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twi

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A member registered Sep 13, 2016 · View creator page →

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Saying your game is for players 17+ only and having the game's Discord be age-gated are two entirely different things. A lot of people do not want minors in their Discords for a lot of perfectly good reasons. Moderating a server becomes way more of a responsibility when minors are involved and most people i know who have a server just don't want that put on them so they make a "no minors" rule even if posting NSFW content is also against the rules.

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Took me a while to realize that you can turn critters so i ended up with a pile of bodies in one place, but once i did.. it does hit that assimilation braincell. i kinda wish critters walked around a bit more in general, i saw a bunch walking at the very beginning and then for the most part everybody just stood still. I could see a version of this where you have to get someone alone before draining them, perhaps using hypno to do so. Neat little prototype!

EDIT: Oh and i just remembered, the title of the game coming up only once you finished the short tutorial was pretty neat.

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cute little funny game, especially with the way it's led into, like others have said. one thing i ran into is it wasn't immediately clear to me that you have to not jump for the signs, so i kept trying to time my jump absolutely perfectly to get over them. i did figure it out on my own by the end of my second run though. also hitboxes can be a bit vague at times.

not personally one to seek out breast/cock expansion, but if my hot mindflayer gf wants my body a certain way who am i to argue

this is crazy work for 24 hours. i got 200 something but i could see myself going for higher and really mastering the spin-out state. i too wasn't initially sure if that state was something that was supposed to be avoided or not, given that it does also keep you going at high speed. but ultimately i do kinda love the cost/benefit balance to it

i want a big old tentacle monster to be MY pet

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i like the idea of brewing a potion and getting different outcomes based on what you brew, and the little touches in the writing—branching paths can make for a surprising amount of work though, so it's understandable to run out of time to implement them. by my count including any 3 ingredients out of 6 makes 20 unique endings you would've had to write, and i do appreciate at least having a summary there of what the scene would've been. (a reduction from 6 to 5 ingredients would've cut that number in half, but still!) i agree with others in that a more finished version of this would probably be pretty good if you decide to keep working on it.

EDIT: oh and of course this rat posing for the logo is very, very cute.

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i'm another one that got softlocked after, but i did like what i played. the progression i think was really well designed, if you're smart with what you pick the return on your upgrades easily keeps pace with their increasing cost. it was a surprise when just as i thought the game was over the shark girl showed up, and then the squid girl too? cinema. (that's where i got stuck, exactly the same as pickledoge.) the sex and the main gameplay don't really feel like they have anything to do with one another, but i don't mind much, i'm here for that good good size diff

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I wish there was some kind of unique dialogue for beating the boss at the very start, it doesn't seem like it's possible or at the very least i feel like i was whaling on her for way longer than she takes to go down once you reach the actual game. Shrimpie's a great brat tho, really nice designs and art. Everyone's said most things that i could say, but one thing is it doesn't seem like the elements have any difference from one another? you seem to get an interchangeable powerup to your sword and an interchangeable heavy attack and that's about it. so either that's just something not communicated or it's something to be expanded upon if more work is done.

EDIT: Oh yeah and the SFX are really quiet by default. They just get completely drowned out by the music. Dunno if anyone else mentioned that.

Cute little concept for a game. Curious how more difficult poses would work as i seemed to mostly get away with "match up from the front, then match up from the side". Also i kinda wish there was some way to affect the joints since the elbows kept getting in all sorts of awkward positions. I enjoy what there are available of the outfits though. Why ogle a nude girl when there's a perfectly good one-piece swimsuit to put her in?

Wow the protag is super duper cute. Shocking he can't find anyone to bang him. Love the little main menu animation and the swaying coin for the O—not sure the N's read as N's to me though.

All the animations and art are great actually. Big fan. Love the inclusion of all the concept art too.

IMO, hitsounds in a rhythm game that has them should be on a separate slider to things like menu SFX, but frankly the fact there's a slider for them at all and configurable latency puts this well above a lot of games that WEREN'T on a jam deadline. Much appreciated. Just wish there were some indication of early or late so i could tune it a bit better. I see you were planning on a calibration sequence so if you do spend some more tiem on this then that'll be a great addition.

Aside, i did find a very easy way to see the fail screen—just hold down a key. Godot will get you with those key autorepeat events every time.

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Love the idea of being a service bot, of course. I'm guessing any mechanics relating to the modules besides just getting them (and them affecting your sprite) are unimplemented, but i can see the beginnings there for being able to upgrade or expand them, or to have a spare when they break like the page says. For me, my rhythm game brain took over and i instinctually did what was intended when the circle popped up, but yeah, you already know that should probably be conveyed ahead of time somehow or other.

I think this game is cute and if you do expand upon it more later i'll certainly be in favor of it!

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Pretty nice loop-based sequential puzzle, overall, in the end. Having it be a dream loop is a good way to make it make sense that certain items would carry over, though it's not always clear what you'll get to keep. Like others said I found the music loop to be pretty atmospheric and fitting to this kind of framing. I agree that the time limit per loop can end up being kinda tight, though (and "you can't come back until the loop is over" could be read as kind of a lie, given you can pause and end a loop at any time...).

I did have to wrack my brain to figure out how to get to the ladder with free inventory space -- it makes sense, knowing the intended solution, that the pool water would make the water cup undrinkable and it might just get discarded, but i arrived at an alternate solution: fill my inventory up with books so the guy just gives me the card and then go hand the books off to the librarian to get the space back. It's nice to have stuff like that be possible.

Also, i just straight up forgot the guy in the library was researching crystals till i happened to talk to him again, so i was stuck for a good while on what to actually do with the crystal -- something that might make it a bit easier to narrow down the space of options is giving NPCs that don't have any dialogue a more de-emphasized color, one that's closer to the background. After that, since there's no indication that the door in the main room has anything to do with crystals, i just had to take a wild guess with my remaining time in the loop, but that was one of the very last things i did so the number of loose ends was very small.

I don't wanna end on a negative so i just wanna emphasize the puzzle did get me actually invested enough in solving to take the time and complete it. I could even see myself coming back sometime later to optimize for time / how many loops it takes to complete everything.

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Thanks for the feedback. Sorry the sticks aren't reading on the newer one -- i have no idea why that'd be happening in the newer but not the older version. Maybe somehow down to a difference in Godot 4.4 release candidate? (4.4 is of course fully released now, though.) I can't believe it but i left a debug label showing in the new one too, the build seems to be a slightly older version than i ended on at the time, somehow. I could push another patch but right now... eh i dunno right now i'm tired

Maybe if i do build upon this and add the features i wanted i can try down the line to tackle different types of controller types -- there's just so many, and of course i would have to actually have a specimen of a given type to test... i had a half-decent flightstick once, but suffice it to say i had to leave it behind in a move and it's clear at this point i'm never seeing it again. C'est la vie

I agree with what seems the consensus in that the main issue is stuff just isn't communicated as clearly as it could be, which you're obviously aware of and already said you're fixing, which is great. I still don't know if the blue ores give more than the normal rocks but i still go for them because well, why not.

The strategy i landed on was also pretty formulaic and the game could really do with something there to prevent me from just turning my brain off and doing the same thing every time: Get all the red ores to pump up the multiplier as soon as possible, use my horizontal and explosive strikes to target either as many ores as possible or the most rocks that are close to breaking, break every 2 i see with my normal pick until i run out, then break 1's with the weak pick until i run out.

Personally i'd have loved to see a second scene with the slimegirl after buying every upgrade, but that's additional art and so would've eaten into development time.

Regardless she is very cute and i appreciate the option to turn off the cosmetic upgrades, though i only did that with the tits.

I like many others have been targeted by what's in here; even the infestation scene which is usually not my area was done in a way that i enjoyed. I think i ended up seeing everything there is to see, which i wasn't sure whether i'd be interested enough to do going in. The sound of the heartbeat and being inside the beast, all really good. I feel like the water around the worm, and being inside the alcove at the end, might be wanting for a couple ambient sounds of their own, but that's the only thing i can really think of other than stuff that would just inflate the workload.

the game over animation is really cute! i've only made it to floor 4 and then ran into a goo puddle completely by my own error. the dungeon generation seems to take quite a while sometimes. also i've found that using both hands to mash is definitely the strat. def could be quite a cute and fun game if polished and expanded upon

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I balance sex toys on my penis
So the [user did not finish coming up with parody lyrics for this joke]

For real though i followed bhjin's lead to get this working and it's alright. You say in the description it's pretty barebones but a lot of stuff that gets submitted to jams is. Plus i know the pain of exporting something and only afterward realizing a node was hidden or shown when it shouldn't be, because you were mucking around in the scene. I agree that it'd be perfectly acceptable to release a patch that shows the play button.

I scored 6589 btw

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I didn't even consider 2D nodes, i'm too Control-brained from working so hard on my entry, i guess. Plus my other major Godot project is a UI project too. But it certainly isn't unheard of to do it that way so i should've considered it and yeah, way simpler to fix. (BTW, regarding the camera, the mouse and keyboard inputs add together -- probably not intentional, but i did abuse the heck out of it.)

And i definitely should've tried just putting a tortilla on top, but it's hard to think of everything when you're slammed lmaoo

Influencer tastes are crazy

Windows 10 with an AMD GPU (Radeon RX580). I'm playing the web version now and i haven't had the crash so far so it seems like that's the way to go for me or anyone else who might be experiencing what i am.

this emoticon right here -->> ‘,:o) <<-- is so powerful

For real though, what a great story. personally i explored WS a good while back and came away mostly ambivalent, and anything i get out of it is a completely different set of things to what these guys do, and it was cool to read different perspectives on it and the way it connects to bigger ideas for them. Truly it is folly to make assumptions about why someone has the kinks they do.

Omorashi is absolutely not my thing either but it was just really nice watching these two faggots explore it together. Like KDRGN said the different presentation styles are a really effective device to let us into the heads of both the characters, and to me the whole "when i leave, this will all be over" thing is painfully familiar. It's rough having to go back to normal life after being around fellow perverts. I'm glad it worked out for the two of them.

I quite enjoyed what i managed to play of this game, the realization that this is "horny suika game" was really something. Not on my bingo card for this jam at all. Sadly there's an issue that causes gradual performance degradation, culminating in a crash to a white screen before i'm able to progress too far and the deckbuilding aspect starts to really kick in. I assume it's the same as the audio bug others are talking about, but they don't seem to be having the crash. Maybe it's a difference between graphics cards, or because i was playing it in its own window rather than in-browser.

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I know i said in Discord that i was struggling, but once i got things figured out i was getting pretty good ratings pretty consistently! Which is the beauty of a game like this and something i wanna explore myself. Just getting a whole system down so you can do things automatically, and this being what is expected of you. Once i realized that you can load the wrap up with toppings while your kobold is cooking instead of waiting to put them on top... oh baby. (Most people probably realized this right away but i may or may not have been slightly intoxicated on the job on my first run). However, maybe this comes down to a skill issue on my part but when there's any concurrency involved at all, my service scores tend to go right in the tank even if i feel like i'm doing a good job keeping up and doing things efficiently. And of course you already know about the folding score being more strict than most people expected but once i knew that that was something i just had to focus in and actually do properly, that ceased to be too much of a problem for me really.

The only actual concrete issues that i noticed are the following:

  • Small, but i found myself clicking in between the two elements of the timer display/button and having nothing happen -- there should probably be some kind of spacer there that captures the mouse event, or better, the node that holds them should be set up differently so this doesn't happen. My assumption as to why it's happening is either 1. it's an HBox or other Container with two Buttons that do the same thing (because if the script containing the event callback is on the Container itself, even if you click within the separation between its elements it should still capture the mouse event by default ) or 2. the mouse event capture is on the two visual elements' parent, but the parent is just a standard Control (whose children would bubble up the event, but which would not capture events that didn't actually land on any of its children).
  • I noticed that sometimes words will start typing out on the same line and then move to a new line when they become too wide. This is incredibly common in indie games but i don't imagine that it's ever the behavior that someone would want if given the choice. I'm not sure what specific version of Godot 4 this is built in (Godot 3 does not exhibit this behavior, if what i read online is to be believe) but in all stable versions of Godot 4 there is an option called "Visible Characters Behavior" under "Displayed Text" that, when set to "Characters After Shaping", will always display a word in the place it'll eventually end up. I only learned about that option during this jam myself and i have no earthly idea why it's not the default.
  • The ticket in the UI that shows your tip earnings always says it's Monday.
  • On the last day the end-of-day thing just says " is over".

Somewhat less concrete things:

  • Ideally, in addition to being able to throw kobolds in the trash (lmao) there should probably be a way to toss a tortilla that doesn't have a kobold on it yet. At one point i put one down for an order that was on the tray close to the station before realizing that there was one on the other tray that had been waiting for longer, and i had no recourse but to either serve out of order, or give the earlier customer the wrong tortilla.
  • For some reason even though the button is there it too me a while to catch on to the fact that you can just go back to the cooktop while a customer is talking, so a couple times i was waiting for dialogue to finish after i heard a timer go off. But this could be yet another skill issue and something other players realized just fine. Doing your work while a customer is talking your ear off and switching back to the counter to acknowledge them is another thing that really makes sense for one of these games.
  • Maybe there should be something to do in the downtime between rushes, like cleaning your station.
  • Days kinda take a while and there's no pausing.
  • I keep repeating "Raw Blue Kobold With Cheese" to myself now.

The whole bit of these cute little lizards staring up at you with them big ol eyes and giving a little squeak when you pick them up and just chuck them on the spit and serve them up with accoutrements is so funny. Vore is a wellspring for humor and a good amount of vore people have definitely figured that out by now but i haven't really ever seen it for hard vore like this. Maybe some gags in normal people media that didn't know that vore was a thing. I really like the sound design of the background noise, if i'm right the little snippets of music are a good subconscious indicator of where in the day you are. Gabby coming back the second day on my first run talking all about how great it is even though i completely fucked up her order and took forever to serve her was a bit dissonant but maybe kobold wraps are just that good. And when the first diner comes in and asks for a completely charred one, realizing that what color kobold you fire doesn't matter at all originally is a great moment. (Not that it's a hard realization. Just that it's a funny one) The customer is always right! In matters of taste.

i guess i should mention the one thing i thought of while i was playing that probably doesn't actually make sense gameplaywise without significant retooling is, the only meter that exists is the PC's... what about the dogs' pleasure?

such a cute and funny game. an anthro running ahead to get a few plaps in on the next dog in his path while being chased by an angry mob is just incredibly comedic, at least to me. i only got a score of 34 on my run, sadly, but with a better understanding of the infestation mechanic i bet i could become an unstoppable public menace....

I've only played enough to get each of the endings once (the first run, i may have spent half the time inadvertently helping Erx because i didn't understand the target values system... i wanted to lose in the end at least once anyway, though.) but to me, it's not too grim, there's interesting ideas at play here both in gameplay and writing/story that could be expanded on and refined. i could also imagine people responding really badly to the idea of a Tragic Rapist though, lol. not sure how i feel about that aspect myself but the "i need to breed for survival" bit is naturally eternal regardless of what scifi/fantasy framing one tacks onto it.

Gameplaywise the idea of of using a turn to gain/sacrifice ground in order to get points to spend on actions is a really good idea to start from i think but i probably agree with others based on my limited amount of playtime that it needs polish. Maybe for instance the +2 spaces card doesn't need to have a cost and can just be a lucky draw when it happens (or painful to allow to fall into discard when there's a better option situationally -- such friction is not a bad thing!) or positioning can affect more than whether you have any spaces to move backward into. However i admittedly have no idea what actually goes into balancing these things besides "this one card is obviously over/underpowered".

Even if it's not perfect this did activate the part of my brain that finally realized i can do things in turn-based RPG combat besides "attack with my strongest move / whatever the enemy's elemental weakness is, heal if my health is low". I always kinda thought it was a neat device when characters are autoplay-dialoguing about the situation while you're also trying to keep the combat situation in your head, and like SPG said i really do think it's appropriate for this

I've chucked this mouse for so much distance


Engaging⭐⭐⭐⭐
Squishiness⭐⭐⭐⭐⭐
Splorpability⭐⭐⭐⭐⭐
Bones⭐⭐⭐
Media Literacy⭐⭐
Chuckability⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐⭐

Love desktop pets, and this one's such a cutie. Her embarrassed reactions after you lift the hypno are great. I'd finger her if it fit. Hope to be seeing more of her. Only thing i'd really wish for is more interactions; really like what's already there but like lose the shorts little mouse

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Love drone stuff. Disconnected thoughts while i play through:

I don't quite remember if it's come up in your games before, i think it has, but either way certain robot components being made out of renderite is such a great, cheeky IYKYK bit. That's just among a lot of other fun little nerd references like that in the writing, which is typical of one of your games and we love to see it.

I enjoy the idea of getting to play as a digital hivemind of sorts but i dunno yet whether i think the "only switch while still or moving, not while specifically moving to an interact point" really does much besides make me wish i could cancel a movement when i accidentally click on instead of near one... on the first day, i was already starting to try and walk to the general area where the refreshments were, to get walking without waiting for the next customer to present their order.

WhiteSmoke doesn't seem like a true himbo to me but that choster got the spirit. That bit with the loop treat is really something, too. This one thinks he'll be good at that "topping" thing.

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Funny enough that the stealth game gets a decent stealth rating for the most part. I had guards solved pretty quickly once i was granted weapons but going back and trying to do it fast was much more fun.

One thing i noticed is that when starting a new game after completing it, you still have your gear. Not sure if intentional or not, but a "new game +" mode turned out to also be a good change-up for replayability.

cute idea! I enjoy the portrait art, especially barrett's and the piranha girl, and if it were me, while i get that he's probably designed to be a plain guy in contrast to the flashier fishpeople designs, i'd date that cute lil otter without him having to hook me

Honestly I wanna kiss/lay that homunculus

I had the same issue, but I think I saw a dialogue box pop up and then disappear before displaying any text. As I learned myself, tweens (the things that let things fade in and out or transition from one position from another smoothly without having to make an animation track) can be a real bitch to use just how the engine wants you to so it won't cause that kind of problem.

Rubber Wizard Is Cute As Ever. I've really come to love seeing these every year, i was actually looking forward in advance this time lol. We love a good it/its rep, its dialogue portrait is very cute, and i think the narrative was a great way to incorporate the suggested theme into this relaxed workplace type of vibe you've established. Definitely a lighter puzzle than last year's but i did happen to be an idiot and go "i guess this isn't supposed to be solved until i go do something else" before coming back and seeing the solution right under my nose.

I'm an options menu andy so i hit the always run toggle before i ever put on my latex and wizard latex but i think maybe it makes sense for it to be default if possible. Which might be easier next time considering i see you saying you might be ditching RPG maker next time. However i did take a minute or two to remember this is an RPGMaker joint and that that necessitates looking up or down to interact with certain things even in the sidescrolling sections. That led me to thinking initially that Spacebar doesn't do interact.

Just so i don't end on a negative and leave the wrong impression of how much i enjoyed this, i really did and i love Rubber Wizard. Glad i happened to also look at the game page just now and see it rotating. Incredible.

I can't really play this properly due to the audio latency on my system but i like the idea of taking trance music and using it toward the end that is an actually trance-inducing hypnotic experience.

what i did to increase the scale of the game is the following:

open index.html, find the `canvas` CSS rule near the top (it should be right there on your screen already), change `image-rendering` to `pixelated` and add either of the following two lines:

```

                      transform: scale(2.0) translate(25%,25%);

                      transform: translate(50%,50%) scale(2.0);

```

the first is what i ended up with initially when doing this quick and without thought but i like the second better for reasons.

this has the added benefit of not affecting the amount of mouse movement needed -- if you come at the canvas from the bottom or right side, your cursor will seem to disappear, but keep moving it and it will find the part of the canvas where the game is!

dualsense was the original target pad! part of what i allude to in "stuff you did before february" was exploring how the haptics and adaptive triggers work and looking into code examples of people interfacing with them in SDL. (The haptics are really just the two rear channels of the pad's speaker, or at least that's how they're exposed.) the first input surface i got responding to movement in the doomed SDL project was the touchpad. but well, of course, all that didn't work out.

yeah, i just based that line on whether the detected period (time between peaks and valleys) of the stick's movement is much lower or higher than the sweet spot, but... when there's no detected reciprocal movement at all, that value is set to 0, and the game currently is not accounting for that. so that's a pretty silly oversight that i'm just gonna blame on the tight dev timeframe i ended up with and which i'm intending to fix if that's allowable within the jam's rules

itch won't let me post my amazing kobold fit but you can see it in the discord

but for real though, what an original concept on this one. the basic nature of the actual fishing itself can be forgiven because holy cow, you really drew 3 and a half dozen cosmetics with 2 frames and a lizardtits variant each within a month. good work.

i guess the logical endpoint of making a more detailed mechanic in this case is the person on the other end struggling not to lose their clothing, and you ending up with Embarrassed Nude People™ all over the place. maybe doesn't fit with the clothes collecting, and also definitely way over scope for a month jam.

i ended up with 3-ish cosmetics i never saw because of the RNGods, and man was it painful reopening the game and seeing no save was implemented, but with the amount of art you probably had to put into this i'm not surprised you didn't have the time to implement something like that.

aside, the simple vertical stretching of the backgrounds as a lazy perspective warp is so funny and wonky looking that i actually kind of unironically love it