It was a little hard to tell what to do most of the time, but I stumbled my way through. The combat was fun to watch happen, and I always love a good city builder
the sounds didn't work for me for some reason tho
Criteria | Rank | Score* | Raw Score |
Novelty | #4 | 3.955 | 3.955 |
Sound | #7 | 3.727 | 3.727 |
Overall | #8 | 3.354 | 3.354 |
Narrative | #9 | 3.545 | 3.545 |
Horny | #12 | 3.545 | 3.545 |
Aesthetic | #12 | 3.909 | 3.909 |
Play | #13 | 3.318 | 3.318 |
Harmony | #15 | 3.364 | 3.364 |
Kink | #20 | 2.909 | 2.909 |
Stealth | #34 | 1.909 | 1.909 |
Ranked from 22 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
I started early
The credits page and some text icons were borrowed from another game I made. No other art or code in the game was made prior to the start of the jam. I made some sketches for major characters and gameplay concepts for a poll to decide which game I should work on for this Jam.
It was a little hard to tell what to do most of the time, but I stumbled my way through. The combat was fun to watch happen, and I always love a good city builder
the sounds didn't work for me for some reason tho
It was fun :) I kept accidentally switching appliances when I didn't mean to, maybe a drag and drop system would be more intuitive
NTR isn't my thing, but I always have a good time with your entires to this jam, because they tend to be very solid games with some innovative mechanics. This one's no exception. Don't think I've ever seen this kind of combination of city builder, real-time-with-pause combat, and whatever genre Loop Hero was.
I really like the art too. It's a good mix of cute, lwed, and silly, with lots of unique assets and animations. It really works well as a tone-setter, and matches the narration too.
As the other comments have mentioned, I'm not totally sure if I ever understood the combat properly. There seems to be a lot going on with object-placements and elements and triggers, but I'm not sure I ever figured out how to interact with them directly. The command I found myself most wishing for was "just stand in place and attack at range," haha.
That said, this was a lot of fun, and with some expansion and tutorialisation it could be really cool.
I'm really happy that you had a good time! I always try to do something different with the art and gameplay in each of my projects, so it's very reassuring to hear that you liked both!
The "stand in place and attack" option is something I'm working towards adding either in v2 or a patch. Instead of the current system of giving a limited number of direction suggestions, players will get to make movement lists and add items twice in a fight. I'm also adding in-game explanations for some of the resources and what they do.
Has potential, probably the horniest game I've played so far (dub con, NTR and the dog boys hinting at dog girl TF, nice). That pixel art and animation does the job. But the play is frustrating. I have no idea what's going on. I was figuring out some basic strats but far too little too late. (And tbh it's asking for a lot of thought and puzzle solving while horny). Also I'm not big on chiptunes loops alas.
Pretty cool art style and game play. My only problem was that it needed instructions. But I picked up on it. On the over world maybe more labels and maybe a tool tip? Animation and story was fun as well.
It's very cute and the mood is delicate and fun, but I didn't quite understood what I was doing :O
I wish I could get more informations about the gameplay, the elements, the buttons themselves. There is so much information and in the end I have the feeling I totally missed how to play correctly ^^
Beside that the characters and story are cute and fun and I could definitely love the mix of building and automatic fights if it was more simple, or more intuitive :3
I love this game! It's funny, nostalgic, clever and sexy. I like the music and sounds, they all fit wonderfull with the art, they remind me of the SNES era games,
I didn't understand the battle mechanics, but was fun to find the reward for lose.
Funy, cute and solid. Good work!
cute little game, the writing is pretty funny and the gameplay was unique. all in all I liked this. (I think losing to Hammerhips was one of the funniest things I've read in awhile lol)
Great art and writing, with a fun concept. The character designs are all very cute (the reporter is exactly my type).
I feel like I really didn’t grok the gameplay mechanics on my first play-thru, I’m going to give it another go if I have time.
Thanks for playing! I always try to have a range of characters with different body types and personalities so that every player can find a favorite.
The gameplay like in some of my other games may seem complex, but you can play through everything without thinking too much about the intricacies. (Also the building transformation condition text is just plain wrong at the moment if it's confusing you)
Interesting concept. I admit… I was a bit confused at first with the mechanics, but overall I had fun fighting off bad guys and building my little empire. Also liked the pixel art :)
This was a nice experience. Simple gameplay, yet you have to think what buildings you wanna place and where. And during enemy encounters you wanna strategically place the various obstacles around, so that your gf can use them to hit enemies more. I can imagine a lot of potential puzzles that can be made in the future. Perhaps there even could be stuff that can be interacted in real time to change flow of the match.
Also once again, I gotta say your character art is superb. Everyone looks so cool and cute, plus I think your pixel style has also improved. I can see your art shine in this game.
I can say that perhaps for a newcomer the mechanics may confuse a little, but honestly I got the hold of the gameplay pretty fast and enjoyed it well.
Thanks for playing it Nekolag, I'm very happy that you enjoyed it! I've worked with pixel art for a solid year now, so I'm starting to get good at it. I'm finally getting to the point where I can animate something in hours instead of days!
Real time interactions and more item variety are some of the features I'm planning for v2 of the game.
I definitely wanted something easier to get into than my last year's submission, I've learned my lesson about having too many stats and mechanics after making Secrets of the Bastion.
There's a bug in I didn't catch in time where the transformation conditions are showing the building's own alignment. This is especially bad for the church, since it needs to be transformed for you to access three of the events that happen there! Changing the church in v1 requires "rowdy" structures, not serene. For the sake of the jam, I won't patch it until after the ratings are done.
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