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Aether Breeze

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A member registered Sep 01, 2024 · View creator page →

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Awwwww. Thank you!!!

Hearing "i'm not into this, but..." is by far the greatest compliment a humble batto can receive. There were many anxieties associated with submitting a very gay, very hypnohorny entry into a broader-spectrum contrast, so knowing that it lands with at least some people brings peace to my mind.

If you do end up exploring more, I'd love to hear your thoughts on the game as a whole. As someone who's not a priori into the kink, your perspective would be incredibly valuable, and one I haven't gotten much of.

Absolutely no pressure, of course. I'm so glad you enjoyed my game ^w^

Good environmental storytelling!

if ever you end up furthering such a concept, please do let me know 👀

Very cute artstyle! A promising base for a game, if you continue to develop mechanics for it.

ok but why is this gooning prequel vn so fucking funny

the ghost in the suspiciously stained sheet, the robot bartender, the fuckin' goonlines...

this has NO right being as well-written as it is

the ONLY suggestion i would make is to mark the game as playable on web. i think this is holding some people back from playing; i myself default to games that i can play in-browser. this game works in browser already, but isn't marked that way yet.


but yeah, other than that... good hook, good dialogue, surprisingly subtle and funny worldbuilding... it's got it all.

very good work.

i was gonna say

you gotta write more, friend

the world is missing out

I would contend that the lack of a tutorial is the ONLY thing holding this back from being masterful. The gameplay is complex and engaging, the art is great, and the visual flair has earned this game the only 5 I've given so far for aesthetics. Even the little details are excellent. The code in the background of the menu being from the game is a personal favorite. With a little accessibility patch, a little shoe polish, this could be GENUINELY excellent.

Sorry to hear about the life event. Whatever happened, I hope things are going as well as they can 🫂

Regardless, you have a VERY solid proof of concept here. As in, if this ever gets developed into a full game, I would like you to tell me about it because I would like to play it.

There's a remarkable amount of potential depth here. The lore, the character creator, the VERY fun three-tier loop you presented, are the makings of a genuinely excellent hypnosis game. In particular, the way the mechanics (would) tie into the kink are top-notch. Every part of the loop is both engaging and kinky, and the concept of being able to uncover the subject's deepest thoughts and influence them in whatever direction you desire is... very enticing.

Very.

In short -- I hope you're doing okay. If you are, and (much less importantly) if you choose to develop this concept, you have a very eager playtest batto right here ^w^

also the peacock god is hot

thank u for coming to my ted talk

Very interesting (and potentially very deep!) concept for a casino-builder type game!

The only criticism I can level is that same weakness that most long-fermented ideas develop -- because they've been in your head for so long, they make much more intuitive sense to you than the player. It seems like there's a great wealth of content in here, and a little tutorial or walkthrough on the first day may help more people access it.

Solid concept. Tons of good work. A little more polish on the accessibility front, and this will be really good ^w^

also +1 for trans mode, very based

another godot game, very based

The fundamentals of this game are VERY good. The screen shake on every click is deeply satisfying, and the simple loop of "scroll down, mine, scroll up, upgrade, scroll down..." was surprisingly addictive. I got sucked into this far more than I expected, and spent far more time with it than I anticipated. With a few more upgrades, a bit more clarity up front (damage should be stated directly on the tooltips, I think), this could be a VERY solid little pseudo-clicker.

This feels... introspective. Almost cathartic. The notes on escaping reality through fiction hit very close to home. And while it's not complete yet, I would definitely be interested in seeing where this story (and those emotions) develop.

The only bit of feedback I might offer is that the jumps between scenes are rather drastic. For the first few, I was initially unsure whether we'd gone through a time jump, or even switched perspectives entirely. Maybe a quick transition at the end of each scene that leads the mind to the next could help?

do i detect a trend in the game jam submissions 👀

Jokes aside, this is a very solid entry. The gameplay is horny, and the horny contributes to gameplay. Wrap those two together, add a shockingly well-designed difficulty curve, sprinkle on a variety of interesting attacks and you've got a jam game worth being proud of.

deleting all my other daws, at long last i have found the perfect one

hello hi yes

as a fellow twine hypno dev, your use of colored text is great

wishing that i had that idea too; it's great at emphasizing the important parts of the prose without being too intrusive

i WILL be stealing this idea for future projects; it's very good ^w^

The little details really pull this together. The custom loading screen, the "start" button being called "apply," and the cute scribbled tutorial/orders turn the experience from "fun little cooking game" to "genuinely delightful experience." And the gameplay is delightful indeed! Simple but demanding, with enough variance in the orders to keep things interesting. Good aesthetic, solid core gameplay loop... it's everything a game jam game should be.

And I barely even felt bad for the kobolds!

came expecting silly porn game, found legitimately well-designed mini-roguelite, wtf

The amount of variance in here is VERY impressive. More than enough modifiers to spice up a simple gameplay loop, that manages to be both horny and somehow engaging at the same time. All the little bits of feedback, from moans to plaps to the steady filling of the pleasure bar, make the base gameplay genuinely engaging. All this from a monster-fucker game. God damn.

Having read the note on your page -- this is a BIG jump in quality year-on-year. It's a very polished, very contained experience that manages to be both horny and engaging at the same time. You should be proud ^w^

this game is SO UNREASONABLY WELL WRITTEN WTF

WHY DOES THIS SPICY FISHING GAME HAVE BETTER PROSE THAN SOME PUBLISHED NOVELS

Beyond just the writing, though, this game is delightful. Absolutely nails the cozy fishing-sim-crossed-with-dating-sim vibe. The island is fun to explore, the characters are fun to interact with, and the gameplay hits that elusive niche of fun repetition mixed with spots of... well, y'know.

Excellent game. Legitimately cozy, stunningly well-written, and suitably hot. Good work!

Having never played the original game, this was VERY solid stuff!

For a game made in a month, you put in a remarkable level of polish. The aesthetic in the UI, the tutorial, and the entire gameplay interface is excellent. And the mechanics, while simple, escalate quickly enough that it never gets boring.

Combine with a steady sense of progress from undressing our (dates? targets? foes?), and this comes together to one of the more enjoyable and polished experiences I've seen in this jam. Excellent work!

Lining up icons with swirling patterns is a very fun hypno gameplay concept. Very, very clever. Surprised I haven't seen it before.

One thing that might elevate that gameplay is a bit of context at the start. Just a few text boxes summarizing the controls, our goal, and what we're working towards would go a surprisingly long way towards encouraging people to engage with this very solid gameplay loop.

Also, Godot game! Very based.

i did it i finished the butt maze

Okay, the concept of a civil service guild that whose job involves capturing hypnotic monsters goes VERY hard

That concept could honestly be expanded into a whole game. Start off by rounding up some low-grade thralls, slowly escalate as you gain skills and willpower, end up  wrangling deity-level threats like the one we faced here. You could have a lot of fun with status effects, different ways of hypnotizing different opponents, etc. As a PoC for that concept, this is VERY good.

Two things i might suggest if you choose to pursue that are:

- Clarity of the text. As others have mentioned, big blocks of text without commas are hard to parse. The backgrounds for the endings might also stand to be a little dimmer; both the art and the text are good, but both have so much going on that it's hard to focus on either.

- Feedback during gameplay. During my first run, I thought the arrow keys were broken because they didn't affect the mirror. Something as small as shifting the mirror a little when an arrow key is pressed might go a long way towards making the gameplay feel intuitive.

Very fun concept. Solid art, solid writing, solid music; an all-around solid entry.

this is absolutely a valid point

will fix it as soon as my smol brain can figure out a good way to do so

(1 edit)

You've got good instincts! Both of those WERE initially planned, but had to be cut to make the deadline. To give you a feeling of how tight it was, the current escape ending was literally the last thing I wrote (48 hours before the deadline), and the game was not fully functional until about 3 hours before the deadline. That time crunch forced some things to go on the chopping block, and a good ending, unfortunately, was one of them.


I *would* be interested in expanding on this in a future patch, though. Taking charge of the facility would be complicated, lore-wise (since Iana is basically just the VP of one division, and the CEO might not take kindly to you zonking his boyfriend and taking over his department), but a true escape ending should very much be doable. Maybe I could tie it to the safe..?

There is an escape ending!

That said, it's... ambiguous. There's no ending where you ride off into the sunset, unfortunately.

I had originally intended such an ending, but time constraints be what they do. Maybe in a future patch I'll add a good ending for full-stealth runs?

You're looking in the right places!

You're looking for seven numbers. If you peruse those areas enough, you might find a couple strings of numbers that stand out. What could happen if you put them together?

(For the record, the safe doesn't contain anything that you can't get somewhere else. That choice was deliberately made to make it less of a problem if my dumb ass made the puzzle too obtuse)