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A member registered May 01, 2020 · View creator page →

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Yeah, unfortunately the encounters started as sort of RPG battles but I couldn't figure out how to make them any fun so I shifted to puzzles mid-jam, which are absolutely better than what I had before but I didn't have enough time to make them as player friendly as they should've been. I love the idea of multiple solutions and I can see tons of ways to go with that. If I keep working on this project like I hope to I think that'll be something I try to implement. Thank you so much for playing and for the kind words!

Thanks so much! I'm really happy to hear you had fun with the encounters even though they were hard to figure out. If I could go back I'd make them easier, or at least have an easy mode that was less demanding, but it's nice to know they were still enjoyable. Thanks again!

Yesss, very happy that was appreciated. I felt like it was absolutely not what I should've spent my time on but it was also one of the things I had the most fun with. Thanks for playing and commenting!

Oh, sure! Probably a pretty clear sign the end result was too complicated that I just had to dig through my code for five minutes to find the sequence because I couldn't remember even though I tested it about a hundred times. Also with a couple of weeks of time away from it, I'm just like, come on, man, what were you thinking. Anyway, here you go:

  1. Halia - Fuck (or Scissor)
  2. Toralu - Give Oral
  3. Ez - Take Anal
  4. Halia - Spank
  5. Mott - Take Oral
  6. Toralu - Worship

Super cool pieces and awesome that you were able to help so many games sound so good! I'm really impressed by how diverse the styles are and how well they fit their projects. I could listen to Night Ride all day. Great work!

I'm amazed at how well everything works with how complex some of the systems must be. I love the idea of the changing and growing population, though I seem to get only the least horny of goblins on my rolls, lol. It helped a lot once I found the pregnancy toggles, which was I admit after an embarrassingly long time. It was fun to dig out a little tunnel metropolis and get all my goblins running around it, and the little interaction animations were a great touch. I'd love to see a fleshed out version with more to explore and do, great job!

The vibes in this are so strong! The art is so cute and expressive, and the writing is really charming and really makes it all pop. I didn't feel much impact from my choices, but honestly I didn't mind for a game like this. I loved how many different sorts of little bits there were, from sort of standard VN to the group chat sequence to even arranging flowers! (I especially liked arranging the flowers and got way too into it.) Super impressed by how polished and consistent the whole UX is, great work!

A nice little story that's short enough to go back and see the different outcomes of all the options, nicely done! It's really clever to pack the previous game right in for newcomers like me, too. The art is great and having actual animations for the expansion and not just jumping from image to image really makes a big difference, and even some nice sound effects on top of it! I had a great time, and look forward to what Marin might get up to next!

Great start! I love the idea of a Rampage-style game as a giant slime girl, and the sense of scale and perspective are a really nice fit. Hope to see more of this idea because I think it could be a lot of fun!

Out of all the things I've done in all the games I've played during this jam, single-bouncing a toy into my own butt from clear across the screen might be the best feeling. This was super fun! The kink powerups were a really fun addition and while I could've paid more attention and been more strategic with them I liked that they shook things up. The tentacle in particular really made me smile and I was so sad when I let the second one that came around fall. Giving the player full options for what kinks showed up was really thoughtful and a great choice, too.

Now I'm imagining an expanded version with levels that add obstacles you have to bounce the toys around, though that might be too difficult in practice. I'm also, because I am a madman, imagining a hard mode where each half of your body can move, but only up to the middle of the screen, and you have to control both at once. It would be buttplug chaos but I would play it all day. (Also, note to self, start a punk band called Buttplug Chaos)

First of all, never before have I played a game that made me so grateful I didn't have misophonia, lol. The goopy squishy SFX were perfect and I loved them. Secondly, this is just so much damn fun! The push and pull of trying to squish and squeeze the pieces into vaguely line shaped formations is both hilarious and exciting, and the thrill of somehow managing is so satisfying. Also the need to drain the resulting goo is devious and added a really interesting strategic layer. I ended up at one point with a small block mushed into each corner and about 60% of the field full of goo and was just like "...uh oh."

I really, really need more games where all the gameplay is about squishing things now. Also want to give a nod to your impressive commitment to alliteration in both the game title and description. Hats off to you all around!

I really love the concept, and the artwork and sound fit really well and pulled me right in. The controls are smooth and easy to pick up, but as others have said the randomness was a bit frustrating. Having success depend on color matching with no control (unless I missed something, which is possible) over the cards you have didn't make me feel like I had much of a say in what happened.

That said, the cards that altered things had fun strategic uses and if there were more of them with more options, that would make a massive difference. Like, maybe one that changed the next slot over to match whatever had been played on it, but only if something had already been played, or one that changed a random open slot to a color that wasn't already present, or something. I think there's a strong foundation here with a ton of good options to make it really click. I also feel like this type of game would rely on tons of playtesting and iterating to be really satisfying, so for a jam game this is a great start!

Well, if there were a "most addictive" category I would put you at the top of it. Even a successful run is so short that I just can't say no to one more go, no matter how many I've already done, and there's always something new to see. I'm still working on filling everything out, but I think I'm going to get there as I already want to go back and keep playing. The art and music are perfect and so charming, and the pace is excellent. Also, just, like, I get to marry a slime girl. Sold.

Thank you so much! Yep, making the boss less demanding is definitely the top of the list for potential fixes, but I'm really impressed you made it as far as you did! And thanks for the heads up about the lube thing, I'm sure that's a mistake in the way I coded the condition checks and I feel very silly for not catching it. That's a great idea about your character choices having more impact on your abilities, too. I had hoped to include some alternate text for moves to reflect that kind of thing, but ran out of time. The tailjob specifically is a really fun thought though and opens up a whole bunch of things for me to think about. Thanks again!

Great concept and really fun! I love the idea of a minigame collection broken up by areas of the workplace, and the artwork is super cute and really expressive. I think the break room was my favorite, but I'm not totally sure if that's because of the minigame or that I just thought the flashing art was so fun. I had a great time raising Layla to the top of the corporate ladder just to turn around and tank everything for her on a replay, and the multiple endings were an excellent touch! With a little simple music and a few sound effects this would feel even better, but that's just the nature of game jams. All in all though I loved the game and I'd love to see more!

I'll admit it took me a while to get a feel for the weight of the physics but once I got it pretty much down it felt really good. I still don't think I got very good, with a best time of 95.11 after a few runs, but it was a lot of fun! The characters are super charming and the music and SFX are a great fit. Slamming into a wall was so funny it defused a lot of potential frustration as I was learning the ropes. I'd love to see more of these two and the shenanigans they get up to!

Totally fair! I had wanted to plant hints about the final boss throughout the rest of the game and have some way to telegraph them to the player during the encounter, but I ran out of time and it ended up just being way too complicated...and that's even after changing the sequence to try and make it easier. Heh, yikes. I'm still happy you made it that far though! Thanks for playing and taking the time to comment!

A boss rush was such a fun idea for a jam game! I appreciate how consistent the art style is even across really different looking monster girls and all the other elements. The little dialogue intros were just enough to give the characters some personality and connect all the fights together without slowing down the pace. Most of the fights are pretty tough but every time I got beaten I wanted to jump back in, and I always kept getting better with more tries. I did eventually have to throw in the towel against the angel as I couldn't quite get the hang of dodging the burst projectiles and my hands were starting to go out. I thought the sense of humor fit really nicely and the bonus unlockables were a good touch as an extra reward for the challenge. Great job!

Great concept and so well done! The hook of turning on and pairing up enemies to clear them is inspired and makes for really unique gameplay even in such a well explored genre, and the addition of building a meter that you can then use to get in on the action yourself for health recovery is so elegant. Everything looked and felt great, and I especially loved filling out the gallery and searching for the coins as an extra bit of challenge, really nice touches on an already great game.

I would like to lodge a complaint (not really I'm only joking, let's get that out early) that a set of straight ahead shots with only the pose changed earned over $110 while the precious, emotive arthouse sets I worked so hard on would barely crack $40. Clearly OnlyFawns is a wasteland when it comes to artistic taste. But in all seriousness, this was so fun! I feel like I probably don't need to say Diana is adorable, but she is, and it's really impressive how much personality you get across with such a simple model and some wandering eyes.

I was a little bummed there wasn't more to unlock, but after four or five shoots I realized there were tabs for clothes that I had somehow missed the whole time and then got probably too excited and had to get everything. The experience is simple but really clean and well done and I would love to play a whole game with it as the base. Even just as it is I loved finding fun little angles and waiting for her eyes and her idle animation to be just so for the perfect shot. I think it'd be fun to get comments back after doing a shoot, but I can't imagine how complicated that would be to set up. For now I'll just keep dreaming of helping Diana set up her social media empire.

Thank you so much for playing and for the kind words!

As someone who also has ADHD this made me very glad I'm not modular and can't lose my genitals. It was nice that everything had a little description, and I appreciated the fourth wall break about the drawer working weird (even though it worked just like I would've expected, at least for me). I had a good time spinning books and even managed to use the chair to climb up onto the desk, which as I write it doesn't sound like much but was actually really pretty fun. Great work, and I'd be excited to see more of this idea!

This is obviously not a unique point to make, but the art is amazing. I would've been impressed with any one of those fully colored backgrounds, but to have so many with so much detail is mind blowing to me, and on top of that excellent character art too! I would happily put my life on the line for Wylo's whims anytime. The writing and tone were a great fit and managed to be zany without being obnoxious, which isn't the easiest thing to pull off. The twist actually gave me a pretty big shock and while I was unsure at first I was immediately morbidly curious just how far we were going to go, lol. All in all I had a great time, good work!

Rating this in the morning since I stayed up too late playing it because I couldn't put it down! The scope was really impressive but even more impressive was that it felt like it had a solid arc, I never would've guessed that it was made so quickly. It even had a denouement! The writing was excellent, the art was a perfect fit and I loved the skill tree. Simple but well balanced and made me want to replay to try different choices. It felt great to go back with new skills or information and interact with things for new results, and the way this was integrated with the wolf transformation was just perfect. The multiple levels of enjoying the dancers really made me laugh. Also now I have a giant crush on Cursetina, so thanks for that.

So I think this is the perfect length for a jam game but goddamn do I want to play more of it! Great concept, execution, and even polish! I knew from the opening that I was going to love it and I was never disappointed. You gave the main character so much personality with very few words, and the feeling of progression fit so well with both the gameplay and the lewd content I was just grinning the whole time. Little touches like the objective arrow towards the end really made the whole thing feel extra slick (er, so to speak, lol). I'll just be over here desperately wanting a hundred levels of this, thanks. Oof, I just loved it so much!

Impressively immersive for such a short experience, even without having played the previous part I felt like I had a good sense of who the characters were right away. I love interactive fiction and this was a nice little story to crawl into, and surprisingly warm and cozy considering the subject matter. The writing was excellent, brief but descriptive, and the dialogue felt really genuine and brought out the characters. I also really appreciate tone or context clues for dialogue choices, and the emoji were a perfect choice. Great work!

Aww, thanks! For better or worse I spent a lot of the early jam on setting up things like the gallery and achievements because I love little extra bits and bobs like that, but I think that took the time that I needed at the end to balance the difficulty and figure out that it was too hard. I'm happy to hear you still found it enjoyable though! Thanks for playing and commenting, and for mentioning the cat, which was probably my favorite part of the whole thing.

Really fun little game! I loved that it was short and sweet and knew exactly what it was doing and went all in without any filler. Just perfect for a jam game, I think. Also really loved that the girl was not only into it, but encouraging and even playful about it all. It made for a very charming dynamic and gave her some real personality which elevated the experience. It was fun to experiment and figure out all the steps, and the fact that you could set custom rhythms for each of the penetacles kept me noodling with it longer than I might want to admit.

Now I'm hungry for a campaign version of this where people come to the cave and you have to figure out how to pleasure them and the choices you make affect who comes to the cave next. Maybe you even level up and get to upgrade with new tentacle types! Anyway sorry, got carried away there. Excellent work!

I'm really impressed by how much you were able to do with this concept! At first I was expecting just a platformer where basically your inventory was inside yourself, but there were so many fun mechanical layers to it. Things like not being able to ledge climb while carrying objects made the exaggerated premise feel surprisingly grounded, and having a pleasure level that kept you from just cramming in everything you came across lent itself to some nice strategy. I have to admit I was a bit stumped for a moment when I ran into the first fluid detector, but once I figured it out it gave that great puzzle game sense of getting to feel clever. Just about the perfect length, too, at least for me. And while I could see it being frustrating in a longer game, I loved that things could fall out. I just constantly found it amusing every time. Also thought the setting and story was just the right amount of understated to give context to everything without demanding too much attention. Really great work!

Well getting past the first screen took me an embarrassingly long time because I didn't realize that your attack doesn't happen until you release the button, which made the jump-hit on the switch impossible because I was holding the button too long lol. After that it was super fun! The enemies and difficulty managed to be frustrating in a fun way, which is a pretty tough trick to pull off. The first time someone popped out from hiding behind a screen and stuck me in the back I was laughing as much as I was swearing. Really clever all around and great comic timing, especially on the ending. Also, the sound design was genius. Big whose line is it anyway vibes and I loved it. Nice choice going the extra mile with difficulty options, too, really smart for a jam game. Great work!

Wow, this was incredible. I have to admit when I saw it was a vore game I wasn't sure how well it would land for me, just because it's something I've never seen done in a way that worked for me, but I'm so glad I still gave it a try because it's just a beautiful game either way. I love these kinds of deep conversations in strange circumstances, and I can't get over how good the writing is, especially considering everything else that must have gone into making this since the presentation is top notch. Just really floored. Excellent, amazing work.

Also I might legitimately print this out and stick it on my desk:

This is a perfect articulation of something I think about all the time, and to be walloped over the head with it halfway through a lewd jam game was strangely emotional and also kind of hilarious.

Thank you so much! I'm really happy someone appreciated the achievements as I knew it was a super silly thing to spend time working on but I just couldn't stop myself once I got the idea. Also it's lovely to hear a nice thing said about the art since I left myself no time for it and cranked it all out on the second to last day, lol. Originally there were going to be dynamic layers for party member actions to show what you were doing, but, yeah, a bit too complicated once I started to get into it, but I'm really happy it was still enjoyable. Thanks again!

I'm a sucker for moody, luminous black and white, so you had me from the jump with this, but the execution was excellent too! I really loved the idea of the storyteller as a framing device for the story of a card battler, and the strip element was a fun addition, and the twist was a perfect finish. I did blow through the game pretty easily, but it was so enjoyable I didn't mind not having much challenge. If I were going to try to make it harder I might make the player choose between an attack or healing boost for each card after a win instead of getting both, or maybe make that a hard mode or something. It was neat too that not only were the encounters randomized, there were more than just one playthrough's worth, so I got to see new ones on a replay. Really nice touch, especially for a jam game. Also Lumberjill and I are meant to be and no one will tell me otherwise.

I also really enjoyed that you can attack party members and heal enemies, even though there's no benefit to doing it (or at least I couldn't find one while experimenting). I feel like there could be fun secret things to find with that, but it would complicate the systems pretty quickly. Great work all around!

This was really beautiful. I started out playing it more like a game, trying to pick the lines that would best follow the ones I picked before, then started picking whichever available option grabbed me the most without thinking about the whole, then did a run where I tried to pick as many blank options as possible. Every time I ended up with something that put the writing in a different perspective and it was really enjoyable to sit for a moment and contemplate it. Really, really, cool concept for fragmentary work and great execution. Coincidentally I just started getting into poetry last year so this was a fun surprise! Just loved it.

Well now I'm all misty eyed because I've been having a day and that comment just made my night. Thank you so much! I kind of can't believe someone even made it through the boss, let alone did all the work to get the secret encounter and did that too. I've been in a bit of a post jam spiral thinking about all the things I wish I had done differently, so this was a real gift, thanks!

Okay, so, first, I gave myself 20 minutes to check this out and played for more than an hour, and am only stopping because I have to make dinner. I got two of the familiars and am going to have to come back to it in a bit. I love it! Took me a good while to understand the systems and the way they work together, but once I did it all clicked and I was breezing through areas and having a good time strategizing which things to scout to be more effective at scouting the others. I did struggle a bit at first with remembering to see if I had any items I could use, and I think maybe having a little notification near your cursor when you have something that would be helpful would be a nice addition, at least for me.

Really fun to explore, and even though it was a bit tricky to get the hang of, it was really rewarding once I did. Great work!

Thanks for playing! And yeah, I wish I would've had more time to work (and more brainpower) to make the encounters simpler. They started as RPG battles before I realized they weren't fun and then became more like puzzles, but they held onto too much of the RPG battle complexity. I'm happy to hear you made it to the boss, though! Thanks again, and thanks for the comment!

Thanks so much for playing! You know, not resetting the arousal on a wrong move is one of those things that felt incredibly obvious the second you said it, but never occurred to me once and probably never would have. I knew the sequences were too hard but I couldn't think of a way to make it easier without a major overhaul I didn't have time for, and boom there it is right there. I guess this is why having other people playtest your games (of which I did exactly none) is so important! If I make an updated version that'll be first on the to do list! (And also, yes, more varied SFX, lol)

Thank you for taking the time to comment!

Well my brain is soup because I smashed out all the game art in one day. Yikes. But encounters aren't just UI anymore! Everyone's projects are looking great! Can't wait to finish up working on mine and get to try them out!


Aww, thanks! A little behind the scenes on the menu colors: the hex code for the pink highlight text is #ff69ff because I am a dork.