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rufia

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A member registered May 03, 2017 · View creator page →

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just wanted to let you know that these little Covemount-likes now occupy enough space in my mind that I've started dreaming about new ones

last night I dreamt about one called Erosionmount which seemed to play something like DigDug :P

Loving the atmosphere so far

Oh I absolutely adore this. Platforming feels good. Love the collectathon element to the gameplay. The pixel art is great. The CRT aesthetic is great. The popup animations are beautiful.

But that premise. Sublime. Kitty's excitement is absolutely infectious.

Would love to see more of her adventures in future.

Pretty barebones, but some very nice art and animation!

Really nice work! A lot of cute pixel art and a lot of variety in the animations.

Gameplay felt good - I like the choice between pairing enemies off or lewding them yourself. I do feel like the gameplay's missing a that little extra something to really tie it all together - though I'm not entirely sure what. Maybe some Kirby / Megaman esque power stealing when you lewd the enemies yourself? Or perhaps instead of temporarily stunning enemies, 'charmed' enemies become your allies, helping you fight / traverse until you either; charm another enemy in which case they pair off, or you make love to them to recover some health? Or maybe it just needs some kind of charge shot to spice up combat a smidge? idk, I'm just brainstorming don't pay me too much attention.

My overanalysing aside, still a really impressive slice of a game I'm very interested to see more of!

Neat twist on a visual novel. Unfortunately wasn't able to finish it cus my hands just weren't up for the typing workout, but what I saw was fun.

Professor Oswald is a cutie.

Just love the aesthetic you went with. Feels almost like a papercraft diorama. And the gameplay reminds me of a clicker game, where you start out doing everything manually, but then you buy things to slowly but surely have everything done for you automatically. The designs were all super cute as well. Some more variety amongst the clients would've been nice, but that goes without saying.

I could see a ton of different ways you could expand on this concept. Upgradable rooms. Buying advertising to attract higher paying clients. Clients with varying tastes that pay better if you have a particular employee. Outfits that function as employee upgrades.

Super neat.

Cute lil game!

I enjoy the vaguely simulator aspect of it - I could see potential in a game that leans even harder on that.

Adore the aesthetic. Had to check the comments to fully figure out the mechanics, but the premise of trying to perform everyday tasks in a bottomless furry paradise without getting too turned on is adorable.

You can actually repair systems that go offline - click and hold on them and they can be revived at 50% hp

A simple concept, but well executed. There's a lot of wonderful pixel art, and the inclusion of other artists with links to where to find them are much appreciated - but it's the animated pieces in particular which really compliment the gameplay.

I'll have reiterate what's already been said that this is a seriously pretty demo. It's a shame there wasn't more real gameplay to go off of, but the visuals alone are enough to pique my interest as to this projects future. Best of luck developing it further!

Though obviously unfinished, was still very charming and what limited animation there was well done.

I wish you the best of luck developing this further!

Really enjoyed the combat. Felt responsive and was surprisingly punishing, and the all or nothing nature of the combat made the relatively straight-forward encounters feel tense and impactful. Loved the various ambushes and traps sprinkled in as well, felt almost reminescent of 1001 Spikes in a way.

Also, big fan of the sound effects.

Thanks! Yeah, I figured with the gameplay being a little more on the experimental side, a tutorial would be worth the investment. Don't worry you weren't doing anything wrong regarding the difficulty spike - just a biproduct of me not having more time to fine tune the encounters I'm afraid.

I'm glad you enjoyed it!

Love the collectathon elements, managed to hook me longer than anticipated off of that alone. Especially like the way they get incorporated into the background. Also very much enjoyed some of the more out-there designs.

The randomised structure does get frustrating as you close in on those last few entries though - given that there's no way to forfeit battles once you find out they're the wrong one (at least not that I found).

Yeah the upgrades and enemy progression were both pretty last minute implementations - more build choice and a softer difficulty ramp would definitely be a big priority if I were to expand on this further.

I'm glad you enjoyed it!

Really ingenious gimmick. Simple, but unique.

Also speaks to your talents as a puzzle designer that I never know whether to trust your victory screens

Thanks for the quick response! I think tag filtering might be a good alternative for what I'm looking for - I look forward to seeing the next version!

This is a really impressive tool, but there's some functionality that'd be incredibly useful to me concerning object categorization, so I hope you don't mind me leaving a feature request:


The first feature that would be super useful would be the ability to somehow compartmentalize objects of the same category.

The second, admittedly more involved feature, but one that I think would be really powerful would be the ability to place objects in multiple categories

I realize you can kind of approximate some of this of functionality using properties, but it'd really useful to, for example, quickly get a list of all Underworld Deities without having to open up graph view, categorize all of them exclusively as Underworld Deities or personally maintain a list.

I appreciate this kind of functionality may well be no small task to implement, so I understand if this outside the scope of this project, but I wanted to leave a comment all the same. Thank you for all your hard work!