Thank you very much, glad you enjoyed the hypno and experience!
PLASTIC GRASS✨
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Thank you for the extensive feedback and for playing it entirely despite hypnosis not being your thing! The blurry yes at the end is a typo, it *is* supposed to be in clear text. Good catch, although I won't be able to correct it.
The non-hypno would not work for this concept but I do write non hypno erotica, so maybe I'll redo something similar :)
Thank you so much for this comment! Most playtesters were not into hypnosis so I was looking forward to feedback from someone who did, this is a very precious slice of insight and I'm glad the language and safeties were appreciated.
I wanted to do more routes and subtleties (including the quick hop thing, which could lead to moments of being stuck in someone for a short while), just didn't have the time ^^" Turning off the blur is a good idea, I hadn't thought of it.
Thanks again, this made me giggly happy <3
Would rate 100/10 kink if I could. Beautifully made and executed, this one has creative vision as solid as the protag's cock when walking among ants. The mutations were extra pretty and poetic and the writing on I LOVE was fantastic.
All gameplay loops were quite satisfying (on I LOVE I just went in larger circles around the starting area), and nothing was difficult imo.
I'm obsessed with both art styles.
Thank you for making this unapologetic piece of you!
In a month? How?
Impressive amount of work, beautiful sprites and really fun to toy around with, I had fun learning the rules of everyone (lol'd when the banana lady turned into a bear, surprising the banana who is usually the one who transforms). The tiny teddy was adorable, and all characters seem so full of flavour and personality. Def feels like a game where almost everyone could find their taste, kudos.
I would have liked it if my previous combo stayed after defusing, but that's about it.
I wanted a reward for winning, there is no love for the tops TT (/j)
Very nice art, cute music, interesting mechanics. The movement was too sluggish and the hardest character being the first one was kind of fun but also frustrating (and I hope for reward for beating him, since he talks about it in the defeat scene... I guess I'm doomed to keep the plug forever).
First and second enemy were too slow to be challenging, I half expected them to comment on a loss being clearly intentional huhu
This looked and felt good in the weirdest ways. The music was perfect and the forebodding sensation that creeps through the writing is really good. I always felt like I was about to make a mistake, which is a really good take on pup headspace and worked super well with mechsploitation (we have like three of them in the jam and all in different flavours, it's great).
The ending cut to menu was a bit too abrupt but the final moving shot was super good. The vignette is excellent.
Nice casting and art with a simple and straightforward game loop that would be easy to add content to later, the potential is quite visible. I enjoyed the income speed, it didn't leave me waiting without anything to do.
However, I disliked the writing. It was tedious and repetitive while using a lot of hentai and netizen vocabulary (NTR, v-card, butt fiend etc) and almost never describing things by their name (I cheered the first time I read "ass" instead of tunnel or wall or backdoor and the rest, it was with Marcy I think).
Most tenants having wives or girlfriend or sisters and especially the first saying that she doesn't normally like boys felt like lesbian fetichisation but not in a way I could appreciate, especially with sex being a sequence of gift leading to instant desire, kissing followed by penetration, cumming, and brutal end (for the one exception where you eat her up before penetration, the text graciously informs you that the "real fun" is about to start when you switch to PIV, which I really disliked: it was dismissive of oral sex and contrasted poorly with the blowjob scene that is considered to be a valid, entire sequence).
Overall I think this needs more variety in the writing and a bigger effort to convey sex as something experiential and varied rather than a series of awkward uses of the words sticky and lust. I'd recommend reading erotica (and not porn) to get a wider perspective of what you could write, because the will is clearly there to do a variety of things: this is a game with plenty of content and with nice sprites that conveyed the sizes, positions and action shots very well, I believe it mostly needs sexier sex.
I need to stop tearing up at nsfw games, dammit.
I suck at golf games, but I held strong for the brilliant writing and the final birdie that Lilith so deserved. Gameplay is as perfect as the rest of it.
A transphobia warning would have been nice, I didn't expect this much hatred on screen since the CW only said "discussion of transness".
This was cute! Many bugs but the idea is quite nice, I liked the premise of going to sell at cons and the dream of making actual money from them (sigh, /j).
Besides bug fixes it would be cool for quality of life if your stand setup could be saved between runs and then modifiable, and/or to have the auto drop move to the next available slot rather than stay on the same bottom corner.
Art-wise, I found the props funny and the NPCs were super cute and varied and fluffy! The writing was tedious at times since I lacked vision on why I was reading these passages, but it helped build the world.
I devastatingly enjoyed this. Reaching the end was very satisfying, I loved how the final point can only be gotten by allowing a specific scene to happen, and it never happening again after becoming free since, you know.
The loop was satisfying, the horny faded quickly because it became too systematic but that doesn't mean I didn't enjoy the grind. The gameplay was simple and satisfying, main thing I didn't like was your self-deprecation which kept creeping back up. You made a thing and it's nice, be happy you did! It does not matter if events and sprites are missing, you! did! a! thing! And it's fun and stupid, which is so cool.
This was cute! Every character is lovely and I def'd would have liked to have convos with the other ones in the park. Sometimes the conversations got quite long and very "let me tell you about this kink I really like", which made it hard to focus and I admit I skipped some parts, especially on the pad. I enjoy good nego writing but I really prefered the moments where characters' feelings and actions, especially Lexy's, were included. Maybe a better balance between exposition and action and feelings could do the trick? I'm nitpicking to be honest. I'm into body fusion as well and loved to see it represented this way <3
The art was superb, I loved the emoticons and the splash sprites that zero in on details, it made everything enjoyable and really sustained a feeling of progression and wholesome relationships. A detail that tickled my brain in the best way was the "voice" for Ceraya, it was something I would have loved more text for.
I really enjoyed the experience, thank you for making it! (lol'd at the submission 2 minutes before a deadline you set yourself)
I was afraid Gar 28 would be an obscure fandom I didn't know of, but knowing it was your own work was so much better. The entire game is like a self-targeting fanfic, which I kind of loved? You can feel how sprawling the lore is, and the conversations are written in short and quipy lines that make the pacing excellent and intriguing.
I most appreciated the Big Gay Memory Loss, I thank Woke for his work (ew ew ew), and wanted to find the former mayor to have a friendly word with him after I found out I could commit murder.
Thank you for the game, it was fun!
Like the others playing before looking at your walkthrough was quite difficult since the game doesn't follow usual parser logic (especially the ability to check previous text or interactible objects and folks being pointed out by caps or bold or any other sign - check out Intwined Dreams, they did a great job at structuring a classic IF). I'd recommend playing or watching more of the genre you're working with in the future, because players have mental models and expectations that will project on the game depending on its.
This aside, it was fun, with straightforward writing. It was easy to get lost both in text and in space (took me a while to realise there wasn't a hub per se). The kink was ok, I would have liked the characters to have more lines and more depth, it felt a bit like being pushed from one requirement to the next. Still, a solid and entire piece for a gamejam!
Edit: kudos for making me spam "FUCK CYRUS" at the receptionist on my first playthrough since I got super stuck
This was fun (always a sucker for combination games), but having the camera shift with every move of the mouse made me seasick. I had to play in small increments, which was a bit frustrating. I'd recommend having the option to lock in on the screen (with camera framing more that the computer to see what's happening in the backstage) and leave the lock to see what else is happening in detail.
Other than that, really cute and with nice, imaginative yet understandable combos.
Thank you! The bootblacking isn't even arcane, it just feels like it if you stay in Annalisa's body. If you go in his you will see more details about the process - this is how an actual spit shine is made haha (although a hair dryer is better than a lighter, it was more fun to have her be super confused about whatever was happening)
You managed to do this in a month? Holy.
I hyper focused on it (yay roguelite) and loved loved loved the game, made it to mental health in one run with way too many humans for my own good.
I wouldn't say it's nsfw or horny (I tried one absorption to check, but it is really is your big guy and your little guys and light undertones of kink), and sometimes when you have too many hats on you cannot see the enemy's incoming action.
Overall, extremely fun, smart and addictive gameplay, with fantastic artistic direction. Definitely something worth adding a few more extras (elites, events, undertones if you so like) before releasing a premium.
What the hell this was so good. You made me tear up at that pre final level scene. The writing? What? Who allowed that?
Overall a fantastic experience, super tight controls and with delightfully crafted gamefeel and story. The kink meshes so well with the grazing mechanic and the concept of mech pilots, and I was INVESTED. The cutscene banter was just the right length that I didn't have the time to cool down but still felt rewarded. The game loop is sleek as fuck. Thank you for the extra lives accessibility future: I suck at bullet hells and this made me feel like a god. By the end of the game I was only missing one life, because this allowed me the time to get familiar with everything without the pain of a die and retry.
Thank you, I loved it.
Edit: forgot to include it but it's also absurdly beautiful, I want to lick the art. And be it.
This was attrocious in the best way. The techno cunt and the wimpering abominations where draining what few neurons I had left and now every white thing I look at appear like a pulsating cyan.
Gettign the hang of cum shooting was fun and I actually felt skilled when I learned to drive the attackers into aligning with my next shot. Well done.
Nah, don't worry, I get the struggle of finding hard stuff that is obvious to you.
I restarted and took playtest notes, hope that helps:
Screen 2, slippery, I most often than not ended on the tip or past the platforms. They're very short and do not allow leniency while you're still figuring out the slip and air control.
Screen 3, I realized that if I don't stop air control right before I land, left-right direction will be applied on landing and I will slip. Especially frustrating on the even smaller platforms while still trying to figure out where I need to stop applying directionality (direction buffers on landing are a good way to mitigate that by allowing floor grip to negate directionality for one or two frames).
Screen 4, didn't struggle but I think it's because I try-harded on it on the alpha.
Screen 5, a drop jump in tutorial is CRAZY. It's a movement that requires in-depth control and understanding of mechanics, it's absolutely not something you should throw at players this early in the game. I was never trained for it in previous screens (no platforms with similar level design but without the drop, allowing me to get used to the timing without being punished*). *By punished here I mean "failing not because of my own lack of skills, but because I don't know how it works yet" as in it's almost impossible to succeed on the first try. If it was not a playtest, I would have dropped here. I love platformers but the challenge curve is ludicrous and if I'm playing this I came for the horny, so would probably drop since no such content lured me into thinking the effort is worthwhile. Seeing a breedable poney just above that insane jump could do the trick tbh. I detested the purple right before the challenge and died twice on it by slipping. I wanted to die because of the drop jump if I had to.
Screen 6, easy enough, with this time a timing that feels both rewarding and challenging (getting to the core content gave me a motivation boost). I had trouble understing that the gate was a platform: the shape didn't afford it.
Screen 7, the grunt I let out when the platform didn't keep moving after coming back... It moves away way too fast, comes back too fast, and with the slipping barely starting to be under control I'm unhappy with the amount of tries it took me. There are no indicators for the amount of thrusts that it takes to start it and I only fucked one poney before so the number was elusive at best. I went for spamming the controls to get it over with then jumping as soon as I could to catch the platform before it moved back. Then the up-down platform came. While what I had to do was obvious, I still slipped and missed what I anticipated to be a very easy moment, and thus realize there was also some slip on the floor, or the platform, or something else I had not understood. I made it at the second try, and was almost had by the quick move back (again, no warning, but I came to expect the worst that could happen and surely enough, it does). At this point the thrusting mechanic was not motivating anymore and I just kept going out of curiosity and playtest necessity.
Screen 8, seeing the UI change was a nice reward. I enjoyed the little piece of dialogue but was a bit disappointed that the breeding with an actual poney was shorter than with the statues. The insemination anim was so quick I barely had time to see it, and at this point I wonder whether you just made an edging game.
Screen 9, easy pass with a nice use of purple areas to guide jumps. I wished I had had something similar at the start instead of the drop fall or the moving platforms of hell.
Screen 10, hard but fun. I was starting to get a hang of the slip and chose to skip platforms 1 and 3 to have more air control. Took me 5 tries but was actually fun since I was making an active choice to go against level design while being afforded that possibility. Then I slipped from the purple mare when jumping up left and fell in the pit, and had to do it over again with much frustration, since vertical air drift is something I always struggle with (and is a very advanced skill to expect your players to have: most platformers focus on horizontal drift challenges). I went back to the purple, first rty as I knew the timing now, only to realiza that in addition to the vertical drift the platforms were not pass-through (their hitboxes apply when coming from below). I was very very close to rage quiting as it was again info I had to learn not through affordance, design or logic, but through blindly bumping against obstacles. I had lost timing at this point, failed green twice, then purple thrice (passthrough bump and fall to pit twice, slipping while trying to attempt the first platform from the left and fall to pit). Honestly, just a platform extended to the left and one less green paltform would make this so much more enjoyable.
I didn't see or find the skip tooltip, so I stopped there as my hands were starting to cramp up. For reference, they don't do that on platformers, they do that on Souls, which gave me a chuckle given your previous commentary on punitive games.
So yeah, a punitive experience through the following aspects: lack of affordance and anticipation, lack of control (especially through air and landing drift), hard to extreme challenges in quick succession with little to no breathing room between them, poor die and retry (the core of a proper die and retry is that you warn the player that something will be hard or they can deduct it by themselves in order to brace before facing the actual challenge and the death that follows; "gotcha" challenges are fun to develop but much less to play unless you know that the game is ragebait, which isn't the case here), little to no reward to foster engagement and desire to go further.
Controls are punitive, not signs and feedback - these are pretty clear. As you mentioned the acceleration and jumping mechanics are off, and with the very tight level design the consequence is a punitive setup that requires extreme focus and precision and a hefty amount of luck to land jumps that have to be almost perfect. In general, I'd recommend not setting challenges in the tutorial area of a game: players are already getting the hang of that specific moveset, so giving them grace with open level design allows them to be better equipped when you are actively mean, later.

