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Necessary/Insanity

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A member registered May 01, 2024 · View creator page →

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72 days of gameplay.

As for approaching a sleeping girl, I don't think I need to say that it's problematic. So I'll move on.

Your game is EXCELLENT. From the graphics and sound effects to the menu animations, cutscenes, character aesthetics, pixel art, and even the emphasis placed on menu interactions... your game is truly top-notch. I'm not a huge fan of the skill system and I struggle with the combat system, but that's a matter of preference and not a sign of poor work.

The story is also captivating. It will reward those who take an interest in it. Truly well done.

However, there are a few bugs.

Ghost tracking: When your affinity with Yuna isn't at maximum and you don't put your clothes back on properly. If you reset the game and replay the night perfectly, she'll remain in suspicion mode because her clothes aren't properly put back on. However, if you save after the night, get reprimanded, and then reload the game from the save point after the night and before she reprimands you, the suspicion scene won't trigger. I haven't tested it, but there might be a way to exploit this bug to bypass the reprimand for the incorrect clothing.

Save screen graphical bug: If you perform actions too quickly on the save screen, some graphic elements can get stuck on the screen. Sometimes the entire box at the top or the cassette you saved on is also stuck at the top. This disappears if you reload the save screen.

Fastest action freeze: By going too fast, there may be situations where an action from one screen gets stuck on a new screen, potentially freezing in-game actions and the player.

Finally, a little tip: Make sure that the first time an "important" sequence starts, Skype auto-disables itself. I missed several lines of the main story because of this (the laboratory scene).

With that, I wish you all the best. I'm eagerly awaiting the next updat.

Short. Too short. For me, thinking that way is usually a sign of quality.

The art is excellent and really exciting; it hits exactly the right notes for my personal taste. And the ending animation is simply a gem. Thank you. ToT

As for the gameplay, it’s a bit simple, but the game keeps itself fresh thanks to the random elements. The idea is simple yet brilliant—a way to make every run feel different with minimal effort. The game design successfully compensates for the limited gameplay mechanics.

The game is fully polished, featuring a title screen, options, music, and even a gallery. It’s easy to forget that these elements also require a lot of effort to create. Great job.

Even though it’s too short, I think it will definitely be one of the best games in the jam.

Thanks for sharing your project with us, and see you soon.

P.S.

I can't vote the way I can for other games, but it's still a shame not to have your ratings. So, I'm taking the liberty of posting them here.

Use of theme : 4
Horniness : 5
Gameplay : 3
Polish : 5
Originality : 4 

In my opinion, this is one of the most polished games in the jam.

Title screen, intro, music—it has everything it needs.

Personally, I didn't have any issues with the music; I actually liked it (and no, I'm not trolling).

The art is excellent. However, I feel the evolution stages of the slime mother happen too quickly. She reaches her final form before the game is even halfway through, which makes continuing feel less rewarding—though the images help keep things interesting.

There was also a glitch with one of the images: the one featuring the dragon in the final scene with the slime. The dragon's head was replaced by a blue square.

As for the gameplay, I think the game is much more intense than it first appears. It looks cute at a glance, but the physics and the timing between shots allow for extremely fast, precise actions. The slowdown during reloading lets you position yourself while still having to anticipate and calculate trajectories in real-time. It’s brilliant. That said, during fast-paced moments, the mouse position can make the action hard to track, and the trajectories felt slightly off to me.

Even so, I think the concept is excellent. It fits perfectly into the "easy to play, hard to master" category.

I really enjoyed it. A very well-balanced and solid project.

Thank you for proposing your project, and see you soon.

Ps: I can't leave a rating, so I'll put my notes here.
Even if we cannot issue an official note,, you also deserve a rating for your work.

Use of theme : 4 
Horniness : 4 
Gamplay : 5
Polish: 4
Origninality: 4


I understand better now the reasons for the level of your writing. I really appreciate your response; I like it as much as it makes me think. I'd like to add one more thing.

Everything I said is just advice based on my point of view. It's in no way mandatory. If it resonates with you, great; if not, it can simply be disregarded.

It's the same for everyone's advice. If what you're told speaks to you, that's a good thing. If it helps you improve, that's a good thing. However, if it pushes you to change, that's not good. Above all, write the way you want. Everyone has their own style, and there's an audience for everyone to appreciate it. Neither Axel nor I have the right method. No one does. There are far too many factors that vary between two writers and two readers. Just look at the comments. As many people comment as appreciate your writing as it is.

Do what you like, how you like. You'll naturally attract those who admire your brilliance, rather than doing what others want and merely reflecting their aspirations.

I say this with all the best intentions.

Note: I see there are several versions. Here I'll only talk about the Jam version. For the others, I'll put my comments directly in the game description section.

The game is one of the most elaborate from the Jam. However, it's full of small bugs and annoyances.

- Views continue to climb after the end if you try to double up.

- Mouse as smooth as a bar of soap.

- Can pass through walls and fall into the void.

- The menu screen can freeze, and the mouse pointer can disappear at the same time, blocking the game and obstructing visibility.

- Increasingly unreasonable viewer expectations. When I do well, it's not good, but when I mess up, they're happy?

Nevertheless, the effort is there. The gameplay is functional, and despite the slippery mouse, you can still get lost in the game. The stream room improvement phase is interesting too, but I haven't had the chance to finish it because two of the bugs mentioned above broke my progress by hard locking me.

Anyway, it's great work. It's really impressive to have done so much in two weeks.

Good work and thank you for submitting your work.

We have a YouTuber here who burns down studios when they try to teach him something. XD.

Let's get serious again. Having followed your games (behind the scenes), I can say that the art style is evolving. I wouldn't have thought of a general knowledge game. I think it has a very original feel in the NSFW genre. The answers to the questions are well-balanced. However, in this kind of game, I expect to use my hand, not my brain. XD

Something's weird, I'm absolutely certain I got everything right, but I only got 14 out of 17. Could there be some kind of mix-up with the codes and their verification? I could be wrong, though.

Anyway, I got hooked on the game, trying to get the highest score, even though I hit a wall.

Thanks for sharing your game and good work.

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I think is when you wake up to a "slipery" you have to "stretch".

The foundation is good. The exchange is interesting, and the choice of characters is appealing (Yaoi and I aren't exactly best friends, but that doesn't stop me from appreciating your work).

However, there are a couple of things that concern me.

1- While I think Axalkay is quite violent, I acknowledge that he's not wrong. My level of English prevents me from giving such a definitive opinion as he does. I will therefore focus my remarks on the depth of your descriptions and the recurrence of the words used. The excessive use of "Scrotch" makes your text rather vulgar and detracts from the depth of this carnal exchange. Used well, different images would bring a more suitable fluidity to your narrative.

"Hole" could be replaced by "intimacy," for example. "Scrotch" could be replaced by "virility," "member," "limb," and depending on the action, playful wordplay. Instead of using the action "penetrate," you could emphasize the power with the verbs "cleave," "pierce," or "slay," and then follow with a description of pure orgasm or even of carnal pain that is ultimately pleasurable, as if to build intensity to the act. This would have been less crude and more nuanced.

I say this, but I can only follow the principles of French literature. I can't do more with my limited knowledge of English. I hope my remarks can be adapted.

2- I regret the absence of one or two choice that would keep your work at the level of a narrative without elevating it to the level of a game. I'm not criticizing what has been done or your work, which remains commendable. We all have our own writing style, which may or may not appeal to everyone. That's the nature of art. However, a work without interaction can hardly be categorized as a game. Even though all roads lead to Rome, it is possible to choose your own path. Such is the nature of video games.

-One last detail: offering a paid work to understand part of the lore seems... complicated to me. https://dragonperson.itch.io/rin-in-time-immemorial . But I don't think it was done intentionally.

Please believe me when I say this, with all the goodwill I can muster given my limited English and the bluntness of French. Perhaps a second day wouldn't have been too much. But I'm not here to judge your time management. Just your work.

In any case, it's an enjoyable piece of work. And although not to my taste, it's nonetheless interesting.

Thank you for sharing your work with us. I had a pleasant little reading experience.

Thank you so much! Having sacrificed the presentation and sound quality, I'm glad that what I focused on managed to please you.

Thank you for the feedback and thank you for my vacation. I'll raise a glass to this comment. Wishing you all the best and see you soon! :D

That's exactly what I was trying to do. For the player's gender to take precedence over the game character. This is especially important to me because, from what you're saying, you have a range of sensitivities that doesn't limit you to just one spectrum of sexuality. A strength that's too often underestimated. (I hope I haven't made a mistake in what I'm saying. Don't hesitate to tell me if I have.)

Thank you for this response and for taking the time to write it. I cherish this kind of comment like a treasure. All the best to you and see you soon. :D

Simple and effective.

The art is very pleasing. I like the blur around the character. The animation and expressions are also interesting and fluid.

The gameplay is easy to understand and play. A minor frustration occurs when the mouse cursor goes off-screen during a click, but it's nothing serious.

Even though it's not the kind of kink game I'm really into, it's still well-balanced and fun.

Nice work and thank you for your participation.

Thank you so much. I'm glad you enjoyed it despite the obvious shortcomings in the game's polish. It confirms that I was right to sacrifice some of my vacation time. I wanted it to be simple, like a true initiation, and for the tone to be one of discovery and intimate exchange, with a touch of excitement, but always respectful. I recognize everything in your feedback. I can relax with peace of mind. :D

One question is nagging at me, though. My English is terrible, and I wanted to know what made you think the main character is a boy? Did you imagine them that way, or were there linguistic elements that led you to believe it? (I want the protagonist to be gender-neutral so everyone can identify with them. Your answer would greatly help me in this regard.)

Whether you can answer or not, thank you again for your feedback and your time. I'm so glad you enjoyed the game. See you next time. ^^

You welcome.

Thanks. Yes, I limited the effort put into the graphics for this jam. Holidays are sacred. Glad you liked the game.

I've added a downloadable version. Try it with that one and let me know if it works.

I'd really like to fix the problem, but I can't figure out how to trigger it. Did you manage to finish the game, or does it happen every time?

I understand the idea, but I lack the motivation. Unless there's a critical problem, I won't do anything else until the end of my vacation. I've already spent a lot of time on it during my only one vacation of the year. Sorry.

And you have to fully squeeze the pump 7 to 9 times to get to the next stage.

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Not particularly. She talks to you, you use the pump, 
the pump inflates it, its expression and body change. 
Nothing else.

If you have a Discord server to suggest, I'm available. Otherwise, I'd ask you to wait a few days. I have one, but it's not ready yet, and I have some things to finish first. 

I would be grateful. As you can see, my level is limited. If you would like us to work on this together, I am available to provide any necessary feedback and can make the complete text available to you in a Word file. This should facilitate our collaboration. I should also credit you as a co-writer, or at the very least as a proofreader and beta reader.  In any case, I am open to any help and collaboration. Even if, for the moment, I can only offer gratitude.

Thanks for the feedback.

-Regarding the blocking position, I wasn't aware of that. I'll double-check that area.

-I've already seen Sticky Finger and I've noted it on the page.

-As for Dick Slap, I hadn't noticed. It's only supposed to remove one stacking level, not add one.

-Thanks for this feedback; it will be added to the next version of the game.

Would you like to be credited for contributing to the bug report

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Dw. Is always very disifult to reach everinthing we want during jam. No shame. You doing your project well.

Thank you. . Dont worry i wash mi hand befor. ;3

Nicely game. Art are really nice to eyes. It's seems easy untile asteroid come to remind you is not a safe place. Only one thing.  If I don't start from the premise that I'm going to lose, I have trouble seeing all the phases of the girls in the hold.Perhaps pu them too on gallery.  But it's really enjoyable. Nice job.

Bug : If you stay on the screen title/gallery and waiting 2/3 minutes you have a Game over. Same thing on gallery. And after the first game over, thatcome facter. between 3 second and 45 second. Why i'm slacking on tittle screen? You dont need to know. XD

Sorry. I can't play to this game. Mi Vr is dead.

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Last try score : 5971 and i see the red comet. A good game rewarding patience. Duno if your game have a end but the save system can give the time to see if it is. All art and musique suit very well. I only have 2 things thant not really suit me. The Phisics (duno why) and the skyp buton. It's slow at the beginig but you find a good balance on what really do every talent cause damage system  causing damage. That ask to be balanced and not only focus on one state. This game ask time, but if i take time it's beacause, for me, its was not a waste of time. Good Job.

Lofy. A little time together on the space planete magnificence. I don't play all game already but is the first i see without trouble and just a chill story. Thank for this time. 

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Gameplay really neat. I think he can be with one of the most original game of the Jam in gameplay. A perfect mechanic for speedrunning. Just is dificult to flee and fight the goo at the same time. Put this two action on different button can be an idea. But that your game, your rule. However it's a good game. 

Too short. It's a compliment. Cause that tell i want more. Long time no see asteroide gameplay. Apart from the very slippery rotation and the lack of inertia for firing backwards, it's good.

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Good if that can serve you. I was afraid of being too direct.

You can if you want it. It's good to me. But don't feel obligated to do so.

For input:
Cell 592 ~ 596

Good game. I finished it extremely quickly because I love Minesweeper games. The idea of adding a lives and betting system is original. It's one of the rare classic games that no one has really thought to give a new dimension to. The little Golbin Girl is very apt with this kind of gameplay. Well thought out.

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I'm taking the liberty of sending you a much more detailed message here. Sorry it's going to be long.

First of all, my English isn't very good. Please know that I'm writing this with the best of intentions. If anything I say is wrong, I apologize. My intention is to give you the most complete opinion possible, perhaps with a few ideas. Dont worry i dont forgot you juste have 2 weak to do you game. is not a judgemet. But a feedback.  In any case, it's just an opinion. So let's begin. 

State of Playthroug:

General state Time :
4h 23min 16 second
Max combo 61
Final state :
Party 574
2800 Battle power

Fight resulte: First battle 1 die
Victory with no damage
Totally undressed  +1 heart

second battle
1 die
Victory with no damage
Totally undressed +1 heart

Last batlle
I withdraw all clothe by myself. >.<
Die 10 (1 abandon cause she take of on part of her clothe by miss click) Totally undressed. 2h on hime

the really last: 3rd attemp with no more upgrad

Good point :
-Tutorial. Never underestimate a good tutorial, especially since it's much harder to do than we think.
-Good Pic manipulator. That give more life to cutscene.
-You game over is a really good idea (even though after 10 others it's a bit long.)
-Systeme de combat super originale. Beaucoup d'éxélente idées.
-Battle system is really interesting. You fuze so many mechanics and create your own original system. I can just say bravo!!!
-The story is very pleasing. And all reference give a lot of shy (Exepte for 67 XD.)
-Art is very good. and not only character. they suit really goodly with the background. tha give to you game a good identity. You also use some exotic postur that give more life for your character. It's really enjoyable. -A good Challenge.

Detail /  that no important: 
-For the first cutscene a little sepia tint can suit very well. Or something saying "Time to explain before..."
-You can change some sfx like Move1. It was really very frequently used one Rpg maker. You can use move 10 is better for walking character.

Point suit me less:
-Battle interface are really smal for the 4 gauge at each screen edge.
-Battlestate are difficult to understand.
-It's very punishing if you miss a musical sequence. If you lack character strength, having to go back to a section you've made good progress on with your entire life force can be disorienting.
-The combat system is unique, but it loses dynamism with the gameplay interruptions. This encourages spamming the action button and selecting unwanted options during combat. For example, mapping pole selection directly to the arrow keys would improve the flow. The wait time before a music track is enjoyable, but it breaks the immersion. However, given the game's pace, this isn't necessarily a bad thing. You could benefit from making the dodging and music phases easier and streamlining other aspects like experience gain and pole selection.
-Qwerty is a hell Xd. And for Azerty is really not a current input position. That the first reason that take me so much time. Not your fault (that and English but that not your fault to. ^^). You can use some script call to manage you own input. it's  "Input.keyMapper[]"

Exemple : I want to put some action on "A"
Input.keyMapper[65] = 'a'
If Input.isTriggered 'a';

For number of input you can find hime here https://www.toptal.com/developers/keycode

If you want to talking about some methode to do some idea i'm available.

Graphic bug :
-Last boss: When the hoodi is removed on the left side, the shorts shift as if they had slightly rolled up. Screenshot (they then return to their original position).
-After Last boss: When the boss is defeated, his body remains white and his face normal. Perhaps the image color grading was too abrupt.

Crital bug : Nothing

Final point:  It's really good. All wat i say dosent change you do your thing really well with a lot of creativity. I think he juste need a little balance and that can be something really adictive.

Good job. Thank for sharing you work i passed a LONG and very good time.

Ps: Screen of bug  

That was really intense. Its really good but it's sooo hard. Your game have a lot good idea. The story is good, Art are very appreciable. Character are colorfull. Is really a good game. 

-The pacing is off between the different gameplay elements and the characters' dialogue.
-The game is intense and doesn't allow you to appreciate the striptease because losing your concentration for two seconds is fatal.

But your game is really good that it was impossible for me to admit defeat.

Great entry.

Like AlphaBravoCharlieDelta i put you ont the itch page now and on the game when i can publish the post jam version.

Thank you very much. Really glad you like it.

Gotcha. I put it on the Itch page now. And I will put it on the post jam version. 

Thank you very much. I'm playing your game right now. I'll give you feedback as soon as I finish. Thank you for playing and let him the chance after this bug.

Like i said i can credit you if you want, cause you help to find this bug.

Clever!!! Thank you for this answer. It's true that I haven't optimized the games for the keyboard. This bug will disappear in the Post Jam version. Thanks you.

I can credit you both if you want.