:D
Strawberry Fox
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Recent community posts
Woah, this was a very good game! The visuals are simple, but I think that honestly adds to the experience.
The animations were very good too! I particularly liked the one that happens with the light orange wetlanders!~ (That angle is one of my favourites!~)
The platforming is tight, and every gameover was caused by a mistake on my part, not due to any form of bug/jank.
If you ever end up working on this more, I'd love to see where you take it!~
Even though you clearly ran out of time, this is still a very good entry into the long standing Rubber Wizard series!
I love all of the tiny little details you slip everywhere~ While I sometimes struggle to remember who a character is referring to when they name drop someone, I will never forget Tora. Their shorts will sorely be missed. :3
Woah! I loved this! Out of the games I have rated for this jam, this is definitely one of the stand out highlights!
The art is fantastic, the writing is fantastic, and it's very thoughtful about everything it talks about!
I particularly like Liam and Ash! They both ooze personality!
It made me laugh, and it also made me stop and think a bit too. An extremely solid entry!
Oh and like, you made this game in Renpy?? What the heck! Sorcery!!
Just 100% completed OC.exe
It was fun! This game turned me into a machine that turns unknown combinations into known combinations!
I actually wonder how fast people could speedrun this? Eheheheh.
I will admit, it was a bit annoying that I had to do a bit of tinkering to make the game work properly. It really did not like my 4K monitor.
I ultimately ended up creating a shortcut of the game with the argument;
-screen-fullscreen 1 -screen-height 1080 -screen-width 1920
This allows the game to run in fullscreen while also limiting the game's resolution to 1080p.
Despite that, I had fun!~
This is a good game! Most of the issues like the physics and fullscreen stuff has already been said, so I wanted to say something a bit funny.
I think I ran into the exact same issue that and Null did. Two pieces of soap I needed ended up getting stuck behind a large pipe, and I couldn't grab them, but instead of throwing in the towel, I tried to almost "fish" them out with a loose piece of pipe that was laying around, and then I proceeded to accidentally push one of the pieces of soap out of bounds, where it respawned within my grasp!~ I then spent a while trying to get the other one out of bounds too!
If you ever decide to work on this game more, having things you need behind cute physics puzzles like that could be neat!~ (just with a little less OOB jank I think :P)
I gave this game a go! I just lament not having anyone within couch multiplayer range who would be chill playing a game like this LMAO, so I guess it's bots for me :3
The game looks absolutely amazing! The gameplay is a ton of fun! Also like, this game having bots AT ALL is really fucking cool!
The bots aren't too easy either, although they don't tend to take the high ground very often, but you're also not safe up there because they very well may super soak you if you try :3
A few things, though. None of them are deal breakers;
It'd be nice if we could properly fullscreen the game.
Oh and of course, the lack of audio but you don't need me to tell you that.
I think you mentioned wanting to continue working on this, so if I could add a suggestion, allowing the game to pick random characters and alts for the bots would be great! Both because it helps to get into matches faster, but also because I like being surprised! :3
Having online multiplayer would be a godsend since not everyone can organise a couch multiplayer session with all of their buddies, but I also understand that something like that would be out of scope of a Jam, and may also just be out of your skillset, or even just not what you want to do with the game. Plus Parsec exists so :3
TLDR; Great game! I will be following the development of this one!~
This was fun! I like Undertale's combat, so of course I was gonna find this neat.
I will say though, I feel like the difficulty could've been spread around a bit. I beat both the first and second bosses on my first try, while the third boss took me like, 10 tries.
The third bosses spiral attack was what kept getting me. Moves like that are why Undertale has invincibility frames.
The parry is an interesting idea, but the timing seems really finicky, and way riskier than just moving out of the way. You could've made it relevant/necessary by making attack patterns that require it, but I'd recommend making the timing more forgiving, along with adding some indication that the parry cooldown is up.
Also, one other thing, (a common mistake that even I have made in the past) I think this game very much expects to be ran at 1920x1080, which means that everything gets scaled down a bunch and moved into the top left corner.
Your could fix this really easy, you just have to go into the project's settings, then go to "Display", "Window", "Stretch", and then change Mode to either "viewport" or "canvas_items".
I hope that helps!~ P.S. I attached a screenshot for convenience!~
Okay, I have now beaten the game. I think I went into this game with the expectation that it was gonna be like all of the other Somno games, where having the partner waking up at all is a bad thing, some games even completely wiping all of your progress if they do.
While I was a little confused for a bit, I eventually wrapped my head around it and properly started enjoying my time.
Love the premise! Also love the option to pick whether or not the partner is a guy or gal, and even make them trans too!~ Always appreciated!
Now, I'm sure it was just me, but I couldn't for the life of me wrap my head around the perks that were timing based. Either I was timing it completely wrong, or I was misunderstanding what the perks were even supposed to do. Ultimately I said "to heck with it" and just picked all of the perks that played the nicest with the auto clicker approach~ :3
I wasn't really keeping a track of my actual playtime, but I think I won on about day 19? I was still a little lost for a bit of that, so I think I could absolutely do it faster next time~
But yeah, good game! I was just a little disgruntled before.
Okay, so I'm mellowing out a bit, not sure what kind of a mood I was in. Lemme reword it so I sound like less of an asshole.
I was mixing up two of the perks. That's on me. Sorry about that.
As for the timing, I guess I must just be absolutely god awful at timing everything, because I was just never able to get any timing related perks to work. If someone could give me some pointers on how time time my thrusts better, I'm all ears.
Oh and the sleep going down automatically after a bit is a game mechanic. Again, I was just annoyed by something.
There are a few videos on puzzle design over on the Game Maker's Toolkit YouTube channel. He even did a devlog series on the development of his own puzzle game, which may help!
You don't need to watch every video if you don't want to. Not all of the videos are applicable to the puzzle design of puzzle games, but honestly I have been subscribed to them for as long as I can remember, and a lot of my understanding of game design came from them.
As a person who doesn't really know what's going on, here's my two cents.
Valve doesn't seem to really like having NSFW early access games on Steam anymore (or more accurately, they've probably been pressured into being more careful about what ones they allow). Ones that already exist might be allowed to continue existing, but new ones would probably get rejected. So a Steam release would probably have to wait until Kincaid is a complete video game.
So we'll probably be waiting a while. Although a touch-up of the Steam page to make it more up to date would be appreciated~
People have said this before, but using the Ctrl key for crouching is problematic. Way too many web shortcuts rely on that key, making crouched movement pretty much impossible. (The most egregious issue is that to crouch move forwards on a QWERTY keyboard, you need to press Ctrl + W, which also closes the browser tab.)
This could be resolved by moving the crouch button off of the Ctrl key or by making crouching a toggle action (rather than a holding action). Of course, another way of resolving the issue would be to release a desktop version, since those web shortcuts aren't a thing there.
Hey, I just wanted to ask, when it comes to the clothes, are the bottoms and tops separate, or do I have to have both on at the same time? I only ask because they look combined here, but on a previous character you made, they were separate.
And secondly, does the male version also have the same amount of customisation options? I assume so, but you don't have a visual of that on this page.
The game is really simple, but the hacking minigame isn't bad at all, I'm not sure if being able to spam space several times in one pass was intended, but it makes for good speedrun tech lmao
The game didn't have any sound effects, but that's okay because the fans on my PC spun up to max speed while playing, making me feel like I was really in a facility!~
Oh and this wasn't a big deal, but this game was really insistent on running on my secondary monitor.
Other than that, I liked the animations!~
I'm quite amazed that something like this could even be made in RPGMaker! I don't tend to link RPGMaker and 3D together at all.
Although, the movement controls were quite jank, probably because you can only move in cardinal directions (and their diagonals), which often lead me to move in a direction that I didn't want to.
The card game part is cool though! It was very easy though.
A fun little game, if not quite easy. I like the art~
Maybe the game could've been a bit more challenging if you had to use a different terminal each time, or if the tentacles would actually cause issues that you'd need to solve on the fly.
I didn't really have a reason to go up to the higher spots since the terminals down the bottom always work and the tentacles up the top were almost always harmless because their projectiles would get blocked by the ship.
I love nonograms! Sometimes I wish there was a more defined grid here though. Also on level 4, one of the columns says that there are no black tiles on it, only for there to actually be one.
Also the hints aren't really aligned with the columns very well, so I'd sometimes have to count the hints across just to make sure I wasn't about to use the wrong hint.
All issues that could easily be fixed with a little bit more dev time.

