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YYNeko

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A member registered Apr 17, 2022 · View creator page →

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I got to kick some ass in a Dynasty Warriors fashion and see some nifty lewds near the end!

The Art is great, too! :3

You guys did a great job!! :3

These MUDs will be the end of me X3

I wish I had the option to choose my partner as a lady-friend :3

I liked he story, but I had to turn my sound down because the dialogue sound was a bit monotone and repetitive.

I liked the designs of the characters :3

Good stuff! :3

The UI felt like it was too far off of the screen for me to see.

I also couldn't cancel setting a unit once it was selected, but I could have just had issues swapping units due to the UI

I think with a bit more polish this has some potential to be a nifty lewd Tower Defense game :3

I think the tutorial final platform before the ledge to the next section was a bit too far away... I missed that jump so many times before I got to that section X3

The trek from the hideout to the station/laboratory felt quite long. I guess maybe I wasn't supposed to beeline it directly there? I'm still not sure about that.

For some reason, I couldn't pick up the Eggman coin when it said 'Interact' and when I tried going up the big elevator thing at the center, I got killed by the 5 bullets raining down on me X3

I admit, I don't read the Sonic comics much so I don't know Lanolin's character all that well, but now I'm a bit curious to see what her abilities are :3

Nice job with your entry! :3

I was pleasantly surprised by this entry!

I just wish the game was longer, haha :3

I really liked the direction of the narrative and how it tied in with the gameplay!

Good stuff! :3

I have to admit, this game was tough for me because 2D Platformers are a bit tough for me, and this one makes me autorun so I have to commit to actions a lot with little leniency!

It's definitely a challenging game, so if it was your goal to make it challenging you succeeded flawlessly :3

The aesthetic of this game is very cute! :3

I don't know what I did wrong or if I missed something? I tried talking to everyone and went to the forest, but when I got to the gruff older guy that is basically the Milo of this game blocking my way, he keeps telling me to stick to getting my supplies.

Although romance is not really my cup of tea, I do see the effort put into the narrative and personalities of each character! :3

I keep getting bopped by the second cat!

This is definitely more challenging than I originally expected!

Good stuff! :3

This was a fun and artistic experience :3

I only wish it was a bit longer! :3

I managed to beat it, but I got the bad ending (ending 'D'), so I feel compelled to try it again later for a better ending :3

I think this was my favorite game so far!! :3

You have--

A Narrative WITH MULTIPLE ENDINGS, SFX, Music,3D Animations, a custom environment, varied gameplay, a fun UI, a 3D Character model, several 3D Enemies, and 5 3D levels of content in just 45 days.

You are nothing short of incredible for managing to pull all of that off in such a short period of time!!!

Honestly, you've really outdone yourself this time Ryusui!!!

Good stuff!! :3

I managed to get all 160 fluffs and exit :3

This was pretty fun! I just wish I could have aimed the vacuum with the mouse as opposed to just turning it on X3

The ghosts were pretty tough to try to avoid but it wasn't entirely impossible. I think having some way to restore your health, like a pickup, might be ideal. Then there's incentive for me to search for more of them or chance getting some restoration if I see it :3

Good stuff :3

I feel like this could very easily be expanded upon into a full game experience with a tutorial and randomization of a path to the 'final boss' and some other progression elements like achievements or some kind of currency so you can have an edge for future runs :3

The foundation is already there!

Really impressive stuff!! :3

This was a cute experience! :3

I think I should a controller for this game as keyboard feels a bit awkward considering the key combinations needed to do certain jumps.

I also think the difficulty in expected jumps/platforming ramped up quite fast, but overall it was fun figuring out how to make progress :3

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这真是一次很可爱的体验!:3

我觉得我应该给这款游戏配个手柄,因为考虑到某些跳跃动作所需的按键组合,用键盘操作感觉有点别扭。

此外,我觉得游戏中对跳跃和平台操作的难度要求提升得相当快;不过总体而言,摸索如何顺利通关的过程还是挺有趣的!:3

The colliders for the doors are kinda borked. You have to space yourself a little so you can interact with them.

Our Discord community consists of peeps that are Furries, as well as peeps that are not Furries.

Most Furries do not mind NSFW Feral content (as seen with our partners), but peeps that are not Furries and want to make games with Anthro or Furry characters are not as inoculated into the fandom.

The rule is an extension of the rule in our Discord regarding NSFW Feral content to avoid friction with peeps that would otherwise have an issue with the content within our community.

tl;dr - it's a choice made to accommodate tourists interested in making Anthro/Furry content since not everyone that wants to make Anthro/Furry games are actually Furries themselves.

For the record, I am personally good friends with Feral Furries and MLP-peeps and don't mind their content and have apologized profusely with individuals like yourself that were interested in our server but realized the rules would disallow some or all of their content.

I apologize for the inconvenience.


There is a Furry Gamedev server (Furry Game Developers) that is perfectly fine with NSFW Feral content, and I hope we can partner with them on Discord soon so peeps have a place to go to share their content even if it is NSFW Feral.

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I think someone asked this question before.

I forgot the conclusion, but for FGAD Jam's we assume Sexually Mature/Adult content is what falls into the NSFW category.

I think if something has a lot of violence/gore/etc, giving a warning of the content ahead of time in the title or info about the game might be enough. Personally speaking, I think it still counts as SFW.

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It is strongly recommended to use an engine that can export to the Web Browser, as executables are not curated and therefore not trustworthy, especially from unknown developers.

I make a personal rule for myself to only play Browser games on itch unless it is a game that has been around for awhile and there are no reports of maliciousness for a title.

For UE, there are UE4 versions that support HTML export, though I don't know much about limitations regarding the HTML exporting for UE4.

This game has a crazy amount of content for a month-long Jam for just one dev.

Really good stuff!! :3

I agree with Mao, the art is quite cute :3

I wanted to make more Items to make Minomi a bit easier to deal with but ran out of time to make more Icons and functionality to justify the existence of the Items.

And yeah I will add a minimap when I come back to this project :3

Your feedback is much appreciated. Thank you! :3

Thank you for playing!! :3

And yeah I really wanted to make a Minimap in time, but I ran out of steam to implement anything else near the deadline.

A minimap is definitely going into this project when I come back to it :3

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Thank you for playing!! :3

And good job finding all the secrets! :3

I will add SFX and look into the other recommendations your SO had for the game! :3

Thank you for playing!! :3

Yep! You and BlueDouble were the ones that kinda inspired me to try my hand at this for the Jam :3

This game feels like an homage to multiple games.

From the top of my head--

- Legend of Zelda

- Mario vs Donkey Kong (the arcade version)

- Frogger(?)

- Flappy Birds

Cute stuff!! :3

I hated the return trip so much. Curse that horse >:3

Overall, that was a nifty little adventure :3

Fun game with some nifty metaprogression :3

I managed to make it to house 26 on my first run!

Good stuff! :3

You keep improving with every Jam! I was not expecting a Roguelite RPG Trick-or-Treat setup :3

You really made good effect of the higher time constraint  compared to the other shorter Jams. You were able to add a decent amount of content! :3

Nice job! :3

Nifty stuff!! :3

This game looks like it can easily scale up with more Enemies and Metaprogression systems!

The artstyle is also very cute :3

I think the only things I'd want to see added to this game in the future, are--

- SFX
- Some Visual Feedback when you gain items (like the UI of the currency you gain expanding and then shrink back to its form quickly to indicate an increase)
- Some other way to use currency so the Player chooses between buying direct stat upgrades for themselves or something else.
- Boss and/or Elite Enemy types


Otherwise, good stuff! You guys make a great team :3

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Yeah I really wanted to do that but ran out of steam near the end X3

There's quite a few things I'd like to do to improve this project, including--

- Minimap with Fog until the Player moves into a cell to reveal it in the Minimap
- Different Attacks
- Different Weapon-types
- VFX for Attacks
- SFX
- More Animations
- More Items
- Procedural gameplay
- More Enemies
- Better performance for movement

Stuff like that :3

Thank you for the feedback! :3

Not our Jams specifically (thankfully), but it has happened in other popular Jams.

This measure is mostly a preventative one.

Try to imagine being in my shoes where some hacker could ask the same questions you are and then post a malicious executable and have a bunch of peeps get Malware/Ransomware and greatly inconvenient peeps.

There would be less trust in our Jams and therefore less turnout.

All it takes is one unfortunate incident to remove trust.

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The general rule of thumb is that Browser-based games are strongly preferred as it greatly reduces the chance for someone playing the game to have their PC compromised with Malware/etc.

Someone trusted in our community needs to vouche for any executable so other members know that the game is safe/etc.

That's the unfortunate reality when a Platform has low curation on uploaded content, and why we have a strong preference for Browser-based games.

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Yeah the first build of the game had issues and I had to do some emergency changes to the Shaders used to make it visible.

And yeah I definitely need better visual and sound feedback all around.

I also plan to add an Icon to indicate what kind of Selection is currently happening, so peeps are less prone to accidentally firing off spells.

I'll also make the indicator a different color so it doesn't blend in with the Selection tiles.

Thank you for the feedback!! :3

The 3D Dungeon Tiles and Desk are from a Kenney pack I purchased awhile back.

The Werewolves and Golems are from separate Asset packs. The Golem is from a free one on the Unity Asset Store, but I forget which one specifically.

The 3D Character models were made prior to or during previous Jams.

Most of the work done for this Jam was the Game system and some Animations, and coordinating which Assets to be used for the Jam.

I ran out of time and scoped stuff down near the end to make a game-like experience, otherwise I would have added much more polish for the environment, UI, gameplay, etc.

At the start of the Jam, I had considered modeling the gameplay to either FFT or Wakfu/Dofus, and ultimately chose Wakfu/Dofus due to the lack of height complexity since I knew that would be a major issue.

The biggest hangup for me was Heuristics. It took longer than I would like to admit to figure out a decent way to do it. 1/3 of the Jam was spent on that alone.

I've played FFT in the past extensively, so I have a lot of experience with the game. So I do understand how certain facets of depth in Stats, Abilities and Roles can make for a better experience. I likely won't get the remaster of the FFT since, aside from the difficulty improvement, I don't think I'd get much else out of it.

Near the end of the Jam, I was so mentally exhausted that I struggled to add Abilities in for each Character. Not because it was difficult, but because each Rig was different and one of them were not Humanoid, I couldn't Retarget properly and had to improvise and spend some time making rough custom Animations. Each Ability would need its own Animation, VFX and SFX. I ran out of time before I could add proper SFX and VFX for most, minus the obvious damage number popups.

If I can get it on sale, I'll get 'The Hundred Line - Last Defense Academy'. I like the Danganronpa series and I can enjoy SRPGs, so I'll probably check it out at some point.

I can tell that you like SRPGs, so your feedback is much appreciated! I would recommend that you try out Wakfu and/or Dofus so you can get a better idea of what this project was going for.

Thank you for the feedback :3

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Yeah I ran out of time to polish the game.

Truth be told, I wanted to do way more but had to scope things down to be playable. for example, having more Alchemy-based Abilities and UI was among such things I wanted to implement.

As for G for ending turn, I was just thinking of a button that was not too far out of the way if the Player is orienting their hand around the WASD or ZXC keys.

I've had pretty terrible luck supporting Gamepad on WebGL/GPU with my prototypes. I'll have to look and see what I can do better there since Unity's new Input System seems to be falling a bit shot on supporting Gamepad for WebGL.

Your feedback is appreciated though!! :3

This is really impressive!! :3

The game has a hybrid feeling of both horror/mystery and platforming quests, and the aesthetic is interesting... almost like a dream-like situation.

When peeps kept talking about bones, I thought the twist would be an obvious one like 'well, we want YOUR bones' and then they'd go after me or something.

But I was pleasantly surprised by how the game progressed and played out :3

Nice job on the Level Design and overall execution! :3

I really enjoyed the Art and the mischievous nature of the cute fox :3

I only played on Easy difficulty, but I still had fun! I may try to challenge myself to higher difficulties later :3

Nice job!! :3

This is excellent!! :3

The Character model is really well done, and the gameplay is easy to understand. There's good visual feedback on whether you are doing the right or wrong thing :3

Additionally, you break up the Player's habits by occasionally having the Witch request a specific combination, so any pre-emptive planning gets distorted.

I can very much feel the passion put into this entry! :3

Good stuff :3

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I was planning on incorporating more Alchemy-based Abilities but ran short on time since I spent 5.5 days on Heuristics for AI alone.

There's only one 'Alchemy'-based spell which is a Cauldron Drop that Abyssma does.

Thank you for the helpful feedback :3

Edit: Feel free to rate me at 1 star anyways since I don't want to win the very Jam I am hosting!!