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

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I confess I might be a bit OP at this one because of this rapid triple tap move I've developed with my laptop's trackpad, but it was really fun to see all the changes as you evolve and split and upgrade your interactions! Also very nice touch that upgrades increase your grind numbers even as your goals go up. I see a lot of future potential with more evolution possibilities and abilities, and underneath all of that, it's just fun to poke a thing that squishes.

I've honestly been trying to leave a comment on this for days but every time I get back to the page I'm like, well maybe I could just play a little again real quick, and then it's suddenly a lot later and I have things I need to do and don't get to actually commenting. It's so, so good! It took me a while to even realize what was going on with the characters during puzzles because I was so laser focused on strategy lol. From the amazing artwork and visuals to the extremely satisfying sound design, and of course the killer puzzling, it just pulls me in so much. I would play so much more of this, and I think I've put at least a couple hours in already.

Yesss love to see some interactive fiction! Really amazing presentation, the minimalist art and sound design feels sharp and honed and I'm super impressed at how immersive just the addition of a heartbeat with a changing rate was. The writing was great and all the events landed really well, enough that I felt like I had to play and replay to see the results of different choices. I loved it!

The concept took me a bit to grasp at first but once I got it it was a really fun puzzler! The art and animations are super charming and the fact that things change when characters get naked is a really nice touch. I got stuck on the level where you have to undress the naga just not able to figure out how to make things happen in the right order (even though I had managed it on other levels, so I actually don't know what I wasn't getting), but I had a lot of fun with it up to that point! I'm really impressed you were able to make something so strategic!

Really fun and well executed! I missed the part about the charge shot my first time through and I'm so glad I replayed because the boobs in the beam is my favorite part of the whole game lol. The pacing and difficulty curve were great, the writing was fun, and the bullet patterns were tough enough to be exciting without ever feeling cheap. Honestly just a great job all around!

Yesss another rhythm game! Really nicely done, super satisfying even with one button input, and I'm really impressed it was playable for me in browser without even adjusting for lag, AND I was mostly hitting greats and perfects. Excellent theme integration without feeling gimmicky, too. I loved stacking up those clones on the couch to build anticipation and the art and vibes were super fun and charming. Loved it!

This one really knocked me down with how polished and solid it was! The mechanics are simple enough to grasp easily, but deep (heh) enough to allow for some strategy, and the perk variety made crafting a build throughout the run really satisfying. I went hardcore thrust machine with thrust bonuses to arousal stacks, stamina recovery, and lucky fucks, and cleaned up even on the dragon, but the writing is so good that I felt legitimately sad to skip over the lays who didn't like it rough. The body sliders at the beginning were a nicely elegant way to let the player shape the experience to their tastes, too. Pretty sure this is my favorite thing I've played in the jam yet, great job!

Wow okay even with the tagline I was not expecting a fishing game to hit me with such big emotions. Really great writing that managed to do a lot for characters and their stories without being too wordy, and felt weighty while still being fun. The variety of fish kept things exciting and the gear progression felt really good too! I liked that there were more than a couple improvements to make but they were always noticeable. A special note that I played with a cat in my lap and she was basically hypnotized by the rod animation, so extra unintended theme points lol.

I love how clean and simple the design is, the phone as a menu that leads right into the story is a really nice idea. The vibe is super cute and there are a lot of nice visual touches like the parallax background and the color choices and outlines in the foreground to make it pop out. Also the squash and stretch on the jump animation is a good touch and fits the aesthetic really well. I think the feel could be improved, at least for me, with a bit weightier jump that drops you faster after the apex, and a jump buffer (or increasing the time of the jump buffer if there is one) since so many quick sequences of jumps are necessary.

All that said I'd be excited to play again even without those changes if there were a couple more levels and some end-level cutscene images or animations. Really nice job, especially with the late start you got!

Wow, I definitely spent more time with this than I meant to lol. Super fun, killer vibe, responsive, short enough that "just one more go" always sounds like a good idea, but deep enough that it never turns out to be just one more. I admit I never played the inspiration, but I never felt like I was out of the loop with the design or what was expected. Really really great and I can see myself coming back to this to get that last badge (tried and tried for full love all clothes no deaths, but just couldn't crack it).

It took me one time failing to get the hang of the controls, but the second time through was exciting! I personally found myself trying instinctively to use the arrow keys to change mirror placement and space to attack and had to overcome that, but once I did it was a fun little arcade experience. Love the inclusion of the dialogue and endings to give the gameplay some context, too! I think highlighting the portrait of the character who's currently talking would be a nice addition for clarity, but the writing was really charming.

I wish I could give more than five stars for aesthetic, good lord. Super cool presentation, the atmosphere from the visuals with all the sound design was amazing, and even though it was linear I never stopped being excited to see where it was going. Also I know it wasn't the main focus but the UX for the comic sections was so slick and satisfying!

I had so much fun and put Barry through so much. I was sure there would be an upper limit on how much I could increase the size of one point, but if there was I never reached it and I viscerally felt it as he slid onto that thing so slowly you could barely tell he was moving. The relative speed of insertion works amazingly well for feel and the animations are really great, even though they started to break down a bit with some of my more outlandish creations (but that was part of the fun!) Really loved it!

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.