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unlikelystory

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A member registered 7 days ago · View creator page →

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hah, that's really funny because someone else mentioned Wedding Witch at some point and I just now looked it up -- I have literally never seen this game! I'll have to play it. I guess I don't find it shocking that someone else would have a similar idea, but believe me when I say that this is a genuine coincidence. I have no incentive to lie here, so you really just have to trust me that there was no copying going on. 

You're quite right that the characters basically play the same and that's mostly a relic of me wanting to release a bit more content without having done all of the necessary legwork to differentiate characters and make more gameplay. I've never made a NSFW game before and am learning to navigate the balancing act of "new visual content" v. "new gameplay content" that people are willing to tolerate. Tons of games have the exact same gameplay loop but just a continual grind to unlock more content (see any match-3 based game), so I wasn't sure how much things needed to vary. 

I hear you on the 'different preferences' front, which is why I kinda wanted to make the upgrades optional: if someone doesn't like the FMG stuff, they can avoid that upgrade. I was considering playing with some way to get a benefit by "foregoing" any additional upgrades in a particular tree. I also constricted the upgrades to match the number of generated states, which I guess is also an unnecessary restriction: I could just give you 10 str upgrades but only have 5 visual states. 

Overall, I know I have a lot more to do and I have a pretty long list of things I'd like to have done before I declare things "v1". I guess I biased toward "release early, unfinished to get feedback" rather than develop for a few more weeks/months, and I'm now paying the price with lots feedback on things I'm well aware are unfinished! 

I appreciate your thoughts!

haha I thought about that one - it's really hard with so many dimensions! there's already 300+ images per character. I may just make different characters that express vitality or strength differently

That's an easy fix - I'll add that in the next iteration

What operating system/environment? 

yeah, meta progression is definitely a consideration! It's been getting harder to assess balance as I introduce stuff and that would make it slightly trickier, but I'll keep it in mind

Height was something I considered and something I may add at some point, but the challenge with having these things being distinct dimensions is that even if I only added 4 height levels, I'd have to generate over 1,000 more images representing the character! 

I may just end up making one particular character where that's how they express Vitality or Strength, or maybe have a wildcard attribute that gives more flexibility here without having to combine it against all other traits. 

Valid points! I'll be touching things up a bit soon

Not released yet :) I want to make that a more fun/polished experience, but hopefully will get it finished soon!

I'll look into it a bit, but unfortunately mobile is a step up in complexity due to having a different control scheme and having a ton of different resolutions to account for :/

good call! I need to playtest the later stages of the game more to ensure it stays fun/interesting, but that's a good recommendation

I have some thoughts jotted down and have some directions I want to go in, but it's also just something for fun. I don't plan on trying to monetize this or benefit financially in any way. 

The reality of things is that it's incredibly hard to do things solo. If I didn't use AI for image generation this game likely wouldn't be made. It's a huge step up in complexity to work with someone else on things like art & asset creation.  

I'm doing this for fun and have no desire to benefit from it monetarily. I've gone to moderate lengths to put enough work in both on the asset generation side and coding/gamplay side for this to not be complete slop, but if you want to apply that label indiscriminately then that's up to you. 

Big words from someone who hasn't made anything!

yep! working on it. Godot 4+ doesn't support an export to browser, which I didn't realize. I can make a Mac export though!

Fixed in the v0.8 release! Thanks for reporting :)

Ahh you're so right! Forgot to build in a 'give up' button. I meant to change the game scaling so that it also got hard enough that you die - will fix this!