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A jam submission

Split-Screen AdventuresView game page

Expand your boyfriend's harem!
Submitted by Impy — 34 minutes, 39 seconds before the deadline
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Split-Screen Adventures's itch.io page

Results

CriteriaRankScore*Raw Score
Sound#23.4003.400
Play#43.5003.500
Aesthetic#63.7003.700
Horny#113.7003.700
Overall#112.9672.967
Novelty#143.2003.200
Narrative#152.8002.800
Kink#172.5002.500
Harmony#272.4002.400
Stealth#281.5001.500

Ranked from 10 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

HostSubmitted(+1)

hmm.  i can't tell if this is unforgiving or i'm just not understanding it.  i haven't found any way to refill health or magic, which means that i want to play conservatively (or i'll die, since i can't seem to save either?), and i have virtually no offensive power once i've used up my one or two fireballs.  that leaves me trying to pick up vegetables and chuck them around with kinda slow and icy movement, which is probably why i died to an adventurer shortly after finally finding an armor refill statue.

i also didn't realize at first that i could store the items i was holding, since holding them with my sprite usually means they're not in my inventory; oops

that said, there are a lot of good ideas here and some cool exploration of them.  i LOVE that the map is randomized, that there are retro-style respawns when you get far enough away from a room, and that i can pick up pretty much anything.  the sphinx riddles are really charming too.  i can't believe you did so much with a handful of low-level adventure game critters and three vegetables

i like what you came up with here!  execution is a tad rough is all

Developer

I really appreciate the feedback, thank you Eevee! I was a little overambitious with the scale of my project and didn't have a lot of time for playtesting in the end. I'm planning to continue working on this game past the scope of Strawberry Jam and hopefully make it into something good. The future release will be split into multiple smaller levels to even out the learning curve and set the playtime to something more manageable.

There is a post-jam update available (0.2) that fixes most of the major bugs including the refill statues not working and game locking up on death. Not for rating purposes, but if you want to try a more stable version where things work as intended.


Thank you for hosting this game jam Eevee! It was a lot of fun! This is the first game I ever uploaded online. I always end up working on these kinds of projects in secret then dropping them after a few months. I'm really glad that you gave me the space and motivation to finally release something that people can download and play. Expect me back for next year's Jam! I'll try to tailor my ambitions to something I can actually finish and playtest in a month.

Submitted(+1)

I was somehow way into this game! 
It soft locked on me twice, as I got stuck off screen as I moved from one screen to the next (in both occurences, from top to bottom).

I loved the idea of picking things and carrying them around, although I never got past 2 inventory slots and all quests I found usually required 3+ items - kinda frustrating. And grabbing enemies is really punishing, maybe there could be a way to stun them or something so you can safely approach them? Also I can't believe the map is randomly generated, that took me by surprise, that's really cool!

Music and art are great, too; The "horniness" is almost secondary, but there's something fun to just... having to carry more characters to the temple ahah. Overall, loved it!

Developer

Thank you for playing!

The softlocks should have been resolved in the 0.2 update. In the future I might add an additional fix to prevent the player character from ending up offscreen altogether.

You get two inventory spaces for doing the farm girl's quests and the fifth for solving the "creatures on a compass" puzzle. The farm girl's house always appears 4 spaces away from the church, so it should be one of the first ones you encounter. Her entire quest line has you fighting enemies rather than bringing them back, which you don't really need much inventory space for. Of course there's nothing in the game right now to suggest that is the case to new players, so I'll definitely try to spread out the inventory upgrades a bit in future releases. I will also look into making enemies a little easier to lift, that's been a very common request.

I wish I had more time to develop the horny content, it is quite unfinished at the moment. I'm planning to make the characters on the right screen more dynamic in how they react to each other and add climax animations and such. One of the features I really wanted to add was to show the characters and sex animations as silhouettes at first and reveal them fully after the player's magic capacity is high enough. Something to set the mood a little more.

Submitted

It's Mario 2 played as a Zelda game! Easily up there with the best of the jam in gameplay, and hilarious if you think what's literally happening. Whack a girl 6 times with a turnip, then log-carry her to the sexy church and chuck her in, because surrealism! The music fits the mood well.

My one gameplay gripe is picking up enemies. It's harder than it should be because you usually take a step towards them before lifting, and your blink time is low, meaning you might take two hits for one failed grab.

Two others seem like bugs. First, the one that caused me to restart is that if you walk on from the left, then try to go back to the right, you get stuck behind the Liam window and can't walk on-screen or exit to the right.

Second, the recovery statues stop working after one use with no indication. I had to restart once and it was the same on my second play, so this wasn't a one-time bug. If it's intended, just make it stop glowing and it would be clear.

Developer

Thanks for playing, I'm really glad you liked it!

I think I squashed both of the bugs you mentioned in the 0.2 release. That update was posted after the Jam ended, so don't count it in your ratings, but do give it a try if you want to experience a more stable version of this game.

It's a lot easier to grab enemies from left or right due to how their colliders are set up. I do have plans to revise the grab mechanics and fine-tune the overall controls in a future release however.

There is a brief section on the game page for some of my future development ideas. If there's anything you'd like to see added in the "full" version of this game, let me know in the comments!

Submitted(+1)

I love the art style. I played it a second time and the map layout was different. That's cool.

Developer(+1)

Thanks you! The game's got a random map generator. I want to add speed and completion challenges to future versions and I don't want the players to just memorize the level layout. The current plan is to split the game into several smaller maps and give out prizes for completing specific objectives in each map quickly.

Submitted

Did you make the music? 'Cause it's kinda hype lol

Developer(+1)

It's from https://modarchive.org/. Great site if you love retro music. The track names and artists are credited in the game description.

Submitted

Oh cool thanks! I haven't given this a fair playthrough yet, I'll rate it when I do later tonight

Submitted (2 edits) (+1)

Holy cow I love the aesthetic of this game!

The synthy 8-bit music was a very awesome touch too. Kinda weird at first but it does actually match up with how it looks. The rats are pretty tough, I died, then it kept going carrying/pushing my body off screen, XD!

I deeply love games that focus on mouse controls, that way you can play the game while...., attending to other business, nice mechanic control choice there, :D!

Over all it looks and plays very well, would love to see this develop more, great work, :D

Developer(+1)

Thank you! Sorry about the game locking up on death, I introduced that stupid bug on the day of submission and didn't catch it. I'll iron it out when the rating process is done with.

I'm still thinking about the music selection. The current tracks do sort of match the action, but are a little overwhelmingly action packed in relation to how exploratory the game is.

Submitted(+1)

It looks kind of neat, but I couldn't quite figure out what I was supposed to be doing, or if I had any control over what was going on with Liam. I collected a star thing, but I wasn't sure what it was? I think it could use a bit more direction. Also, I found the mouse control kind of awkward, as well.

Developer(+1)

Thanks for giving it a try! Other than bringing more girls to the church there is currently no further interaction with Liam's side of the story.

It's  supposed to be an exploration type game so I thought it should be alright to give the player a variety of things they can be doing, whether it be gathering materials for a puzzle or trying to finish a quest. I think that it's just not all introduced in the most optimal way right now. Maybe a playable intro where they get to familiarize themselves with the game's flow and controls?

Submitted(+1)

That might be helpful. This kind of guiding process is subtle and hard to get right, except with playtesting probably. Mostly the problem I had was that I would see things in the world and not really be sure how I should interact with them or why I wanted to. It's possible I missed something important, I'm not sure.