Thank you so much!!!
Leafuw
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Thanks for the detailed feedback about the physics and stuff, that's the kind of feedback that's really valuable to me. I grew up playing NES Mario, so slidey careening characters feel normal to me, but I agree the balance between acceleration and deceleration should be tweaked, and maybe max speed reduced. Also, if you feel like you lose control when attacking, that's intentional. I adopted an "either move or attack" restriction, so if you start an attack you're committed to the same trajectory until it finishes. And you also have less deceleration when attacking on the ground, so that you don't lose too much speed from attacking. The attack hitbox only being active for one frame is due to the detailed stab animations, but I could probably fudge it for a couple frames without it looking too weird.
Thanks for playing! Yeah I don't know what the big engine games are even doing during their loading screens. I'm parsing a bunch of text files and even doing some image analysis to find sprite boundaries, but the program still starts instantly even in debug builds.
I've gotten a number of requests for auto-restart, so I'll have to consider if I can fit that in as an option. I do want dying to break the flow at least a little bit, because I want the player to stop and consider changing their strategy, rather than just rushing through and hoping they don't die next time. Also particular to this game is that the game over screen is important for story reasons, because it reminds the player that their spear is their snake companion and builds attachment because it seems to be magically reviving you, both of which are essential to make later cutscenes understandable. I'll think if there are ways I can still satisfy these requirements with auto-revive.
(FWIW you can actually press R the moment you get hit, you don't have to wait for the "press R to restart" message to appear. That doesn't fix having to move your hand, but you can rebind it).
What's there not to like here? Solid platformer base, expressive and detailed art, original music and sounds, appropriate theming, well-balanced gameplay elements, and collectibles. Controls are a bit wonky for a 2D platformer, but they're usable. And it's a little unfair how I can shoot enemies way offscreen when they can't attack me until I can see them. Minor issues though. I just wish it was longer ToT
Okay first of all, this looks absolutely incredible. The models and environment are excellent. I can see this turning into something really fun once actual combat gets implemented.
I started having some massive framerate problems, starting a few seconds after arriving at the pool and slowly getting worse, to the point where even getting through a conversation was difficult. For some reason, it completely fixed itself after Capricorn gave me the guns. Something to do with the portal, perhaps?
I also learned an important lesson from this game: Don't jump in outer space.
Wow, you just went for it, didn't you. Well made little thing. The girl's model and the lighting are pretty good. The tentacles look pretty janky, but I imagine things that that are super hard to animate well, so it's acceptable for the jam time frame. Good use of IKs for the tentacles and limbs; occasionally there are angles that look weird, but again, it takes a lot of work to make that sort of thing look natural. I don't mean to sound that negative, the fact that this exists at all is pretty incredible IMO. All in all I had a good bit of fun.
Thanks for playing! Arrow keys with Z+X and R to respawn is standard for this genre, so I can't really go against that. Were you trying to play with one hand, by any chance? I am planning to have in-game control customization eventually, so that you don't have to edit the config file to change the controls.
Oh so the line clears aren't locked to discrete areas, that's nice to know. I don't think you really need a fullness indicator if that's the case. After suggesting larger boards I was playing it some more and noticed my framerate did start chugging when the board was really full so yeah, I don't think it can really get bigger. I've also noticed a couple fairly minor issues, neither of which significantly hampers the enjoyment really:
- When holding down to accelerate a piece, if the piece touches the wall it goes dark and you lose control.
- Rarely a pressure eruption will launch a piece into the death detection area and cause a game over. If this isn't intentional, you could fix it by only game overing if the piece spawn is blocked for an extended length of time. That would delay game overs in the normal case though, so it might not be worth it.
Oh and also. My cousin walked in on me when I was playing this game, and said "That character looks kind of familiar," and I said "That's odd, I'm pretty sure they're both original characters," and he said "I think that's the avatar for a tetris youtuber." So yeah, I guess you're famous.
Interesting start for a grim zero-sum survival game. There doesn't seem to be much of a goal besides not starve, and in order to feed yourself it may be necessary to assault strangers and sell them as slaves to buy food. I couldn't figure out if there was much else to the game besides that and fucking and being fucked by strangers. I hear some people are concerned about games with non-con as a theme, but the way I see it, part of the appeal of non-con is that it feels wrong, and the fact that it feels wrong is an implicit confirmation-by-contrast of the rightness of consent in real life. This is probably too nuanced for people who prefer black-and-white thinking though.
But back to the game. The characters are good looking and pretty well animated, and I'm always a fan of character customization/randomization. The movement has a lot of inertia, which felt weird when I was just wandering around, but once I was chasing or being chased it made a whole lot more sense; it makes the chases more dynamic without making them too fast. I could see this game occupying more of my time if it felt like I had more direction.
A solid base for a nice dressup game. A little lacking in content, but that's expected for a jam game. Doe is so cute! If there were more types of clothes and locations, maybe props or other things to do besides taking photos, I could see this ballooning into a really fun game.
(I had some graphical glitches that looked similar to Z-fighting on the web version (I've had that with other web godot games as well) on Firefox on Linux with an Intel graphics card. The native version worked fine doe).
Oh I guess I figured it out, you have to go to bed, but to do that she has to be sleepy. I think that could use some more clarity. It also seemed like buying a condom automatically gave me a used one? Not sure what's going on there. Anyway, I've completed collecting all the pictures, and that was a nice heartwarming experience, thank you!
What an excellent little block-dropper. It manages to get around all the usual problems of physics-based tetrises (PBTs):
- In most PBTs, you need to play as straight-edged as possible, and if a piece goes diagonal, it becomes a long-lasting major problem. In SSSS, this is still sometimes a problem, but it's not avoidable, because the squishy pieces and leftover goop mean that pieces just go diagonal all the time whether you like it or not. However, dealing with the mess is a lot easier because the pieces give you so much wiggle room.
- In most PBTs, the impossibility of perfect rigid-body simulation means that often it's a strategy to just slam pieces down on top as hard as possible, hoping to compress the pieces on the bottom enough to clear a line. In this game the gradual compression is a feature, not a bug. That said, there isn't even a way to slam pieces down.
In addition, there is an extra challenge that this game introduces:
- You can't simply clear lines, you also have to drain the leftover goop! The liquid drains out of the lower corners, so if you have pieces blocking the corners, you can end up with jelly build-up in the middle of the board, which makes stacking a little more difficult, and can dilute your piece density, making compression line clears less likely.
I do wonder how the line clear detection works. Most PBTs do this by checking the density of discrete regions on the board of height 1, and most mark what those areas are on the side of the board, so you can see if you're satisfying one or if your density is regrettably split between two regions. This game doesn't have those markings, so I'm not sure how the line clearing works, but I have a suspicion that it's counting square-centers in the regions rather than density or area covered (which mean the same thing in rigid-body simuations, but not when the pieces are squishy like this). This is also evidenced by the fact that unlike most PBTs I've played, SSSS doesn't slice pieces at arbitrary angles; it leaves behind remnants that are made of full squares.
(I talk about "most" physics-based tetrises as though I've played a lot but actually I've only played Butsuris and Not Tetris.)
As for the presentation of the game, the graphics are plain but fitting; the pieces are especially well-rendered. The sounds of the pieces moving around are very satisfying, and the characters are adorable. I didn't think I had a squishy objects kink but this game is making me rethink that.
If I have a complaint, it's a complaint which is secretly a compliment: I want more! I want harder modes, modes with larger boards and pieces!
In summary, this game is extremely fun for a tetris fiend like me, and I'll probably be continuing to play it for days if not weeks if not months.
Wow this is like, a complete little game. It has a diverse cast of characters, several areas with different aesthetics and music, four bosses, purchasable equipment, and multiple clothing options that are reflected in your character sprite. The artwork is professional-quality and the environments are captivating--the leadup to the final boss is especially spooky. The music loops are a bit too short but they all fit their respective situations. The gameplay is stimulating and creative; I like the idea of the four primary directions being diagonal instead of orthogonal, though I still wasn't quite used to it by the end of the game. The difficulty is satisfying overall, though I had a lot more trouble with the volcano enemies that any others. The bosses are all unique with their own playstyles. The final boss was especially hard, but I never felt like my deaths weren't my fault (and looking through the comments, I'm glad I'm not the only one who completely forgot about the shield. It's unusual to have both blocking and dodging in a game).
I do have one feature request: I'd like an option to make the cursor relative to the player instead of relative to the camera. That would be more intuitive to me, and it would mean that my aim doesn't depend on whether the camera is moving or fixed. It would also be easier to control with less-accurate pointing devices.
Finally, I have a huge kink for casual nudity, so this game was right up my alleyway. I'm also quite into bloody combat, and I was served quite well in that department too.
Now here's a game that looks like it'll be a quickie, but actually has a surprising amount of replay value, with both non-obvious strategy and plenty of RNG to get in your way. Collecting all the CGs is quite the challenge, and the titular decision is frequently a difficult one. It's a little unrealistic that Fuck and Marry are mutually exclusive, but that's necessary for both the theming and the balance. I love the diversity of monsters and all the CGs and I have to say I laughed out loud at more than 50% of them. Good job!
Lovely little kleptophilia simulator. I like the idea of getting aroused and losing your clothes makes you faster, and getting all the treasures activates your horny rader to tell you where the final prize is. The art is excellent, the popups are very cute and exciting, and the controls are seamless. I personally am not into the stock moan sound effects though. I love how unapologetic the protagonist looks when she gets caught. Overall well done, and I'd love to see more levels of this.
Cute and relaxing experiential game. I don't really understand hypnosis, and I don't think it'd work on me even if I did, so I can't vouch for its hypnotic efficacy, but the deep breathing and imagination sections did a good job of melting away my stress and putting me in an inflatable orca mindset. I started noticing how the subliminal messages work part way through, and I can confirm that the game is true to its word and is only trying to provide positive and fun messages and isn't trying to screw with your mind. I am slightly concerned about the concept of achieving euphoria through self-suggestion, since I've read that can make some people experience emotional instability and alternating periods of euphoria and despair as their body tries to balance its neurotransmitters (look up "dark night of the soul" in the context of meditation). I doubt that can happen from a fun little game though; usually people have to practice intense meditation for months or years to reach that state.
In summary, it's a well made little thing, and I'm glad I played it.
I love the vibe of, like, bootleg snes porn games, or old Japanese pc-98 stuff. The ability to move the picture around under the pieces is a clever idea, although it kind of leads to some degenerate strategies. It's necessary though, since many of the pictures have generous margins that make indistinguishable solid-color pieces. Making images for a traditional jigsaw puzzle requires making sure there isn't much empty space in the image.
Cute art and I love the idea of getting community artists to provide images for puzzles (I congratulate the artist who did Viruses For You as a fellow Dr. M***o fan). The collaborative aspect reminds me of the java/flash breakout/qix clones that were popular with Japanese artists in the 00s.
Cute little recursive-tf game demo. I love the touch of the pictures being interactive, and was pleased to find that they actually detect clicks with pixel-perfect accuracy instead of just having rectangular click areas. The different media, tools, and styles used seem like they should clash with one another, but they're well integrated and feel like a consistent whole. I can't wait to meet more of the odd fox on these blox!
Absolutely adorable little eating and sclooshing game. I amazed how you made such tangible little critters using almost nothing circles and a few ellipses. It's pretty difficult too. Sometimes it feels a little unfair when an enormous buddy comes from offscreen and locks onto me, because they move faster than me, so it's impossible to escape (this mostly happens from the top and bottom of the screen due to the aspect ratio). Maybe having obstacles I could use to lose them, or some way of knowing when they're nearby but offscreen would have helped. Not a big complaint though, life is unfair and sometimes you get eaten and there's nothing you can do about it. I like the detail that the other ones will sometimes groove out when they're idle.
The inconsistencies you were sensing are probably due to one of A: you can't stab enemies in the feet (and they can't stab you in the feet), or B: the spear hitbox is only active for one frame (for enemies; it's active longer for switches and the boss's projectiles). Both of these are due to the difficulty of animating what would happen if you hit an enemy. I could probably fudge the animations a little bit without it looking too weird though. Thanks for the feedback!
Yay someone mentioned the transitions! I'm especially proud of them, they're custom shader code. I'm gonna be honest 90% of the reason for not being able to attack upward was because it'd require drawing more animation frames, and I'm not an artist and anatomy is hard. :3 I don't think it'd break the game balance much, I already make the bugs dislike being directly above you. Maybe some day...
What a wackadoodle concept for a game! I gather that people do, in fact, do this when they need to smuggle contraband in and out of like prisons and things. Overall well made, and a good length too, I think. As funny as the concept is, fiddling objects around with the mouse and hoping they don't fall out when I wall jump would have gotten annoying if it had gone too much longer.
Oh what a lovely experience that was! There were so many great moments, I don't know if I can list them all--the moment I realized that what I thought was a disadvantage of the sheep mask was what I actually wanted it for. The moment when I saw the dragon with the key and thought "oh no what am I going to do now"...only for it to give me the key with a smile. I couldn't help but hug it back. I don't consider myself particularly good at point-and-click adventure games, and while I occasionally got stuck, every time I figured out the solution it made sense; there wasn't any rubber chicken moon logic--although there was one part where I struggled to figure out how to satisfy the bunnies with the cow mask, because I didn't realize that trying to click away made me automatically lose the event. Besides that, everything is very clear about what it means, despite there being no words for just about the entirety of the game. The art, while plain and simple, has enough variety that I never got lost while navigating the map. All of the characters are exceedingly cute, and the choices of ambiences and sound effects are all perfect. Although it doesn't look like an adult game, when you think of it as one, the feelings of "belonging" and "transformation" are very erotic, especially after the feeling of wandering around alone that the rest of the game brings.
Well done!
I don't really think in terms of discrete kinks, but I find caves, snakes, danger, and strong women to all be pretty sexy. I think I'd consider danger to be the main kink of this game. Thanks for playing!
Oh and also, I didn't really advertise it but there is a way to play the game without clothes if you look for it.
Wow, incredible atmosphere and unusual art style. I love it! The game seemed on the easy side, but I don't know if it's really possible to balance a game like this with so little time. It's more about the experience and the story than the challenge anyway. And speaking of which, I sure did not expect the ending, dang! Good stuff.
Random details I loved: the vaguely oceanic background ambience, and the fact that stacks of tokens react to the card under them moving, and can even fall over a bit.