Fattening is not really my thing, but the gameplay does look fun!
Rexizor
Recent community posts
Cool game concept, but it's pretty hard to play if you don't have a mouse, could you add some alternate keybind to swap between the card playtypes? Like 1 2 and 3 as hotkeys, for example.
Also, attempting to swap cards using a trackpad-scroll makes the destination selector go back and forth so fast that it can crash the game.
That has nothing to do with what I'm saying. I'm saying that the sections of the game's description on this itch page with the heading "Features Include:" and "Kinks:" are inaccurate, since they mentions features that are currently in the game as being "TBD" or "In the future", those being "Multiple characters" and "Giantess" respectively. So you should update that, so people know what's currently in the game.
Also, totally a side note, but I find it a bit weird that the galleries for each character are unlocked as soon as you unlock the character, not by completing that character in-game.
I can't tell if I'm doing something wrong, but are you able to make him cum/cum yourself in the sex scene? The controls are rather confusing. All that aside, fun little game! The controls were a bit hard to get used to, but felt pretty natural once you did get used to them! I'd like to see a high score tracker, or at least an in-game "current cans collected this run" number, so I can see how well I'm doing.
Oooh, that's a cool twist!
Oh, and speaking of discussing, do you have some other platforms we can talk over, like Discord? Sending such long messages in the comments with multiple topics of things being talked about at once is pretty confusing at times, and some other format would be better, I think.
I think the more important thing to note about Kitchen Job isn't that it was harder, but that it was more tedious(aka boring), and more punishing. You have to get better and better scores multiple times in a row to make progress in your upgrades, and each run takes a lot of time, with a lot more time spent waiting for actions to complete than actually making decisions and playing the game. if each task had a minigame attached that sped up the time, that'd make things a lot better in that regard, since you wouldn't just be sitting around anymore. Unlike Cheer Must Go On, where there's very few breaks in the action, and you get as many tries as you want at each level if you fail, with completing a level unlocking a more exposed cheer outfit permanently.
Seeing as you're controlling Ariel, I agree that it'd be best to not have your goal to be to humiliate her, and to have her humiliation be punishing you in terms of gameplay experience. Gameplay-wise, it'd be satisfying to see yourself transition from a dirty kitchen with stacks of dirty plates to a clean one with lots of plates cleaned, but that doesn't mesh with what you're going for: making the player humiliate Ariel.
There's two ways to go with this: Either reorient what you think the player's (horny) goal should be so it aligns with the player's gameplay goal. So, your goal would be to clean as many dishes as possible to get points and increase your skills slowly over time, and getting new, skimpier outfits helps with that, since it attracts Daniel to come into the kitchen with dishes more often (and you wouldn't want to have the potential downside of making you lose points from excess dirty dishes).
Or, and this probably falls under the category of "being an entirely new game", but you could make the player not be controlling Ariel, and instead, you'd be working against Ariel throughout her normal shift to humiliate her and make sure she can't do her job. You'd be controlling "the world", and you could make various inconvenient things happen, like causing Daniel to come in at inconvenient moments, making the sink spigot burst, the mop bucket tip over, or cupboards to close and snag/tear her clothes, that sort of thing. And you'd have to time them at the right moments to actually "catch" her (like, the spigot breaking while she's at the sink, soaking her shirt and stopping her dish progress). That'd really go hard into the ENF angle, and could definitely be fun, if you feel up to making a game like that.
Having them be enchanted regular items is a fun idea, but might add a bit too many limitations for what you can actually have as the items, and might feel out-of-place if you get too creative with it. Like, (if you didn't want it to be penetratable) I could see a pussy being represented by a fruit, if you've ever seen those sorts of images, but I feel like that would absolutely be weird to just be playing with a fruit. But it could definitely be done for some items, I just don't think you need it to be a hard-and-fast rule.
Yeah, I do totally get what you mean about wanting it to focus on seethrough clothing and whatnot. I'm just saying what I like in games, feel free to disregard as many of my suggestions as you'd like.
I am curious, what is that idea that you're thinking about with regards to the shopkeep? Or is that too much of a spoiler?
I think the difficulty as it currently is, is just fine, and perfect for the game's current scope. That final level is just about the hardest I think I could go with the current mechanics. But you'd need to make things harder if you wanted to expand the game and wanted it not to be repetitive. Or, maybe not necessarily harder, but you'd need to at least introduce new mechanics. I think Kitchen Job is a bit too hard, more specifically in terms of how punishing it is for bad gameplay (like, you have to really be on top of things to keep making more and more points each round to keep increasing your skills, since they reset each day. Honestly, I'm not the biggest fan of that, it makes the game feel too stressful for me, since I know one slipup could mean all my progress gets trashed.)
Oh, right, cocks, I entirely forgot there'd be male/futa characters in this, despite the fact that you mentioned it before. And, well, if on-the-fly undressing wouldn't work because of the limitations of your coding engine, you'd know that best, so go with what you know will work, but consider adding room to expand. Frankly, I'm a sucker for any game with any sort of stripping or dress-up mechanic, especially if it involves putting a character in skimpier/lewdified versions of their original outfit. When I was thinking of "personal items" I was thinking about, like, small body pieces, like hair. Since the original voodoo (in my eyes, at least) involves using a strand of the bound person's hair inside the doll, I was thinking it could work like that, getting more and more intimate. Like... a scrap of clothing, then hair, then saliva, then cum, something like that. But actual personal items like underwear could also work, and definitely wouldn't work with my idea, lol. Plus, you could even have the item slowly burn away in lieu of a more traditional progress bar, with visible charring slowly climbing up the item as time went on.
This game is great! I'd love to see it expanded in some way. More outfits to unlock would be great, but for a mechanic expansion, I think having to balance embarrassment with getting more "points" from more exposing poses (like up would be the most exposing, and neutral/down would be the least) would be a fun way to make things more difficult, since you can't really make things even faster. Or, like other commenters have said, using arrows+WASD to control arms and legs to match more complicated poses. Went back and played a lot of your older games, and I have to say, this is my fave, for the fast-paced gameplay style (kitchen job has a bit too much waiting around, even if the risk-reward aspect is quite fun, and not keeping upgrades between rounds is rather rough). Excited to see whatever you're planning on doing next!
I mean, yeah, the body would look different when being compressed by the clothes, but in most cases, the only notable difference would be the boobs. Most of the time, sure, there'd be some indents from waistbands and such, but they wouldn't be noticeable enough that you'd have to include them, people probably wouldn't notice that fine of a detail. The boobs getting supported by a bra or let hang free would be more notable of a difference on characters with big tits, but technically speaking, it wouldn't increase the number of different art variants you'd have to do. If you feel capable of drawing boobs as if they were being supported by clothes without them looking weird, then I don't see any problems with that. If anything, it makes it easier on characters with cleavage/other partially-exposed boobs, since you can reuse the part where they're shown. And it'll only actually come up if the character isn't wearing clothing that is either too loose to restrict the boobs, or is skin-tight enough that it's basically just the boobs anyways, and I notice you like to do a good amount of the former.
I do see what you mean about the fluids, now that you mention it, since there's a minor point of "oh, well, if there's actually clothing being worn over this, so there shouldn't be sweat drops on the skin here", but I doubt it'll be too noticeable. Even less noticeable than the non-boob-skin-indentations.
I don't mean to say that it's all about hiding it, but there's a level of plausible deniability. Like, looking at IRL exhibitionism kink, the risk of being caught is part of the thrill, so in this context, no, they wouldn't just wear baggy clothes to hide it. Honestly... I think you could do both, though. Make the nude-hypnosis art now, then later, you can come back and add the xray-clothes-disabling, and you won't have as much art to make. And, the idea of releasing the hypnosis in public seems too hot to pass up, especially with the general porn-logic "nudity is legal, but still embarrassing" reason to explain away why they wouldn't just cover themselves immediately. Although, I do think it'd be better for there to be a "underwear only" in-between stage even for that, so it doesn't go straight from fully clothed to nudity (well, not really "straight" there, since it takes a while, but you get what I mean). And hell, if you were feeling extra ambitious, you could even have alternate costumes that you could hypnotize the patrons into wearing.
Honestly, gameyness is good, that's what elevates a neat little sandbox into an actual fun experience. So, yeah, go for it when it comes to the timer, that's a good idea when it comes to that. As long as you make sure it's not too tight that it's repetitive. Although, I think a better system would be "Incorporating the personal items into the voodoo doll makes me able to keep the magical link open for longer at a time", since putting the items in the doll feels more voodoo-y to me, and it'd make it make more sense in the case where you fail to reach the objective in time and you have to try again the next day. Unless they're coming in the next day with the same exact type of item to burn along with their letter, in which case, that could work.
After having played a full game, the gallery is a great addition, and I encountered less bugs, but there were still a few occasions where the ghosts went hyperspeed, and one occasion on the first level where one permanently got turned into eyeballs. The pauses in the game at grow points are nice, but not really what I was envisioning, more like the pac-woman art popping out over the whole screen, then growing, then going back and gameplay resuming as usual. And for some reason, the art, in game and in the gallery, is really low-quality and compressed.
Great minds think alike I guess, in terms of the shop owner thing! Yeah, TF would absolutely be hard to make, art-wise, even if it's just one stage, from normal to big. But I'm really hopeful there's at least some, it'd work really well in this. Not really sure what you mean with x-ray being harder to implement than full-nude, I wasn't saying that you'd have a movable xray-lens like some games do, it'd just be a thing you unlock. I'm not saying xray as in partial transparency of clothing, if that's what you thought I meant. Visually, it'd be the exact same as "she's nude but thinks she's wearing clothes", just with different background info attached. I also feel like the "emperor's new clothes" thing kinda clashes with the "I'm trying to hide the fact that I'm getting played with/fucked right now since I'm in public".
Clothes compressing body parts is a valid point (although it wouldn't make you have to draw more art, and you could just pretend it's not real, a lot of other games do that.) but I don't see how clothes wetness influences the X-ray mechanic at all (unless you were thinking I meant X-ray as in transparency.)
Picture in picture is a great idea! it would necessitate more art, at least in the case of characters with odd poses (or, just any ass-focused sub-item on a normally-posed character), but I think it's a great way of letting you see every angle of a character, especially the ones like the dragon lady.
Not entirely sure about the timer aspect... having a time limit makes the game feel a lot less sandboxy, and that's kinda one of the original's draws. But, it could definitely work! I just worry that either the timers just wouldn't really matter, or they'd be so short you'd be busy rushing to fulfill the customers' requests to actually appreciate the hotness, but it could be executed well. But, I guess if the final item was infinite time, no holds barred, and that would let you do a more sandboxy thing, then that could work too! Actually, the more I think about it the less of an actual problem it feels like.
Yeah, I guess having the same character again would be weird, since that was an entirely separate story.
All that stuff about the Voodoo game seems great! Especially the part about the "you can go full-throttle right away but it makes them leave and not give you more stuff to work with" It adds a lot of realism to the game, and having a steady progression is also good. Although, I do worry a bit that some people might miss that, even if you make it clear in dialogue and such. I think a good way of doing it would be to include a "tutorial character", I was thinking it could be the voodoo shop's owner letting you test out a doll/other voodoo thing on her to help get you the hang of things, and if you go too far with her, she'd scold you for it, so that you can see the consequences in action before going into a proper "assignment". And it'd be fun if the shopkeeper then became a proper voodoo-able character later on (like, maybe her lower body would be hidden under the counter for the tutorial, but you'd get to see it all later on), maybe at the end of the game. I always love it when games do that.
Totally agree with you there, save the backshot-only for later on in the game, it wouldn't make the best first character, but I'd love to see that eventually. And same for TFs, they seem like something to introduce later on. Being able to x-ray through layers of clothes also seems like a good idea for the "thing" to introduce with the first character, regardless of whether or not you're planning on carrying it through for all the other characters. I'd personally prefer if it was one article/layer of clothing at a time, rather than one item to full nude. Something like an "enchanted lens" would be a good generic name, but if they were tied to the personal items, it could make sense if it was a mini dress-up doll/mannequin that you'd get miniature versions of their clothes on, thus allowing you to make the girls' clothes invisible to you by taking them off.
Being able to focus on specific body parts would be cool, especially if what kind of toy you were using connected to the angle you were looking at the character from. But even if not, it'd still make you feel like you had a lot more direct control, especially if different points of contact had different reactions from the character (like, sweet spots). Were you thinking it'd be one single toy per character, thus with each character getting their own body part focus? Or each character could have multiple different toys? I feel like the former would feel a bit restrictive, like you're missing out on something if you really like a whole character, but you can only play with their boobs because that's just the toy they're assigned. Maybe all characters would have a base doll, but then varying "focus" items that you could use to "zoom in"?
Not entirely sure what you mean by "empowering" the voodoo doll, like, making it give the patron more pleasure, or unlocking new capabilities somehow (like, penetration, or the character's unique thing (ie. lactation or TF)) But the escalation of the patrons' demands is, as I said, a good system. Maybe the empowering could also let you see more of the character. Like, by strengthening the connection, you'd get a better view of them, magically-speaking. Or, in terms of gameplay, that means if the character was, like, sitting behind a desk that was hiding their bottom half, improving the connection would let you see through the desk.
And, "Voodoo Shop Assistant" seems like a perfectly good name. I can't quite think of anything better. Most people probably don't know what poppets are, so putting that in the title isn't the best idea. But, you could include that somewhere in-game, like that's what the dolls are referred to in shops and stuff. And I agree that most people think of them as voodoo dolls. You could include some dialogue from the witch in charge of the shop making a joke about "oh, technically it's not actual voodoo, but that's what gets customers in the door", so people know you know they aren't actually voodoo dolls. And, "Witch's Assistant" seems a bit too generic of a name. You could do something like "Dollmaker's Apprentice", maybe? But that gives off a bit too much of a mystic, mysterious vibe than I'm getting from the rest of the game concept.
And, about Hypnothick: Oh, an alt ending! That makes sense as a way to expand it. Any sort of new TF attached, or just the ending?
Honestly, I was just imagining the first patron in Voodoo2 was going to be the same girl as the first game. What're you planning for that? I might be able to give some feedback on general stuff.
Also, I totally forgot about Hypnothick for some reason. Guess hypnoshooter overshadowed it in my mind or something, since they're the same universe? Totally excited to see more from that game, but I'm curious too, since I felt like it seemed pretty complete in its current state.
No problem. Honestly, this isn't generally my genre, I'm more of a precision or puzzle platformer guy than a synonym-for-"high-speed"-that-starts-with-p platformer guy. And that's when I do play platformers at all. But, I'm always happy to play more from you! And speaking of, Alien Hypno Shooter update and Voodoo Game 2 when?
Side note: After using the cheat to see the ending, I've gotta say: surprised it isn't facesitting. That'd make a lot more sense with a pair of high-velocity tanuki balls aimed directly at that fox's face.
Ah, I was seeing one part as a "dead end" since there's two ways to get in, but only one of them lets you get out. it's the spot above the long leftwards cave tunnel with the dropdown onto a small hill. if you come at it from below, what I was trying to do, you can't go out from the top. I guess I'm a bit stubborn, and I was kinda assuming the Nightmare's behavior was a simple "go directly towards you", since that's how it acts whenever it's visible to you, but it just following your path makes more sense to what I observed. Given that, it's not actually a dead end. A hint somewhere in the game like "The nightmare follows where you once were, avoid nearing it at all costs. If one route doesn't work, try another." although perhaps phrased more gracefully, would help with that aspect.
I WILL beat this game someday, when I'm less incredibly busy.
I found a bug with the Uppie mode's gallery: You can click the option 2 buttons without having them unlocked. Or, at least you can do that with the Body selection, and if you do, it unlocks the 2 options for all the other sections when you do. Also, there should really be an option for disabling the skirt shadow in the gallery like you get in the levels.
I really like the concept of the new mode, especially the fact that we get a more detailed closeup view of the body. But, as another person said, making the skirt go away does kinda defeat the purpose. And, I hope the angles picked for future girls in this mode are more upskirt-y, since as of now, you can barely actually see under the skirt.
Added flashbang? Well, now I'm curious... Seems like a good enough excuse as any to try and get the secret ending.
Edit: Nope, still can't really manage it. OK, I have to know, what is the intended way of getting away from the Nightmare when you get cornered by her? Because there's at least two spots where you need to go into a dead end, and my strat of "shine the light on her and hope the light doesn't go out in time for me to get on a high spot and quickly jump over her, and also hope the light doesn't become too dim for me to see literally ANYTHING" seems quite inconsistent and unintended (and rather annoying given that last bit).
This seems like it would be quite fun, if not for the difficulty. For me, the game goes too fast for me to be able to understand what I'm doing, and specifically, what I'm doing wrong, so I feel like I'm just constantly failing and I'm not sure how to "git gud", as they say. Plus, the (seeming) necessity of trying to route out how to get all the leaves felt daunting. If the gamespeed was slowed down somewhat as a difficulty setting, that'd be great. This feels like it'd be a good arcade-style minigame, with the leaves you collect unlocking new outfits for the tanuki girl or something like that, but that might just be my personal preference in games.
Cool game, I like the gameplay loop of quick reactions and assessing the panels you need to complete in the endless mode, and the puzzle possibilities in the story mode are good too, although I feel like they're underutilized at the moment.
I wish you could drag tools straight from their spot on the wall to wherever you needed to use them. It feels weird and unintuitive having to click them to send them to your inventory, THEN drag them back up, especially in a game so about speed-solving, especially in the endless mode. I also thing it'd be a great feature if either the time you got for each level scaled with the number of panels you had to resolve to complete it, or if you got time back for completing panels, in proportion to how long they take to complete. Like, more time from a leather cover than a key lock. It'd feel a lot more fair in endless mode, and less like your loss was entirely determined by RNG giving you a hard level.