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