The zoom function is incredible, 10/10 - wish I could of seen this game better realised!
kittyjig
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Your art is so wonderful at building a mood - it makes me sad the game is so barebones, because with all the enviromental storytelling it really felt like you were moments away from something super engaging happening. I loved finding the weapons cache and the more slimed up area, and the monster design and animations are really great. Was a bit annoying to need to close and restart after getting caught and a shame there was no endings, but it sounds like you achieved the bones of what you set out to do!
Oh this is a nice precision platformer - the wall slide took a bit of getting used to but every death truly felt fair. Snappy controls, and an in-game art style that is no more complicated than it needs to be; it takes skill to know how to restrain in that way and it pays off! I liked the campiness of the dialogue, and the animated sex scenes were fantastic - I was a bit sad when a few of them repeated, but considering the quality of them for a game jam I can hardly fault the re-use.
I think the one frustrating bit was accidentally triggering the end of the game; I went to that mouse man with the intention of pathing up to the final NPC, and it felt kind of shitty for being locked out of a 100% because of my own curiosity right at the end. Was definitely sad I didn’t get to use the small form before the end of the demo either, and while I’m not mad a map wasn’t around I think it may make navigating the game a bit easier. All in all, all my feedback basically boils down to “I wasn’t done with this yet” - hope to see you guys do more with this!!
God, I lost my mind when I realized the chip damage mechanic’s reasoning. The art is some of my favorite in the jam - so rad to have the “angelic” aesthetics on the biological invading force and turning both of those tropes on their head - and combined with great music and tight controls it made for such an exciting play experience. The relationship between Minnow and the ship is also so wonderfully built up; their progression together over the course of the game feels wonderfully natural. Also the kink content? Hoo. Incredible work - I’m not into drone kink usually, but the art and writing make it incredibly compelling. I never would of thought of this application of the jam’s theme, and I’m better off now for having seen it.
The check pointing system felt really fair, and I love the inclusion of the extra lives accessibility even though I didn’t need to use it (the game was actually easier than I expected for a bullet hell!) This is the sort of game I wish I could spend more time with but does feel wonderfully complete on its own - I’m not going to be surprised if you get top marks again this year, that’s for sure!
I love playing through your games; you’re really the epitome of “not my kink, but their earnest commitment to the concepts makes it worth playing”. Such a cool idea to do a minigame pack, too!
“Watching the Neighbours” was surprisingly difficult to win in a good way, and I loved the different transformations possible with “My Body is a Garden”. The unspoken narrative of “Dog Sitting” is a real highlight, with the ending scene tying it all together. It was sometimes a pain to find the hills in “I LOVE THE FEELING”, but the raw narrative text in it really sets the tone.
Looking forward to whatever you do next!
This was one of the games me and my partner’s gunned to play once submissions opened, and we were both DEVASTATED that there wasn’t more to play with beyond what’s present for the jam! The use of the old school Windows desktop/computer windows to represent DID alter presence/switching is brilliant, as well as lending the game a gorgeous atmosphere; aesthetically it’s one of my favorites in the jam. The character designs are also so cute - Mebsuta?? Hello??? SO gorgeous. And Wasat ending up just vibing and doing their own thing was so cute.
The story as well also hits hard; Alhena’s dissociation and distress about fronting in the current circumstances is played off against the eroticism of what the system is doing to Virgo wonderfully, and I think captures a really interesting slice of the DID experience. I hope you revisit this concept and/or expand on this in the future. I’d love to see it!
Really got to give you your flowers for the sheer amount of designs you managed to pull off in the span of the month - the game really has that “if you’re not into this design, somebody sure is” vibe to it. Also really appreciate the tutorial at the top; a good tutorial reduces friction into a game so much, even one as relatively simple to interact with as this one.
This feels like you knew exactly what you wanted to do and did it; definitely agree with another comment that it feels like more of a toy than a game, but if you’re looking for that flash game feel, this is really true to that vibe.
Such a rad idea for a game! Really surprised this is the first time I’ve seen a poppet in relation to adult gameplay, it seems such a real obvious connection in hindsight (which most great ideas are!). The bunny character is fantastic and such a charismatic center for the game, and I love the responsiveness of the character on the right in the main gameplay loop. I also looooove the mix of 2D and 3D - it’s a real neat visual representation of the fact the two scenes are in two different places. The number go up of it all is also excellent, and makes for a satisfying game loop.
Really hope you find the energy to expand upon this - I want to spend so much more time with this than is currently possible!
The premise is really great! The trans joy of the story is really lovely, as is the ace representation through Irradiance. Cock TF wasn’t something I saw coming, but I loved the implementation of it here - it was enhanced by the eager consent that is present through the entire game. I also love the ending; it always pleases me when games find a way to give a nod to the player and any re-playability. Also want to give credit to how polished the game is - save slots, transitions, pausing, volume controls, great animation work; there’s a lot of care being put into things people don’t always make time for in the jam!
Unfortunately I didn’t vibe with the actual gameplay itself; I felt more like I was fighting the game to advance rather than improving and mastering the mechanics. Specifically, the gameplay is both punishing on an environmental front (no skip buttons for the statues, no prior warning if skip is unavailable for mares, Brisk’s hitbox is a tad too small, timing for the statue platforms being punishingly tight, forcefield hit-boxes aren’t as clear as they could be, too many moments where you’d just miss jumps) and on a controls front (jumps feel a little sluggish to react and floaty at first, too many deaths where I’d try to position for a jump and slip off instead, occasionally wouldn’t register jumps when hitting platforms, could spam-fuck statues but not mares, could skip sex with mares mostly but not statues).
The double jump is probably the worst offender of the above. Thematically? It makes sense, with it jetting you backwards. I also see the vision to make difficulty a larger focus of the game as well (it was really interesting seeing you talk about it’s implementation in the discord and love your philosophy of “sex first” gameplay development). Unfortunately it’s rough to use in gameplay. It turns the cognitive load of “when do I jump again” into “am I facing the right way, have I timed this right, am I at the right angle?” and when combined with the aforementioned tight environmental design would 90% of the time have me jumping the wrong way anyway. It’s an increase in complexity for no gameplay payoff.
I would have DNF’d this if the skip button wasn’t available so I was extremely thankful that you added that! As it stands I had to skip four of the last levels due to the jump controls/statue fucking being both too painful on the hands and too sheer a difficulty spike. Very glad I got to see the end, regardless!
This is a sweet little experience! Glad I sprung for the Gargoyle version - playing that really is the superior way to go through this. Yarrow really is fun entity to talk to, and the lore was really delightful. The colours of the game itself are also delightful; the magentas and purples give a real fitting dreamscape vibe to the entire situation. Solid writing, too!
I did want for a few more visuals - it would of been cool to see both the second room and the outside. I tripped up a few times in the game itself too - I didn’t realise until reading the comments here that the reason I couldn’t leave the room was because I’d taken the coins, nor that I could end the game by going north outside (I didn’t click that the relief from being outside was in part because I could now fly!)
I also could not figure out the correct syntax the game wanted for WHERE THIS IS/WHAT TO DO/GREETINGS - I definitely spent a good few minutes mashing every possible combination I could think of, though since I’m not usually a text adventure person I might just be missing something obvious.
Good job overall!
I really loved this! It took a bit to figure out how to interact with the game - the fact that button clicks don’t correspond directly with movement threw me a bit - but this is one of the few games in the jam so far I’ve come back to fiddle with and actually complete.
The art is a standout; the variety of items in the shop, the backgrounds, and the end screen (what a cute touch!) all are touched by that same care. The rabbit character is especially great - I love the customisation by body parts rather than gender. Excellent application of the kink too; consensual somniphilia content isn’t common, and this game really shows both the sweetness and eroticism of that kink in a really unique way!
Definitely agree with another comment that indicators for some of the timing based abilities would be great, since it can be difficult to know when it ‘counts’. I also can’t say I know the best way to path towards faster times - I finished night 16, and it’s not obvious where to start to improve that. Items feel like they could be key, but it feels like you unlock them too late to matter for optimizing? Its always a good sign when I’m caught about how to play with the mechanics of the game, rather than fighting the game itself - looking forward to playing again in the future.
I love a good idle game, but I’ve found a lot of entries in the genre need a tutorial/wiki to get the most out of it - and this one desperately needs it. The interface isn’t self explanatory, and the way the looping system works isn’t intuitive - which is a bit of a problem when that’s the main gameplay loop. It took reading the comments to understand how to increase flux, and I genuinely can’t figure out the next step from there. I tried following the description instructions and get my speed up to 10 to fuck the Chronobunny, but it’s still telling me I’m too slow to fuck - meanwhile the world is expanding so fast that it’s unclear if this should even be my focus right now - and if not, what should be. Even little things go unexplained, like the fact right click moves the map, or why we want to fix the looping power the phoenix gave us in the first place.
I’m really disappointed I haven’t been able to get further! The sprites that you posted in the server are both gorgeous and have me super intrigued (the angel design? incredible!) and I can see the vision of how satisfying it’d be to build up an action queue of A->B->C->D, augmenting it depending on what skills you’re building up and the like. (The thumbnail is also super cute!)
This feels like something that’d be great to come back to in 3, 6 months when people more dedicated to the genre than me have figured out how this game wants you to interact with it and have written up a guide. It sounds like your team is interested in expanding past the jam, so all the best for that!
Thank you! Yeah, the length of my game definitely stands out other jam entires are finished in the time it takes to leave the bedroom! I’m curious what you mean by “skipped the dressing section” - did it click by too fast, or was it something you didn’t know you could interact with?
So glad you enjoyed The Scenes though - I had a LOT of fun writing them, and I think it shows!
Thank you! Yeah, it’s definitely darker in tone than most of the other jam entries from what I’ve seen, and the easiest endings to get are the darkest. Glad the writing and art were enjoyable - and the walk cycle! That wasn’t something I expected to make it to the final version, but it definitely works.
8/8, balls wiggled (It’s 8/8 because 8 looks like a sack)
The aesthetic on this is top notch - I’m always a sucker for that sharp edged, pixel art adjacent art, and it’s rendered in such pleasing colours here. The UI is also really fantastic - the slide between the different screens is super satisfying, and there’s a real care to every element you see on screen.
The gameplay is exactly what it says on the tin - I love Spyro’s grumpy and wide-eyed gasp face, as well as the great voice acting work that was done for the actual gem fondling. I definitely wish there was some visual feedback for when you hit the upper limits of how fast you can actually go, but that’s my personal competitive/boundary pushing edge coming out! I also wish there was a way to full screen or natively zoom in the game; I ended up playing with my browser at 200% zoom to feel like I wasn’t squinting uncomfortably. While not directly jam related, I also love what you did with the background for your jam submission!
This feels like one of those jam pieces that knew exactly what it was going to be, set out, and did just that; so happy you found the opportunity to bring that prototype to life!
Getting hit with “LET ME HAVE THAT PLUMP PUSSY” while trying to figure out the controls was a hysterical double take moment.
What’s here is a cute play through! I wish the paths didn’t randomly assign to the sides on each go around - it makes it a bit hard to mentally map out what I have and haven’t tried. There’s some fun moments, and it’s fun to see the concept taken as humorously as it is. While it is very bare-bones, it’s certainly functional to a point that saying its a ‘failure’ seems unnecessarily harsh. Hopefully though this game inspires your next one to be even better!
It’s been SUCH a pleasure watching this come to fruition - and god damn, this is an insanely good first project! The animations and sound design is great, and carrying the fish on her body is such a good idea - I love how the final spot is only revealed after catching that fourth fish. The model designs are fantastic too - each of the fish (especially the later ones) have such personality, and the jellyfish people around the boat are charming as well (especially with their…… upgrades). The end screen also made me laugh really, really hard.
The UI is definitely the weakest part of this - some issues are small, like the title for “Sound” sliding around when enlarging the window on the Windows download. Others are more frustrating to deal with; having the currency in one corner and everything else in the other in the shop window definitely took some getting used to. I also expected to need the cursor speed and cocktail upgrades, but never had any reason to get them to finish the game; it didn’t feel like there was a significant jump in difficulty for catching more kinky fish. It would of been cool to have a bit more interaction possible with the jellyfish folk since they’re around, but that’s hardly needed.
All in all, such a fun experience! Really glad you stuck through all the frustrations, and I hope this isn’t the last we see of you in the horny game space. :D
Man, it was only clicking on this postmortem and going “hm, what else have you made?” that made me realise you also did Beatbox to Eat Box in Strawberry Jam! The improvement between that entry and this one really shows.
Also your workflow for animation is fascinating - I’d be super curious what porting the sketches over to Aseprite gave you over keeping the full workflow in Clip Studio.
Congrats on the successful jam entry and placing second overall! Hopefully I’ll see you in another jam going forward.
I’m so glad you had that much fun with it! It feels well balanced makes me really happy; the math theoretically worked out, but you never know how it’ll be in practice. And I’m glad the personality of everything came through!
It being challenging to figure out what to do without instructions is definitely the biggest piece of feedback I’ve gotten. A pop up for round changes is a great idea - I always wanted to make that a bit more offical than what it is currently.
The dice is also 100% an issue - thankfully one I’ve solved since/will push through in the post jam update, but it definitely is the only part of the current experience I think feels truly unfair to the players.
I also have no earthly idea how you managed that with the cleric, hah! Then again, I’m delighted to hear you got all the way to the end without corrupting her - I thought for sure she needed to be to complete the game in its current state.
The boss being stunnable wasn’t supposed to be possible either - if you ever come back to the game post-ratings, I’m very curious how you’ll fare against a boss who you can’t keep down indefinitely! ;)
Thanks again for the in depth comment!
I’m so glad the prologue had you rolling - it really seems to have been a highlight of everybody who played, hah!
Super happy to hear you enjoyed your time with the game overall :D I went into this jam really wanting to put forward a complete product, so hearing that the whole package (art/music/gameplay) seemed to all click really delights me.
You’re right, the dice viewing angle is a bit bizarre - never could figure out during the jam time frame what caused it to be so fish-eyed - it works well enough but I’m still not quite sure the cause. Also 100% aware of the “unstuck” abuse that’s possible - not sure there’s a more elegant solution that doesn’t potentially run the risk of abuse in a different way; I think it comes with the territory a bit of it being an inperfect physics based system. At the end of the day though, I’d much rather people abuse it to get infinite re-rolls than the alternative early players ran into (restarting viable runs because the dice froze and “unstuck” wasn’t visible.)
Definitely not against exploring this more after the game get unlocked if the right ideas come to me - thanks so much for the comment!
Glad you found the game mechanics so interesting! It seems from what I’ve seen that a completely “pure” run isn’t quite possible with the current power setup - the game was definitely balanced assuming that you’d lose at least one or two characters. A shop could be a really interesting idea to play with - I was toying with being able to choose two level up options per level, or having random events that could give you better odds of extra die faces. There’s definitely room for experimentation!
Glad you could find the unstuck button too - ideally I wouldn’t need it at all, but alas, 3D physics are a bit janky.
Delighted you enjoyed it!
(Going to discuss the game completely spoiled in the reply below!)
Firstly: Thank you so much for the in-depth comment! Between this and the bug report comment I can 100% tell that the critique is coming from a place of enjoyment - getting to the black minotaur uncorrupted tells me as much, god damn - and it really means a lot you’ve put the time into the dissection. A lot of the issues you’ve described (and the bugs from your previous comment) are a result of the time constraints of the jam I was participating in, amplified by it being a solo project, so fair warning that’s going to come up a bit!
The dice is definitely a prime example of that - I definitely noticed early on the fact that sometimes they dont re-roll properly, but it ended up being a “better done than perfect” situation. Now I’m out of the jam’s crunch I have a much better idea of how to make that feel more random, and it’s definitely something I want to implement to make things feel more fair going forward. Different sprites for monster/player attacks also falls in there, as well as matching sound effects.
I’m glad the battle felt as close to the wire as they do! The difficulty balance was something I didn’t have a lot of time to perfect, but riding the line of using health as a resource was absolutely where I wanted it to land. The black minotaur level was where I suspected it might get dicey, since it was intended as a damage check that ended up a bit overpowered - that lines up with how far you got uncorrupted.
Definitely understand that the corruption mechanic feels like an inta-win. That’s honestly intentional: rogue-like gameplay is notoriously unapproachable to people who don’t play it, and with the jam not centered around roguelike behaviour I wanted something that auto balanced for people who aren’t as good/familiar with the genre. It’s a big reason why the cleric has the lowest health - if she goes down first, players have access to the “Heal All” mechanic early, which is handy coming up against the Unearthly/Spirit battles (which is a level that stumped a good few other people, especially with the unintended difficulty hike).
There are punishments for corruption - there’s a 50/50 shot of corrupted members leaving for good if they go down again, and you get a unique bad ending with a fully corrupted party - but they’re honestly pretty small penalties for the power even one corrupted memeber bring to the table. Knowing that power jump is there does also incentivise players to funnel towards seeing the smut content, since the transformations are the only place that features NSFW content besides the sprites in the current game.
Re: not losing to see the smut - 100% agree! So many games require you to game over completely to see anything good. I was trying to aim for a “fail forward” mechanic where players are incentivised to corrupt one or two members as part of the gameplay but not lose entirely (see why the game over screen is bare bones) with a virgin run being the hard mode. Definitely can see how it feels like you’re punished for not “giving into” that content though.
Typing this out now, I think there might be a sweet spot in making the corrupted members powerful early on, but weakening them in high levels as players get towards the final boss - a lot of their power comes from being able to tank hits, and making them more glass cannon-y and dangerously low health in the boss could be a good way to go. Pairing that with smut/worldbuilding passages between levels only accesiable uncorrupted also could help make a uncorrupted run feel more rewarding. 🤔 Options, for sure.
Re: the battles, since you mentioned it not feeling like a roguelike: The battles were absolutely intended to be more randomised than they are. You might of seen the number of enemies in some of the battles shifts a bit - 1-2 gargoyles in the second level, sometimes a tentacle in level 6. With the deadline looming I figured that a solid 10 levels + boss would be better for player experience than full randomisation with the fights, especially when I was worried that the game wasn’t beatable at points!
100% agree with the lack of detail in the epilogue as well - I really wanted to include an adaptive ending that shows how the four different party members end up post game. To say I ran out of time is an understatement though - everything from the pre-boss passage through to that final “you win!” screen, art included, was created in the last 12 hours before submission. Frankly I was more worried about being able to even get to the final screen at that point!
Definitely intending on doing a post-jam update - currently the game is locked while the submissions are rated - but at the very least I want to address the bugs that people have come across since its release. So happy that you enjoyed playing this and you’re interested to see what comes next! :D
Thank you, I’m so glad you enjoyed the game. :D The intro really does seem to be a winner!
Definitely planning to include some better in-game instructions, and make the boss immune to being stunned by the Druid! Thanks for catching the fact the boss music doesn’t loop either - added to the current known bugs list.
Thanks so much for the bug reports! SUPER helpful for cleaning things up post jam.
The shield bash not shielding on the corrupted warrior specifically (weird!) and the Thyraxias gore attack are 100% bugs.
The spirits/ghostly ones being attackable with the flying enemies is intentional (their tool tip calling them “flighty” is supposed to reference that) - I figured with them being depicted as hovering that them not flying would be more confusing, but without the status icon it definitely looks unintentional!
Thank you so much for the in-depth comment! Really means a lot to get a glimpse into the player side of things, especially when our entries were so different.
You’ve definitely touched on the main things I’m taking away from the jam - a good tutorial I think would have been super helpful to ease people into the game, rather than relying on just the tool tips. I did include some instructions for the monsters that have weird mechanics - both the armored monsters and the winged ones before it have a status icon you can mouse over - but it seems like those have been either real easily missed or not informative enough.
The armored enemies seem to have been a wall for a lot of people, so you’re not alone in that! Their armor does intentionally increase much more rapidly than you can get through it, which is supposed to guide you to try other ways to damage it - I definitely could have made that path more obvious though. The action sticking from the previous round is also unintentional, but considering it helps the player I’m not mad it’s there.
So glad you enjoyed the art, and especially the writing passages! I didn’t realise until now it gives that text-adventure flair in the way it appears to the player, but I’m delighted that’s the takeaway - I’ve always been a writer first, so it was nice to flex those muscles even in a small way - and while the intro wasn’t the original plan it’s gotten a bunch of laughs, so I’ll take the win. :D
So delighted to hear that you’d consider coming back to this! I always feel like the hallmark of a good rogue-like is repeatability, so it hitting that for you means I’ve done something right. :D Like I mentioned to you on Discord, there’s an unstuck button if you press escape - definitely going to make the pause button visible in-game in the future, but hopefully that should stop you getting stuck in the middle of runs in the future!
Oh yes, that bug! I discovered that bug after the submission deadline - not the end of the world honestly, since it works in the player’s favour. As for the third fight, there’s a tool tip on the unearthly spirits that mention they don’t like life magic. If you end up playing again, try healing the spirits instead of trying to damage through the shields they keep replenishing. It’s a much easier fight that way. :D
The starting loadouts are intentionally bad to push the player to see the kink content/transformations, since that setup is the specific kink and vibe I was going for. It’s supposed to be balanced out by the fact the corrupted girls are very powerful early on, but I can understand it may not be intuitive.
Thanks for playing - I totally get the critique comes from a place of interest/care and I really appreciate the feedback!
Didn’t expect to play a GBA game for the jam! The animation on catching the fish is super cute, and the aesthetics are charming and work wonderfully together. The hook controls are nice and tight as well - may or may not have delved for several minutes to see if there was anything past the fish, and then took a looooong time coming back up lmao.



