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RandallArrow

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A member registered Jun 13, 2020 · View creator page →

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"Wait, do I just throw insane amounts of money at stupid shit?" is gold.

This is great. I hope some actual VCs play it sometime.

Yeah, TBH I'd enjoy it more if the description (5 inches flaccid, 9 inches erect) were accurate. (Admittedly I guess that would reduce the horse theme.)

But at the very least, can we make the images match the description?

Even a foot seems conservative; my guess is more like 18 or 20 inches. (It's barely smaller than her thigh. When flaccid.) This level of hyper is not my jam, but I understand different folks have different preferences.

Oh, BTW: The text on the character's shirt is reversed when walking leftward. I'm sure you just flipped the sprite, but it looks strange; try un-flipping the text by itself when animating in that direction.

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The core of the game is good, but it needs clearer progression. Right now, it's unclear why I should want to spend my money buying new items for the shop: Do they make me more money? Does it unlock access to new sex scenes? What am I progressing toward? Why shouldn't I just save all my money? (Just being able to click "Whiskey" instead of "Gin" doesn't constitute interesting player progression.)

I think that items should have clearly shown prices, and upgrading to more valuable items thus yields higher profits; and then there should be some kind of reputation system: Serving customers and having better items could increase reputation, while taking a long time or failing to serve customers could decrease reputation. Higher reputation would then translate into more customers and higher tips. (There could also potentially be separate reputation scores for meal service and sexual favors; I could see that working well either way.)

Yeah, that would have been nice to explain in the help section.

If you do add other students, I'd love to have a student uniform that has a similar effect on them that the costumes have on the monsters.

I second this one. There's one position especially where no penetration at all is happening, he's just sort of slapping his penis against her because it's at the wrong angle. 

I think a better solution for now would be to make the progression less linear: If you didn't have to go through all the monsters, you could choose the ones you prefer and avoid the ones you don't.

I've been following your Kickstarter for this project, but I'm not actually a backer (so I can't comment on the Kickstarter page). It seems you are in need of developers, and I might be able to help you, as I am a game developer that's willing to work on queer NSFW games and currently looking for work.

Caveats:
* My French isn't very good, so I'd need to communicate mainly in English.
* Of course I don't want to violate anyone's privacy, but I would like some clarification about why all the other devs suddenly left the project.
* I'm also a bit unclear on the actual state of the project: What programming language/game engine were you using? What is the current state of the code? What more needs to be done to finish the game?

It seems like you have pretty good control over your sexual interactions in this, so if you only want to pursue women I think you can.

These updates sound... very ambitious. I would be looking forward to them, but I'm worried you'll overpromise and underdeliver. Can you give us a clearer timeline on when you expect each of these new features to become available?

The game is actually way more fun with that cheat, because you can actually take the time to read the messages and watch the events. This is not a good sign for the design of the game.

I agree that it needs more interactivity. Right now the only way to increase your productivity when working is to spam the "close" button on every single notification, which barely qualifies as gameplay.

I would like there to me more active actions you can take to go faster, both when working and when having sex.

I think the main benefit of satisfying your colleagues is to make them go away so you can focus.

I take notes, often by hand, precisely because it forces me to organize my thoughts and helps me remember them. Sometimes I don't even go back and read the notes again, but taking them still helped me.

It's a fascinating take on the genre, where the puzzles don't even really follow their own rules. Unfortunately, this makes it almost impossible to play. 

I agree that we need some sort of indication of where the husband is likely to be. Spending a whole action checking for his location is just not worth the action economy, especially because the response is always so vague. 

When you say "do not redistribute", does that include using it in a game, or does it only apply with redistributing the asset pack itself?

A natural choice would be for the third person to expand her ass?

I've only just started, and the game seems pretty difficult, so I haven't gotten very far yet. But I'm really enjoying it so far; the ability to collect equipment and loot really sets it apart from Adventures of Kincaid (which otherwise is obviously the same pretty specific subgenre).

(What does it say about her culture that like the fourth through six words she teaches you are "breasts", "ass", and "pussy"? Maybe she's just really into you.)

A great start! I look forward to her teaching me more of her language. 

I really like the recent updates, especially getting Farmer and Alex under the piston. I also appreciate that you don't need to use certain items to progress faster anymore; you can just use the ones you want.

Not only that, selling potions to the vendor gets you no more gold than you paid for the empty bottles, so it's impossible to make money except via requests.

If all else fails, you could implement a password system for this too: When you unlock a difficulty level, it gives you a password that you can use to unlock that difficulty level in the future. This is very old-school, like back before games could save at all; but I think it would work. 

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I did some more experimenting, and I found this:
If I exit a run on the map screen partway through, it generally saves correctly, and I can load back in upon restarting the game.
But if I exit the run by clicking "exit" (when given the choice to continue to endless mode or not), the game exits to desktop and when I load back in it's like my run never happened.
If I finish the run by dying after beating the first two bosses, the game will unlock the next-highest difficulty, but only if I start a new run immediately. If I exit the game and come back later, it will forget my previous run ever happened and only give me access to difficulty levels 0 and 1. The same will happen if I die before beating the first two bosses (fail the run).

So my workaround so far has been to quit in the middle of a run and come back to it later; then when I finish that run and unlock the next level, I immediately start a new one, get to the map screen, and save it. This does work, but it's weird and inconvenient, and I'd greatly prefer if the higher difficulties would just stay unlocked after exiting and restarting the game.

I also noticed that sometimes it seems to forget that I entered the Patreon code for a higher tier and I have to re-enter it. Not that big a deal, but kinda annoying, especially if I don't realize it and end up starting a run without the special deck.

Overall this game is really good, but it doesn't seem to save progress well. If I quit after completing a run and then re-load the game, I only have access to the lowest two difficulty settings. I am only able to go to higher difficulties if I end a run and go start another in the same session.

Also, it would be really nice to have some kind of record of past runs, so you can see how well you've done. Across the Obelisk does this really well; might be worth checking out.

Also I really love the feminizing transformation mechanic, especially in the first level where you get more masculine or feminine as you gain or lose health. I think I'd prefer it to stick with that all the way through, rather than forcing you into being permanently feminine after the first level.

This isn't really a game so much as a series of animations. They're decent animations, but there's no actual skill or challenge here.

Thank you for the very detailed info. I will try running this a few times and see if I can reproduce the error.

So far I haven't been able to reproduce the error. I'll keep working on it, but anything else you can remember about your run might be helpful.

Like many of us, you obviously enjoyed Project Cappuccino; the influences are obvious. But those are some pretty big shoes to fill!

Can you characterize what you were doing when you got the error message?

Okay, this is legitimately hilarious.

The only things in the room that seem to be interactable are the alchemy set in the lower room and the guard himself.  My two quests remaining are "In wolf's clothing" and "The delights of civilization".

I'm trapped in Astrid's office. The guard blocking the exit says "Tell me when you're done with Astrid." but there's no way to actually do that. Astrid herself has already left. Am I soft-locked? What am I supposed to do here?

My guess? Because the artist and/or designer is more into human feet than paws.

Did you go in the evening?