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Amabet Kinksey

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A member registered Feb 04, 2024 · View creator page →

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Nice job! The gameplay was a bit too difficult for me at times since it seems to very much rely on single solution puzzles. A little more dynamic multiple solution puzzles would make it a bit less frustrating at times. That said, the overall concept and visuals were pretty great and character creation was a nice touch too.

Not a lot of gameplay yet but the concept is great and the visuals go with it well too. I really love the player's room being in the dragon's mouth, definitely gotta be one of the most unique player houses of all time. The characters were charming as well.

Nice job! Was a bit confused the first time around for each mini-game, especially the bathroom one. But once I figured most of them out it can be pretty fun and funny. You got a fair amount of content in for only a month too.

This is fantastic! Great little card game in its own right and combining inscryption with strip poker is a natural fit. The twist at the end was very funny too. I was surprised just how many options you were able to get done in only a month too.

I like the idea even if you didn't end up getting the time to finish it. The chase to be chased idea is pretty unique and could make for a fun gameplay loop. I'm glad you went ahead with submitting it regardless! I know it can be tempting to not end up submitting something if you don't finish in time, but simply putting it out there to get feedback is always worth it.

Thanks for the feedback! I definitely agree on the Kitsune part, I kept going back and forth on whether to change one of their stats to savvy or not. I ultimately didn't because dex/savvy would have been the same as the Fiendbloods, but it probably would be best to change both of them a bit. We'll have to play with the different boosts to see which fit best.

Thanks for the high praise! We definitely went a bit deeper with the rules than originally expected. But I'm glad it came across well.

I know you mentioned having to cut content due to the short time frame but you honestly managed to get quite a lot in regardless. It's not the most innovative idea but the game is really well designed and was fun to try and figure out the way to maximize how much money you got. Great job!

I like the boss rush idea and you got quite a lot done for only a month. The difficulty definitely ramps up really quickly throughout the fight which caught me off guard but ultimately did make the game feel better. The only feedback I would give is that the UI elements are a bit small and may have been better to put at the top of the screen rather than the bottom. Not a major thing, I just think it was more important to see what was happening on the ground than in the air and so it feels like the UI would be less crowded at the top. But otherwise really great job!

Thanks for checking it out and I'm glad you liked the artwork! I knew a ttrpg would be a difficult choice for people to actually play or test and that's most of the reason I made the solo rules. But despite that, I really liked the idea so I wanted to run with it anyways.

I love the art style and the setting! I'm a sucker for steampunk and airships so I may be a bit biased. The music seemed to fit well too. The story and characters were great although it definitely took... a dark turn really quickly. But overall, you did a great job!

I like the combination of the art and sound, it definitely creates a fun vibe for the game. There was a bit too much walking for me with how far across some of those rooms were and the character's speed. But otherwise it was a fun puzzle game with good aesthetic.

Interesting take! The gameplay you went with definitely seemed to fit what you were going for as it was perfect for fading into the background. Some of the elements were hard on the eyes but I think that was the point. All around, neat idea and you executed it well.

Thanks!

I really like the idea here and it's actually a great take on the fuck, marry, kill concept. With a little more depth to the gameplay, I could see it being really fun. As is, I often found that just attacking non-stop usually was the only real strategy. Adding the benefit of character collecting does help to shake this up though. Overall, nicely done.

Definitely took a minute to wrap my head around the mechanics but after that, this was a really fun card game. You also melded the mechanics with the kinkier-aspects very well too. Definitely ambitious in scope and yet you managed to pull off quite a bit for just 1-2 months of work. Well done!

This is actually a ton of fun! A very unique take on pong that gets pretty difficult very quickly. It's simple but I think that helps the overall fun of the game.

The core gameplay here is actually a ton of fun. I'm impressed just how many options you managed to get into the game although like others have said, I think maybe too many. I think the biggest issue is just that from the very start at level 1 it feels like you have a ton of options thrown at you, including options that you didn't get to play around with on the tutorial level. Easing players into the options more would make it a better experience. That said, it is strangely addicting to play and the audio/visuals work together really well. Nicely done!

Solid presentation all around, although it took me quite a bit of time to actually get the hang of what was going on and how to play. It felt like exploring encounters were a bit high cost and a little more visual or audio feedback to tell players that their actions were progressing that may help. That said, the premise of the story was funny and the game looks and sounds good.

Not my kink but your description of it was pretty interesting. The visuals were solid too and while the fishing mini-game was simple, it was actually a surprising amount of fun. Nice job all around!

Neat! Like the others have said, solid idle game with a lot to manage. Takes a bit to get used to how the game works but once you do, it can be pretty fun. The sounds were funny but for me I think they were too frequent/constant that it tended to distract rather than mesh with the gameplay. Perhaps a music track would have helped soften that although I think offsetting the sounds a bit more would help as well. Otherwise, looks good and fun once it gets going.

There actually is a bit under "The Participants" sections on page 7 that actually talks about designating other players for activities if you have more than just one player and a Mystic Escort so that actually was the intended thing to do if you are playing with more than a couple. I definitely need to make that more prominent and probably re-word it be more clear. I'm probably over-using the word player which makes things more confusing. I really like the idea about rolling to decide what player to involve though, I think that is a great idea for groups that don't have a preference.

Thanks! I know we picked a weird type of game for a jam like this but I had the idea for the ttrpg and just felt that I had to run with it. I considered trying to throw together a quick soundtrack or something for the sound category and we originally had wanted to do more art for the aesthetic side but those all had to get cut at the wire.

Thanks! I'm glad you liked the Shorefall setting. I had a ton of fun designing the city and really like how it came together. I wanted to add even more but that was one of those right against the wire-ish additions. That's a fair point on the LARP elements, it could definitely get to be a bit exhausting or too much.  I think the idea was more that play sessions would be shorter than your average ttrpg game and that you could start skipping those elements when you get tired. I also figured the ability slot system would be a good way to limit those activities as well but perhaps its still too generous with how many slots that you start with.

Thanks for the feedback! I know that with ttrpgs it's often thought of as large group play and definitely the rules, especially the performer class, fit that well. It's balanced around only having the one player though like a duet ttrpg. But definitely being a table-top RPG probably hurts that idea a bit. I'll have to think on the LARP elements more too. I tried to match them to abilities a bit but at times that was hard to do but maybe with more time to think it over, there may be better options. I like the idea about the quirks, we didn't want to be too heavy handed or over the top with the references but I think the quirks were a good spot for those kind of things. I might go back and add some sort of kinkier origin for the other ancestries too.

Thanks! I'm glad you liked it. It's meant for couples more so than polycules but the language was kept vague because it can scale with any number of players. I'm curious what the protected terminology you saw was though. We deliberately tried to avoid protected terms when possible so I'm not sure what exactly slipped through. It is certainly using common names like d20, checks, advantage, etc but those terms are used across many different rule sets both inside and outside of the OGL. Was trying to avoid using any particular license because we built it to be its own system from the ground up while still being familiar for d20 system players.

Neat idea, I'd love to see the final game! Sounds very nostalgic and a penguin is always a great character to build around.

Neat! I like the take on the theme, and the idea of footsteps in the snow being a story of sorts. My biggest feedback is that it was a bit repetitive, as it felt like you were saying the same thing just with different words. I really liked the way you chose to end it though, great way to make the reader feel a part of the story!