This is a really neat idea! I loved how tactile moving things around felt and it was satisfying to get mixes right and see things combine. Having a slime pal you can both bridal carry around and also extract goo from was super fun and funny too. I thought the computer UI was really charming and clever and I liked the tone of the writing for the quests, but I'm sad to say I had to stop after only completing one because I got a bit of motion sickness from the high look sensitivity, and around the same time I got stuck in the floor near the slime extraction chair. But I still had a good time and I'd like to see more!
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If I didn't know this was Ren'Py, I would never know this was Ren'Py. It's amazing how rich and polished all the visuals are down to the slightest touches on the UI, and the artwork in general is super gorgeous, especially all the portrait expression variants during dialogue. After a minute of the intro conversation I thought for sure all the dev time must have gone to UX stuff and there wouldn't be much to the experience, but then it just kept expanding in lovely, nuanced dialogue where every character had a clear voice and every conversation had a natural rhythm. I was FLOORED...and tbh a little offended that you have a game that's so beautiful and has such wonderful writing (kidding about the offended part but also hnng HOW). I'm sad it took me so long to get to this one, it was a delight!
This might've been the most excited I was playing a game in this jam, the nostalgia was powerful and even though there aren't a ton of different things to do just exploring and running away from enemies to try to find a more advantageous spot to engage was really fun! I don't think I quite understood how the character switching worked as at one point I had the one with the most health left but got hit and a different one got knocked out, but it didn't really hurt my enjoyment of my time in the game. I was SO CLOSE to the end before I got knocked out but was very relieved to not have to start all the way over...and then I don't think I took another hit once of course lol. All the little complaints I had have been mentioned already and it sounds like you already have plans to address them in an update, so I'm just going to say thank you for making such a fun throwback to DOS days!
This mechanic feels great for dialogue choices! I haven't played Reigns so this is my first encounter with it, but I think you made it work really well. Pulling side to side and often seeing really different options reminded me a bit of...I think it was Dragon Age 2 where highlighting options on the dialogue wheel before choosing would make your character make faces that went along with the tone, and it was really enjoyable. It sounds like I might be the only one who actually liked that the swipe directions of choices were randomized, but for me it mixed it up and kept it from falling into the over-simple trap some similar systems do of "left choice good, right choice bad" but based on the way the choices actually work and how silly and varied they are this probably wouldn't be a game that had that problem if they were consistent. I loved the tone and even though it was a bit short that meant I never hesitated to make a ridiculous choice that I knew would end badly, because it would be so quick to try again (and sometime the ridiculous choice didn't end badly, which was HILARIOUS and rewarding).
Personally I don't feel like this is a failed experiment at all, but a really successful one. It might have failed to be everything you envisioned, but that's always a tall order during a jam, and I think you showed a ton of potential with what you managed! And from my experience, any time you can submit something playable by jam deadline is an absolute win. You should feel good about it!
Well now I feel bad for ruining the ice machine. This was super fun to explore! The art is amazing, dripping with personality, and having multiple sprites in different poses for each crew member was really going above and beyond. It took me a minute to figure out there was sometimes a "go back" arrow at the bottom, but it felt really obvious when I did and like it was just me being dense. The only hangup I had was in the seduction minigame thinking "left" meant the NPC's left at first but it was easy to understand it was the other way around immediately and then I was fine. The captain talked a big game but by that point I managed first try!
I really loved the vibe of the writing and dialogue and all the little easter eggs, and my character getting full of stuff on the inventory screen was a really nice fun touch. The only additions I'd like to see like some others have mentioned are some more SFX and a gallery for sex scenes once you complete them, but even without those it's a great and really complete feeling game!
Wow, Slay the Spire but Minesweeper is not something I would've ever thought of, and honestly even if I had thought of it I don't know if I would've expected it to work, but it sure does! It had been a MINUTE since I had played MS and some of the logic strategies are still outside the grasp of my memory but it's super fun! The free start space is super smart since you have persistent lives, and the shop upgrades are really fun and well integrated. I got a bit smoked by the first boss I reached (the popup one, partially my fault for not realizing the prompts weren't case sensitive lol), but I'll definitely be going back to this one to see more! Really amazing how much you jammed in here and how well it all works.
Ooh, I really like the systems in this! The way turns work is a cool idea I don't remember seeing before and the fusion mechanic is a great use of the theme and I can see it making for some really interesting advanced strategies. The writing and the lore are fun and compelling and I loved character creation as internet quiz, which accurately identified me as "really weird" lol. I feel like I don't quite have the hang of the battles yet but I want to keep playing and see more of the story, and the art is beautiful!
I was excited to get into another Rubber Wizard adventure and it did not disappoint! Silly goofballs and biting social commentary, with kink thrown in for good measure, loved every second. Buckt had me laughing out loud and shout out to Craig, surprise hero and awesome boss. Couldn't resist going back through to get the other ending, and I thought the way it affects the final screen was really clever. Nice work!
My laptop screen is a bit too small but it was honestly kind of a fun additional challenge to have to move the maze around with the scroll wheel while managing the cursor placement at the same time...until I got to the rain level and it got too hard lol. Zooming out let me finish though! Really neat concept and nice execution, I think there are a lot of places you could take this idea, and I love the silly chaotic vibe!
I've been trying to limit myself to around ten minutes per game as the rating deadline looms since I'm so far behind but gods help me I had to get everything in this one. The mechanics were simple enough to get quickly but fun enough to keep me excited to keep using them throughout, and I loved the imaginative inventory system, it was perfect. In the beginning I felt like progress might have been a little slow, but the sense of reward when I was bringing in the higher level fish three or four at a time turned out to be absolutely worth it. The galleries were a nice touch, and I thought it was really clever to have them right there in the game world. AMAZING first game, you should be super proud!
This was a real delight! I'm really impressed by how complete it feels while being so visually minimalist and not having any music; the audio ambience is expert level! When the deadline got moved up I laughed out loud. Also drooling over the dynamically resizing dialogue bubbles, really super cool touch that adds so much texture to the experience. I have to admit I was surprised that it felt as hot as it did, and then just as surprised that it got so sweet at the end. Really excellent all around, I loved it!
I was looking so forward to this and can I just say it BLEW MY EXPECTATIONS OUT OF THE WATER! I adore the art style and I just can't get over how much I love the walking animation. The puzzles were really fun, mostly not difficult enough to be frustrating but just enough to make me feel clever, and I liked that you could complete a goal "wrong" and it counted but led to narrative consequences, that's super cool. I can't believe how much you crammed in here, too, I think I've played for more than two hours total so far and still only have half the endings, I just made myself settle for coming back after rating and commenting for fear I wouldn't make it!
But hold on hold on we need to talk about the WRITING. I remember you talking during the jam about how hard you were working on it and even with that I was not prepared for just how good it was going to be. There's so much background story, history, and lore infusing every part of the game the immersion is amazing. The tone is so consistent without being at all monotonous, getting really dark at times but still having room for bits that made me laugh out loud, and the sex scenes are legit steamy. I don't even know which was my favorite, they're all genuinely thrilling and tense with mostly excitement but a little razor edge of fear that floored me.
I think maybe my favorite part of the whole game though was the plant book. The amount of imagination and care that went into that made it so fun to explore, even if it was way more than my brain could take in and hold onto very well. I want a whole series where I can explore this world and its lore and different parts and places. Really, really great work and something I'll be coming back to!
I'm making the poutiest face at people being so supportive and giving me a hard time for running myself down, just so you know. Crossed arms, hunched back, the whole bit. But in all seriousness THANK YOU! Super happy someone else found the orgasmic hand holding as funny as I did lol. Every combination of features had three different handwritten lines (though some were based closely on others): one for a basic one by itself, one for the basic one being doubled, and one for the advanced act...which is probably a big part of why there aren't more events but anywayyyyy. There was actually a lot more mad libs-ish variety planned for the sex actions, but wrangling all the replacers just got to be too much for my brain with the deadline.
Wow the bugs list is really turning into something, I don't even understand how some of those could be happening, but I did put a lot of stuff in on the last day including the save and load systems if I remember right, and I was honestly pretty much in a fugue state so there's no telling. But thanks for all the ones you pointed out, that's super helpful! And thanks again just for playing!
Aww jeez really calling me out here lol. But you're right, I was feeling pretty discouraged toward the end of the jam and too much of that made it into the game as a coping mechanism. High on the list of planned revisions will be no more negative self talk! (Okay, maybe just less negative self talk, but I do what I can.) Really floored to hear anyone made it to the end, that's incredible, thank you so much for playing!
Lol I had planned to put constraints on what acts you could do at the same time to make it more physically realistic, but it was immediately SUPER complicated to add, and honestly I thought it was funnier the way it was and just left it. Really happy to hear it was appreciated! Thank you for playing!
You got all the goals?!?! I was pretty sure that would be possible but I definitely didn't expect anyone to spend that much time with the game! Thank you so much for playing! That's a good note about the multiple partners thing, I knew the UI for applying the dice wasn't clear or explained well enough but I didn't know what to do about it that wouldn't make it worse, but that's a really helpful point to know. Thanks again!
Yeahhh the repetition is definitely a problem. There were a lot more events planned with a lot more variety, but getting the systems running and working together took a lot longer than expected and I just ran out of time and brainpower. But thank you! I'm intending to keep working on it to make it closer to my original vision!
Looking at some of the other comments I don't think I have anything super original to say, but DAMN this was so good, and so polished. Just really amazing on every front, especially how hard the writing hit emotionally for such a short time with the characters. Scraping by on the last boss with no lives left was super exciting, too. Just excellent work!
The scope of this is amazing! I can't believe how many different combinations there were, and for each one to be so unique with not only a description but its own transformation was incredible. The loop was really satisfying once I got the hang of it (couldn't remember how to give potions to customers at first, then felt ridiculous because it was so simple and obvious), and I liked guessing what potions were going to be in demand and stocking up. That worked a lot better in the early game than later when there were more possibilities in play and I had to hustle a bit more...and it didn't help that I could not remember what combined to make what for the life of me lol.
I thought the pace of the progression with a new ingredient every day was perfect, and I was always excited to try mixing all the combinations right away. The ways to acquire more supplies were really clever and balanced, though I never did actually have to buy any. Even though parts were a bit slow I kind of enjoyed roleplaying downtime waiting at the counter for a customer, and it let me figure out you could get squish sounds from the boobs even when you weren't making a potion, which never stopped being fun. Honestly the SFX work in general was stellar and really immersive, and I especially loved the little satisfied/unsatisfied customer noises.
Final score before the main game end! No idea if it's good or not, but it's what I got!

Wow, loved this! Clean, snappy platforming that always felt good even in really tricky parts, and while I thought the "playable with one hand" idea was funny, it also worked really well! (wasd and space to jump felt most comfortable to me) I was playing with a cat demanding pets in my lap so it was a good fit lol. Initially I was a bit sad to have no music, but I ended up kind of liking the atmosphere for the cave setting, but I do think some ambient sound would still be a nice feature. The sex scenes about knocked me over though. DITHERING?! Amazing work! Only found five of the eight wetlanders (because I lost count and thought maybe I had them all already heh) but I liked the game so much I want to go back in and find the rest. Hope you keep working on it, you made a great start!
This is such a fun little confection! I really enjoyed that there was a sense of progression to things reflected both in the text and the artwork. I enjoyed trying the different combinations but that really gave it another level! I'm imagining this with dynamic music that builds as you go, and could even have specific tracks that layer in for each combination you choose along the way so you end up with a unique sound at the end based on the road you took to get there, and I think something like that could be a neat addition. But great work all around!
I was really unsure about the RTS / twin stick shooter combination going into it, but it was really cool and easy to use! Reminded me a bit of the first Mass Effect...but with your squadmates coming out of your body lol. (I even got to do something a lot like hanging up on the council!) Trying to imagine getting all these systems up and running and working together in a month is blowing my mind, and to have such fun, solid writing too? Amazing work! And I can't say a game has ever before made me go "argh don't shoot me I'm giving BIRTH" so that's pretty cool.
Omg this is absolutely incredible. It's amazing that you made something so wild and weird so cohesive. I've been excited to play this since seeing the first hints of it in the discord and it was SO MUCH more than I ever expected. The writing is razor sharp, topical, unflinching, and had me laughing out loud from the intro through the whole game. The birdie birdie was a hilarious find, and the last hole was so epic, I loved all the cheers of support, it was so imaginative and effective. I think the original Celeste just got knocked off from being my favorite thing made on pico 8!
Oh right! I remember your WIP threads from previous jams! I hope this post wasn't stepping on your toes, I've been trying to find ways to push myself to engage in the community more because it's easy for me to get intimidated, but I'll definitely join in on yours when you post it. And that's a great idea to go look back through the old ones too!
Your project sounds very cool and really ambitious but I'm always floored by the complexity of the things you manage during the jam so I'm confident you'll bring it all together, and I'm really excited to see it! I love the way it sounds like the world can change based on what happens while you're playing.
For mine, I'm actually aiming for a gamebook-style text adventure with illustrations, but no conventional game world, sort of like a VN but I don't think it's going to feel quite like a VN? At least it doesn't in my head. I'm desperate to make a prototype but I'm not letting myself do anything but write notes until the jam starts!
Hey everyone, or at least anyone who likes the classic internet forum experience! I sometimes find discord a little overwhelming and often feel like I'm interrupting to post game updates, so I'm making this to have a place to share some stuff with a little lower anxiety, and I encourage anyone else to join in and post your own! (Or make your own thread and I'll totally cheer you on there instead, I just like forums.) But also no pressure, I'm fine just talking to myself here lol.
The game I have planned for the jam, which I cannot wait to start working on, is going to be a dice based illustrated text adventure roguelite where you escape a tower your family has always kept you locked up in to try and get laid. Structurally think sort of a nonviolent Hades but with fucking. Well, with more fucking anyway. Like all my projects it's set in the world of my comic, sort of a loose messy dnd-ish fantasy. Here are my timeline goals, which will positively not be how my progress goes at all:
First two days:
- Dialogue system with choices, checking and setting conditions, dice roll integration
- Dice roll system with all types of rolls
- All player stats with simple version of XP system and progression
First week:
- Image system for environments and important scenes, integrated into dialogue system
- At least one playable basic story event and fully functional sexual encounters
- All systems connected and working together, with a draft version of whole main story with all critical beats
Second week:
- Most story events and sexual encounters done
- Critical artwork done
- Some sound and music added
Third week:
- All story events revised to be actually kind of good maybe
- Most artwork, sound, and music done
Final week:
- Finish, polish, and submit at a time before the very last minute, dammit
Excited to get started and to see everyone else's projects! It sounds like I'm not the only one eager to get rolling and I know it's going to be a great jam!
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!
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!
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!




