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ForeignGator

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A member registered Feb 28, 2021 · View creator page →

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A pretty fun card game once you get the hang of it. Though im not sure if the rats "squeak" effect is meant to take effect before damage to your character gets calculated. On one hand it feels kinda cheap, while in the other the rat group encounter would probably be a lot harder without it.

For a single month's work, you two did an amazing job. One thing I always liked about some of glip's other works is the way it hits you with incredibly relatable emotions when you least expect it, and this story is not exception.

"Anomaly research but horny" seems like a pretty interesting concept, and I like the way you can rearrange people's schedules before the day begins. However, I can't help but feel like falling behind an audit makes catching up to the next one harder.

This game seems fairly good at putting you in a zoned out state, and Z checking up on you and reacting to your answers is a really nice touch. Although I'm not entirely sure how well the game would be at actually giving suggestions. I didn't seem to notice much of a difference between A0 and A1.

These sprites are really well made, and the speed at which the gigant lunges at you helps make the game feel intense despite the simple gameplay. (And probably helps on the kink factor as well)

You certainly managed to make such an abstract concept feel like an intense experience. I like the juxtaposition between the incredibly complex ui on one side and the easy to understand DRR gameplay on the other.

Cute little game, The sprites are really good and I like how the background music fades out as you run out of health.
It seems the enemy placement is designed in a way that makes you eventually run into vore scenarios naturally? However with the way respawning works and the fairly linear level design this ends up making the game feel a bit frustating at times. The way you are meant to unlock the speedup spell in particular is downright mean.

The way you easily allow to choose a Sub/Dom scene or entirely skip an encounter, explained in-universe as a debug mode, is pretty clever. Also, the way the characters discuss the mind-over-boby nature of the game in between encounters adds a nice layer of kink on top of everything else, specially on the water cavern path.

I'm suprised by how many different quest scenarios you managed to make with the elements given. I was fully expecting there to be only three levels for this jam, before it hits you with an extra character and three new quests. The way the background music dims during "evaesdropping" scenes is a nice touch too.