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DireRainbow

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A member registered May 09, 2018 · View creator page →

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Thanks for taking the time to write such detailed feedback! 🤩

TBH, I was expecting more complaints about sizing issues since I've never distributed a LibGDX game before and I figured there were bound to be unexpected compat issues on some systems/configurations. The "flavor text" you refer to is probably the text that is supposed to appear in the lower right corner of the battle screen within the pink border (you can check out the screenshots on the game page to see what it's supposed to look like).

If you could share some of your specs with me, that'd be super helpful:

  • What OS are you running?
  • What is your desktop resolution set to?
  • What is your desktop UI scaling factor set to?

My best guess is that you're running at a desktop resolution with significantly fewer than 1000 vertical pixels, which is unfortunately a minimum requirement of the game currently. I'll likely try to accommodate smaller resolutions in the future; just need to stew a bit on where I can save on some pixels...

Good feedback on the controls. Never thought about it but using Z/X makes a ton of sense from the hands perspective. I also plan on finishing the currently half-working gamepad support~

Re: narrative, I actually didn't plan on having so much (or even any) dialog initially, but I thought it was important to set up the world a bit to establish its semi-consentual nature so the player just didn't get dropped cold turkey into "kobolds jump out of the bushes and try to rape you!!" 😅

FWIW, the "no default choice selected" was by design to prevent players from accidentally blowing past a meaningful choice if they were just mash skipping through the dialog.

Thanks! Definitely thinking about ways to give the player some more control over the pachi; might end up adding a nudging mechanic like you suggested.

Bizarre and delightful! I wanted the food people to be lewder, but loved the way that they were drawn :P

I personally have a soft spot for "first one to cum loses" (my game is also based around that idea haha) so I quite enjoyed this concept. Would love to see more encounters with additional mechanics mixed into the janken system. It'd also be neat if the mechs themselves were anthropomorphized a bit more (e.g. thinking of something like the mechs from Darling in the Franxx)

Spiral effect looks really nice! Not exactly my thing but was an interesting experience and well-executed.

Pretty engaging story so far with some interesting / unique plot elements. In particular, the concept of the extra dimensional alien companion stands out. The art is all pretty solid, although it'd be nice if the faces were a bit closer to the text so the player could better see/notice the changing facial expressions while advancing through the dialog.

Cute art. Wish you didn't have to start the whole minigame chain over each time after a fail.

Cute art! Excited to see how you end up evolving the combat system.

The capacity advancement is incredibly well-tuned! When I first started I was convinced that it'd get grindy and boring after a few iterations, but the increasing spawn frequency and introduction of larger circles kept things surprisingly fresh and fun.

The game crashed after about 30 iterations or so, but even that felt well-timed haha

The distortion effects in the 3rd stage are cool! Wish I knew about the lust multiplier from the beginning.

Nice! Works fine now; I like the extractor interaction~

Failed a ton when I first started playing, but just as I was starting to get frustrated I got a feel for the strength of the drinks and started doing way better, so nice job balancing the difficulty curve~  Art is great too!

Love the aesthetic!

Had fun working through the puzzles!

Had a hard time figuring out what triggered strikes, but muddled my way through to the end eventually. Love the art and animation!

Had a hard time figuring out what triggered strikes, but muddled my way through to the end eventually. Love the art and animation!

Love the pixel art, all the enemies are cute!

Lizard model is cute, and I like the concept of a sex dungeon builder, but it seems like building extractors doesn't work?

Made it through the first boss but became a bit too difficult to progress after that point. Escalating insertion scenes is a cool concept!

Really cool! The rigging / modeling on the plane is fantastic and I'm a fan of both vore and anthro vehicles so this is right up my alley :3

Good stuff! Loved the aesthetic and the shooting game was challenging but fair and fun! Kink stuff was also hot ;)

Thanks! Moving before attacking allows you to control the angle at which your shot hits the target, which in turn controls the entry point on the pachi ring. Currently it doesn't matter all that much, but I plan to add more obvious "weak zones" for the player to go after.

Glad you enjoyed the writing! I plan to add controls that allow you to expand and scroll through the event console. Definitely got a little carried away and put a few long bois in there that are nearly impossible to read cause they roll the console so fast :P

Thanks! Yeah, I'm still hashing out the pachi mechanics, but the plinko playfield is indeed a long continuous loop where the angle of attack determines your entry point. I plan to eventually add a pachi-preview when you are choosing your attack target to allow the player to actually aim at "weak spots" when attacking. The icons don't actually do anything yet :P

This is my first jam so I'm not really sure what the etiquette is for updating a submission, but version 0.1 is the original version submitted for this jam. (Version 0.1.1 includes changes made after the deadline.)

Thanks! I'm indeed taking some inspiration from Worms 3D / Scorched 3D with the combat and I'm still trying to work out exactly where I want this game to land on the explicit/abstract spectrum. The battle animation is the only aesthetic element I really feel satisfied with in this prototype :P