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EugeneLoza

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A member registered Jun 22, 2017 · View creator page →

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Благодарствую! :) Сам изо всех сил надеюсь что удастся всё довести до успешной финальной версии :)

Thank you! :) Indeed, I myself really hope that this game will get a proper final release :)

Yeah, I already have the business suit on my to-do list. Unfortunately I’m dealing with quite nasty paperwork now which drains too much of my mental energy and as a result makes it much harder to deal with creative things like drawing. I’ll try to address it asap (if the paperwork finally finishes well, because there are unfortunately potential serious consequences).

Huge thank you for the information! Can you please test the newest version if it works for you. Because unfortunately I believe I’ve discovered a new issue. The issue that was fixed in the latest release - the game was starting properly but crashing when trying to “Start New Game”. However, there was a second issue I’ve found on Android 5.0 that the game crashes as you describe it - starts, blinks black screen, and closes. I’ve talked with the Castle Engine developer and we hoped that it’s caused by old 32-bit devices. But if your, newer device may also be affected, then this issue will take a higher priority to fix. So, please test if the game works for you. Unfortunately if it doesn’t, I highly doubt that it can be fixed before the Tuesday (and as this bug is quite weird, hypothetically it can take longer time to find the solution).

Thank you! :D

The game features mild NSFW images (nudity, vibrators, bondage, etc.) and unfortunately no animations (and only very basic ones (running, attacking, struggling) are planned in the future).

Thanks again for the report! Should be fixed in the new version.

Thanks again for the report! Should be fixed in the new version.

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Huge thank you for the report! Working on it…

Hopefully some day, but unfortunately not in the nearest future. Still quite some ground to cover to make diversity this big (this will include not only images, but a whole lot of other assets such as voices, different set of male clothes or clothes variants for males, will need to rewrite a lot of monsters, etc.)

It’s something that is planned, just a real lot of work. And right now I’m pushing hard to make the game “skeleton” (aka all primary game mechanics that are planned) work as expected, so we can start polishing storyline and balancing actual difficulty.

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Hello there! Huge thank you for the report. I’m playing it on mobile right now and it works without issues. I have Android 11.

Can you please provide a bit more details on your setup? Maybe something got broken with the newer Android version? Already happened in the past.

Also if you can tell me something more specific about what exactly is the error you’re getting. Does it “start opening and then just closes and you see it in “all apps” as black screen - clicking it there repeats it again”? Or something else that might give me a hint what’s wrong.

Meanwhile I see that the app crashes on my ancient Android 5.0, let me see what’s wrong there, maybe it is the same issue?

EDIT: Meanwhile I returned the older Android version to list of downloads. I’ll try to figure out what went wrong with the new one ASAP.

EDIT2: I see a potential culprit in the logs on Android 5.0. Investigating…

Thank you! :D

Thank you! :D

A new update is hopefully coming soon (maybe at the end of this week?) Unfortunately I don’t think it’ll include living business suit yet.

Thank you! :D Yeah, I need to focus and stop adding features in favor of finishing the ones I’ve started - and finally make a new stable build.

Option one (simple): In main menu (not while you are playing) go to Options and scroll all the way down. There will be three red buttons “Delete Save” (will start the game from scratch), “End Current Run” will start a new character from the settlement keeping everything else, and finally “Reset Everything” - will reset all settings to default and delete all statistics, save game.

Option two: Go to C:\Users(your user name)\AppData\Local\ — and delete folder “vinculike”. This is the same as “Reset Everything” button above, but also doesn’t write new configuration file.

Indeed, that game was one of the inspirations :)

Thank you! :D

Sounds like a good idea, thanks!

Thank you! :D

Unfortunately currently the game doesn’t even have lore :) There are some hints on past of the area that appear seldomly while traversing the specific biomes, but those are rather joke-like, not a serious worldbuilding. But getting some more specific world foundation and make it discoverable through the game may indeed be fun, I’ll think about that :)

Thank you! :D

Note the link to the Discord server in “About Me” section of the game description ;)

I love mazes!

Some things to potentially improve (just subjective suggestions, feel free to disagree :D):

  1. The maze is tile-based, while the movement is free with quite a large collider for player character. Makes things not very comfortable, especially repeatedly failing to enter a narrow side-passage. I understand that making tile-based animated movement might be not trivial, but maybe reducing the player character’s collider size (like twice) could help?
  2. WASD movement could be more comfortable (ideally with support of non-standard layouts like AZERTY). Click-to-move might also be a good input method.
  3. I have some not very important but still noticeable render order bug, while player changes position, some walls are rendered in different order:
  4. It seems like the algorithm doesn’t generate loops on the map which (especially together with starting on map edge) makes the game a bit too trivial, just follow the “left-hand” rule. Also the exit seems to be generated in a random dead end or corner and can be too close to the entrance (which together with “no-loops” layout of the level may be a bit not fun :)) - IMHO the best option is to have entry and exits as end-points of (one of) the longest existing route on the map (but it might be not trivial to detect such a route).
  5. There seems to be no in-game “pause” menu, e.g. to return to Main Menu and pick a different difficulty level; turn off music, etc.

Thank you! :D

Yeah, much better. Though with “sprint” now text overlaps in the under-the-sea scene as thinkers’ text is large and doesn’t change position in height as Mari’s does.

Yes, this is exactly what I’m (supposed to be) working on right now :) This system is already supported inside of the game, however, it still requires some work to make different restraints “force character” into a pose and of course, draw those poses. I really hope this will be done asap, but most likely not this month.

That was cute :)

The only problem I’ve had was that it’s desperately slow. Not as in slow game, the pacing is great for narration purposes. But as in feel. Didn’t manage to make myself play second time to get the alternative ending for this reason :) Maybe it’s just about holding “A” or “W” all the time feels kinda unrewarding and even distracting from the narration? Or maybe even if the character simply moved 2x-3x faster it wouldn’t feel so slow, e.g. the slowness feeling is by far less on the raft - so maybe it’s because “doesn’t look like you’re making any progress at all” while walking? Can’t say for sure.

I guess I didn’t figure out how to play the game. I’ve managed to get 2 mushrooms for the “good fairy”. But that was all. Can pick 2 more mushrooms but not sure if there is any purpose to that. Slime doesn’t take them and doesn’t seem like anything else to do :)

Apart from that there’s a bit too little visibility on the bottom of the screen. The only way I’ve managed to avoid the dark fairies was to rush for the upper mushrooms, run to river. Then go all the way down and get the lower mushroom, as this way enemies are better visible.

Thanks again for the bugreport! It was addressed in the latest build. It is still not fixed 100% but should not crash now and only show “error” in the log.

Thank you! :D Yes, human body is planned to be added. However, not yet sure how soon. Definitely not in the next few updates.

No, glass doesn’t end up in captured state. Character can always “get out of it” eventually or get captured through other means.

Thank you! Yeah, unfortunately I’m no artist, so art is definitely not my strong side. But an art upgrade is planned in the future (and at least some basic animations :)) - not something too big to be expected, but should better than the current state.

Thank you! :D

Thank you! :D

Thank you :D

Played a few more times, not much new to report, so will mention only one thing that I’ve thought might (or may not) be useful:

.47. Hunger/thirst notification (like grumbling stomach), got into building and lost all health unnoticed. Maybe also visual effect for low health/food/thirst as for horniness. (Maybe also in-heat noises?)

Ok, while was writing decided that adding a few more notes might be useful

.48. At least once I’ve ended shopping street looping without an exit. The area went like:

entrance -> middle of the next street

Next street:

(left -> right) –– middle –– (right -> left)

this way the second street loops on itself with the only way out “middle” - back to the entrance area. Note that it was yesterday, so I may have already forgotten that there was one more streets segment, like (street2-left) –– street1 (+middle: to entrance) –– (street2-right) : (street1-right) –– street2 –– (street1-left)

.49. There’s a “white fog” on the left side of the home base which usually tells about place to leave the area, but nothing happens when you walk close to it.

.50. I wonder if it’s possible to somehow optimize “returning home” part? First of all, I guess autosaving on returning home makes sense (if it doesn’t happen now :)). Second, it takes opening 3 doors and lots of walking before one can embark on adventure again (e.g. if I hunt for wolves teeth, I might want to visit the forest 3-4 times a night). So, what needs to happen ideally: player returns home, drops loot and ready to go back - without much additional hassle. Potentially can simply be that pressing “M” not only shows map but also allows travel when at home.

.51. When triggering an interaction with an object by pressing F the character is still moving and sometimes (especially if running before) will get out of interaction range canceling the interaction. Not sure what would be the good solution here. Maybe triggering an interaction should insta-stop the movement (may not look good). Maybe not stop interaction if it wasn’t canceled by input (but that may conflict with monster canceling the interaction). Or maybe disallow interaction until the player character fully stops (which might be counterintuitive).

.52. It is possible to build stuff in respawning locations, like forest. Just tested: indeed that makes re-entering location cause built stuff disappear. Which, given high value of some buildables, may be very bad experience. I guess simply forbidding to build in respawning locations would be a good idea. Another option, of course, is to make objects built persist even in case the location resets, but this may be tricky to implement and may still not give the desired result “I’ve built a fire but where?”. So, like in Skyrim, just marking locations “safe and unsafe” and disallowing/warning about building there could be the easiest solution.

.53. Related to #52: there is no warning that items discarded without a container disappear. Loot is usually easy to get, but might turn unexpected for the players.

Apart from that - yeah, pressing the mouse button indeed helps with building, I wonder if some hint for players could be useful (or is it already there and I just missed it? :D). “Flip” and “Snap” now also make sense and work as expected.

Didn’t find any reproduction for #31 (losing silver coins) - now looking at how rare they are in my current playthrough, maybe it was a false memory from previous playthroughs and I was just unlucky enough not to get any silver coins?

Paid special attention to #21 (goatmen sleeping during the day inside of the buildings) - and it also seems not the issue, they are asleep/awake correctly in all situations.

Also #19 seems to be working fine now. Not sure if it’s a new fix, or maybe I confused something in my previous post.

The art is amazing, I love that grayscale with subtle or localized color inclusions :) I guess the classic problem of this kind of games - need to watch the bar instead of the actual art, which kinda undermines the whole idea - need to play once for the art, then for the score :)

P.S. I’ve encountered a problem on 1366x768 monitor, the game was position far below the left-top area of the screen, not allowing to resize it or adjust the position. Could (somehow) fix it by turning on “super resolution” mode in AMD Catalyst - without actually going resolution higher than my monitor supports, the window just repositioned by itself almost good and I’ve managed to adjust it to fit in the screen.

The presentation/feel of the game is the peak. That guy’s voice is something brilliant… :D

Off-jam-scope note : currently it seems like constantly running is the way to go, no need to go stealthy. Due to the slow movement guards will usually make a full 180 degrees rotation before the character can sneak behind their backs. And it almost feels like the player movement speed is faster than the guard’s so even alerting the guard usually makes possible to outrun them to safety before they rotate and move.

One more off-jam-scope thing - the camera angle is so low that I have no idea where the character is going. Usually in stealth games I love “scout the area, take a note of enemies and make an action plan”, I guess Skyrim stealth-archer playthrough was the best experience of the kind. Here I was mostly running at full speed into unknown without any idea on where I’m going or what I’m even doing :) Might make use of some polish to make it less action and more stealth.

Unfortunately I’m definitely not into VNs, joking about myself that I can just sit down and read a dictionary, but not a regular literature. I’ve had to take 2 rounds trying hard not to skip every text :D So in the rating I tried hard to “better rate more than accidentally less”.

Apart from that - I really love the artstyle. (Should I mention Capybara? Missed her the first time, wanted to complain :D but found in the second run where I was deliberately choosing the wrong options).

As for the story - that’s pretty good for a game jam, but speaking of a full game here - I see two issues: first it doesn’t hook the reader with action early. Intro sequence might even be moved somewhere further into the game, as a flashback, it’s just not exciting enough for a hook. “Get to the point, and get there fast”, I guess that’s a good rule for making games, especially lewd ones.

Second issue - slightly connected to the first one - the first part of the story (aka the whole jam game) doesn’t make me care for the characters.

In other words let’s imagine you’ve hooked me up with Monkey and Hoppy fighting, ending up both in the river and having to sit and talk it off nude until their clothes dry. That still doesn’t get me involved with the characters. This just gives me a push “this game could be fun, not just an endless flow of text!” but I still don’t care who they are (art is great though!). There are writing tricks to make the reader care about the characters, but it’s hard and might backfire - what can work is a small mini-game to “help them”. This is not a panacea, but will “get the player involved into their relations” - could be them settling the conflict, now without fists, but with a game of checkers with no matter who wins they actually both end up enjoying the game. Another option could be a spicy narration of what Monkey thinks about nudity. Practical, aesthetic, social. Not about potatoes :)

I could give Witcher as an example - listened to a short snipped of an audiobook recently: starts with really juicy description of a monster (enough to hook me, at least from linguistic point of view :D), then this monster hunts target (building tension), then Witcher jumps in and kills the monster (action!) and then the story goes about boring bureaucracy and trash human relations - if they’d started with that piece, I’d have closed the video in less than half a minute and switched to a different one.

And in the end… Ok, it got explained why pants were necessary, but why tops? ;)

Unfortunately even after reading the rules several times and going through comments in this page I still didn’t figure out how to play this game, so unfortunately not able to rate it.

Apart from that - art style is amazing, the story seems to be really fun and the gameplay idea is interesting. The first thing I’d really appreciate is more useful crystal - because wherever the position is it always says “dim light”, only on top of the target room “shines brightly” (thus wasting one turn instead of searching the room) and searching blindly apparently makes no sense and isn’t fun :) I’m not even sure if other contestants are needed in the game (especially as they’re cheating, as mentioned below :)) apart from being participants of the story - I mean a game like Fox Hunt could be really cool, just going for highscore - find the princess in least amount of turns (or have different events based on the amount of clicks - against static thresholds, not against unpredictable cheating AI).

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Ok, the game looks ultra promising and fun. I love the idea that having a bigger bust not only slows the character down, but also makes her unable to fit into tight passages and can literally be used as a shield against enemies…

BUT after quite some time I still have zero idea what I’m doing :D It needs at least some information on what it’s all about, the one at itch.io page is definitely not enough. E.g. what does ^v means in controls? Ctrl+V? That’s a weird input button. Also, what do the powerups do? I still didn’t figure out. Candies make go faster? Reduce boobs? Milk bottle makes spill milk? What for? Reduce boobs over time? Triangular potion simply makes stop in place and then shrink back… for which reason? Should I avoid it? But it seems slimes do not attack in this state, maybe it’s good? What is the goal of the game? Should I find something? Seems like explored the whole map but nothing of interest.

I think I’ve managed to “digest” all the slimes in one of the runs and was walking around the empty maze and still didn’t get any achievement for that. Feels like survival at this kind of map is trivial for infinite time - just run in circles to avoid the crab.

Feels like the crab enemy is simply the game over - though I couldn’t figure out when it spawns, usually I see it in the late game, but got it once quite early with almost-normal-sized character.

Minor stuff, not mentioning a few smaller and unimportant bugs like highscore: [null].

  1. Spawned outside of map area once.
  2. The area seems to be still generating first several seconds, and it’s kinda confusing. First of all enemies start attacking before the map is generated. Second, one can walk over ungenerated areas and end up stuck in a wall it seems.
  3. I’ve got some regular controls drift (character is as-if dragged slowly somewhere), first thought it’s because of large boobs, but then it seems to happen on a normal character too.
  4. When not targeting the character (at some boobs size?) slimes tend to crowd into upper-left area of the map for some reason.