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KousenFX

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A member registered 30 days ago · View creator page →

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I've been writing SCA stories privately for a long time and there's a TON of characters, though most of them are fairly one note, or too 'hardcore' for the tone I want in the game version.

Each character's going to be themed around a different kink, all with different personalities I hope to show in the battles. So each character's gonna have a completely unique moveset. For the ones I have planned out, some focus on full violence to wear you down, some are more into seduction, I even have plans for a sub who spends the whole fight just running and doesn't even bother to fight back, just tire you out slowly.

It's a lot of fun trying to show these personalities through the fight. Max is honestly fairly flat, he copies the player moveset aside from the bonus petplay attacks. I'm hoping the second fighter will feel wholly unique once I eventually get to adding them

Losing is definitely a mechanic I want to have. I've always enjoyed the loss scenes in these types of games more.

I'm hoping to have a sort of rivalry budding with these scenes. Characters progressively going further in the loss scenes as you lose more. The inverse of this is having characters get more competitive with stat buffs/different AI as you beat them (Also to make sure you can't just steamroll the same fight multiple times with the exact same moves since the AI is not random)

Audio based stuff is typically a no from me, that level of association conflicts with my weird sexuality. But seeing the comments here I decided to give it a shot. Still made me uncomfortable like other works in a similar medium, but I was very impressed by the writing. Took me a while to realize the sounds were typing, but once I did the vibe in my head instantly changed. The constant innuendos are a lot of fun.

There's a lot of cool systems, got an error screen that covered up all the backgrounds after my first sex scene, but the game seemed to work fine? I do think the pursuit should be a bit more visible, I initially interpreted the guards as a random encounter like any other until I got caught. Do appreciate that getting caught isn't a game over, you can just escape again, works well with the rebellious tone of the story.

Wow this is cute. The vibes are immaculate. I love the pointless choices (I'm assuming the first two choices are the only ones that matter since they aren't randomized.)

I can't help but think that Raspberry would fit in perfectly with the characters in my game (Visually). Adore the design of him soooo much. I need to explore more outfit variety for my guys.

I have no idea what Gar28 is but damn this was silly. The characters are nice and varied despite all being cats (All my cat chars look the damn same). Did two endings, one of them was murder, was not expecting that. The backgrounds sorta have a creepy vibe to them, probably just the fact that they're all dark with shadows when the characters are unshaded and bright, but that sort of fits the vibe of the game well? Certainly a lot more for me to explore in the game, will probably revisit.

Been saving this one for a rainy day because DAMN that art. I have a soft spot for sketchy styles. And different fusion arts for each of the selectable characters is cool, the cat's my favorite one. The world presented is interesting and unique.

However, I feel like the combat is a little bit of a mess. A lot of turns feel wasted because of the enemies super high defense, especially since dealing 0 damage leads to no direct visual feedback, just the turn ends popup. And I can't imagine how any perk but Independent has any use given the high defense numbers.
The combo mechanic is just pure RNG, not something you can properly setup or plan for. It's completely passive and easily forgettable aside from "Oh, I have a 3 combo, guess I can oneshot an enemy now".

In more minor issues, it's not immediately clear which enemy is which on the field, sure stuff like "Titrex" is fairly obvious, but only having the names deciding targeting isn't really clear enough. Though I'm not sure how much is even possible within renpy as an engine.

Bug: Having a party member dying then reviving due to regen doesn't actually properly revive them, they don't get turns despite going back to their full form visually

The combat will be immediately more engaging once a 3rd party member is added and you'll get the additional option of deciding who to fuse with to immediately increase the strategy of battles. I do hope to see continued development despite how harsh my comment may come off. I see a lot of potential in this concept.

Never been a fan of these types of text based games, always feels like I'm fighting with the commands. Kept trying to do talk commands to everyone only for there to be no dialogue. I'm so bad at typing. Without the walkthrough I probably would've gotten stuck on the elevator.

However, after following the walkthrough, damn the writing here is good. The fusion concept is very interesting, and seeing how every part of the fusion has a say is rarely seen in these types of things, it was fun to see the later fusions get more complicated as time goes on. This would be extremely cool to see in a nonlinear fashion, as much of a writing nightmare that would be.

Played for a bit, not really sure what was going on. There's not much feedback with what the NPCS are doing, and the reward money just doesn't make sense. (I bought 1 handcuff, apparently made 500$ and still got 77$ of unsold inventory, which is more than the cuffs cost in the first place)

I'll try listing some issues I ran into, hopefully they'll be of help?:

Handcuffs was misspelled Hnadcuffs

Buy buttons on products overlapped with the price (Might be due to my overly large screen resolution messing with the scale of things.)

Unsold inventory seems to just stay until next time? I don't really understand how the storage works

Going back to menu and clicking "New game" again plays the intro, but doesn't reset progress

Rest adds 3 days to the counter?


Would love to see some improved controls to make placing/buying large amounts of items easier (Basically just supporting scroll wheel on menus, and click and drag for placement instead of the arrows).


The character models are lovely. All the con goers are very unique and full of personality, and the end scenes are a lot of fun. I especially like the random cat chanting one, silly scenes like that are a joy.

This is a very interesting concept. Not sure how you plan to expand on this but it feels very similar to those idle clicker game type things. Would be fun to try to optimize the most pleasure within the time limit, and fun upgrades/synergies would be cool to see, though it might not fit well with the market vibe.

The pins probably should have some sort of distance restriction to them. I would just stack 20 on top of each other and get like 2 full bars each tick.

The shopkeep design is incredible. Love them

Wow this is great! I've never been a fan of sticky wall clings in platformers, but this works with that mechanic pretty well. Everything being one color in the background makes for some striking style, but it took me a while to recognize the spikes as spikes instead of just some background fluff, especially when it's a very small area. Played for quite a while, but gave up after failing that big vertical section on the left side over and over, I'm not great at platformers.

Alternate dialogue when standing on their head is consistently funny.

As someone who's only capable of interacting with sex dissociatively. The initial concept for this grabbed me, but It took me a while to understand what was actually going on. I dragged the character in accidently while messing with the UI and didn't realize that was the core mechanic until my 3rd runthrough. I felt lost figuring out who's who, but I think that's because this is the first media I've experience that actually used neopronouns (I know someone who uses 'fae' as their name). Once I realized that it all made sense.

I certainly came in with misguided expectations given my complicated sexuality. But what I saw was incredibly unique, and the emotions hit hard here. Plus the fact that it's being viewed from an external lens makes it hit so much harder. I love seeing media that's the author doing some self exploration. Reminds me of my first long form smut story I wrote, and seeing just how much of myself I had unknowingly displayed there. Thinking about the design here is certainly making my brain flow with ideas, I'm inspired.

Can see a lot of ways this can develop, I made a lot of these top down arena things when I was younger (Though not horny). The idea of being tethered to an enemy until they slowly pop makes for a great gameplay concept, but definitely needs more variety with weapon upgrades and enemies. The waves are a bit confusing, they just act like a score counter, since enemies just keep spawning constantly regardless of the wave completion amount. Very solid core!

A short, charming romp. Writing is solid, and focuses entirely on the kink in question, was a very interesting read. I hadn't seen petplay done solo before, very much a new experience for me. However, I do feel like starting lines with "NARRATOR:" is a bit unnecessary, and it did take me out a little.

Was a bit confusing design wise to find a sign listing the controls all the way in the corner of the map.

Wow this is crazy impressive, I'm going to have to revisit this later when I'm in a better headspace for reading heavy stuff. Love the silly walk animation, and the black and white art is simply incredible. Heading to the pit got me genuinely unsettled, the vibes are very powerful.

I did find some placeholder text left in with the dog, the eating out and present choices.

I didn't understand what the cauldron puzzle was going for though, maybe I missed a separate clue?

Would appreciate it if the intro skip feature also skipped needing to read the note at the beginning.

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Wow, every single potion comes with a different transformation? That's impressive. It was satisfying to unlock a new ingredient after every day and unlock a bunch of new combinations. I'd start each day trying them and then have too many potions to fit on the shelves :P

The visuals are very charming, and the procedural generation is extremely impressive. Though the blur effect on everything more than one tile away makes it difficult to spot the tiny keys on the ground from afar.

Enemies were charming, and the fact that they stay around after you kill them is satisfying. But I would appreciate if their hitboxes would be disabled after killing, I was often stuck in a hallway waiting for an enemy to slowly run away from me.

I got completely lost, found a few bronze keys, but all the keyholes I found were silver or gold. Eventually found a silver key, and was confused when the keyhole appeared to do nothing. The keyholes being separated from the doors took me a while to realize. Lead to a chest which gave me a 'new weapon' but I didn't notice a difference in my abilities. I really don't have good memory, so the lack of direction/waypoints really got in my way, but I can see the benefits of that design, really does make you feel like you're exploring an unknown territory.

Thank you! I've been spending the past few days planning out the future of the game, I just dropped a devlog focused around my ideas to refine the combat with the Jam feedback and adding the features I had to cut for time. It also details some of my bigger plans for further in development.

It's a world I've been developing in private for years, and finally putting it out to the world was definitely scary. Seeing the response has been a little overwhelming, but I've decided I want to keep going with this idea. Still gotta work on reviewing the other games here first before I go into full gear. I've been slacking since Slay the Spire came out.

Love the goofy energy, I assume this would be expanded into a sort of assembly line type game? Perfect prototype for that sort of thing.
I need to figure out a good way to separate sprites into parts so I can combine attributes like this

Would appreciate some toggles for sound, I'm the type of person who likes to play stuff on very low volume.

Very cool concept, the bosses are very interesting. I hardly know how to play minesweeper though, so I really struggled to get far. Beat 2 bosses, the popup one and the tile shuffling one. Lost to like 3 others before I stopped (That number randomization boss is hell for someone who doesn't know the strategy)

Though, it honestly doesn't feel worth it to do combats from a meta standpoint, I would always just go the path with the most ? tiles. The events don't really seem to have any risk aside from losing money, which is very much in abundance.
Is it even possible for that doll that gives you money when you get hurt to pay itself off? You only have 5 lives and it costs 50, so you'd need at least 2 extra lives for it to profit.

Incredible spritework, love how silly and creative the designs were. Love my silly donut guy

Interesting idle concept, but it takes a very long time to get to anywhere interesting. Would be nice to have some sort of permanent way if increasing flux, having to wait for 20 chat up locals to start a loop only for a loop to fail because you ordered things wrong is pretty annoying. Some sort of speed up for that would also work.

Also I can't seem to buy a gym membership with exactly 10 coins, is the shop check a > and not a >=?

Tried it again post fix, still not sure if it's working right. Couldn't get any recipes to craft but the slime lube. Tried a ton of combinations, nothing else seemed to work. The descriptions imply something like Slime + Eye would make the plug for one of the quests, since the eyes are supposed to solidify stuff? Tried a bunch of slime and eye combos but none made anything. I really don't know how the recipes work,

I also eventually ran into the issue of too many jars after buying stuff, there wasn't anywhere left to set them down.

Yeah, I'm already planning out a combat rework that does exactly those things. The action log was a hasty last minute add entirely so you have some way of telling what the enemy did during combat, it was really the best I could do in the time of the jam. The first update will focus entirely on combat clarity.


I definitely went too hard on the writing here. It's a world I've been developing for a long time, and I wanted to try to fit as much of it as possible. I can see how the vibes clash, but that's honestly the part I enjoy most. The idea is supposed to be sex workers playing up rivalries and fighting for a ravenous crowd (that I had to cut due to time constraints), and I also want to have a separation between the how the characters act on and off stage. Definitely a deviation with what's common in similar settings. I do need to find a better balance of length in the text scenes, especially that intro. But I don't think I'd be making significant changes to the vibe of the text.

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Unfortunately, I'm not the target audience for this, the idea of hypnotizing the reader themselves is cool, but I need a sort of separation or I can't get into something, so I had to ignore that part. I did complete the full run of the story, just without following the instructions, I don't think I could even focus hard enough for it to work even if I tried. Definitely skipped a core part of the experience though.

Still enjoyed reading, The concept is something I hadn't experienced before, the way it's framed was very interesting. The constant text effects, especially the blur, really added to the atmosphere. Very much enjoyed the scenes that were about the characters and not about me. Especially since I get to see both perspectives instead of just one, that part was fascinating.

Extremely charmed by the environment, all the little easter eggs are a ton of fun even if it did cause me to lose -_-
Having no hints was a little frustrating, got to the point where it felt like I had tried everything with a few of the categories still half empty. Eventually closed the game to take a break, was disappointed to learn it didn't save my progress, so I never ended up finding them all.

Had a lot of issues with this one. Kept getting my character softlocked in front of the Extractor, The store was filled entirely with $Instance Base is Null. And had a game crash when I first made the slime girl (Though all subsequent launched worked fine, really don't know what happened.). Wasn't able to create anything except for the lube, probably because I had no shop. Maybe it just didn't work on my computer

Ohhhhh that makes way more sense, I totally misinterpreted you. I guess most of my titles are fairly descriptive (The next fighter would just be 'The Alchemist'), I should look into other types of titles for the more conceptual characters. I don't really have good title ideas for. Great idea

One thing that definitely sets apart the larger interactive fiction type games is the ability for character customization. It feels like all the 'big' interactive fiction games I see have super in depth character customization, but they also rely entirely on static bust art for the other characters, and maybe something simple for yourself (IE: Fenoxo games allowing custom image uploads for your character or BDCC having the animated puppet you can color and style), I'm not sure how I can accomplish that visually with my more art-heavy combat without making you a lame silhouette or drawing absurd amounts of sprites. You mention picking titles, like deciding your own fighters theme, but I feel like it would force me into a mess of ambiguity in writing. 

I do already have a level of ambiguity in my writing due to weird sexuality reasons, I ban myself from writing numbers to describe things for hard to explain reasons (How tall is Max? Taller than Shade. You get no more info than that). And for some reason I decided to not give Shade any direct speaking lines, instead just going for indirect descriptions about the type of thing Shade asked.  But trying to scope that up to a whole ambiguous character is not something I'm confident about doing.
However, Shade as a character has been written as multiple genders, and I do like the idea of a fem PC with some alt scenes. I basically just need to decide if I want a separate character design for that or not, I did try to design Shade as fairly androgynous for that reason, not sure how well it comes off though.

Shade was made the protagonist of this game because I had absolutely no idea how to make them work in my writing. All the characters are based on a different fetish, and Shade's supposed to be based around Humiliation. But with all the characters being sex workers who get paid to participate, can they even be realistically humiliated? But even with that, I kept wanting to write Shade, I just love the character. Quite a few of my characters were initially created to be a rival for Shade (Including Max, though now he has a separate rival in the lore). The whole win scene is basically just Shade turning Max's whole petplay dom identity against him.

The idea of breaking scenes into smaller pieces is incredible though. Looking through my scenes, every single break is just when you leave a room to go to another one, definitely should consider other places I can break on.

I will definitely be checking out your game tomorrow. Thanks so much for your comment.

Fun little 'see what happens' type adventure game. Though for games like this it's pretty important to have quick text skipping with how much you'll be repeating the intro. X4 still feels a little slow IMO. Especially with the buttons having a spawning animation once the text is finished.

Had fun exploring all the little paths, art was charming, and enjoyed seeing the various endings.

I've actually made some undertale stuff in the past. So I have two suggestions here. Player movement is too slow, feels sluggish and can make some of the attacks in the Aso fight impossible to dodge with unlucky spawns (I found that one the hardest by far). And I think with parries the bullets should be a brighter blue to be more visible, and it should disable the bullet after parry, I won the Soro fight in 2 turns by just parrying the same fan over and over again.

Art is wonderful, exactly the kind of style I wanted for my thing. Wish I had the skills to replicate something similar. Love a good tail scene.

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Some truly elite level kink stuff here. The tile one where you pick up the bugs is one of three games I've ever played to make me genuinely uncomfortable, a feeling I for some reason try to seek out. That writing was just eugh (But in a good way if that makes sense). Gonna be sticking in my mind for a while much like the other rare games on that list

Yeah the battle system is definitely a mess. Damage and lust are the same bar, but that's only really alluded to in one of the skippable Sen questions during the intro so it wasn't exactly clearly explained. Then I decided give them different tooltip descriptions as if they were separate damage types, hadn't considered that could lead to confusion.

I'm considering future improvements to the battles, and was thinking of making the 'pain' damage a delayed increase to lust. Like it adds a status to the opponent that waits until the end of their turn to apply any of the lust? And I could also add some sort of 'reeling' debuff if you take a bunch of pain in one turn to encourage big combos. But that might be adding too many layers to an already complex system.

The enemy AI is something I'm proud of, and I'm very glad to see it enforces the feeling of desperation. With full focus, Max is completely offensive, using charged every few turns and trying to wear you down. Once he loses the first stack of focus, he'll start playing defensively, dedicating turns to stability if it's broken, attacking if it isn't. Minimum focus he just uses random tease actions, won't even try to pin you unless you're already against the wall.

Text length is certainly an issue. It's a world I've been developing privately for a few years, and I kept feeling the need to incorporate X lore bit in there. I care a lot about the 'context' in my smut, and all that fluff does serve to enforce that, but it's definitely unnecessary outside of my own brain fuzzies. (I more than doubled the length of the loss scene after editing it -_-)

For the art. My plan for that would be the photos that were described in the win loss scenes. Each fighter would have a character photo with just them used as an introduction for the character, and match photos for each win/loss scene (The photos looking like polaroids). I did try to make the character photo for Shade, but my amateur pixel art couldn't handle the pose I wanted for it. I ultimately gave up and just wrote the match photos into the final scene. But a future expansion would attempt to capture that idea with actual art.

My main goal with the combat was to make a sense of struggle. I really liked the idea of the characters getting gradually more tired as it goes on. I'm very glad to see that it resonated with you.

I really don't know how to feel about the story, the last two days of the jam was spent on that. I've been writing for a while, but it was mostly just dialogue (I'd go into a unique word counter, and characters names and 'said' are ALWAYS the most used words).
Before this game the characters existed, but didn't even really have designs, just vague descriptors on top of a personality. So this was pretty much my first time actually forcing myself to describe stuff. I definitely wasted a bunch of words describing stuff that really didn't need to be described.

Incredibly charmed by the aesthetic. The intro definitely made my retro heart flutter. Got lost in the UI a few times though, Clicked transform a guy at the very first section, thought I was softlocked for the longest time. The back to event button is pretty small and tucked away, and I spent 3 battles not getting any rewards because I didn't realize I had to click on them. The tooltips are great, quickly understood how the battles work, definitely taking some notes for future improvements for my game.

Always interesting to see horny takes on games I'm familiar with, this is a fantastic way of doing that. The puppet animation looks great! Though the puzzles seem a tad buggy. The first level just completed out of nowhere when I swapped two guys, so I had the win screen and a room with two clearly unsatisfied guests. I couldn't for the life of me get the second level though. I don't think there was anything wrong with my placement, it seemed like it should've worked. But the guy just wasn't getting in the bed and I had no idea why (Bottom left room, I don't think it was crowded?).
Some sort of error checking would be a nice add. Like red text in the tooltip saying that X condition is unfulfilled.

Very interesting concept, I've never tried an active clicker before. It was confusing to have all these different mechanics, with none of them really explained until a random ability unlock. Initially thought the heartbeat sound meant they were waking up and I had to slow down until they cool off, and thought the rain noise was just atmosphere and wasn't changing. Lead to some satisfying ohhhh moments when you realize how it works though.

For some mechanical suggestions, an offset to the + currency graphic would be nice. I had items that added more sleep time, something that doubled the sleep time applications, and something that gave pleasure when sleep time is added. So I had multiple +11's on top of each other and I wasn't sure how many there actually was. Also, some sort of signal when those timing abilities activate would be nice. Kept pulling out too early and missing my bonus QwQ.

I originally planned for a mechanic in my horny battle arena for an in-battle text system. An announcer would spout cheesy lines during the intro to a battle to hype up the characters, and during the battle, would make comments when key events happen (Focus falling, pinning a character), to further cement the atmosphere. Perhaps also reusing the system to make the characters in battle pant or moan as they lose their focus.

But I obviously did not have even close to enough time to add that system on top of everything else, so I wrote the story as a private 'trial' match with no announcer. And relegated the character that was supposed to be the announcer to a short cameo in the win scene. So the fight just takes place in a silent, empty arena.