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Hopelessly Depraved

114
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6
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263
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A member registered May 14, 2020 · View creator page →

Creator of

Recent community posts

Thank you for the offer, but I don’t need anyone killed at the moment.

The better question would be: Would you pay for it? And would a thousand other people pay for it as well, so it would be worth it for me to quit my job and create a full-length game?

Really fun incremental game, and perfectly on-brand for the jam theme.

I had to be a bit stricter in my ratings, though, because you didn’t submit before the deadline. It wouldn’t be fair towards the people who were on time. I hope life will be friendlier to you on the next jam.

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I’ve noticed how all the different enemy unit types behave differently. Rare to see a game in an NSFW game jam that puts so much effort into the gameplay.

Yes, the different abilities and upgrade paths aren’t very well balanced against each other, but what can you expect in a 9 day jam?

Btw, there seems to be a bug in the web build that causes the game to freeze on the upgrade selection screen. The Windows build doesn’t seem to have that problem.

Yes, I suck at cover images. I can never think of a good way to capture the essence of my games in a single 630x500 picture.

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Almost feels like a 2d reinterpretation of my own game Tentaculord from Strawberry Jam 8. Just with more of a Lovecraft vibe. But I really like your spin on the general idea.

My personal favorite of this jam.

Not sure why I would need that X-ray feature on my gun to defend my ship from horny cephalopods, but I am certainly not complaining.

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This game was quite confusing. So... fucking those stationary things is good? And it makes me change color? Does that actually do anything? And fucking the moving things is bad? And when I fuck the stationary things while moving things are around it turns them into dots, which I can collect which does... something? I would have appreciated some guidance. If not in the game itself, then at least in the game description.

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Reading this document just left me confused. I have no idea what I am supposed to be doing with all of this. It seems like an assorted series of notes you made for a TTRPG system, but I couldn't really see a structure that brings all of it together. I read it twice from front to back and I still have no idea what the core gameplay loop is supposed to be.

YKINMK, but I can tell how much love and passion you put into your work.

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I wonder what this could have been if you didn't get sick during the jam.

The gameplay is obviously unfinished, but the atmosphere is great. Not bad for a first foray into the world of 3d game development.

From reading the premise alone I was afraid that this was going to be a snuff game, but I was pleasantly surprised by the ending. You got a chuckle out of me.

During the tentacle fucking animation, you have to fill the green bar before the pink one. When you pause the animation, then the pink bar goes down but the green bar remains where it is. So the trick is to start and stop the animation a couple times.

I really recommend playing the windows build, because the web build has those annoying loading breaks whenever it plays a sound effect for the first time (the windows build seems to have those as well, but they are much shorter). My knowledge about Godot is limited, but are you sure that there isn't a better way to handle SFX?

The gameplay is a bit bland, and there were a lot of times where I died without really knowing why. Is it possible that some colliders are a bit off? Also not sure why there are health upgrades when everything seems to kill me instantly anyway.

I'm sorry, but I don't have any plans to keep working on Fling League at the moment. But I might reuse some of the characters in future projects. For example, the model of the protagonist of my newest game Tentaculord 2 is partially based on Mai-Thi (although she is canonically an entirely different person).

Thanks for the feedback. Can you elaborate on where exactly you would have wished for more direct instructions?

Don't get your hopes up. I don't really feel like investing more work into this game. But I might reuse and improve some of the tech I created for this game in my next project.

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Did you find the monologue where she calls the monster weak, pathetic and an embarrassment for tentaclekind yet?

(I actually hope you didn't, because shortly after the deadline I noticed that I forgot to add facial expressions to that one and also made a stupid typo. Gonna fix that when voting is over)

You got to work more on your controls, dude. They feel super floaty, both in the 3d world and in the 2d minigame.

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Super cute game. I love the simple yet effective way of doing the walking animations. I don't really understand what's supposed to be erotic about this game, but I guess vore is just not my kink. Although the gameplay is quite frustrating, because critters that are large enough to eat you are also faster than you, so you don't really have a way to escape them (or is there?).

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I like that you put some effort into creating a proper tutorial. It's far too common for jam games to not explain anything and just expect people to find out everything on their own.

I also like that there is narrative framing gives some context to each battle, and there is a lot of artwork in the game.

Just the gameplay itself could need some more depth. 

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I didn't really understood what I was supposed to be doing, but the whole presentation with the UI, music, classic artwork and ancient poetry was so relaxing and beautiful.

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I wish I could rate your game fairly, but unfortunately it was way too hard for me. So I will leave it to people with more frustration tolerance than me.

Sorry for being such a scrub. I bet it gets hot somewhere after the 5th screen.

Cute and funny game in a weirdly dark scenario. I had a lot of fun guessing which prostitute is the best for each client based on the client's dialog and the prostitute's character description.

I liked the devil/angel duo where the angel is naughtier than the devil.

It's a cool game idea, and a good execution as well.

RPGMaker is a weird engine choice for a game like that. If you don't want to limit yourself to classic JRPGs, then learning a more flexible game engine might allow you to accomplish more with less work. But you do you.

Great looking background art, and the breast expansion is well-animated. I can also see some marginal improvements in art quality from last year's chapter.

I can't take much credit for the 3d model, though. I just generated her with VRoid Studio, and drew some nipples and vagina onto her.

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Damn, how dare that thing call itself a sexbot when it can't stop itself from cumming without my permission?!? I expect some more stamina from my toys. That naughty thing needs some punishment!


I got stuck on the level on the second screenshot. I assume I need to get the red block on the unlock-tile directly and not on the 1 tile below it. But how? Or am I on the wrong track here?

Lots of really nice background art.

Ridiculous plot.

I like it!

The game mechanics were a bit obtuse for me at first, but once I understood what I was doing they turned out to be interesting and intriguing.

I also like the character design. The girls all look adorable, and the environmental art also does its job.

I couldn't complete the game because I didn't manage to pass beyond the point where you have a two small vibrating blocks at the right side of the screen.

I gave full points in the Stealth category, though. Because while the game is probably very dirty to you, it seems completely benign to a casual observer looking over your shoulder.

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It seems to me like you are still getting a hang of 3d game development in Godot. Keep at it! There will be awesome things you will be able to do in this medium once you have a better understanding of the technology and of the art of game design.

The pixel art is cute. But you still need to work on your walk cycles, they seem a bit choppy. The music and the snow storm special effect create a really good atmosphere.

The character writing isn't bad either. Even though the game drops me pretty in-media-res without explaining anything about who the characters are and what their relationship is, it manages to give a pretty good picture of the character dynamic over the course of the short narrative.

The mechanic of putting the player back all the way to the beginning when they pick a wrong exit is indeed a huge waster of the player's time. It could be fixed by simply putting the player back to the room they came from.

Not sure why everyone acts as if having sex in a game that does not involve the player-character, or "NTR", is such a taboo subject for some people. In worlds where all the characters are horny, it's just natural that the PC isn't the only one they want to bang. Observing romance and sex among NPCs can be just as hot as having the self-insert protagonist be involved themselves.

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The most challenging part was finding the right keys when you are not using an US keyboard.

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Probably because the strawberry is objectively the most erotic fruit that is also frequently used to make jam.

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A pity that this game seems like it didn't turn out as what you wanted it to be, with half the minigames obviously missing. But that's the tyranny of game development: So many ideas and just not enough time to execute on all of them.

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Thank you for creating this very educational game. It taught me a lot about equine anatomy which I assume is well-researched and 100% factual.

FYI: The Windows build actually worked a lot better for me than the web build. In the web build, the pose menu wouldn't open and the Continue-button on the "Onlyfawns" page didn't work either.  I didn't have any of those problems with the Windows build. I am using Firefox on Windows 10.

Yes, that lever-puzzle was indeed super-frustrating. There wasn't really any rhyme or reason to it, and no way to correct mistakes except by resetting it all the way back to the beginning.

In case anyone else is frustrated, here is the solution:

1. 1st floor right lever

2. 2nd floor left lever

3. 3rd floor left lever

4. 2nd floor right lever

5. 3rd floor right lever

6. 3rd floor middle lever

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This is a pet-peeve of me as well. Putting the content the player actually wants to see behind lose-conditions is just bad game design. You are supposed to reward the player for playing well. Not for intentionally failing at the game.

I think this trope is so prevalent because many game designers think in stock game genres that are simulations of conflict resolutions through violence: JRPGs, action-adventures, fighting games, shoot-em-ups, platformers... these are all genres where you usually kill or be killed. When you then try to add sex to these game mechanics, then there are really just three possible ways to do that:

  • Sex when the player defeats an enemy, which essentially turns the player into a rapist. Sure, some people are going to enjoy this. And I would have to lie if I said that I never enjoyed a game with non-consensual sex. I am a dominant and a sadist, so the fantasy does appeal to me. But it just feels wrong to me to create such a game, because it stands in dissonance with my own personal moral value that BDSM without consent is abuse.
  • Sex when the player is defeated. This doesn't have that unfortunate connotation, and allows the player to experience rape fantasies without feeling the guilt of being the assailant. But it rewards the player for losing which is, as I mentioned before, just bad game design.
  • Sex shown separated from the game mechanics, for example in cutscenes between levels. Which leads to the porn feeling disconnected from the gameplay and shoehorned in.

So what's the solution?

We need to stop thinking in traditional genre conventions and figure out more original ways to gamify sexuality.

[begin shameless self promotion] In my submission to this jam, Tentaculord, I went for the tentacle sex trope; a mainstay of hentai and almost always framed as non-consensual. But with the twist of having a "victim" who explicitly and enthusiastically consents to being dominated and violated. Consensual non-consent can be a good way to frame an adversarial game mechanic in a non-rapey way. In my game before, Fling League, I framed it all as a sports competition with consenting participants. This "game within a game" framing can also be a good way to make an inherently violent game mechanic seem less violent. [end shameless self promotion]

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Begin game evaluation algorithm
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Visual character customization detected. Effort appreciated.
Check mechanic: Intransparent. Minor frustration events logged.
Quality of worldbuilding: high
Sound design: adequate.
Visuals: lovely
Character depth: intriguing.
Kink: interesting 
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Conclusion: Further exploration of themes desired.