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freshsquid

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A member registered Feb 07, 2021 · View creator page →

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Game was pretty dope. The art is phenomenal.

A few bits of constructive feedback from when I played at launch:

  • Camera is a bit nauseating. It seems to detach from the player based on player velocity, but when sprinting and turning around, it jerks around a ton. Could use tweaking
  • I saw a LOT of stuttering. My PC is pretty beastly, but idk if it's a global thing or due to something specific with my configuration.
  • Game crashed/softlocked a lot on certain upwards level transitions
  • Running from a save room to the bosses if you die is made a bit less interesting given that all the enemies you killed don't seem to respawn very easily.
  • This is a general gripe with lots of h-games, but it's annoying when you don't know whether an enemy/area has a defeat scene or not, so you have to just die to check, and then there's no new scene, and you're sad. Hard to communicate naturally, but would be good to say there's simply one defeat scene per named area, or some better method.

Excited to see where this goes!

(2 edits)

Hmm, why make a new release instead of updating the old post? Anyways the new RNG seems a lot better. Still some issues, but I'd say this ain't too bad, a fun minigame. Also the way Dog Princess sits in the bath has me feelin' a certain way 🥴

  • Holstaur princess blocks a drink when tipsy. Maybe intentional, but it feels a little jank.
  • Sometimes the clicks don't seem very responsive. I'll have to mash the clicks on a princess or drink to get it to register. Feels like it might be less responsive on the middle princess? I couldn't pin it down.
  • The game is kinda loud, a volume option would be nice.
  • Would be nice if there was a timer to indicate how long you have left. On one hand it's a little tense wondering whether you're about to run out of time or not, but on the other hand, it's hard to gauge how well you did if there's no measurement of how much time is left.
(2 edits)

Boy, this wasn't thought out too well. Nothing more frustrating than a game that you can play perfectly cycling through drinks like a madman and still lose. True RNG gives rise to these situations, it would be better if it was weighted, similar to how Tetris uses a deck of pieces and only reshuffles the deck once you've been dealt one of each. Implementing the RNG as a deck of drinks would make much more sense. If you did do that, balance the deck better.