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TimberJackEB

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A member registered Aug 24, 2025 · View creator page →

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I do like the concept of the game as a ball roller with physics, but unless it's meant to be the Dark Souls of ball rollers, it could benefit from a number of changes to make the game easier.

Lives
To start with, setting the life counter to 3 or more when you restart or progress to the next level would serve to reduce tedium and mitigate the situations where one would willingly throw themselves off the edge and Game Over in order to reset the life count, so that they don't Game Over later in the middle of the level. If you were feeling cheeky, you could even do away with the life counter entirely, so you don't experience the frustration of restarting a level after clearing a difficult part. After all, the score resetting to zero is already punishment enough for a pro gamer. Maybe it should just be a difficulty option.

2-2 Ramp
There is a section in 2-2 where you require incredible momentum across a narrow path into a ramp to reach one of the red buttons. You must then also gain incredible momentum and leap off the moving platform back onto the ramp, where if you are shy of top speed, you will bump off the ramp and fall. Even if you do manage to clear the ramp, there isn't much time to decelerate before you're back on the incredibly narrow path. Maybe there can be a return path, maybe the narrow path can be widened a bit to make sticking the landing easier. You might even consider placing a checkpoint so you can get right back into trying to make the jump so long as you have lives to spare, because this one trick elevates the difficulty of the level from a medium to an extreme.

2-3 Boss
The boss fight on 2-3 took countless attempts to pull off. That's because bumping the blockers around the boss sends you flying off the small stage in most circumstances, and trying to fenagle your way around them is rather tedious. The shockwave attack in the second phase, as it is, feels blatantly unfair. If you're struck by it, you are stunned for <until you fall off the stage> seconds, and it strikes quite frequently, putting immense pressure on the player to avoid it while they're still trying to fenagle their way around the bumpers to actually hit the boss. That you'd have to hit the boss as much as you have to is just adding insult to injury at this point.

Boss Nerfs
If the boss fight is to be made easier than it currently is, you can start by halving the health pool of the boss. 8 attacks or so to bring her down to half health is a bit much considering how difficult it is to hit her, as well as how easy it is to be knocked off the edge. The shockwave attack is a very effective suppression tool, between it's stun duration and it's attack frequency. I would half these. Even a tiny disruption can end your life. Just ask any MOBA player. There are other ways to reduce the difficulty, such as halving the knockback of the bumpers, or shrinking them in size so it's easier to hit the boss herself, but at this point, the boss has already been nerfed into the ground. Maybe I'm being too hard on her.

Final Remarks
The game has real promise as a SEGA like, and you've emulated that era well. The first couple of levels were pretty fun, and I do appreciate the delicate art of effective enemy takedowns, luring them to the edge and giving them a tap. The only thing stopping me from enjoying this game more is the sheer difficulty of it. The game would benefit from a difficulty selector, with an easy mode where lives aren't a thing. I did rail on the difficulty quite a bit, but I did enjoy the game when it wasn't hard. The game has potential, and I'm looking forward to seeing where this project ends up going.

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If such a thing is meant to be possible in the preview build, my guess would be either the gate in the back, or NPC1 down the well, neither of which are working assuming the gate is meant to do something. Either way, NPC1 is broken. Talking to him locks the camera, but no dialogue appears, and you can still move around. In order to fix the camera, you need to talk to someone else. Here's hoping he wasn't an important NPC, or was, so it can be fixed ASAP and content is available as intended.

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I am working on a mod that will adjust various aspects of core gameplay to better reflect Ero Hunters. This will not add anything new, but adjusts what already exists, such as block tokens and strength tokens. Things that have been changed in Ero Hunters but not Monstergirl hunters, as well as things that may have changed between versions.

The mod is a work in progress. Find it here: https://timberjackeb.itch.io/mgh-misc-balance-adjustments

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This mod will address some bugs that got overlooked in Monstergirl Hunters. A fix for being unable to train headbutting is now included. This bug was also present in Ero Hunters, so downloading for Ero Hunters will fix this bug.

https://timberjackeb.itch.io/mgh-misc-bug-fixes

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So "be a good girl, and we'll grant you certain privileges. We may even consider you an equal, if you work hard enough and earn our respect". like how it was done in that African tribe?

If tags were to be a factor, perhaps exceptions would be made for normal classes with one human parent, or for members of a bloodline.

Then again, it could work the other way around, where a tag on your ear is proof of your status, and it warrants respect.

It has occurred to me that many of the race laws involve further subjugating the races specifically, from potting Alraunes, to bottling slimes, defanging bats, clipping Harpy feathers, pruning Dryads and more. It's good to know there will be more to this game than just city building and s*x.

On the topic of subjugation, what are your thoughts on ear tags for Ratkins?

That's quite the tangent about Jellyfish. Was this discussion not about what works as a tank class?

As for the on death effect, is that not just an empowerment token? Those have since been removed from the game. Even if they still applied, the jellyfish used to be rarely empowered, so it shouldn't be that hard to deal with. Even finding two at once is a rarity, let alone all four. Be sure you have the latest version of the game.

I actually think the Barbarians have some pretty beefy health statistics, easily topping 75 in Biesboch. I suppose they're moreso a brute than a tank, since they can target the backline, stun, and unleash a heavy hit. The only thing tank about them apart from their monster health pool is their ability to heal a lot of health but bleed in the process.

As for the basic classes, I'm thinking soldier is the closest you're getting to a tank class, with their ability to stack block in the early game.

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This mod improves upon Gear Teleportation. It will now teleport every piece of gear as it was likely meant to, with the exception of accessories and weapons. Compatible with both Ero Hunters and Monstergirl Hunters.

https://timberjackeb.itch.io/gear-teleportation-expanded

Adds back in the recipe for Honey Drink, which was missing in the latest version of Monstergirl Hunters.

https://timberjackeb.itch.io/mgh-missing-honey-drink-fix


Fixes the swimsuit to grant the fishing bonus in Monstergirl Hunters.

https://timberjackeb.itch.io/mgh-swimsuits-fishing-fix

If you are using Nvidia, try updating or reinstalling the graphics driver. If that doesn't work, set the Vulkan configuration within the Nvidia settings to Prefer Native.

The game runs on the Vulkan renderer, which requires you to have the latest graphics driver available to you. Try downloading that, and if it still doesn't work, use the option to run the game in compatibility mode.

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This mod aims to make temporary textures for all of the buildings that are without one. It has been updated to remove the buildings that now have textures, as well as update building functionality to be in line with version 5.

Link: https://timberjackeb.itch.io/better-placeholder-textures-for-ero-hunters?secret=...