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zckebdq

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A member registered Jan 28, 2022 · View creator page →

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Is that not for you to decide? I like to think that I am trustworthy (and, would I tell you if I was not?). You can see for yourself the comments from people who have played it for the game jam.

Sorry, I don't have Index controllers, so I can't test this. My only suggestion would be to check in the Steam controller bindings that the "GrabGrip," "GrabPinch," and "InteractUI" actions are each associated with some input.

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Really lovely music and artwork. It always comes as a disappointment when one notices that their game jam concept is too ambitious, but what resulted here was nicely polished and works well as a teaser. I found it an intriguing choice to use this kind of medium to discuss such "heavy" topics. It is of course not unusual to use fiction to explore serious, real-world subjects, but in smut it's much more uncommon. And the serious subjects wove well into the more explicitly erotic sequences, which themselves have a good flow and ebb.

I do have one complaint about the writing--much of it felt very insubstantial. I felt like I could have accidentally clicked through 20% of the dialog and would not have missed anything. That sometimes makes it hard to tell what's important. Clover and Hazel spend a good amount of time discussing the mechanical details of their in-universe novel, but that didn't go anywhere. Having a whole scene to introduce Charlie probably makes sense for the multi-episode arc you're trying to tell, but it felt too long for just this prologue. Fluffy dialog is certainly naturalistic, but in fiction, reality is often condensed for easier digestion--I have the feeling "hyper-realism" is not your goal here. Then again, maybe I haven't read enough visual novels, and this is typical for the genre.

I liked Herb. I wish I could have my own Herb.

Really good art, top notch sound design, and really well integrated animations. The design of the card game really felt like it was built specifically for being horny. A highly cohesive product for a jam game. All that said, I did not fully understand how to play. It would have been nice to have either an explainer or tooltips to explain what all the numbers were, and which ones I had to keep high or low.

I got an error towards the end of a round:

ERROR in

action number 1

of <Unknown Event>

for object vfx_heavy_breath:

Variable vfx_heavy_breath.mySystem(100163, -2147483648) not set before reading it.

at gml_Object_vfx_heavy_breath_CleanUp_0

gml_Object_vfx_heavy_breath_CleanUp_0 (line -1)

I found the platforming to be quite stiff, though it worked alright for what it was trying to accomplish. I liked the roping mechanic, and how that tied into the game's themes. The tutorial progression is smooth, introducing concepts one at a time and interspersing them with challenges, and utilizing all of them in the final boss. I liked that there was no health bar, instead only affecting your progression through the final boss, though that did mean that every hit was a setback, rather than an attempt to retry. The characters are cute, but their animation in-game felt a little disconnected from the gameplay. The sound design during the final cutscene was very good, but I expected more reactive sound effects during the rest of the game. The backgrounds are nice, but the environment felt pretty sparse for how little space the characters take up on-screen.

Very nice! I really like the edge wiggles, and the fluid animation of the insect god. I did not expect such liveliness just from what I saw in the thumbnail.

Full frontal nudity as soon as the game starts really throws out any notion of stealth, haha.

I would have appreciated a more in-depth tutorial. I had to look up external resources for how the game is played, and even then it took a few rounds to get a hang of things. It was fun to master, though.

The integration of the TF progression with the game progression was straightforward, certainly. Almost felt like a game of strip poker. I did enjoy the transformation sequence, though, and how it seemed like progressing different ways in the game also progressed the transformation in different ways.

The writing was enjoyable.

The music was fine, somewhat distracting at first. I think I would have liked sound effects to play during gameplay actions--like sword swipes when attacking, or a loud crack when your shield breaks. It might also work to have sounds for parts of the transformation, and also chittering when the insect god speaks.

I sometimes have a hard time learning tabletop games, and this was my first time using Tabletop Simulator, so it was difficult for me to actually learn how to play. The play mat in the latest version definitely helped--it was not clear to me at first that every player has their own draw pile. I played alone since the game page says it is for "1-4 players," but it really seems to be designed for more than one or two. In a group, I could see the fun arising from the sabotage and defense of the other players, especially since the gem count is visible to everybody. Alone, I could only collect gems and make potions, so there was no real strategy. In a pair, there is only one choice of sabotage target.

If TF is supposed to be a major theme, I was expecting that to have a larger role--more detailed descriptions on the cards, perhaps? As it is, the game is somewhat stealthy, and while I couldn't see a "typical" play group getting much mileage from it, it definitely sounds like it could be a lot of fun in a larger, more interested group, especially as a springboard for storytelling or roleplay.

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I really like how intuitive it is to play, and how natural it feels to adapt to a client's needs. The aesthetic is very harmonious: the pixel art portraits, the bright colors, the simple sound effects, and the point-and-click interface, all felt like they belonged together. I also learned about some new kinks!

Edit: I do want to note though that the font is hard to read at this low resolution ("What is a 'Bood boy'? Oh, right.")

Thank you for trying it out! I am sorry that you did not have a good experience. There are some tips for playing on the main game page, but unfortunately it is still quite buggy for now.

Okay! I finally had some time to sit down and play this enough to be able to give a rating. Like the others have already said, having so many gameplay elements with so little introduction makes for a very confusing first experience. During my first try, my actions were haphazard, leading to a swift room breach (and multiple subsequent failed containments). For my second try, I made myself a little diagram with the stats and their effects written out. From there, I just focused on mood/stress/atmosphere/tension stats, and then eventually learned what stats rooms require, and then learned that I can strategically schedule characters to buff them for later. I think if you end up adding a tutorial, it should only introduce a few concepts at a time. Even in the absence of a full tutorial though, it still would have been helpful to have some sort of diagram, overview, or guide.

The game feels like it draws a lot of inspiration from table-top games.

Others have also said that they wanted dialog portraits, but I think even without that, there are ways to communicate who is talking, like having the character sprites move, even just up and down.

Perhaps this genre is just not one that I get along with, because I could definitely see the gameplay strengthening one's bonds with the characters!

Wow, very pretty! The environments really feel like a sci-fi alien planet. The character animation is very smooth and highly expressive, and integrates well with the gameplay. Speaking of, I thought the platforming was good. I had to get a gamepad out to play comfortably. My only complaint there is that a lot of the jumps were too high for a normal jump--a "super" jump seems like it should be saved for special occasions. I like the sound design, but I wish there was more of it. I felt like my character should be vocalizing during many of the animations. I can't wait to see more!

All very good ideas, thank you again!

Thanks for playing!

The lack of variance in skin tones was just because those were the textures included with the model I used. Though maybe I can alter them myself to produce more variations.

Similarly, the dragon scales not changing colors was a technical limitation. One that I have an idea how to fix, but I didn't have time during the jam.

I also wanted to include ambient noise, but I didn't know what the ambient noise should be! If any sound designers are reading this, get in touch!

Thanks for reporting the issue about animations not playing after pressing escape. I had not experienced that yet. I had experienced quite a few other bugs but didn't have time to fix them during the jam.

I do intend to expand on this, though yes it may end up being more of a sandbox than an actual puzzle game.

Thank you again for the feedback!

Cute! I will admit that I did not try every single dialog option--I didn't want to anger the barista more than I already had!--so I may have just been lucky to get it correct on the first try. The name tags on both characters were funny. I agree that some supplemental sound design would have been nice, but the music was pleasant anyway, and this game genre does not necessarily need it. I liked the character design of the barista and the art style of her portrait, and would have liked to see more.

I apologize that there isn't very much actual content. As these things go, I got caught up in details rather than focusing on a full experience. Follow me on itch.io or Twitter for future updates!