Having branching paths, and different reactions for all the different sizes makes for great replayability. Cute art style followed by various characters that offer their own charm adds to this beyond just a kink game. Worth looking through every aspect.
A simple but well rounded (heh) experience. Mostly consisting of RPG Maker assets but with a nice dynamic standing CG for the main character. The rouguelite mechanics work well as is for the gamejam, but if expanded into a full game should probably effect gameplay more instead of just being a bit of a walking sim where your character grows over time. Fairly short, but never overstays its welcome.
This game is full of good writing, well done character art, good player agency with the pregression, and just overall good polish and feel. The only thing I can say about it is that I want to see more of exactly what it is, which is what I believe is the current intent. Fill out the unfinished paths and routes, add more endings, maybe get Rory or other characters in on the preg, just more!
The game really zigged when I thought it was going to zag. It has a much more fleshed out and serious story than I expected, and a lot less preg specific content than I thought a game about running a pregnancy clinic would have. But at every turn the game surprised me by having more stuff in store than I thought it would. More minigames, more characters, more story lines. Its obviously not a 90 hour JRPG, but for a gamejam entry its very impressive. Its biggest flaw is how *slow* it is. The minigames are too difficult (and not in a fun way) and just aren't really as engaging as I would hope they would be as the main gameplay loop. I think they need to be tightened up or have another alternative available for the main game loop.
Very ambitious for a jam game, and generally pulls it off. Its biggest problems are currently its length, being very short, and its game feel. Movement can be a bit buggy (especially climbing ledges) and the attacks feel stiff. As a 3d platformer it feels lacking in a more diverse moveset. BUT, this game has great visual style and a great foundation for an expanded experience. Some tuning of the basic movement and gameplay and a further expansion of areas and progressions can lead to a seriously engaging game. I'm looking forward to building the town up over time once the game gets more updates.
As is, the pregnancy mechanics can also use a little tuning. Generally they go too fast at higher multiples and can leave you dropping to give birth every 10 steps, and the large slimes are basically an instant death sentence. Other than that I think its another pretty solid system that can be expanded upon nicely in the future.
I'm not personally a fan of Koikatsu renders and think they kinda clash with the standard RPG Maker graphics. The puzzles are pretty simple, and at least one of involves a certain amount of plain brute forcing to solve. Which I guess works considering making mistakes is what progresses the pregnancy mechanics. Overall the game is quite short; maybe worth a quick play if you like KK renders more than me.
The visuals are rough and the gameplay is pretty bare, but it has plenty of unique preg stages and has tons of potential to be a game that scratches just the right combination of preg+game itches in my brain. The economy is very easy to break atm and could really use some price scaling. The foundations are there though to build on, and I cant wait to see where it goes. I can already see better mechanics surrounding the pregression system, new surrogate characters, new money sinks with upgrading and expanding the station, just so much stuff to grow into. Its also just plain impressive that this was made in 3 days as opposed to the 3 weeks the jam ran for.
As a proof of concept, it is pretty solid
Adding more to the simulation/virtual-pet aspect and mechanics will also make it a good game, well done!