The owner took it down?
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The Shark's Bathhouse(18+)'s itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Sound | #1 | 4.188 | 4.188 |
Play | #2 | 4.188 | 4.188 |
Aesthetic | #2 | 4.750 | 4.750 |
Harmony | #4 | 4.313 | 4.313 |
Horny | #6 | 4.188 | 4.188 |
Overall | #9 | 3.507 | 3.507 |
Novelty | #15 | 3.313 | 3.313 |
Kink | #19 | 3.000 | 3.000 |
Narrative | #32 | 2.375 | 2.375 |
Stealth | #39 | 1.250 | 1.250 |
Ranked from 16 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
This may be a one year old thread that has long since died, but if this game ever gets updated again there should be control configuration, as its kind of hard to hop to this game from a game that uses traditional controls (WASD, space, and even the mouse button)
or maybe I'm just autistic and have bad motor functions when something changes too suddenly
But the game is good, and I would love to play it even more if it weren't for the controls
excellent. cute music, cute sprites, cute conceit. i fucking love kitsune-ass tail powers, that's good as hell. love the smb3esque shadows on the background. also love the background, i never expected pixel bath tile to be so aesthetically pleasing
i don't even know what else to say, this is small and straightforward
that said, games i enjoy get my brain a-whirring so here are some design thoughts, oh my god please take it as a compliment that i typed this much
- it's kind of a struggle in the early game; i can't quite one-shot almost anything, and power bonus orb things don't drop very often. letting me lose to the boss and then continue with what i've already got is a nice touch, but then i lost again and ended up having to do 20 levels to fight the boss again. on the other hand, playing 20 levels meant i could collect more stuff. so maybe that works out. i would probably put my thumb on the scale and guarantee that at least one whole orb spawns in the first N levels; you very rarely want anything to be 100% up to chance
- the charge-up time often feels slightly too long, which might be an opportunity for another kind of collectible that speeds it up a bit
- obviously my dick should change to match my tail, i mean, obviously,
- having a wimpy attack to start with and then getting a variety of others that make me better in some situations is really good, but i sometimes found myself with low health and faced with a heart attached to a tail i very much did not want to pick up. i think that limits the player's ability to make decisions, especially since health is never a guarantee and you enter the boss fight with however much you happen to have; it was rare that i felt like i could afford to pass up health, even if the tail seemed like a downgrade. and at that point it's less like i'm collecting powerups and more like my ability changes arbitrarily. i suspect there's an aesthetic thing here, where the tail ought to be attached to something, and i don't know what you can do about that. but i'd love if i dropped my current tail (in the world!) when picking up a new one, especially to lower the risk of trying a new one out
- the starting attack is really wimpy, the range is so bad haha. being outranged by an enemy using the same projectile is a bit frustrating
- sometimes bats spawned in fricking elevator shafts where they were impossible to hit, or i had to drop down further than i could see and landed on a dude
- i always have mixed feelings about "penetration = winning", especially since it lends itself so easily to games like this. i was glad to see it subverted here, by having us power-bottom a couple mobs instead. although then it was unsubverted by the ending? but that's also fine. i don't know, i don't have an entire thought here
This was fun! Game play was a lot of fun, the art looks great, and the sound effects added well! I loved the random level generation too!
As for improvements, I got stuck on elevators if I tried to go up, and I knocked out an enemy on top of it. I also had issues trying to dodge enemies if I was already on an elevator and wanted to jump. Minor things, and doesn't take away from the game overall!
Wow, there is a ton of thought and attention that went into making this. The challenge rooms and chests go a long way towards keeping the player engaged. I really, really like the decision to make sex with enemies a bonus rather than part of the core gameplay. Lots of other action sex games have it as part of the mechanics which tends to drag out the game and ends up as a punishment instead of a reward.
The sound design is excellent. I like the retro-style noises and I appreciate the shower ambience. The transparent steam effect also goes a long way towards setting the mood.
Only two things come to mind as potential improvements. Up presses should prioritize in order of items>doors>sex, and your previous powerup should drop so you can pick it back up if you don't like the new weapon.
Great game!
Has some jank here and there, but very much loved the presentation. Very impressive amount of content for a jam game! I was very much entertained playing this! :D
Play: The platforming is a little janky- I often got caught on surfaces I definitely shouldn't have, and the momentum or lack thereof threw me off- and the controls are a little confusing- why doesn't up jump? I had to mash buttons on my keyboard to get it to start, and I still don't know what button actually did it. I was surprised when it turned out to be a rogue-like! That doesn't add or remove any points in my book, I just thought I ought to mention it. You mentioned on the game page that it was inspired by megaman, which I can definitely see from the whole 'pick up different tails to get different powers' mechanic. Unfortunately, I couldn't get very far- I'm just no good at it! ^^'- so I can't comment on the later stages, many of the powerups, or the final boss :(
Aesthetic: 10/10. Very stylish, all the characters are lively and well-drawn. A bathhouse was a good setting, the tiled background goes well with the pixel-art style!
Sound: The music is really good. More importantly, I like that there's sfx- environmental sounds to reflect the environment and sounds that happen alongside actions the player takes. My game didn't have any, and neither did the others I've played up until this point, so it's like 'wow cool' all over again haha.
Narrative: It doesn't have much of a narrative ingame, but I got all I needed to know going in from the game page, and it doesn't really need one. You're going through the levels to get to the boss, and then you... idk. Fight him, or fuck him, or both. Like I said, I didn't get that far.
Horny: If you're into it, you'll probably like this, since the horny stuff is the main mechanic, and the up animation you get when you kill an enemy helps better incentivize hunting down and killing them all... if you're not into it, it kind of becomes a chore.
Kink: Do furries even count anymore? Or am I just so desensitized to them from existing on the internet that weird stuff just doesn't shock me? The world may never know.
Stealth: It doesn't succeed at being stealthy because it doesn't try to be stealthy. That being said, the pixel art could be hard to make out from a distance?
Harmony: With a platformer like this, this category comes down to 'was it good to control', and... it really wasn't. The platforming itself was nice when it worked right, but it didn't work right more than I would have liked. A couple of my tries got stuck because the fox just straight-up glitched out on an elevator or in the corner of the room. The combat seemed unfair- again, it might be me being bad at the game, but it didn't feel like I could kill anything without taking massive amounts of damage myself, since you need to get in so close or spend so long in a vulnerable position charging up the long shots. The 'defeat all enemies to progress' condition was what really prevented me from progressing, I just couldn't do it without dying. :(
Novelty: It's a lot like megaman. I liked the elevators, although I'd like it to be clearer that the up and down keys are only used for them and not for jumping. It's still weird that jump is z.
Final Thoughts: It's clear you put a lot of care into the visuals and the sound! If the platforming gets polished up, this could easily be a really good game.
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