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Lutnut215

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A member registered Jan 22, 2021

Recent community posts

It'll be the download button at the top of the page, where it says "you own this game."

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There's a bit of an issue - the download page mentions there's nothing available to download.

(Edit: wait, I was clicking the wrong download button.)

Do you have any plans on a paid standalone release like with Bimbo Rivals?

I'm guessing it still will be. I'm in the same boat, even with the "you can set games to be private" thing.

Which OS are you on? Linux doesn't show anything but native Linux apps when downloading through its app.

Any plans to add some automation stuff? I feel like the ability to leave someone sucking/riding someone even if they're not ready to cum would help with the sort of people who like to leave games like this on their own.

When switching between the main menu and a gameplay mode, the game switches to fullscreen mode. If I change it back in the options menu, it just switches back if I go back to the main menu.

Sometimes, particularly when switching to the main menu, the resolution will also change to a lower 4:3 one, but immediately go back to normal once I open the options menu.

Itch allows you to set paid versions alongside demos, will you still be offering a paid version through it? I personally don't like having NSFW games on my Steam, even if I can hide games in my library.

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Heads up, you can update the page again now.

Gave the demo a try, and I have some suggestions.

First, it's a bit awkward using the mouse for every screen movement. Maybe add some keyboard commands, like using the arrow keys or WASD to scroll the screen?

Second, I felt like the options were a bit lacking. Having a windowed mode would definitely be a good idea IMO, so I don't have to miss messages my friends send.

Third, I feel like the reroll system being the only way to customize characters is a bit disappointing. Maybe add a more expensive option for full customization?

Finally, I feel like the upgrades don't offer enough of an upgrade for their price. Maybe add some global upgrades, like a multiplier that applies to all girls?

I see. I was asking because I was missing two, and one of them was in a lab room I swore I'd been in before. Guess we can just chalk it up to me not being entirely that observant.

I appreciate the ability to check if there are any missing rescues, though now I'm starting to wonder: am I going crazy, or did you add two new ones to make the number the same across areas? There was one rescue in a lab I swear I didn't see before.

I wonder how easy a defense would be if you just took a mindflayer and called it something different - can't exactly copyright the idea of a human with a squid for a head. Otherwise most depictions of Cthulhu would be in a heap of trouble.

I know they exist in a couple Final Fantasy games under the term "soulflayer," but I don't know if that's something they did with permission from Wizards of the Coast or not. (Though I imagine Square Enix wouldn't want to get in hot water with WotC again after what happened with the Beholder in the first FF game...)

There's no Android version.

It's an interesting start, but I really wish the AI stuff was just placeholder to be replaced with actual art in the future. Though I imagine the game must have made enough money to bring on an artist to help...

I figured the question about the lockers was out of a worry that people might not look. It was partly my player's intuition, but if you're worried, I do have a suggestion. Maybe there could be a note somewhere advising faculty to keep some spare equipment in their lockers, serving as a hint to players?

Just finished the update, here's my thoughts:

  • It was nice to have the puzzles be a bit more focused this time, and I really appreciate that you kept accessibility in mind from the start. I thought the puzzle involving adding and removing essence to reach a specific number was neat, reminded me of a certain boss in Final Fantasy 14.
  • I won't lie, when I saw "combat simulation," I got very worried. I appreciate that it was more of an observation puzzle than a full-on RPG battle.
  • Tentacles aren't my thing personally, but I do like the way they were explained in this new setting.
  • I think I explored every room. Didn't go too far in the bathrooms since I figured they were all the same.
  • This is probably the best spot to say this: I'd really like an expansion to the gallery where you can go to a special area where you can talk to some of the NPCs you met beyond just gallery scenes. Maybe even chat with some of the people you save from the corruption. Having more dialogue options that unlock as you progress through the game would be fun - learning what some characters have to say about certain effects is interesting.
  • I feel like a bit more exposition might be good. It might also be nice to have a spot in the gallery where you can look at all the lore pieces you've found, maybe with just one interactable that opens a list.
  • I definitely looked in the lockers, figuring there was something in them.

All in all, I feel like this was a pretty solid update. I also appreciate the change to the dev room, placing area-specific sprites in their own rooms. (And this isn't a game design thing, but I did like the new gallery scenes - nipple penetration that doesn't involve male parts is something I personally like.)

I do have a question of my own - do you have plans to add any bigger sizes, or is 1600 going to stay the max?

Alright then. I'm not much of a playtester, but I'll definitely be paying attention to the game's progress and giving more feedback as new content gets released.

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I gave the game a try - stands out pretty nicely in the endless sea of RPG Maker expansion titles. Here's what I have to say in response to the questions:

  • No need to worry about an animation for extracting essence, in my opinion. While it might be fun to see, it's entirely up to you.
  • I felt like the forest event was good in terms of length, since it's basically an introduction to chase scenes. (I feel like failing by getting caught once is a bit punishing, but the checkpoints make it a bit less tedious.) If you want to make it longer, I'd probably save that for the forest challenge mode - make that a bit of a longer thing and give the player more tokens as a reward.
  • The vine animations I didn't pay too much attention to, honestly. The dryad scene was fine, I'm not much of a tentacle fan and I liked the idea behind it.
  • The science scenes are really good! I like that Miranda isn't entirely doing things for the sake of horny, but also actively documenting the actual process. I admit, I kinda like the idea of even the illogical stuff like magic still having a bit of scientific process behind it.
  • I didn't play the game on mobile, so I can't exactly answer number five.
  • I found the debug room after finishing the game, and figured the code was something hidden on your DA or such. However, the comment here led me to realize that it had to be an obvious one. I genuinely love having dev commentary in any game, since I love hearing the thought processes behind certain parts.

Since I saw other people give their thoughts beyond the questionnaire in their posts here, I'll do the same. I genuinely love what you've got going here - the story having a significant focus on lore that isn't just "girls are growing and you have to figure out what" is refreshing. I've always been a sucker for growth having some sort of explained catalyst behind it, and that's partly why I love the angle you took of focusing on an established scientist character. I do feel like a bit more focus could be placed on the puzzle elements, since right now a lot of it is just "make sure you have enough storage for the essence you're about to absorb."

So, I have some comments, almost all of them concerns.

Firstly, I genuinely appreciate that you actually wrote some prose for each transformation. The other three games I've seen in this style have nothing but the images.

However, I have to mention the obvious - the AI use. (Actual criticism coming after this.) If you can put in the time to learn how to use Twine for a game like this, you can certainly put in the time to find artists willing to draw, learn to draw yourself, or even just use a 3D character creator/pose program. AI stuff is a genuine turn-off for me, as it's the littlest effort put in - putting in actual effort makes for an actual passion that shines through.

Anyway, that was the cheap shot, so let's move on. Most other "potion mixing" games go a bit beyond just mixing the base attributes. Instead of being just "add a single attribute," the ingredients usually represent a vague theme. For example, angel feathers seem more tied to divinity in general than just being an angel - angel feathers + catnip seems more likely to give me an Egyptian theme, since cats were worshipped and even had their own patron goddess. Rabbit fluff is another one, which seems like it would be tied more to fluffy things in general. (Maybe anthro characters? Though that isn't everyone's style.)

Fourth, I really didn't like the secret ingredients. They're a bit too unintuitive to figure out. Typically, they're a bit clearer to figure out, typically some existing piece of text that changes color when you mouse over it, or looks a bit out of place. I probably wouldn't have found out about one of them without checking the spoiler file.

The writing aspect could make it a genuinely interesting take on this tiny genre, but the issues I mentioned just drag it down too much for me.

It still baffles me how people can make stuff like match-3 games and restaurant sim games in Ren'Py of all things. It's impressive, though.

At this point why not just buy a PC?

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Then you probably have more important things to worry about than NSFW games.

Honestly, only having Android is kind of a tip-off that you might be a minor, since in this day and age you kinda need a PC if you're an adult.

Oh yeah, one more thing I wanted to mention. If the wing flaps are separate from the animations, maybe slow them down the more damage an enemy/player takes? If the inflation makes them float, it would probably make sense that they wouldn't need to flap their wings as much.

It's a nice, short little game, but I do have one complaint. I use a laptop, and the trackpad on it doesn't have separate click buttons, so having a keyboard option would be great. Otherwise, the only thing I can really see missing is an art gallery so players can get a closer look at the sprites.

I wouldn't have expected a match-3 game made in Ren'Py of all engines.

I do have one thing to say: I feel like it would be good to have a gallery option, allowing you to look at all the sprites and scenes, but this is perfectly good as it is. Nice work!

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(Note: this post is about the Feb 8, 2023 update.)

I'm very impressed with what's in the game so far! For only the third update, it feels like a lot more development time went into it. I also have a few more specific things to say about it.

  • First, the good things:
    • The gameplay loop is simple, but fun. It definitely feels like an arcade game!
    • I like the idea of setting your own difficulty by choosing how many ingredients you want to stock. 
    • The cosmetic options are nice to have, and they add more incentive to earn money outside of just buying ingredients and upgrades.
    • Most larger-scale NSFW games tend to have cheap presentation, even in the later stages of production. This game's UI looks like a lot more production went into it than others.
    • I'm assuming the milk uses particle effects - they don't look half bad!
  • Next, some suggestions that aren't directly tied to any criticism:
    • I think that this gameplay loop works even without the NSFW stuff - if you removed the milk mechanic, replaced the barista's happiness with general customer happiness, and had happiness increase more with finished drinks, you could probably sell a version with extra features on Steam Early Access in order to fund development.
    • I'd add a counter to track how much money you've made in total. Maybe even counters for more statistics, like how much milk the barista's produced total, shortest time taken to make drinks of certain complexity levels, and more.
    • Another person suggested the idea of improving the barista's max capacity without increasing size. Personally, the idea of a girl producing more milk than it looks like her breasts should be able to hold interests me, so maybe that could be another upgrade, maybe to replace the one to reduce production? 
    • Many games of this sort have gallery or free play modes, where you can view character progression without worrying about gameplay. This could be a good addition.
  • Third, some areas that could be improved, and suggestions on how to do so:
    • The mechanic of chocolate syrup starting concentrated and getting less so as you fill the glass was a bit confusing for me at first - I thought it was a glitch. (If it is, it definitely makes things more challenging as things go along - keep it in, please!) Maybe it could be conveyed to the player a bit easier, maybe by adding a tooltip? 
    • There doesn't really seem to be much in the way of replay value - you can do practically everything in a single playthrough, maybe two if you want to do both modes. Maybe there could be more cosmetic options that unlock as you clear the game more? (Could even add more max size in Normal Mode if you clear Hard Mode...)
    • Some of the barista's comments got a bit repetitive. Maybe there could be an unlockable cosmetic option to change her personality? An oblivious one who's wondering where the sudden weight came from and thinks her breasts aren't that big, a grumpy one who just wants the pay, a growth addict who only cares about size and getting bigger, a lovestruck one who couldn't care less about the farm and just wants to be with you, etc.
  • Finally, a few questions:
    • How far would you say the game is from being complete?
    • Do you have a roadmap for what you plan to add? If not, are there any details you'd want to share on future updates?
    • If the normal game is labeled as "Arcade Mode," will there be other modes added too?
    • Would you be open to other contributors lending support, whether it's music, writing, code, extra art, or voice acting?
    • Will you be monetizing the finished game, or leaving it free?
    • Is there a social media page fans can follow to get updates, or maybe a Discord server?

Keep up the good work on the game!

That second issue is actually connected to how the game's built, I think. If you're on mobile, touching the "Finish Order" button will likely mean the game thinks the last spot you touched is a mouse cursor hovering over the glass. After all, the game's more optimized for mouse control rather than touch - the tutorial even mentions that touch controls haven't been formally tested.

It'll be done when it's done. The dev doesn't have a specific release window set up yet, it'll be after the dev's current WIP game is released.

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Not a fan of the crazy style mismatch. The issue is that they're normally drawn in a game where the protagonist is a pixelated sprite. The sprite quality between the protagonist and the backgrounds is also a mess.

P.S. The Undertale title screen font is probably not the best to use, especially since it's awful with dialogue boxes.


EDIT: The game's been updated since, and a majority of my grievances have been alleviated.