Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Note

81
Posts
116
Followers
11
Following
A member registered May 01, 2020 · View creator page →

Creator of

Recent community posts

Ah, a fellow pixel jiggle connoisseur I see! In all seriousness thank you so much, I felt solid about the writing but I was worried it might drag on too much in the scenes towards the end. I tried to cut stuff over and over but it always hurt the pacing too much, so it's really nice to hear good things about the end result.

No pressure at all but if there's anything that you think could be done to make the rhythm game bits friendlier to you please feel free to let me know! I was aiming for more fluff than challenge with them so I'd be happy to make some adjustments to make them more accessible, especially since I'm hoping to add more now that the jam is over. Cheers and thanks again!

Thank you! I had meant for the story to be much simpler but with everything going on at the time that idea just hit me like a brick early on and I was excited to try and make a game with something to say, even if (maybe especially because?) the game itself is so silly. It's meant a lot to me that it's landed like it seems to have for people. And it's also meant a lot to me that the sex scenes have gotten such a nice response because hrrgh figuring out how to get them to work almost did me in lol. Thanks again for the kind words!

Yesssss originally I had just intended to have a little charm system like Hollow Knight and then I got the idea for the, uhhhm, slot-based equipment and I couldn't help but run with it. I'm happy you had a good time and thank you so much!

Aww, thank you! That means so much that you want to share it!

Ooh that's a great point about how there's no direction to equip the things you buy, it seems so obvious but I had never thought of that! A gallery was always in the plans I just couldn't get it done in time, but that's planned for some post jam fixes (along with, you know, making it so you can't jump off the edge of the town area /facepalm). Thank you so much for playing and commenting!

I'll never forgive you for making me learn so much about fractions. (Only joking of course!)

I was at a bit of a disadvantage because I don't retain information from just reading it very well, as evidenced by the fact that I had mixed up the words for rock and scissors about two seconds after learning them and was so confused why I was doing so poorly lol. I enjoyed the plant biology parts the most, as I have never been able to keep some of those plants straight, and it did actually help! The snack section felt like a little too much of a guessing game to me and I consistently did very badly at it, but I might've missed some hints. I also had the higher/lower game send me back to the title screen and reset progression.

I will say, I don't think I'll ever forget what fraction 77.7% converts to so you can pat yourself on the back for that one!

Shaking your hand in making games about restoring the distribution of sex toys. This is just the cutest thing! Joining the chorus of people who love the art and animations, I was charmed right from the title screen (and have been excited to see the final result since your WIP posts in the jam server). I actually quite like that there's no HP or game over and it's just a matter of how much can you complete, but I do agree with other commenters that having a cooldown on a completed console to push you to use the others would liven things up a bit...though admittedly I didn't realize you could use the same one again until I had used all four anyway lol.

Most of the things I think could be added or improved on have been brought up already, but one problem I had in trying to do all four consoles was tentacles would spawn at the edge of the upper platforms and because the jump doesn't cover a lot of horizontal distance I couldn't make it over them, and since you can't attack in the air I just had to wait until they moved. There might be an approach I overlooked but either keeping them from spawning too close to the edge or giving the player an air dash or something (which honestly I just think would be a fun element to have in this game anyway) would help a lot.

Great work and I hope to see more of our fearless heroine on her quest for satisfaction!

Whoaaaaa picross flashbacks! Really nicely done! I loved the tone of the intro story and the way the puzzles were integrated. I didn't notice the health system at first and was confused why it filled in the right thing when I guessed wrong, but I think that was a good design choice now that I understand it, rather than letting the player make a wrong move without knowing it. It seems like a small thing but the SFX for clicking squares in the puzzles makes it feel so much better than it would have without it, especially using different ones for filled and unfilled squares, and was a super good addition.

I agree with other commenters that a little cleaner alignment of the hint numbers and a grid overlay to really lock things in would be great additions, and I did run into the same missing hint number on one of the puzzles (it was level 5 when I did it but they seem to be somewhat randomized). I'd love to revisit the game with those changes and maybe a few more levels added!

Also, from a former Fusion user, way to go making something this unique! I haven't used it in a long while but I remember getting really confused trying to do UI stuff and this works great!

The presentation and polish on this are incredible! I feel like it's so obvious I don't even need to say that the character art and animation are super good and satisfying, but I really appreciated how lovingly crafted all the little switches and knobs and things were, and the SFX for the different types gave a distinct feel to the controls even though I knew mechanically I was just clicking. Little touches like the button covers you have to open first made it even more tactile, and I loved it.

The slow build through the TF sequence with the music, sound, and changing voice was really effective at raising the intensity but in a very controlled way, and I got a little jolt every time I got the inputs right and something new happened. Really well done and I'd love to see it expanded!

Whom amongst us has not faceplanted after climaxing. Love the character model and animations, really excellent work there! I also appreciated that the hacking stations had different timing which helped mix things up. I would've liked to see the hit zone in different positions too, maybe, or even changing position during an attempt, or maybe one where the cursor changes directions. The acceleration and friction on the player is pretty low which makes things feel a bit slippery to me personally, but there's no super precise platforming so it didn't get frustrating, and I honestly really liked running and sliding into a crawl which felt pretty slick. Nice work!

This was a genuinely beautiful experience! I started with the hypothermia ending, finished with the sleeping beauty one, and got all the others along the way because I just had to see everything. The art is so emotive and such a good fit for the tone, and the writing is wonderful. The friendly fire ending had me getting all emotional, it was so real and tangible and human, and it's really impressive how much you managed to define the characters in what even with all the endings combined is a pretty tiny word count. Truly don't even know who I have the bigger crush on, lol, so good work!

Yes okay I already came back to it and I was so OP by the end with my corrupted druid and rogue that the boss didn't do a single point of damage to any of my party. Repeatedly shutting down the minion summon with stun was so satisfying. Still have to play again to see the corrupted cleric, though!

I'm coming into this one at a pretty big disadvantage because mouse and keyboard movement in 3d has never felt good to me, and I did struggle a lot in the chase sequence, but cranking up the look sensitivity to almost maximum made a giant (no pun intended) difference. I did really like the sense of speed and scale you managed to achieve in that part though, and found it genuinely exciting even though I wasn't very good at it. I thought the balance of the on foot section, the card battle, and the dialogue scenes worked really well together, and I think your original vision sounds great! A slower, more sneaky exploration phase like you had in mind would be a lot more to my liking, personally, but I did have fun playing the jam version.

I know how frustrating it is to not get to make your jam game into everything you wanted it to be, but you made something playable start to finish, with mechanics that work, and that's a big accomplishment! You did a great job and I hope you give yourself a big pat on the back for it!

I played this for so much longer than I had time for lol. At first I was feeling like there needed to be more than three base abilities each, but after getting past the first battle and corrupting the knight it clicked and I think it's actually remarkably well balanced for the design. The mix of party member abilities and enemy quirks, even with the fairly limited scope, led to some really fun strategizing and made me feel clever every time I played a good round and eager for the next one even if it went badly. The visual style and character art is so good! Everyone has so much personality, even the enemies. And the tone and writing are super fun, I never would've guessed any of it was a placeholder.

I did find it to be a little bit of a challenge to get the hang of the UI without more direction, but that's totally reasonable for a jam game, especially considering how well everything actually works, which is what really counts. I think a brief little popup to highlight the changing round phases would help, rather than just having the text in the corner change, and in the very beginning I was confused that the only option was "reroll" when I hadn't rolled yet. The only thing I would call a genuine problem was pretty often one or more dice would just pop up, maybe spin flat a little, and settle right back on the same face without ever really rolling. It felt pretty unfair but it wasn't enough to stop me enjoying the game, and I can't imagine how tricky it must've been to get simulated dice physics to work as well as they do in the game.

At the seventh or eighth battle I seemed to break the game somehow, having only the cleric up, and no matter how much damage she took she never dropped below her maximum HP. Unless there was some protection mechanic I was missing, it happened whether I had her heal herself or take no action.

But yeah, this was so much fun and I'm definitely going to come back to it to see all the different corrupted forms and try to reach the end!

I've never done it before but I'll plan to figure it out and put one out after the voting period of the jam!

Thank you!

Yesssss the idea hit me so hard when I thought of it and I'm so happy it landed for someone else too!

Ooh those are great points! I must have messed up the input map and not noticed because I never tested the whole game with Z or K myself. Adding that to a post jam fix it list

Thank you! I had plans for two more levels and sidequests I ran out of time for, so I might expand on things after the jam

Aww, thank you so much! Honestly just hearing I made you both laugh out loud really made my day. And I'll level with you, there are only two achievements you can actually get because I forgot to add more until it was too late lol (the other one is equipping a specific combination of items from the shop). I'm still happy somebody found at least one though! Especially because that one specifically was a bug I thought was funny and so I left it in.

Yayyy! I can't imagine myself ever making anything that fuckin' weird wouldn't be a great compliment for. Thank you!

Oof, more than any other part those animations almost did me in. I tried at least six different approaches before I found a style and a workflow that I could handle, but once I did they were really fun to make! My original plan was also for there to be more than twice as many as there are now, if you'd like to laugh at my adhd game dev hubris.

Thank you so much!

Ohhhhh yes that double jump break makes total sense whoops. I never made it back to finish the town room so I overlooked it! (That's also why the background is so ugly and the shop is just a blank square)

I'm so happy you reached the ending and liked it! I got the idea in the first week and I was pretty uncertain I could get it all done and have it come even close to how I imagined it, but it sounds like maybe I did okay. Thank you for playing and commenting!

Thank you! I set out to make a simple tiny platformer I could goof around with and ended up with the most complex story I've ever attempted so...pretty not shocking for me actually lol

Incredibly functional and honestly even slick for only two days of work and such a complex UI! I actually think I liked it better being dropped in and having to figure out how everything worked than if there had been a tutorial to hold my hand. I think a score system based on how good you were at the order of things would be a fun addition, and some industrial SFX as the tanks come in and the hoses and valves operate would be a nice touch if you keep working on it. But even just as it is it was fun to play around and make things happen!

This is super fun and feels so polished! I love the way the different items interact and change the strategy, and I can see so many possibilities for more, and more environmental modifiers like the shower too. I would happily play a hundred levels of incrementally trickier puzzles built on this framework. The artwork is so adorable too and I really like the feel the isometric perspective gives. There's something kind of uniquely...voyeuristic about it, maybe? To me anyway. I think it's a great fit!

Also so much respect to you for having the confidence to drop your first idea and run with something else, I think I would've gotten overwhelmed and bailed but you ended up making something great!

I confess I might be a bit OP at this one because of this rapid triple tap move I've developed with my laptop's trackpad, but it was really fun to see all the changes as you evolve and split and upgrade your interactions! Also very nice touch that upgrades increase your grind numbers even as your goals go up. I see a lot of future potential with more evolution possibilities and abilities, and underneath all of that, it's just fun to poke a thing that squishes.

I've honestly been trying to leave a comment on this for days but every time I get back to the page I'm like, well maybe I could just play a little again real quick, and then it's suddenly a lot later and I have things I need to do and don't get to actually commenting. It's so, so good! It took me a while to even realize what was going on with the characters during puzzles because I was so laser focused on strategy lol. From the amazing artwork and visuals to the extremely satisfying sound design, and of course the killer puzzling, it just pulls me in so much. I would play so much more of this, and I think I've put at least a couple hours in already.

Yesss love to see some interactive fiction! Really amazing presentation, the minimalist art and sound design feels sharp and honed and I'm super impressed at how immersive just the addition of a heartbeat with a changing rate was. The writing was great and all the events landed really well, enough that I felt like I had to play and replay to see the results of different choices. I loved it!

The concept took me a bit to grasp at first but once I got it it was a really fun puzzler! The art and animations are super charming and the fact that things change when characters get naked is a really nice touch. I got stuck on the level where you have to undress the naga just not able to figure out how to make things happen in the right order (even though I had managed it on other levels, so I actually don't know what I wasn't getting), but I had a lot of fun with it up to that point! I'm really impressed you were able to make something so strategic!

Really fun and well executed! I missed the part about the charge shot my first time through and I'm so glad I replayed because the boobs in the beam is my favorite part of the whole game lol. The pacing and difficulty curve were great, the writing was fun, and the bullet patterns were tough enough to be exciting without ever feeling cheap. Honestly just a great job all around!

Yesss another rhythm game! Really nicely done, super satisfying even with one button input, and I'm really impressed it was playable for me in browser without even adjusting for lag, AND I was mostly hitting greats and perfects. Excellent theme integration without feeling gimmicky, too. I loved stacking up those clones on the couch to build anticipation and the art and vibes were super fun and charming. Loved it!

This one really knocked me down with how polished and solid it was! The mechanics are simple enough to grasp easily, but deep (heh) enough to allow for some strategy, and the perk variety made crafting a build throughout the run really satisfying. I went hardcore thrust machine with thrust bonuses to arousal stacks, stamina recovery, and lucky fucks, and cleaned up even on the dragon, but the writing is so good that I felt legitimately sad to skip over the lays who didn't like it rough. The body sliders at the beginning were a nicely elegant way to let the player shape the experience to their tastes, too. Pretty sure this is my favorite thing I've played in the jam yet, great job!

Wow okay even with the tagline I was not expecting a fishing game to hit me with such big emotions. Really great writing that managed to do a lot for characters and their stories without being too wordy, and felt weighty while still being fun. The variety of fish kept things exciting and the gear progression felt really good too! I liked that there were more than a couple improvements to make but they were always noticeable. A special note that I played with a cat in my lap and she was basically hypnotized by the rod animation, so extra unintended theme points lol.

I love how clean and simple the design is, the phone as a menu that leads right into the story is a really nice idea. The vibe is super cute and there are a lot of nice visual touches like the parallax background and the color choices and outlines in the foreground to make it pop out. Also the squash and stretch on the jump animation is a good touch and fits the aesthetic really well. I think the feel could be improved, at least for me, with a bit weightier jump that drops you faster after the apex, and a jump buffer (or increasing the time of the jump buffer if there is one) since so many quick sequences of jumps are necessary.

All that said I'd be excited to play again even without those changes if there were a couple more levels and some end-level cutscene images or animations. Really nice job, especially with the late start you got!

Wow, I definitely spent more time with this than I meant to lol. Super fun, killer vibe, responsive, short enough that "just one more go" always sounds like a good idea, but deep enough that it never turns out to be just one more. I admit I never played the inspiration, but I never felt like I was out of the loop with the design or what was expected. Really really great and I can see myself coming back to this to get that last badge (tried and tried for full love all clothes no deaths, but just couldn't crack it).

It took me one time failing to get the hang of the controls, but the second time through was exciting! I personally found myself trying instinctively to use the arrow keys to change mirror placement and space to attack and had to overcome that, but once I did it was a fun little arcade experience. Love the inclusion of the dialogue and endings to give the gameplay some context, too! I think highlighting the portrait of the character who's currently talking would be a nice addition for clarity, but the writing was really charming.

I wish I could give more than five stars for aesthetic, good lord. Super cool presentation, the atmosphere from the visuals with all the sound design was amazing, and even though it was linear I never stopped being excited to see where it was going. Also I know it wasn't the main focus but the UX for the comic sections was so slick and satisfying!

I had so much fun and put Barry through so much. I was sure there would be an upper limit on how much I could increase the size of one point, but if there was I never reached it and I viscerally felt it as he slid onto that thing so slowly you could barely tell he was moving. The relative speed of insertion works amazingly well for feel and the animations are really great, even though they started to break down a bit with some of my more outlandish creations (but that was part of the fun!) Really loved it!

Yeah, unfortunately the encounters started as sort of RPG battles but I couldn't figure out how to make them any fun so I shifted to puzzles mid-jam, which are absolutely better than what I had before but I didn't have enough time to make them as player friendly as they should've been. I love the idea of multiple solutions and I can see tons of ways to go with that. If I keep working on this project like I hope to I think that'll be something I try to implement. Thank you so much for playing and for the kind words!