I am currently doing some research about what hypnosis actually is. But when looking for sources, it’s difficult to separate the fantasy from the reality and the science from the pseudoscience. Do you have some good resources you can recommend in this regard?
Hopelessly Depraved
Creator of
Recent community posts
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.
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.
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.
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).
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)
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?).
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.
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?
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.
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.
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
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]