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Metrobook

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A member registered Feb 22, 2021

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Pretty early demo indeed, but I'm enjoying the presentation so far. As my first time playing, I was expecting the arcade machines to do something, maybe a simple minigame or even just a small animation for the character "playing the game" and maybe that leading to your tamabuki being happier or something. Is there a mood system for your tamabuki, like if the tamabuki is satisfied or happy, you deal more damage or something?


Overall looks good, but yeah, nothing much else. Also, I got stuck on the cave for a second and I had to dodge roll to unstuck myself from the geometry on the jagged wall.

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Ok, I played up until the end of the first day, where I got stuck on a gym unless that's where the game is supposed to end. Some points I wanted to talk about:

-The main concept is interesting enough, but it's still really rough around the edges. The writing is pretty bland and the pacing is not that good either.  I'd rather have the tutorial be more related to the plot instead of just being dropped straight into fights.

-I can picture where you are trying to go with the combat system, but it lacks lots of polish. Here's a suggestion: You mention that enemies have attack patterns and you should look out for them when you fight, but the first fights are too fast and quick for you to have enough time to know unless they telegraph the patterns. Have the voice in your head tip you towards said patterns during the first fights so you can tie together the story point and the mechanic in these first combats. The voice can go like "these robots have seen better day, see those knees, they are overtaxed, they'll punch up, guaranteed" or something like that.

-On the topic of mechanics, I find that it's both too much and too little. What's the use of having two different types of high, middle and low moves from the very beginning? It would be simpler to just provide the player with three moves and the three defensive moves and let the extra attacks be something else they learn later. The haul system to delay the opponents moves also seems pretty busted from the very beginning, with you taking 3-4 attacks before the enemy can have just one move. Have the delays be more of a reward for being able to guess when to attack rather than just being a guaranteed delay on hit. Or maybe increase the threshold of haul to get a turn delay and double the haul when you get a good hit read.

-The stats screen need some work too in pretty simple aspects. Just tapping left and right spends 5 points when you have stuff like 6 or 17. Standardize the points drops or lower the values. Also a small bug on that level up screen, when you select the stats windows and tap left and right quickly, you get some extra points. I managed to level all my main 4 stats to two just by tapping left and right.

-The story itself is pretty straightforward, but the dialogue needs more oomph, more urgency earlier. The part when you steal from the warehouse was a good idea, which gives an example of the activities you can do during the day. Needs better dialogue and maybe some set-ups in extra scenes about what the plot is about.

-Some minor QoL stuff too. When you choose system, your cursor starts in new game, so if you accidentally double tap, you just start a new game, not even goes to the menu. I'd recommend defaulting it to save game. Same thing happens when buying stuff from vendors. Just an extra window asking you if you want to buy X before just spending the money would be better


I see the skeleton of an interesting game here, but I think you need to figure out what do you want to focus on first. Maybe sit down with the combat system first, get the proper balancing and such better and then you figure out more RPG stuff like day systems and branching dialogue trees that are just used later in the same conversation anyways. I wish you good look either way.

Look pretty cool and plays really smoothly. This is my first time playing it, so I don't have any previous versions to compare to, but it was a pleasant surprise. Feels pretty professional all things considered and the presentation is pretty good. Good job.

Great stuff all around and actually made me want to go back and replay it. Lots of relevant dialogue and preg content. I'd wish the progression was slower, but as a standalone jam version of the game, I understand the want to just have a more streamlined, faster story. Personal favourite of the Jam for me.

As many other people here said, great game and I could even see this expanded in the future: Give some personality to each of the patrons, the pregnancy enhancers more spread out through the story. But I did find a minor bug at 36 weeks on the normal route where the purple haired character refused to take anything and I had to wait the timer to run out to get past that part. Nothing big, but it was there. Pretty good anyways and I hope to see more good stuff in the future.

Incredibly buggy, but also incredibly interesting. Pretty interesting take on the usual summoning  premise we usually see in preg related stories and games and with more time to develop, this could be a quite engaging dungeon-crawler/time attack game. The art that is there is pretty good and the limited assets used worked pretty well. The other people here already pointed out the technical issues, so I won't repeat myself. Enjoyable for what it is.

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Pretty good overall. I enjoyed the execution of the premise and I managed to finish the game with minimal frustration. While it's a bit lacking in pure pregnancy content, this is a solid basis for a proper game with several aspects well developed: the resource management of HP and MP, the torches to allow players to get some semblance of navigation without being too handhold-y or using maps, the progression system with the chests, everything pretty competently done. I recommend adding a gallery mode after you finish the main game so we can pick and choose the levels of boobs, hips and belly and more variety of pregnancy characters, but I know the latter one is due to simply time and this just being a Jam game.

Wow, not even asking for a tip. Basilisk, you have to take this deal.

Love the energy and the "combat" system. Really smart way of handling the theme and the game mechanics. 

Yes, the same. I reciprocate the feeling, keep up the great work.

Really good, especially for a game jam. Keep up with the competent work.

Really good, an incredible follow-up to your previous game. Keep up the great work.

Good evening. It has been brought up before, but I'd like to suggest again for the itch.io front store devs to add Boletos Bancários as a payment option for Brazilians.

https://labsnews.com/en/articles/payments/boleto-bancario-everything-you-need-to...

https://dlocal.com/blog/product-highlights/brazil-boleto-bancario-everything-you...

Many people in Brazil try to not have credit cards if at all possible due to abusive interest rates and lots of problems with credit card frauds. Boletos allow any person in Brazil to pay with cash and with minimal processing fees for either side of the transaction

Thanks for the free stuff. Appreciate ya.

Really great work. I enjoyed the pacing, the short length and the neat little secret ending. Looking forward to your future projects.