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Snaggleteeth Software

28
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A member registered Aug 20, 2025 · View creator page →

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I'll admit, I really struggled to play this one. But what I was able to reach was well written and well detailed, and enjoyable. There's a lot of novelty to a text based instruction game and I appreciate it, but it definitely becomes a barrier to entry interface wise. Good stuff regardless

The back and forth strategy of the stances brought some good meat to the systems. I enjoyed it.

A fun and cute story, carried by charming writing!

Thank you for your kind words! I worked hard and I'm glad my efforts bore fruit.

Thank you for playing!

Reading this made me very happy, thank you so much for the kindness and praise.

"The denizens of an abandoned world banding together to try and fix it through love" is pretty much spot-on to the vibe I wanted to express through design and gameplay so I'm thrilled to know it came across.

Thank you so much for playing!

The ending for beating act 3 without the navigator and map is different but its essentially just "things got better for a bit but then got bad again...did we miss something?" I'm glad so many people intuitively want to grab the map and navigator out of curiosity.

I had so much fun with the crowd, the palette swapping made it fun and easy to just turn units into silhouettes!

Thank you for all the compliments and thanks for playing!

thank you! and yes, I couldnt help but just make it be a natural part of the game world and setting. I am glad you had a great time. Thanks for playing!

I'm excited to see more if anything comes of it and if you make more! What does exist of the character writing, and mechanical concept has me hungry for more, that's for sure.

Thanks for the advice with confusing and non-directive UI. I'll be sure to make them a bit more instructive if I make a later patch. Thanks for playing!

Glad you enjoyed the aesthetics! They're a visual style deal to my heart so I'm naturally drawn towards that kind of look.

I'm glad the tooltips are useful and the battle system feels intuitive!

And thank you for info on bits that werent expressed well, too. In a patch after judging I'll most likely add some instruction/attention grabbing. IE "Unit Was Transformed! Hit back button when ready", with the back button flashing or pulsing in certain scenarios to make it more attention grabbing, and "Click rewards to collect them!" appearing above the provided rewards when you're given loot.

Thanks for playing!

Art style is fantastic, the singular game mechanic presented is a fantastic way to execute branching decision paths in a narrative game, the writing is fun and characterized and... and then it's over in a single execution of the game mechanic.

I mean hey! If a concept leaves me immediately thinking "where's the rest of it?" youve landed on at least a good base concept! I hope you do more with this some time!

A fun little romp. I like to imagine at the end the isopods took the real estate investor and very patiently explained the evils of dogged pursuit of capital above all else to her before dropping her off on a bridge or something in a distant town.
Dialogue was cute and funny, the cast of characters was charming, and the music kept the game from being too exhausting. Nice work. : )

This kicks total ass! I love the theming, the pixel art, the story, the music, the gameplay. Everything is concise, satisfying, and had me saying "fuck yeah" to all of it. Incredible work from you folks. Thank you for the fantastic game.

The cute artstyle is fun, and the animations are delightful. While I'm not a big fan of brain teasers and puzzlers like this,it was fun to see it presented in this kind of game, and seemed well executed in a way that was enthusiastically kinky and horny. Ludonarrative resonance and all that. Good game!

I have some soft intentions for a sort of "content complete" patch if my heart sings to that tune once judging is finished, which would mostly be small balance adjustments, the addition of elites to act 3, a vast expansion of items and buddy variations, and the heavy expansion of map events for worlds 2 and 3...

Thank you for the kind words! I put a lot of effort into this, and I'm glad it shows!

Thanks for playing!

I'm glad you appreciate the art and sound! I tried to really gel with many of the visual limitations of the NES I was imitating (and make it very clear and strange when suddenly I wasn't!). And sound wise while its stuff I whipped up last minute, I am happy with its quality.
Thanks for playing!

Thank you! Tooltips felt essential for informational availability, but even then I feel I could have been clearer in many ways throughout the project with all the mechanics present.
Thanks for playing!

The little hats was the "third eye opening" moment of developing the game for me. I was faced with "how do I make it clear, at a glance, which buddies are upgraded?" and like a savior from on high, the visual of a cute little hat on the fellows arrived to me. I'm glad folks like it. Thanks for playing!

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I could have been a bit more clear about the mechanics of absorbption - to be more specific, it is pretty much removal of that buddy from your deck, and a +1 to your base merged count for the purpose of determining visual size of your player character.

And yes I had a lot of fun with the buildup to the final zone and final boss. I love that kind of visual aesthetic so I had to make sure it had plenty of buildup to make it the "exception" so to speak.
Thank you for playing!

A very fun romp of a VN! Sci fi, feederism, weight gain, and BDSM are blended together in this in a way very oriented around choice, and while the scientist can be a bit callous, she does seem to respect consent and giving you the option to back out. A nice bit of characterization for her. And I also appreciated that most of the outright sexual elements were optional and did inform the narrative in some way. Well done.

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A rather silly game overall (but that's good!). I did get some laughs out of some screens, especially the water one with the jpegs of lake life scattered about. It's fun, short, and doesn't take itself too seriously. I enjoyed it as a novel short form experience.

A charming base foundation for a porn parody visual novel. While the character designs and scenario are far from my cup of tea, I did find some of the humor amusing, and the graphics had their own earnesty and charm that I appreciated despite being outside its target audience. Some clickables seemed unreactive and touchy, especially in the apt hallway, though im not sure if thats just due to renpy web version or what.

Thanks for sharing! It's always fun to get a glimpse into people's creative processes, and the way we squeeze in the bits we couldnt fit as a primary feature.

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Phew! After finishing and releasing my game, I'm feeling good. Sadly I had to leave a few things out as the deadline approached.And I was curious what others had to leave out. So I made this thread!

I had to drastically cut down the number of buddy variants in my game for wont of time, as well as the number of events and gear items. If I make an update after the judging concludes I'll have to widen those. I also had to leave out a few enemies I made graphical assets for that I couldnt think of a good pattern for.

Maybe in a later version!

I wish I could have put more time into the music as well! It was whipped up last minute as the deadline crashed into me very suddenly.

I also had intentions to make a lady set of sprites for the player character and buddies and to allow people to choose which they wanted, but that got cut for time as well.

What did you have to leave out? I love to hear about this kind of thing!

I'm digging the shapes of the character design in your mockups! I look forward to seeing how this turns out!

I appreciate how thorough your thread is! And I appreciate all the care and detail you put into your interfaces : )

I love the vibrant cmyk geared pop of the visuals! I look forward to seeing how it turns out!

I'm working on Blend Battalion - A deckbuilding roguelike in the vein of Slay The Spire where your deck is a battalion of troops, and playing them as cards fuses them into the player character, empowering your attacks and abilities!

[Some of these screenshots are from seperate play sessions so numbers may not line up. the first will have a crt filter over it, the rest may not]



You use the power of intimacy and cooperation in order to beat back a mysterious condition called "Delta Degradation" that has turned people who are isolated and alienated into strange monsters. The power of fusion will help cure your foes as you beat away their misery and head toward the source of the mysterious phenomena.

You plan out a turn by placing buddies from your battalion onto the turn timeline! Different buddies do different things and their merges will take different amounts of time.

Once you've planned out a turn, you hit go and it will play out. You can also see when enemies will attack on the timeline, and mousing over an event points to its according enemy.


As a turn plays out, units will jump into your character, merging with you.

You'll even grow in size as you merge with buddies during a turn!


 at the end of a turn, most buddies in your battalion who merged with you will leave to go rest (discard pile), though some will stay merged until a condition is met, such as buddies that give conditional buffs, or buddies that do particular strong attacks.

So far I've completed the foundation of a battle system, with modular handling of what enemies and buddies do when their actions are played so that later development may be easier. And now I'm working on a map screen with procedurally generated routes!

Sorry for the long post, I'm just very excited about making this silly little game for the gamejam!