What a journey! Can't believe there are two sokobans in this jam and they both integrate the kink really well.
Play game
all the way through's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Novelty | #1 | 4.481 | 4.481 |
Harmony | #2 | 4.111 | 4.111 |
Horny | #2 | 4.556 | 4.556 |
Play | #3 | 4.333 | 4.333 |
Kink | #3 | 4.185 | 4.185 |
Overall | #4 | 3.707 | 3.707 |
Narrative | #12 | 3.481 | 3.481 |
Sound | #16 | 3.519 | 3.519 |
Ambition | #22 | 3.481 | 3.481 |
Aesthetic | #29 | 3.556 | 3.556 |
Stealth | #66 | 1.370 | 1.370 |
Ranked from 27 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
Comments
press z to undo! sorry that this isn't in the game itself, but it is on the game page. (although, wait... i guess you can download it from this page... maybe that's easier to miss than i thought!)
i really would have loved to add a reset button, and i'll definitely add one if i end up expanding this game at all, but i simply did not have time during the jam due to some serious technical debt in the code.
There are only a few games in this jam that are solid enough to feel like a complete game that has “something to it” beyond its expression of the themes of the jam, and of them, this is by far the one that commits hardest to the sexual aspects of its design and presentation. Having played every game in the jam, this one stands out to me as one of the best overall, and it is (in my view) specifically the best at creating gameplay that is inextricably intertwined with its expression of its kink content – it’s not something that happens “on the side” of some conventional game, and it’s not somehow weak as a game to work in its sexual concepts. Excellent work!
thanks, that means a lot! one thing i've definitely felt when brainstorming ideas for this jam, and when browsing other horny games for inspiration, is that it is surprisingly difficult to come up with a meaningful way to create gameplay out of sex or vice versa. i was quite happy with this idea once i came up with it as it is one of only a handful of ideas i've had that has this very tight relationship between sex and gameplay.
but basically, the way you described it in your comment is exactly what i was going for, and I am very happy to hear your description of it.
(also, just in case: i believe my page said 20 ratings both before and after your comment... if you happened to forget to rate i wanted to let you know. i know i personally always write comments first and then half the time forget to rate lol)
thanks for the reminder! I finished rating all the games in the jam (!) and I’m going back and leaving a handful of comments now. I didn’t want to comment too early in voting while folks were still forming their first opinions, and for that matter I didn’t want to commit myself to a strong opinion only to revisit it later after seeing more of the stuff in the jam. I believe I was the 12th person to rate this game, several days ago.
ah nice! i kinda figured that may be the case. but that's super cool that you rated every game! i honestly don't think i have what it takes to rate every game especially in such a short period of two weeks so i am super impressed.
but yeah, knowing your comment comes from such a carefully considered place makes it even cooler lol! thanks so much!!
What a unique idea, kinda silly in the best way possible! The puzzles offer a surprisingly decent challenge for the type of game this is, they're quite fun. Graphics are alright, music is great, and the sound effects are just perfect.
I do wish it was communicated that you can undo movements early on, since I misplaced a block and didn't check the game page until later, which led to a long while of holding the undo button. The font was a bit bothersome to read too, but not too much.
In general the game is genuinely fun and the premise of someone's bits just getting longer and longer and bending in crazy ways is just silly enough to be genius. Well done!
thanks for playing! you're absolutely right, the undo system is not communicated at all in game and is quite lacking. i really wish i had figured out a good way to implement a complete puzzle reset system, to save long undo sequences, but i just couldn't figure out a nice way in any reasonable amount of time.
i did fix a couple of puzzle designs that i was sure would practically guarantee long boring backtracking sequences, but of course, that's not quite enough to save the game from all the boring backtracking.
i'm honestly super touched to hear that you thought the music and sounds were good! those are areas i'm not as sure of myself in, but knowing that at least one person thinks they're better than my art is, weirdly enough, actually extremely reassuring lol.
So uh, I'm not a horse doctor, but...I'm not sure this game is medically accurate...
(It was all I could do to not bust out laughing during the entire thing, good work!)
An excellent Sokoban game on its own, only made better with its own kinky spin! Only complaint was that blocks and walls could be more distinct, and blocks would completely cover white spots (although maybe that was intentional), but even that feels very minor.
Very novel concept, fun game! I was never stuck on a puzzle for more than a few minutes, so I think the difficulty is pretty good.
This was a very fun puzzle game. The flavour text sort of giving you hints was a neat touch to it all. But it was very funny and I enjoyed the humour of it all quite a bit. ~
Thank you for creating this very educational game. It taught me a lot about equine anatomy which I assume is well-researched and 100% factual.
After playing this, I realize that strawberry jam definitely has too few games that are horny in a funny way. Like, many of the games are funny, but the fusion of absurd humor with absurd sex is strangely rare, seeing as to how well they work together here.
The horse stuff is definitely not my thing but I respect the craft.
I have no idea how someone comes up with a game concept like this one, but it's wild and brilliant! The noises, squishy walls and fully animated cock motions are what truly make it cartoonishly convincing. The dialogue adds a good bit of flavor and the music sets the atmosphere.
There are lots of clever stages that make good use of the game's mechanics. The mouse controls demand a bit too much motion to get moving, but the keyboard controls are just right. I struggled with the mouse for a while thinking that the controls are locked-in after the start menu. I'm not sure if having the option to switch between the two is strictly necessary, you could just have mouse and keyboard active since the shortcut to bring up the menu isn't something that players will intuitively discover. The undo key is also not fully obvious.
A different developer would make a quick joke game after getting this idea, but you have carefully polished it to perfection. Most admirably done!
thanks for playing! your point about keyboard and mouse controls is something i had not considered. the main issue imo is that the mouse controls more or less mandate capturing the mouse (which is a little annoying), and so i added the keyboard option as an explicit toggle so the mouse could be uncaptured.
but, this is less important now that the web version isn't even available, as mouse capture is much less annoying on desktop.
and thanks for your final comment! i consider this game to be perhaps the most artistically honest thing i have ever created. i love the freedom that this jam gives to just... be sincere. and i'm extremely glad it comes through in the game!
There appears to be a bug where the character’s limbs vibrate wildly, and an additional bug where I am unable to get past the “thrust back and forth” part of the first level.
OS: Linux Mint Cinnamon 21.3
For some reason the provided GIF plays slower than it should, but it demonstrates the issue.
i have unfortunately had a lot of trouble with godot's IK constraints (which are what the character animation is based on). to summarize my pain: exporting the game, it had issues; i restarted godot and exported the game again, and it was fixed. this kind of jank... where something in the editor effects the export process, soemhow, is very frustrating to me, as i seem to have no control over it.
I do not have a linux computer, but i may try to re-export the linux version and test it in VM. when i run the current version in VM i do not see this exact issue (as the game is too laggy in VM for it to even flicker like that) but i do see some kind of IK related issue. so perhaps i will be able to at least half-verify whether a re-export works before uploading it. i'm also considering adding an option to just hide the sex animation as it's really not super important to the gameplay.
anyways, thanks for the bug report and for playing my game!
for your second point: i think this is likely not a bug, from looking at the gif. i am also not able to get through this puzzle when i move back and forth across three tiles. it should work if you only use two though!
Pretty solid game! It's challenging, but it never gets frustrating. I liked that the characters say they're feeling good when you get closer to the right solution.
I'm a little curious, what's your process for designing the stages? Did you start from the solution and worked backwards? I never figured out how I'd make a sokoban level lol
i'm glad you liked the in game dialog! i was very worried it would interrupt the puzzle solving too much. but i will let you in on a little secret: the dialog messages have little correlation to your gameplay. most of them are based on how many times you've pushed a box around. i did figure, though, that they may be interpreted in a lot of ways as what conditions trigger them are not apparent to the player, and it's cool to see that that's true.
designing the stages was for me mostly a two-ish step process. one: draw them out on paper. this is nice as it's easy to draw, say, the intended path and think about how that will work, or to add and remove walls, etc, all very quickly. all of my puzzles were based on a core idea, e.g. "i want you to push this box over there, or through this part of the puzzle," etc. almost all of my puzzles did not actually work correctly once i built them in editor, as it's easy to overlook stuff on paper. so once i had them built in editor, i would de-cheese them, trying to at least stick somewhat close to my "core idea." sometimes i just kinda had to scrap the idea as it didn't seem doable. the other trick is to try to place walls that force a solution, but that don't make that solution completely readily obvious. this is mostly trial-and-error for me: place some walls, boot up the puzzle, and if i can easily cheese the solution, try a different set of walls.
very charming and cute game! the mechanics aren't more complicated than they need to be for this kind of experience but the puzzles are still engaging. also the horny aspect of it is fun :3
I had a lot of fun with this one!!
Such a creative idea and the dialog was charming. The puzzles really stumped me at some points but I managed to finish it. I really liked the characters too.
thanks!! i'm glad to hear that at least some people like the dialog (and the characters!) as honestly i have no idea what i'm doing lol. never really written dialog or designed much in the way of characters before. also glad to hear the puzzles were occasionally difficult. i found so much cheese during development that i was convinced everyone would one-shot the puzzles... guess i was wrong!
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