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Sorrel

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A member registered Apr 02, 2017 · View creator page →

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This game treads (trots??) a fine line between feeling floaty and slippery and being very precise and deliberate. It's admittedly quite frustrating at times, but it never feels impossible. Agreed with some earlier reviews that the loose momentum of the character as she moves really does not feel like it meshes with the strict timing and placement of many of the jumps sometimes, but the addition of a shadow would significantly improve this. 

The double jump feels like an easier to execute version of a certain fireball stall technique in Hollow Knight, which is good because I'm garbage at stallball ;) It was a satisfying move to pull off, but I did feel like i struggled to keep it consistent. Eventually i had to put the game down because the combination of the movement tech and the sex minigame buttons (even with skipping, because sometimes i'd press e by mistake or at the wrong time near a mare...) by hands got really worn out. 

It's well made and i won't begrudge a difficult platformer at all, and the visuals are clean and nice-looking, very show-adjacent appearance that makes it feel fun and colorful. I think my favorite blend of kink & mechanic was the utilization of cock TF as a sort of consumable item per level; the kink itself isn't my thing but it's such a creative use of the idea and really made me look out for where to "use" her in each level! 

A "Reigns but sexy" game sounds really fun, and I like what you have so far, little and rough as it might be! Some visual flair would really kick this up a notch, you have a solid foundation with this :) 

I love Fossil Fighters! I miss that series so much. I do wish this game had a fossil cleaning mechanic as that was always what i liked the most about FF's presentation, but that would definitely be a ton of extra work for a game jam haha

The core loop of digging -> fighting and fusing -> reset map & repeat is pretty satisfying even with as limited as the game is, and the punny dinosaur names are so on the nose that I can't help but love them. The battle system is definitely imbalanced but i liked how your own fuckosaurs would gain a mixed debuff/boost as your playable character delved deeper and had to remove some clothes, and I could see that being an interesting risk-reward with some more polish. 

FF's battle system is really cool, and i know you didn't have time to implement things like rotation, but if you do find time to add that in I'd love to revisit this! I never encountered the infinite battle bug, but I did have my inventory disappear a couple times when i went to the tent but didn't fuse anything. 

Certainly one of the most  relatable games of the Jam!

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Very fun visual presentation for a logic puzzle game :) I was able to beat all but the fifth puzzle, and I couldn't figure out what I had wrong that made the final room refuse to solve. None of their hints seemed to work one another out, but otoh I also made a few logical leaps to get as far as I did because I couldn't work out all the hints on pure logic heh. 

we've finally de-gentrified golf, a perfect experience

Got an ending in about 36 minutes, 17 days :) This was really cute for an overt sex game, and being able to choose your partner's bodytype is a nice touch that I appreciated in Monster Layer too! It was difficult initially to tell what influence each ability was having but it ultimately clicked and I went from barely reaching a quarter progress to winning within a couple days of unlocking the last perk & meter tiers. 

i hope the rest of rubber wizard's beach vacation goes great with the evils of land development quelled another day :)

I wasn't able to cobble anything together in time for SJX, but I wanted to leave a few reviews anyway, so spoilers for anyone who has not yet played;
 
The writing is charming and feels really believable, it always feels rooted in a sense of real connection with a person. It was also a fun surprise to see the Charlies again! And the conversation that Papaya can have with Ash n' Liam after meeting those two might be my favorite one, I really liked how everyone was able to resolve something casually inconsiderate and potentially sad into a chance to meet someone new and consider others. My favorite ending is probably the flowerplay one though, it's such an intimate idea and it feels kind of wild that I've never seen that before? Of course I'd bump flowers with someone else's flower if i had one!! And Lexy's little icon is such a great addition to this experience haha, I loved the flustered face she made when she'd get brought up. 

The music was a nice accompaniment too, it was atmospheric and didn't distract while not falling into being white noise either. And Cheezball is there.  

i remember reading each new monster as soon as i heard they came out back when i was in highschool! that was horrifyingly long ago but i still look forward to taking Hisscreant & Repulsate for a journey as the RPG takes shape

The 'berry shortcake' recipe does not appear to work, unless it's a problem just with 1.19 that just came out 

waow ,, 

I guess this is weird timing given the Situation on this site right now, but I bought this a little while ago and finally got around to playing the first vignette! Or. Reading it? Preading. 

I really liked how sweet Clover & Hazel were to each other despite the central conflict being a hard to explain disagreement of perspective between the two of them. It always felt like there was no hostility or desire to be mean, just a desire to understand and to be understood despite this invisible sense of "but we can't understand" that they have to learn to navigate. That all said though, my favorite interaction was probably the conversation Hazel eventually has with Gumdrop; I think it does a good job of resolving a little of their problems without it being too "easy", it feels like they understand each other a little bit better and maybe also themselves. My second favorite was Eve's gummy speech affect whenever they got upset or excited while talking to Cat & Gumdrop. 

I'd agree that, for some folks who aren't quite as versed in Floraverse, maybe a sort of "index" or "trivia blog" crash course on the main menu might be helpful? I know what a flora satyr is, but they are a bit different from a standard myth satyr. But ultimately, I think it's also fine without it, since it's more about the storytelling and less about "did you know this kind of fox can do this weird magic sometimes"? The context does some good legwork for the concepts that aren't universally known, like the quip about a bigger apartment sized closer to a "bastian"- even if you don't know what that is, you can guess as a reader that a bastian is probably pretty tall if the Clovergon is about that big or even a little bigger. 

Oh and like, the kobold on dragon sex was hot too. 

Awesome! This was one of my favorite entries from SJ7 and I'm really happy to see it moving along little by little :)

ahh, I'm glad you enjoyed what's there! I definitely plan to flesh this out now that the Jam is over with.

 I really liked the little story adventures you helped write on the Flora site itself, they were key sources of inspiration in my desire to learn Twine to begin with. It felt nice to bring it kind of full circle here :D

Some artwork is definitely my next priority for this actually! I wanted to be able to have a visual to help sell the mood on each panel but ran out of time to make sketches for any of the pages in Jam time heh.

I feel as if I've barely even begun to scratch the surface, unravel the outermost spirals of this one. It's absolutely packed with rich writing accentuated by its soundscapes and visuals. I must admit I don't have a hypnokink at all, which makes it maybe a bit ironic that the first SJam i entered is themed around it, but I do appreciate a good effort! And this is a phenomenal effort. Even where the kink aspects didn't lure my into the headspace, the writing was so solid and the atmosphere so sold that I wanted to keep playing it anyway. And in a sense, I suppose that's a sort of hypnosis in its own right ;) 

Thanks! I really like how Twine can easily link to more context and optional flavor text, but I wanted to make the experience a little more seamless and avoid any problems with it potentially not storing a variable if the built in back arrow is used! The variables involved in this case mostly just decide what color the potions are but still, the principle of the thing. 

Ahhh thank you! I'm definitely considering parsing the endings down a little since I'm having trouble fleshing them out uniquely from one another x) I don't want to diminish it too much though, since each missing ingredient is multiple cut endings with how it takes 3 at a time. I've really wanted to play around with Twine to make something a little more involved and I spent a lot of time reading up on inventory systems that I wound up not using in this case. 

I didn't think the writing would go over so well though! Everyone's their own worst critic I suppose haha

The tender-hearted part of me wishes there was an ending (maybe with max compassion & zeroed out disdain or something) where Erx can be given a chance to survive without taking Yuni's autonomy away, since it seems like an interesting idea to have those facets but in-practice they're mostly just present as four manipulable health bars. That said, I think this explored its scenario well with a card game that was simple but surprisingly difficult without feeling annoyingly unfair! I get the impression the intent is for the narration to be very emotionally biased and not strictly reliable, but I can see how it might not translate to someone who isn't ready to make that sort of assumption. I think you did a good job with it overall though! 

My one nitpick is that the way the different stat bars works can lead to a lot of back and forth "dud" turns where the characters stall out until the deck shuffles around again. It really slows the pace down in a way that a discard or skip turn mechanic could resolve. 

Talk about beat mania

I've played non-jam rhythm games much worse than this, and they didn't even have a kissable ratboy in them! 

Very fun, I almost wish there was more to explore. It feels like it's almost a complete package already. The presentation of a rhythm game worked really well to tie-in the hypno theme too, the note track swinging and rotating instead of progressing linearly like most rhythm games do really helped send the idea home. 

Barry's inner workings are an enigma, 10/10

Compelling and emotional and transgender in a way that brings its subject matter along affectionately rather than transcending it, which strengthens the experience in a really unexpected and fun way. I'm not a piss kinkster and I still am not, but if anything could make me one, it would be this. Be queer, be unapologetically who you are, and piss wherever you can. 

The concept is engaging, whenever this is expanded upon I'd love to revisit it :) !

se ,x??

Cute and fun! There does seem to be a glitch that can happen where if you try to save time by switching to another character while another is slowed down, that character is stuck slow forever as though the black slime inside of them is still there despite the UI being empty. 

Self-indulgently, I do wish you could "overstuff" the characters a little to carry more slimes at once but be slower for each one over your "carrying capacity". 

Charming, unique, and (fittingly, perhaps) sucks you right in until you wonder where so much time went. It echoes the frightening yet alluring danger & calculated charm of vampire fiction. That it's built from scratch in a custom engine is even more impressive- it feels like a bite of what's to come, but a thick, satiating one. 

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Even without an interest in watersports, this is a pretty fun little retro time-spender type game! It reminds me of some of those little flash games from before that was depreciated. I appreciated that you could make the character do a little shimmy of horny shame after losing x) 

Whenever things settle enough to feel comfortable developing again, I hope this game gets a little nudge! What's here is simple but effective in presentation, and the pendulum swinging mechanic feels very satisfying and the way it moves is really natural-feeling. 

Simple but extremely charming and oddly nostalgic ! I only wish the doll body was still a little animal-ish, but that's a personal preference and not a negative point at all. Will say that the music loop, while not unpleasant on its own, does get to be a little much after a while since it's a pretty short loop. 

Fun way to combine the kink with the idea of a mystery/interview mechanic! I like that the dialogue paths to solve the mystery still let the player guess it on their own within the turns given, while also giving you enough time to have a little fun on the way there (It was SO GHOSTS though).

Wow this is so insanely up my alley haha

Presentation is very fun, reminds me of old console point-and-clicks like the Goonies one, and the heart-rate monitor and uterus x-rays were surprisingly hot and well-rendered. I also appreciated that the character's identity was ambiguous and undisclosed, made it feel very immersive as a trans guy with certain interests. 

I always liked the other Rubber Wizard games when I played them after previous Strawberries had ended! The wizard themself has such an oddly cute design. 

The puzzle elements felt both more in-depth and a little more obtuse than before, making for an experience that became a little tedious at times but still compelled me to try and finish it as best I could.

Overall, it was enjoyable and I could definitely feel the ways in which it refined a little from the past entries while keeping the same casual, kinky vibe of the cast & location :)

Finally, a game for true slumpers (Slime humpers) 

Thank you! Once the judging period is over I definitely want to flesh it out and complete the ending paths, as well as more artwork throughout the tale itself :)

Thanks for the tip! I actually looked at that page and just... completely blanked it, haha. I've made it browser-playable now, which will hopefully make it more accessible.

Heh yeah, mine also fizzled out on the original idea and I'm trying to throw together a simple twine thing so as not to be totally empty handed since ultimately i just really want the experience of finishing something. I have a really bad habit of letting works in progress pile up, leaving me with little to show. I hope your own gamedev goes well through the rest of 2025 even if it isn't in time for the jam :) !

It seems really fun, but I have no mouse and it's borderline unplayable on a trackpad :') I cannot right click and left click at the same time, and it often misreads an attempt to change from one to the other as me petting the little guy (which is cute but not quite what I'm going for). The controls seem really smooth otherwise, and the game is visually extremely cute and nice-looking! Between this and Body Heat, you seem very skilled at getting a sense of "creature movement" & momentum that suits the critters you show.

Yes, I understood what you meant. However, it isn't really my fault if game elements I enjoy are frequently paired with two ultra-popular tag categories, even when they barely apply. You mention this problem in your own third paragraph. I'm interested in games featuring anthropomorphic characters, for example, but looking up "Furry" + "Platformer" while excluding "Erotic" still nets me a lot of porn games because "erotic" doesn't cover related subtags like "NSFW", "Adult", or "18+". For every cute game like Fech the Ferret or Inukari, I see over ten other games that are fetish content or outright nsfw. If I could just exclude all adult content tags, I'd be a lot happier with my results.

I haven't really noticed a malware problem because I don't download most of the games I see, because most of the games I see up-front don't interest me. I have noticed a lot of rather cookie-cutter looking games, but I just figured it was the latest horror game / anime game / whatever other style trend. Game dev is easy to get into now, which is both a great thing and a terrible thing lol.