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Big-O's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Theme | #3 | 4.012 | 4.333 |
Gameplay | #3 | 3.086 | 3.333 |
Overall | #4 | 3.086 | 3.333 |
Uniqueness | #4 | 3.395 | 3.667 |
Horniness | #5 | 2.777 | 3.000 |
Presentation | #7 | 2.160 | 2.333 |
Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Use of the theme
This is an incremental resource-management game.
Assets used (If you used external or existing assets)
Font is Chakra Petch, provided under Open Font Licence. The SVG icons used are under Apache V2 licence.
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Comments
Very nice UI. Got to 15 booths. Didn't understand the final goal, other than development for development's sake. But it was fun. You can imagine what happens in the booths. The meaning of the improvement is not very clear.
Thank you!
The current version ends on day 30, at the end of the trial period, but I realize getting there can be boring given the current state of events/lack of player agency.
I have been working on better events, unlockable shop upgrades, clearer stats and descriptions... game speed has also been tweaked. Should be ready for release before the end of the week, if I don't keep on finding more bugs...
Thank you for playing!
I got so into this. I wish there was a downloadable version to play offline.
Stopped Day 15 just to rate and comment this. Conceptually very kinky and definitely playing again.
This is mainly a text game but my mind was active. There isn't tutorials and I think that helped the immersion.
The upgrades seemed to be working, at least I could tell the values changed.
Surprisingly, probably my favorite game of the jam; if not, it's pretty high up there for me personally.
And that surprising for me too.
Thank you very much!
There are quite a few aspects I plan to expand (events, upgrades, production goals) in order to build a convincing endless mode.
I had never looked into making "Play in browser" games downloadable, it has been done!
Conceptually very kinky and the "twist" is well telegraphed through the emails. Great use of both themes.
Visually, this is a text-based game, but I wish there had been some visual distinction between the generic and special subjects. Kind of forgot I had a volunteer and intruder in there until I clicked their pods. Gameplay-wise I couldn't really tell if the upgrades were doing anything significant since you don't spend much time on the generator screen, but I assume they did.
Thank you for the kind words and for playing!
I wanted to add some kind of roster view where the player could easily see and interact with the subjects, but didn't get the time.
Similarly, the impact of the upgrades is most noticeable when you compare the production across days. The weekly reports were meant to have a graph showing growth other time, which I will get around to making, but it isn't there yet.