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Conceptually very kinky and the "twist" is well telegraphed through the emails. Great use of both themes.

Visually, this is a text-based game, but I wish there had been some visual distinction between the generic and special subjects. Kind of forgot I had a volunteer and intruder in there until I clicked their pods. Gameplay-wise I couldn't really tell if the upgrades were doing anything significant since you don't spend much time on the generator screen, but I assume they did.


Thank you for the kind words and for playing!

I wanted to add some kind of roster view where the player could easily see and interact with the subjects, but didn't get the time.

Similarly, the impact of the upgrades is most noticeable when you compare the production across days. The weekly reports were meant to have a graph showing growth other time, which I will get around to making, but it isn't there yet.