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daent

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A member registered Nov 02, 2023 · View creator page →

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thanks for the detailed feedback. I agree that there's some need of more variety in the game in general, especially with the cleaning minigame. but how to properly do that remains a bit of a vexing question.

aye that makes sense, solid opinions 👍

thanks comrade. whilst you're here a question: do you see any rhyme or reason to patreon's culling of this kind of project? that is something I would rather avoid

nope you were right, it used to be space-to-attack. changed it in this update without adequate description I think

Ah right yes sorry, there's an option now to switch between attacking with arrow keys (default) and mouse

I should probably make this clearer in-game in some way, but how it's intended to work is that melee enemies won't attack if

  • they can't bind you, i.e. you're already so covered in bondage that they can't fit anything more on you
  • they've run out of items; each melee enemy only has a few items in its inventory and when they're all used up it'll go passive
  • you have maid stuff on: some of them recognise you as a valued servant, but in execution it looks like you say, like the AI is bugging out

thanks for playing and for the report! perhaps the solution to that is like a smiley face symbol or something like that to signal passiveness, I'll give it some mulling over

no coincidences there

I get it, moving platforms are super hard. Once I had them in a game but couldn't get them to work right so I just delete them and replace them with conveyer belts. Dunno if I've ever made them work right.

I think the real appeal of the hands, to me at least, is that when they first appear that's a real WTF moment, y'know, it's memorable. you're expecting normal human stuff and spooky supernatural hands appear out o nowhere. I think it's worth keeping that but lowering the annoyance of getting grabbed so often. for that reason a quick solution might have been something like, if you struggle and escape them, then the hands go away and leave you alone for a while.

aye, that's the peril of gamejams isn't it. run into problems with no solution available in the time >﹏<

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I didn't manage to get up on that moving platform.

Even before that, the hand enemies - they gave me a good fun spook when they first appeared, but in practice they're pretty annoying cos they just hang on you and stop you in your tracks every four seconds. Protagonist is cute though

I think a little extra animation here or there would do wonders. Perhaps a little vibration for building up a jump or increasing the animation speed when you struggle. doing button inputs and seeing nothing change is a little naff

I wonder if this would have been better as a purer point-and-click thing. instead of moving a character around, just moving the camera around and clicking on folks. I really like the art style here, I have a lot of appreciation for this kind of sketchy look. A+ art.

would have been nice to see my inventory of items or have some external clue as to what items need to be used on whom.

name of the game is funny. the platforming feels a bit awkward, especially whenever you have to use springs. you did successfully avoid the alluring trap of 'bondage = slow and annoying movement' though, kudos for that

cool animations, and the idea of a reverse-bondage metroidvania like this is a good one. the slow movement goes on a bit too long though with not much to do in that time. I also would have enjoyed having really fast and fluid movement in the end, jumping from vine to vine like it's mario, to contrast the slowness of crawling. but such is the limitation of a gamejam I suppose.

animations sometimes played at the wrong times - jumping animation when climbing a ladder for instance - but they're still delightful. full points for that for sure.

hullo!

wait the text? what, that it's too sort of irreverant and pseudoironic and that?

hmmmm I wonder if I can add 'crying on poops to get money' into this without it feeling too hamfisted

what pun

this in the web version? thanks for the intel, it's meant to be three pieces but they seem to have stopped working at some point D: sorry about that

alrighty well hopefully that's fixed now

thanks for breaking it, these kind of reports are very useful. I assume that when you egressed->begun, the way in which the game was broken was: there was no terrain and you couldn't move nor do anything, right?

well in that case it might be more like five or six hours

it is about 90 minutes long if you don't meander around and look at everything. essentially completely done, I'm just posting it to identify bugs and niggles to iron out before release