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Uskprod

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

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Extremely impressive. Great art, great concept. Reminds me of that old flash game “Drunken Masters”

I’m on 64-bit Windows 11, just built this PC a few months ago

I can’t seem to get this to run. It says it’s missing MSVCR100 and MSVCR110 DLLs, which are apparently MS Visual Studio 2010 and 2012 runtimes. After installing them from the Microsoft website, it still wasn’t finding them, so I tried copying them directly into the application folder. After that, it just says “The application was unable to start correctly”.

Love the idea that just completely dominating the match doesn’t get you the best result. You have to let her keep up with you, and accept the risk that she might pull ahead, in order to get her fully nude. Very cool!!

Love the idea that just completely dominating the match doesn’t get you the best result. You have to let her keep up with you, and accept the risk that she might pull ahead, in order to get her fully nude. Very cool!!

Nice art and atmosphere, took me about 4 loops through the maze to realize there were 3 pillars and not just 2 lol.

Very cool, nice art, as others have mentioned it would have been nice to have an indication of when I’d reached the final level of exhibitionism

Thank you!!

I haven’t seen this happen, the game should put a barrier around the bell while she’s carrying you.

Are you unable to walljump out of the vat?

There’s a little more after that! The game has a “the end” screen when you get to the biggest size.

Haven’t heard anything on the discord yet either. The host hasn’t been online in a couple days.

This makes me really nostalgic for old newgrounds flash games, great job. Good art, well animated. Would love to see it continued.

This was really cool, I liked it a lot. I did run into the issue where I could just farm infinite approval from the director, but it didn’t detract from the experience.

This works really well, highly interactive, good writing, overall great job.

Thanks for playing!

Typical passengers have a required attraction threshold somewhere between 700 and 1200, but characters with sex as one of their hobbies only require half as much (350-600). To find passengers with sex as a hobby, look for ones who are touching themselves (the two specific descriptions to look for are are “… is gently stroking her crotch” or “… is tracing a finger around her nipple.”).

Also, characters who are hoping you’ll ask them for sex will be blushing or unable to take their eyes off of you.

I’ve personally gone back and forth on identifying as asexual; I appreciated this story a lot. Good work!

Thank you so much for the feedback!

I really wish I could have gotten farther with the combat, but I put it off for too long. I got the basic mechanics working within the first week or so, then focused on the visual novel stuff the rest of the time, until I quickly went back to do sprites for the characters and enemies during the final weekend.

One thing you can do is mark a goblin as a favorite, then set the game to only show favorite goblin names. It makes them much easier to pick out.

This is extremely impressive. Great art, great gameplay loop, incredible amount of content. I wound up waiting until all the corruption tracks were completely maxed out and i had about $1700 and 1000 blackmail before going on the offensive, and I wound up with about 400 of each left over.

Fantastic work all around, great art, voice acting, music, writing, and SFX. Would love to see a continuation some day.

Minor continuity thing: in the scene where Chloe watches Amy masturbating, Chloe is fully dressed when she leaves the bathroom, but then naked once she reaches Amy’s door.

In case you aren’t aware, if you ever upload a game that’s tagged as NSFW, the itch.io front page will decide you’re fine with seeing NSFW content, and you will not be able to filter it out anymore (personally I think it’s a very strange feature). Here’s what the message looks like in my settings:

image.png

On an account that’s never uploaded something NSFW, you have the option to filter out seeing NSFW stuff, like this:

image.png

So it sounds like something FeyPixelSmith uploaded was detected as NSFW, and now itch is automatically showing them NSFW stuff, with no way to turn it off.

Gorgeous art, and it’s nice that being seen by the security camera isn’t an instant failure like some games in this genre. Would love to see this expanded with a few more scenes.

I really liked this. The story was solid and impressively fleshed out for a 9-day game jam, and the character designs were good reinterpretations of the original MLP cast. I would have liked to see Sparkz get a little more time to shine, as Spike was always my favorite character in Friendship is Magic.

Mipmaps are a graphical optimization where it will generate the character sprites at multiple resolutions ahead of time and pick the most appropriate one based on the size of the sprite on-screen, instead of drawing the biggest one and then shrinking it down on the fly. It improves graphical quality (nicer antialiasing mostly), but at the cost of more VRAM since it has to keep multiple copies of each sprite handy.

Hey, thanks for the feedback, I really appreciate it! I agree that the trade balancing is kind of a mess, I spent about half the jam time limit trying to make the profit calculations make any kid of sense. As or relationship building, at one point, I had it so you had to have at least one “real” item in the trade for it to count for relationship, I probably should have stuck with that.

As for art, two pictures per character was unfortunately all had time for, would definitely have done more if I had time.

In terms of future projects, I’m doing a 30 day game jam in August, and then going back to a visual novel I’ve been putting off. For the game jam, I know basically what the gameplay will be like but not sure exactly what fetishes I’ll work into it. The visual novel has various combinations of cumflation, harem building, and/or vore depending on the choices you make.

Just the cum, I’m moving on to other projects now that the game jam is over.

Nope, sorry.

Hey, thanks for playing! If you managed to get all 9 scales, I’m curious how long it took you? I was able to do it in 7 days in my own playtesting, but of course I had insider knowledge about all the supply and demand, so it’s hard to know how other people fared.

I definitely would have liked to have more to do than just the trading, but sadly 9 days just isn’t much time to do more than 1 big mechanic.

I’ve just published a guide detailing how the supply and demand algorithm works, you can find it in the devlog section.

Thanks for playing!

As for the speed, the sail controls what your target speed is, at 100% it’s 800 pixels/second, at a lower percentage it’s a corresponding fraction of that (400 pixels/second at 50%, etc.). It takes a long time for your speed to change though because the acceleration is slow.

Probably not, I don’t usually come back to work more on short game jam projects like this except for bug fixes.

Thank you for your service 🫡

This was really well written. Thanks for having multiple font options, as the default one was kind of hard to read.

It’s a shame you didn’t have time to get more done, the atmosphere and artstyle are fantastic.

The window is too big to properly fit on my screen though, so the bottom of text seemed to be getting cut off in the intro dialogue.

This is really cool. The puzzles were generally great, although I thought 6 was a bit too long and I did manage to get myself stuck and had to restart in 7.

In the starting room, one of the crates needs to stay where it is until after you can unlock the door. It’s the final crate you will use in the puzzle.

Does that help?

I definitely agree about the crate push speed, I’ve just pushed an update that makes it a lot faster.

Thanks for the feedback! I’ve just pushed out a patch that doubles how fast crates move, hopefully that helps.

Looking for opinions on this: Would you prefer to have player movement follow the grid instead of being free? I feel like it would make it harder to accidentally walk into pits or push crates you didn’t want to move.

I assume you’re playing through your browser? It seems to be a problem with Godot’s built-in tooltips on the web player, they work correctly on the Windows build. I might move that whole sidebar to the left side of the screen to get around the issue.

To summarize the options:

The “batches” option divides the goblins up so that they can’t all recalculate their pathfinding and other complicated job-selection behaviors on the same frame. Higher batch count = better performance. Going too high can potentially cause pathfinding issues.

“Max population” is pretty straightforward, although it doesn’t know how big a goblin’s pregnancy is going to be before giving her permission to get pregnant, so for example you could have a goblin get pregnant with triplets when you’re already 1 away from the limit.

“Safe sex” prevents goblins from having sex if there’s a chance of pregnancy, unless at least one of the goblins participating is marked with “encourage breeding”.

“Shoving” makes goblins push each other away if they’re piled on top of each other. Turn it off if you’re having framerate issues, as the collision detection has some overhead.