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Jasonafex

137
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5,199
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A member registered Oct 02, 2019 · View creator page →

Creator of

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Here is my Jasonafex Shitpost Compilation!
Has a bit of everything, mostly mature memes.


https://drive.google.com/drive/folders/1BLvbzdn2hJKPpYuHs9hBiexXGCuQxxQR?usp=sharing

3 Players:
• Jason
• Vergence
• Peacewolf

3 Judge sets:
• Jason's
• Verge's
• Joe Hendry's

3 Hosts:
• Jason
• Vergence
• Joe Hendry

200 Voices to play in total with full subtitles!

Hi Polican!

Did you try downloading https://www.win-rar.com/start.html?&L=0 and extracting with winrar? (It's free)

Future builds we will also support the itch client, as it seems easier to use.

Hi Cloud!

It sounds like the game has a memory leak. If it's not resetting even when you restart the stage, we'll need to look into the root cause and plug it up 😊

Hi Corry!

We are currently aiming to get the game playing with the best framerate possible for desktop. Once that is conquered, we will consider porting to android! 

This will likely occur closer to 1.0 (Game is considered close to complete)

Hi Todd!

We currently plan to add the Satyr from the BBS prototype into the game with her iconic whip and futa appendages. After that, we may add more big boys!

Hi ESPKid!

Sorry for the performance issues. I will have another look at the tutorial stages and if there are black screens, we will resolve them!

Hi Earthfox!

Try downloading the new Mac version (0.7.1) from the home page and extract with https://www.win-rar.com/start.html?&L=0 winrar (It's free). Future builds we will support the itch client to make it easier to download.

Sorry for the late reply! We've moved itch client support to the top of our sprint and should release the next build with client compatibility. 

It should be much easier for users rather than extracting with winrar. For now, try downloading the game directly from the home page and use https://www.win-rar.com/start.html?&L=0 to extract it's contents

Hi 20021128!

Stages have been discovered to be the biggest memory hog in the current build. As of 0.7.1, we have optimized enemies to unload when off-screen, and their ai scripts have had their calls reduced per second. You may be able to play the game if you try the debug stage, as it's smaller.

We're planning to unload stages in chunks to solve the freezing issue, that change should be coming soon!

Hi Julio!

Stages have been discovered to be the biggest memory hog in the current build. As of 0.7.1, we have optimized enemies to unload when off-screen, and their ai scripts have had their calls reduced per second. You may be able to play the game if you try the debug stage, as it's smaller.

We're planning to unload stages in chunks to solve the freezing issue, that change should be coming soon!

Hi Garland!

Stages have been discovered to be the biggest memory hog in the current build. As of 0.7.1, we have optimized enemies to unload when off-screen, and their ai scripts have had their calls reduced per second. You may be able to play the game if you try the debug stage, as it's smaller.

We're planning to unload stages in chunks to solve the freezing issue, that change should be coming soon!

Hi Matvai!

We apologize with the 0.6.8 bugs, Jades launch introduced a lot of new issues we didn't anticipate. We'll be cleaning the build of bugs as much as possible and performing major optimization improvements before releasing new characters.

Most bugs reported in threads for 0.6.8 should be fixed! Some users still encounter loading issues with stages, but enemies now unload when off camera and have their ai calls reduced. We plan to unload stages in chunks which should solve the most common loading issue.

Hi DWLKJR!

Sorry for your frustrations with the game, the version you played was quite unstable and we apologize for the performance.

Most of the bugs reported for 0.6.8 have been fixed, we are currently working on further optimizing how the stage loads. Enemies now no longer render while off screen and their AI calls have been reduced.

We will work on our animations! Anything in particular you find stands out about them that can be feedback for our art team?

Hi Jinxed!

We have narrowed down the stages as a memory hog. Enemies have been optimized as of 0.7.1 to no longer render when off-screen, their AI has less calls per second too.

We intend to unload chunks of the stages to make them perform bettter in future builds. For now, try loading the debug stage and see if it loads! It should be much smaller.

Hi Deviless!

Once https://www.win-rar.com/start.html?&L=0 winrar is installed, you can right click any .rar file and select [Extract with Winrar]. Pick an empty folder and the game will work when running the unity .exe

You can also set all .rar files to open with winrar automatically. We will look into the itch client for a non-compression download option 😊

Hi 6kyt6tin6!

Was the game extracted using https://www.win-rar.com/start.html?&L=0 (It's free) first? If the game is loading, what screen does it freeze on?

Thankyou for supporting the game Rex!

As of 0.7.1, we have narrowed down performance hogging to the stage assets. We have unloaded enemies that are off-screen and simplified their script calls.

In future builds we plan to unload chunks of the stage for the renderer too, this should help tremendously. Try loading the debug stage as it has a much smaller stage!

Hi Lerisar!

I wasn't aware that there is a itch install client. For now, download the game directly from the home page, extract with https://www.win-rar.com/start.html?&L=0 (it's free)

I'll look into what changes we need to make to support the client so it's easier next time!

Hi Kadath!

There are two enemies in the game that can vore the player with said animations in the game, more are planned!

Hi Lucky!

Sorry for the quantity and volume of bugs you encountered with the build you played (0.6.9), introducing a new playable character introduced more bugs than we anticipated.

Fortunately, most of these issues have been fixed as of 0.7.1. There is still some known performance issues with the stages, but enemies now unload from the camera when off-screen and their AI calls have been greatly reduced per second. These boosts are most noticeable on the debug stage.

We are making sure to clean up remaining legacy bugs before adding major new features to the game, it is the goal of our January sprint!

Hi Bloodline!

Did you extract the .rar file using https://www.win-rar.com/start.html?&L=0 (it's free). Bigger games are often compressed using .zip or .rar before they can be played.

Hi Lapsio!

Double jump and attacks failing we discovered was relative to the frame rate. Enemies now unload from the render pipeline when off-screen, and their scripts have less calls per second. This lead to a substantial improvement in response time for player actions on the debug stage.

Normal stages still eat some memory, we plan to unload chunks of that as well.

Hello guys!

As of 0.7.1 which is our latest build, most of the bugs mentioned in the thread have been fixed. Performance is still a bit intensive on lower end machines, but you may see a boost as we now unload all enemies that are not onscreen, and have simplified their script calls.

We should see another boost in performance once we unload stage chunks too, that is currently the biggest resource eater. Debug stage runs pretty well in comparison!

Even though we are approaching the 12 planned enemies, we would like to bring back the trans/futa Satyr as it was also one of our favorite enemy designs from the prototype.

We are currently adjusting to a new taskboard for work sprints but we might be able to start work on the Satyr soon! We haven't added a new enemy in a while and it would be fun to develop.

Hi RJ!

Sorry for the switch! We had a different team member upload last time. You can extract .rar files with https://www.win-rar.com/start.html?&L=0 (It's free)

I'll make the suggestion to keep things as .zip to keep it more simple in the future, may be slighter bigger file sizes.

Hallo 20021128!

Entschuldigung für die Optimierungsprobleme in 0.6.9. Wir werden bessere Schritte unternehmen, um die Leistung am Laufen zu halten, bevor wir wichtige Inhalte wie einen neuen Charakter hinzufügen, da dies oft zu neuen Problemen führt, wenn Sie die Dinge auf große Weise ändern.

- Die Verlangsamung relativ zu feindlichen Spawns sollte im neuesten Build behoben werden, sie werden nicht mehr außerhalb des Bildschirms gerendert. Ihre Skriptaufrufe wurden ebenfalls reduziert.

- Interagieren-Button sollte behoben sein

- Dass Hornissen zu schwer fassbar sind und zu hoch fliegen, wurde noch nicht angepasst, sollte aber eine einfache Lösung sein, die an ihren KI-Pfad gebunden ist.

- Ich bin nicht auf den Double-Jump-Bug gestoßen, könnte aber mit Framerate-Einbrüchen zusammenhängen. Ich werde mich darum kümmern, die Durchführung zu vereinfachen.

- Angriffsbezogene Softlocks sollten stabiler sein. Wir fügen Überprüfungen hinzu, um den Betäubungszustand häufiger zu entfernen, wenn er unterbrochen wird.

- Reibungsfehler mit Steigungen wurden behoben, es kann jedoch immer noch zu seltsamen Verhaltensweisen kommen. Ich habe einmal den Winkelfehler bekommen, aber es ist schwer zu reproduzieren.

Unsere Sprints für Januar zielen darauf ab, ein Gleichgewicht zwischen neuen Inhalten und Optimierung herzustellen. Hoffentlich machen wir wesentliche Verbesserungen!

---

Hi 20021128!

Sorry for the optimization issues present in 0.6.9. We will take better steps to keep performance running smooth before adding major content like a new character, as that often introduces new issues when you change things up in a major way.

- Slowdown relative to enemy spawns should be fixed in the latest build, they are no longer rendered while offscreen. Their script calls have also been reduced.
- Interact button should be fixed

- Hornets being too elusive and flying too high hasn't been adjusted yet but should be an easy fix, tied to their AI pathing.
- I haven't encountered the double jump bug, but might be tied to framerate drops. I'll look into making it easier to perform.

- Attack related softlocks should be more stable. We are adding checks to remove the stun state more often when it's interupted.

- Friction bugs with slopes have been fixed, it may still have some weird behaviors though. I did get the angle bug once but it's hard to reproduce.

Our sprints for January are aimed to balance between new content and optimization. Hopefully we make substantial improvements!

Hi Skyveon!

Sorry for the performance issues in 0.6.9. The game has received a lot of content updates but needed an optimization patch to make performance more stable on medium to low end machines.

Fortunately we have unloaded all enemies when they are offscreen and reduced their AI calls per second. Plans for future builds is to unload chunks of the stage too, this is way players report better performance on the debug stage as it's much smaller. We'll keep working on the renders until it's lightweight!

Hi Snail and Ren!

Sorry for the performance issues with the game. We are making gradual steps with each build to improve performance. In 0.7.0, enemies that are not on camera are no longer rendered, their script calls have also been reduced.

Stages are still intensive but we are planning to take chunks of it out of the renderer too. It should run fine on most gaming PC builds but we want it to work on as many systems as possible without sacrificing sprite quality.

Hi Doughnut!

Sorry about the bugs present in 0.6.9 that you shared, both have been fixed in subsequent builds! They would have been fixed faster but we needed to patch a few things with Jade first (Her release build)

Hi Jak!

Once we can reach table performance on PC, we will gladly consider an android version. There's still some things to optimize (Like stages) first.

Hi Random!

Sorry to hear that your potato PC is struggling with 0.6.9. We do remove old builds of the game once they are deemed inferior both in terms of content and performance.

You may have better luck with our new build! Enemies unload off-screen and their scripts have less calls per second, both improve performance. Users still report the stage itself is a bit laggy, we will be unloading chunks of that soon too.

Hi Frungi!

You can play the free version of the game by clicking the [x] on the pin pad.

We will make this a little more clear in future builds that you can indeed play the game for free! Just less stages/enemies/sex scenes/playable characters to encounter.

Hi Darnnaggit!

The interact button bug was introduced in 0.6,9 (The version you played) and has subsequently been fixed in the newer updates. Sorry for the trouble!

Hi Dath!

Sorry to hear your computer struggles a bit with the game, we know it's stages in particular that are the performance hog.  You might be able to run the debug stage in the current build!

We are making efforts to unload more assets that are off-screen, enemies currently are not rendered but we want to extend this to stage chunks and other textures.

Hi Physical!

Was the game extracted with winrar first? https://www.win-rar.com/start.html?&L=0 (It's free)

Hi Marcos!

Try downloading https://www.win-rar.com/start.html?&L=0 (It's free) and extracting the games contents from there

Hi Glizzous!

Try downloading https://www.win-rar.com/start.html?&L=0 (It's free) and extracting the game .rar file to unpack it's contents.

Hi Mewity and Vortex!

Stages load the most amount of content and may stress some lower-end laptops or PCS out if they don't have the RAM. Try picking the debug stage which has less to render and see if it works.

We are planning to optimize further by unloading everything that is not in the players view to simplify stages. Currently, enemies do dissapear when off-screen but we want to extend this to stage chunks and props too.

Hi Capital!

The interact button was bugged in 0.6.9 and has been fixed in the subsequent build(s).

• You can interact with Gidgit on the training stage after beating him to have sex with him
• You can interact with Kate on the training stage for training lessons
• You can interact with Vitki on the debug stage for light cameo dialogue
• You can interact with certain special NPCs that appear in stages for upgraded items

Hi Justin! Sorry for the loading difficulty.

Does it struggle on bootup or when you first load up a stage? This narrows down if it's a codec issue or RAM issue, loading too many textures.

Either way, we aim to unload more assets that are not being rendered, currently all enemies only load if they are on screen.