and so forth. all of those mechanics are a very cool send-off to the game.

the quicksand is a cool material. it really embodies the sort of tropey "oh no quicksand!!" thing in a mechanical way.

the story for the game is very interesting. the very first slide i was definitely hooked. registering your neovagina as a lethal weapon is a great line.

the second slide was extremely confusing to me the first time i played through. it mentions "ms. mary sue" which i figured must be referring to the player character, as that is the only character we've seen at that point who is female and has the last name mary sue. so i figured this slide must be from the perspective of a new character, who is maybe referring to us in the past? but no, it turns out "ms. mary sue" is herself a new character, and i believe we never actually learn her first name.

so, i think the writing for that part could be slightly clarified somehow.

this also might just be my inner maya keshet, but it was probably harder for me to figure out who exactly "ms. mary sue" was supposed to be because she was apparently both our teacher at 11? 13? years old and also someone we now want to kiss. ultimately my reading of this relationship is that it is perhaps intentionally a bit strange? that the point of it is that, even if it looks fucked up from the outside, that doesn't invalidate lilith's right to self determination--self determination to transition, and self determination to live her life in general. i hope i'm not completely misreading the game here.

in general i think there is a power to simply saying out loud one of the true facts of trans rights: for lilith, it is her own life to live. nobody else gets a say in it, even if they are the head of the pussy golf association or the jewish matriach, etc.

i feel there is an interesting tension between two others facets of the story: one, our protagonist is apparently agnostic-ish now, but two: a holy curse does literally exist and it is apparent to the protagonist. i think i would describe myself as either agnostic or an atheist, but if i felt an actual curse in my pussy, i would probably rethink things. (to be fair, she doesn't actually mention whether or not her faith was affected after feeling the curse).

overall the story is an absolutely wild ride. i am still not exactly sure what to think of it. that is beautiful in its own way.

a couple other comments about the writing:

  • the little fact sheets for each character are delightful.
  • the exploration of the ways various people talk about trans rights is very real. all three of the competitors seem to embody a very particular kind of person.
  • i do think naming your character mary sue is awesome.

very stylish visuals, great job!

i like the movement, especially the sort of super-jump from pushing shift+w, it is very satisfying. i do think the controls for the "activate thruster movement" are a little awkward--specifically, i'm not sure if there's a reason i would ever want to disable the thruster movement, and sometimes it feels difficult to activate it for whatever reason (and it seems to deactivate itself when you run out of fuel?)

heck yeah! for what it's worth i believe this is my time for the game :)


i might consider implementing a better speedrun timer post-jam. (right now it includes time spent on the pause menu...)
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oh, yeah, the dialogue being in English is a definite weakness of the game. not sure the best thing to do about that. maybe i could add a non-English mode that simply makes the dialogue optional...

if you did stop at the first night--that is not the end! the end is the fourth night. in each night, you must go through all the dialog, and then sleep on the hay at the bottom center of the level (with the X button).

i haven't been able to figure out exactly which level you're referring to in your point (1). but yeah, on mobile the levels are all hard. i play tested up through the third night without any skips but they were definitely harder than normal.

thanks for playing!

the game is now available for android! it is very difficult with the touch controls but i hope it is better than nothing. hope you enjoy!

new version of the game is now live! this level got a significant nerf, other levels got smaller nerfs, and there is now a way to skip levels just in case i missed any that are still too evil.

new version of the game is now live! this level got a significant nerf, other levels got smaller nerfs, and there is now a way to skip levels just in case i missed any that are still too evil.

thank you!

well, good job making it that far! farthest i've heard of anyone getting yet :)

i do think i am going to push a change later today-ish that will do two things: enable skipping levels (to some degree), and also just small nerfs to many levels, including possibly that one (probably raising the stalactites slightly higher). i believe any saved progress will carry over.

the double jump is an interesting one. i find it very satisfying to execute these sorts of tricky/awkward input sequences. it was one of the first mechanics i designed for the game and i think it is still perhaps my favorite mechanic in the game, as it is both very awkward but also conceptually very simple. i won't deny, however, that it can be a very frustrating mechanic to deal with. in fact, that it sort of critical to its charm for me: mastering a frustrating mechanic results in a unique flavor of satisfaction, in my opinion, and that's what i want from this game.

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oh no lol. i knew it was going to be a hard game but i definitely might have made it too hard. depending on what other feedback i get i may tweak things. thanks for playing anyway!

edit: i have heard one other person say this level is too hard. the intro area may be getting a rework tomorrow, lol.

author of the game here -- i hope you don't mind if i reply to your comment, as i was notified about it. :P

i personally don't have super strong feelings about human/feral content. i don't think you mentioned human/anthro pairings in your comment but as an example, i don't really see much of a distinction between human/feral and human/anthro pairings. it's all kind of the same -- sapient animals are sapient animals. (of course, some feral content is about non-sapient animals, but i do not think i would ever make a game along those lines).

i will say a lot of feral content is deeply unappealing/gross to me, but you know, that's life. i don't think it's doing any concrete harm and so i just don't have strong opinions on it (besides, maybe, "ew, i don't want to see that."). perhaps the deeper distaste i have for a lot of different kinds of pornography is the sheer amount of misogyny (and sometimes other kinds of bigotry) present in it. 

this is the primary reason i avoid human/feral pairups in my own games: i think they often play into misogynistic ideas of domination and similar. for example, a human man on mare could be read as a human male exerting power over a powerless animal. similarly, a stallion on human woman could be read as a tiny female dominated by a huge penis, or what have you.

i don't really like these tropes and ideas and, although i have definitely consumed lots of misogynistic porn in my lifetime, i strive to do better with these longer term video game projects of mine. i don't think it is necessarily impossible to make thoughtful art about human/feral pairings, but it would have to be done carefully.

that said, i have found video games are a pretty decent medium for the expression of consent. specifically, video games are an art form that can actually refuse to respond to a player's command. a drawing can't refuse your gaze, but a video game character can refuse your (in-game) attempts to have sex or whatever. i think that a human/feral pairing could therefore be done thoughtfully by a video game. ymmv. it is fair enough to be entirely disgusted by the concept!

i don't want to spend too much time on another post here as there is both a lot to report, but also not a lot that is easy to make obvious from a post. (and i want to make more progress on the game!)

however, since my last post:

  • the bulk of the animations have been implemented. i fixed some issues with the rig as well.
  • all of the characters i have planned have a basic rig. i don't have e.g. blinking animations yet, but this is sufficient for the jam imo.
  • i have started working on building out the actual content: the levels for the game (and some dialogs). i still have a pretty significant number of levels to build, but interesting ones are starting to appear.

you can see two videos on my bsky of some of the progress on characters/levels:

here are some screenshots:


some new progress now that it's been another week. (uh oh! time continues to be a frightening thing.)

sex is officially in the game (discord video link). in general i've been working on implementing a lot of the necessary functionality to have a working vertical slice of the game.

- i have a main menu, including its music

- i have a half-decent pause menu

- i have at least rudimentary animations for most of the player actions (sex included)

- i have a basic dialog system

the next step will probably be fleshing out a couple remaining mechanics (i have a few ideas for small platforming mechanics), implementing things like a save system, and then trying to design a nice set of levels to have a decent product.

i think i will have about 5 characters total (including the player), which means i also need to design hair/tails for each of them. i would also like to implement an eyeball in the character rig, but it could end up left on the cutting room floor (or as post jam polish).

still, i think the game is shaping up nicely: i quite like the menu music i have written for it (discord audio link), and hope i can accomplish similar things with the main game soundtrack. i find the player animations pretty decent despite some limitations (e.g. the jump animations are literally a single frame), and i think the sex animations are fun as well.

thanks for reading!

some screenshots:



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(note: the original title of this post was "progress from my game: midnight of feb 7th")

in the spirit of trying to make history of the jam games more accessible, here is a short post about the progress for my entry as of this writing. (hopefully i will actually finish the game!)

i recorded a demo video this evening, which is uploaded to discord here. i haven't found a super pretty way to embed this, sorry. :( i'll include a couple screenshots as well.

the basic concept of my game is, i think, pretty evident from the graphics. i am trying to lean as much as possible into "show, don't tell" for this project as i feel like having too much exposition will just get in the way. (there will be some exposition, however). but to summarize: you, (name tbd), have been summoned by a small group of mares who live in this forest, to be their breeder, essentially. to complete this task you must platform through a bunch of levels and (repeatedly...) impregnate them. each mare has a unique "personality" and so will do some specific thing upon finishing intercourse. impregnate each mare in the level to move on to the next one.

there are also stone statues scattered throughout the forest, used to help navigate it. you can active the (magically?) connected objects controlled by each statue by... fucking the statue. yes, this game is all about fucking. hopefully not that surprising.

there is also some kind of transformation angle, that hit me on a whim. i think what i'll do is have one of the specific mares want to transform into your penis and maybe one other one that would like to transform into your ear or horn or something. the penis transformation gives you a double jump. (another (older) discord video download if you like).

the plan is to have a decent number of levels/screens to complete. i imagine this game will not be very long, but hopefully it will be satisfying to complete. i am already quite liking the way it is looking.

thanks, and hope to see you at the finish line!

screenshots:




thanks! unfortunately there are currently no camera controls in the android version. hopefully i will eventually implement some.

i'm happy to hear you enjoyed the art! thanks for your comment!

if you mean the itch.io play button (the orange 'Run game' button that loads the game), i have no real idea how to help. sorry!

if you mean you can't push the play button on the main menu, this is because it's not actually a button. instead, it requires you to type.

 the main menu requires you to type the letters 'type this to play' in order to begin the game.

you also may need to click the game so that it has keyboard focus.

to start playing, you must type the letters 'type this to play' on the main menu screen, including the spaces.

you may need to click the game so it has keyboard focus.

aw, thank you for the compliments! i'll take a look into the audio issues and if i can replicate them will try to have them patched by the next version.

note: i don't think i'll push a new nightly build this week. i have not made a whole lot of progress on the game specifically (just a few new art assets)--i have mostly been focusing on just random other drawings for fun/practice, and on preparing a new (!) game page for the nightly version. itch support got back to me and reindexed this game page, so it should be safe for me to post a new one with the nightly build uploaded (so as not to break anybody's saves here).

for that page, i've been working on making it nice and pretty, but i also potentially want to consider setting up some sort of patreon or something before launching it just to make the most of the early spike in visibility. (by the same token, i would like the game to be in as good of a state as possible before launching it. but, i do think it will probably still be incomplete).

hope to have something good out next week.

do you mean something beyond zooming in/out? zooming is possible in the "nightly" version by scrolling the mouse wheel. (and, in case you missed it, the game has always had orbiting the camera by clicking the middle-mouse-button).

the nightly version is currently only available to download but i believe i will put it in the browser within the next few weeks on a separate itch page.

(or, if you mean on android/mobile, i do hope to add camera controls eventually but have not yet).