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kerfuzzl

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

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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).

i'm sure i will fall off in terms of output soon enough. once per week is probably as often as it will get.

i would love to add at least cis-adjacent m/f, f/m, m/m, and f/f pairings to the game at some point. the main blocker is i really have no idea how. right now the metaphor is obviously quite focused on piv sex (for better or for worse), and largely from the perspective of the one with the penis. if i were to add other pairings i'm not sure if i could keep the same set of cards or if i would kind of need completely new ones. i'm not even sure what the sex animation would be... it does not strictly have to be related to the cards (e.g. i have previously considered making the current m/f pairing randomly include a cunnilingus scene instead) but it would be nice if there was at least some kind of sex happening.

on the one hand, having these other pairings have entirely new decks would be a way to add a lot of variety to the game, which would be cool. but on the other hand... wow is that a lot of extra work, both from a game design perspective and from an illustration perspective.

so the other option is to reuse the existing set of cards, but somehow make them feel appropriate to the other pairings. this option i just kind of blank on. like, for example, i would like to sometimes play as a lesbian mare with a vagina, and it feels like in that fantasy i wouldn't really want to be playing all these cards with a penis on them. so making many new art assets kind of seems like the inevitable conclusion.

and then the question ends up back at metaphor. what are you doing, as a mare fucking a mare? or as a mare fucking a stallion? as the player you are necessarily in control of the flow of the sex, which seems like it should be reflected in the metaphor. but then i always want to be as thoughtful as possible in how i depict sex and it feels like it is very easy to end up with something a bit... inconsiderate when you're starting from "sex where you have total control." (in particular, one of my most hated tropes in porn is sex that is essentially nonconsensual but that is treated like it is consensual. it feels much seedier to me than actual noncon. but poorly thought out sex can also be cringe to me in simpler ways, e.g. by just being too heteronormative for my liking. and although I am happy to indulge in cringe porn occasionally, the amount of effort i pour into my games makes me want to keep them more thoughtful).

for piv sex i don't stress about this too much because the bar is underground. improving upon the status quo of internet porn in terms of depicting piv sex is practically trivial. i'm sure my work still isn't perfect, but, oh well. i am less certain about my ability to make decently healthy depictions of other kinds of sex.

so, adding additional pairings is thus held back by this: it will probably be a lot of work, and it doesn't seem like there's any point in even starting work on it until i have an idea of how to do it in a way that is good enough for me.

but, hopefully one day! hopefully. i suppose now is better than ever to start thinking about it because i am definitely starting to get comfortable with throwing completely unfinished prototypes into these new builds. :P

i think ultimately if i want to actually drive clicks, the best way to do so would be to find stuff to put on e621 (and maybe other furry sites). i've held off so far because the rules on screenshots / screen recordings are a bit limiting, but i think there is some stuff i could put together, and i've been considering just straight-up posting some of the new art if i think it is particularly decent. (another option is to just buy an ad slot on e6, which i will probably do someday just for fun).

it is still too bad, though, as i really do like the idea of recording gameplay just on its own merits. the one route forward i see is that i already have some partially-implemented "disable sexual content" settings, and i would like to flesh these our more... which could allow for posting footage on youtube, lol. unless perhaps the card names themselves are too spicy.

the funny thing is ultimately i feel better off not associating in any way with these porn sites. live action porn feels fundamentally sketchy and unsafe to me in a way that my silly lil video games never could, and i guess i'm happy to stay away.

thank you for the well wishes and good luck with your projects in return. o7

that's bizarre! for me in both chrome (logged out), and firefox (logged in to a different itch account), i was able to download the file without any warnings. if you happen to have a screenshot of the itch warning i would be interested in what it looks like.

i also get the normal "Windows protected your PC" popup with either download, i'm not sure if that's what you mean by windows flagging it as malicious. i usually expect this popup with any unknown software, and thankfully it's pretty easy to bypass (just two clicks).

ultimately i guess i need to figure out how i want to make this build available on web. some users will not trust the download even if they are able to access it, and some users straight-up cannot download software. 

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ah, I see. i'll have to tweak the file names. they do each have an icon representing the relevant operating system but besides that there is no indication.

the .exe file is the one for windows.

edit: i've changed all the names so they have their platform in them.

if you're ok with an "in-flux" version an android download is now available.

update is now live! :)

i am working on pushing a lil update, with some new art and balance tweaks, etc.

this includes some build infrastructure on my end that will let the game check for updates automatically, so i was testing some new uploads on the itch page that i've hidden for now (and whether the game can correctly fetch their version).

i am also working on a long write up of the changes that i would like to release alongside the new downloads for some context, but I may just release them by themselves if that seems more appropriate / timely. (the gist is that this new version will be very "in-dev" in the sense that it is like, partially new art that is very stylistically distinct from the old art, so the game looks arguably more jank than it does right now).

i wasn't sure if itch was going to notify anyone of the new versions... knowing that it has, i may try to speed up my timeline a bit. :)

funny game!

one thing i think is kind of cool here is that, unless i just have a severe skill issue, the game seems to intend for me to lose / cum at least once. required failure is a neat mechanic!

nice little game! the gameplay escalates nicely over time with the patterns in the last level actually killing me a few times due to my impatience, lol.

i really like the little pixel art portraits in the top left! they're cute.

neat puzzles!

once i got to the warehouse it seems like nothing is happening--i'm just trapped behind a "no trespassing" sign and i can't seem to make any additional progress.

still, the various puzzle scenes that i did play were interesting! it did take me a while to notice the sparkles on the floor for certain things, but once i figured out that indicator everything started working better. 

i'm not sure if the game really needs the ticking bar at the top--the time limit kind of makes me more annoyed when certain things take a while (e.g. walking around), but it doesn't seem to do much else.

i haven't been able to get very far in this game--once i pick up the final book in the magic room (the one near the bottom-left) the screen turns black and i can't see anything. 

i do like the way this game essentially takes these relatively standard rpg mechanics and makes them very horny about boobs. it's a fun juxtaposition.

i'm not sure exactly what to think of the gameplay but a lot of the art here is really cool!

- the intro screen text is admittedly somewhat hard to read but i've never seen pixel art text done like that before.

- the invisibility effect looks super cool.

- all of the art in the sex cutscene looks great. i especially love the way the agent's clothes seem to have technology built in to them to take them off or whatever.

the one specific comment i have on the gameplay is that the rhythm game section feels pretty unforgiving. it felt like the difference between a correct hit and an incorrect one was very minor--i also don't think the notes actually lined up with the music (?) so it's mostly about visual timing if i'm not mistaken.

still, i was impressed by the variety of scenes and art in this game. very cool!

really cool game!

i especially appreciate how everyone is just kinda bisexual. makes the game feel a lot better as you don't have to worry about finding a particular kind of couple, and it's just overall kinda neat.

the car is fun to drive when you're going fast. it's especially satisfying to speed past a customer and pick them up along the way.

unfortunately, i do feel like the car is pretty finicky in some other cases. particularly when you are near where you need to be but not quite there, it is very painful to slowly do a 5-point turn and get the car there. i also might be totally wrong on this, but i feel like the controls for backing up seem backwards..? there is also some jank when you hit an invisible wall or other collider and end up kind of stuck and having to slowly maneuver your way out.

i also think the early game could have a few more customers available. often quite a few seconds are burned just looking for the very first customer, which also makes it harder to figure out what you're supposed to be doing.

still, this game was very enjoyable to play. great job!

it took me a while to figure out what i was supposed to be doing, although part of this was compounded by the fullscreen thing not working the first time i played a few days ago, so i originally had no idea there was even a UI on the right part of the screen.

the gameplay with the cars became pretty tricky once it got to the later levels! i appreciate that you don't lose all your progress at once and instead only go back one level. i do think the gameplay got a little samey by the end, as you're going so fast that you only ever see one other car at a time, and so it's mostly about dodging out of the way of them.

i do think the way this plays out is pretty funny. i'll be focusing intently on the road and then when i hear the laugh sound i will try to quickly swipe over and click on anything before going back to looking at the road. it often took me multiple tries to actually locate any clothing to remove and then finally actually correctly click on it! there's definitely an element of "focus on the road" which seems pretty appropriate.

the art looks great!

never say never, but i would say that's quite unlikely. sorry! but thank you for the kind comment!

thanks for playing! i'll consider adding an outline around the text to make it more readable.

aw, thank you! i never know what to think of my music, i'm happy to hear you enjoyed it!

well, i'm glad you could get to the ending! i'm sorry that there's still a glitch. i can definitely see how there could still be an issue on particularly low framerates. i haven't looked at the code in detail in a while but perhaps i'll eventually be able to fix it for real. thank you for playing!

i believe this bug is fixed now. i've had it somewhat fixed locally for a while now but there were a few additional issues that popped up that i hadn't fixed until now.

(as a fun fact, the reason this bug occurs is because i was locking everything to the grid, but in a lazy way. everything is 256x256 pixels, but offset by 128 pixels, so to correctly lock it to the grid you have to subtract off 128, then round, then add 128 back. what i had been doing is just rounding to the nearest 128 instead, which was easier, but apparently allowed the penis to glitch to be half-off the grid. the fix was just to lock it correctly.)

unfortunately, the game probably still runs at a pretty low fps. but at least it should be playable now, assuming i didn't miss any other issues.

i will definitely consider it! i'm not sure when i will have time to update this game again (i also need to do some bug fixes but simply haven't had the time).

i agree. i am considering nerfing accelerate in particular if i make any balance changes, the fact that it can be replayed essentially for free makes it very strong. glad you had fun though!

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man this is so cool, and i really want to be able to try it out for real, but i haven't been able to get it to work with about half an hour of messing around on my computer (i am using DS4Windows).

so, i'm trying with the "-b1" version, and with DS4Windows, it is able to rumble my controller, and it's able to detect the face buttons, but it seems to not detect any movement from the joysticks, even though the DS4Windows app does show the joysticks working. i really have no idea what's going wrong there.

from just the intro though i feel like the writing here is really neat. it does really feel like my physical controller just got up and is talking to me, it's super cool. the suspension of disbelief just works really well here.

given how close we are to the deadline & the whole median punishment nonsense, i think it's fair enough though for me to throw e.g. a 5-star novelty rating and such on here even with only being able to play through anything past the issue, so i've given my best attempt at an honest rating despite my technical issues lol.

neat game! i haven't played a lot of stealth games before so the mechanics were somewhat new to me. i think they worked pretty well! i found that it was often much easier to try to sneak past the enemies than to subdue them, although it was also satisfying to successfully subdue multiple of them with melee combat when that ended up being my only option.

i found i didn't really use the dash very much, maybe this is mostly because i forgot about it. it also might be because the cooldown seemed a bit confusing when it was first introduced (i wasn't really able to read the UI elements), so i couldn't really tell how reliable it was going to be.

(i did eventually zoom in on my browser to make the game a bit more readable, which helped).

i appreciated the availability of checkpoints, made it possible for me to lose a bit and get more comfortable with the controls. i also lost shortly after rescuing all 4 researchers but before i could find the exit, and i'm very glad the game didn't make me replay that entire part.

the story was well done, it was short & to the point but engaging. i liked being able to communicate with rowan over the terminals. there were a couple points where i felt like the dialog on the terminals was not quite up to date--specifically, i was trying to remember what the game had said about where to go after rescuing the researchers, but the terminal wouldn't tell me. but, that's a nitpick.

good job!

great music! i especially loved the way some tracks would tie into each other with motifs and such.

this is almost certainly at least partially a skill issue but i keep losing and i can't really tell why. the visual feedback for what you missed, especially when you actually game over, is very unclear. this is in part because it just deletes all the nearby notes, so you can't even tell where you were in the pattern when you failed. i think i would have appreciated a "no-fail" system or similar as i don't think i get much out of losing here besides an inability to really see the game through to the end.

it does feel like to me i kinda have to focus on the visuals over feeling the rhythm, as you're seemingly not punished at all as long as you hit the spacebar sometime when the circle is intersecting, and i can't always tell audibly what the circles are supposed to line up to in the track (this may be because i don't know what to set the offset settings to, although i was playing the download version). one part i really noticed this was the sections with the, iirc, three up dots + the one left dot, i just played all 4 basically in a 4/4 pattern, and didn't get punished at all (although, to be fair, the reason i was playing them was as 4/4 was because that's how i was feeling them, so i guess it worked out).

the idea of laying out the rhythm on a spiral like this is very cool. it's not a visualization i've really thought about before, and i can really see the ADOFAI vibes--in theory, all sorts of interesting rhythmic ideas can be represented just through different kinds of angular relationships on the spiral, and it seems like a neat representation. it's also pretty intuitive specifically because it's a circle.

i often find hypnosis-styled spirals pretty hard to look at but this one was pretty nice. there were definitely moments where i could just zone out and stare into the spiral (although, not if i wanted to avoid failing some notes). i think the spiral concept really does work here, both from a rhythm game perspective and from a more kink perspective.

the music is really neat. it is a bit repetitive, but this actually works really well for selling the hypnosis theme more. i definitely enjoyed it.

interesting tension here, as the various constraints of the game really force you to jerk off in a specific way if you want to win and don't want to fill up the red bar.

my best run so far did involve the red bar going up once, so maybe there is some value in it? i can't tell for sure if it jacks you off faster than you can go manually.

keeping track of what all the different bars do is a bit tricky but i think i got the hang of it. thank you for providing context in the game description!

nitpick: the game is really small on my monitor's default resolution, so i kinda had to change my resolution to play it. i think this game would be perfectly fine resizing with a fixed aspect ratio, e.g. with it blackboxed inside a resizable window.

i don't have too much to say that hasn't been said already, the writing that's here is great!

i like the sort of way each page has its own nested subpages--this seems like a nice way to provide more context for the reader, similar to footnotes, etc. but i think they're used super effectively with the potion ingredients scene, where we can imagine ourselves taking out each ingredient from the box, then putting it back, and i love this specific line from the black key: "You're okay. You're great, in fact. So great that you're going to drop the key right now and grab something else. haha." just a super creative & fun way to have the page navigation work.

to be clear: i truly was not triggered at all by the game. i honestly think this is kind of impressive. as i said, i really found Iana menacing and evil, but in a way that did not manifest actual bad feelings at all. i didn't even know this was possible, and i can't really explain it, but there you have it. it's pretty neat!

if anything, the only thing that might bring up bad memories was my own choice to write about abuse, sometimes that can be a bad idea lol. but that's ok, i wasn't sure if i wanted to say anything, but i figured the perspective was useful. like, it is true that Iana is basically an abuser, and i would say i am motivated to get the hell out of there by that fact. but, idk. i guess that wasn't triggering, it just feels like a really engaging and interesting story. i really have no idea why.

to be fair, i find i have a relatively high tolerance for specifically sexual violence in fiction. i think there were some scenes i read that i could describe as outright rape, and that is likely worth a trigger warning, but it didn't really phase me. idk. unfortunately my perspective is quite limited in that regard.

so as far as trigger warnings and such go: i don't really know lol. i wasn't really negatively affected by anything in the game. i mean, i really did find it a very good experience to play through, maybe even because it's sort of a safe way to experience standing up to an abuser. (although i guess that's less true if there's no good endings lmao).

i definitely appreciate the consideration though!

with respect to the map: i did sort of figure it was topologically a ring, and this definitely was very clear by the end, but during the scenes where you encounter other characters along the ring you seem to only be able to dive into a side room, and then you can only leave the side room into one of the two sides of the hallway, so it gets confusing if you're still moving along the ring in the same direction or not. but, on the other hand, this does mean that the hallway encounters provide a very real blocker to your progress--if you dive to the side and then leave, you won't be able to go back, and that has gameplay consequences. (the encounters are basically a "one way wall" in the ring, which seems perfectly fine).