Disposable Dev
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Part 2 is live :)
I promised to make a postmortem after the jam was concluded, and wouldn’t you know it, I did. You can read all 9,000 words of it on my blog. It’s quite a morsel!
I made the submission There Is Love In Me, which was regarded highly among those who played it. I promised to make a postmortem after the jam was concluded, and wouldn’t you know it, I did. You can read all 9,000 words of it on my blog. It’s quite a morsel!
Super old post, but if you’re viewing this awaiting my postmortem, here it is! https://disposablearts.neocities.org/articles/2024-03/there-is-love-in-me-postmortem-part-1-devs-furry-porno-story
Edit: Part 2 is live. https://disposablearts.neocities.org/articles/2024-03/there-is-love-in-me-postmortem-part-2-devs-kind-of-furry-porno-game
Thank you so much! I’m happy you got a lot out of the work, which is definitely my intent, appealing to people who like technology and robot furry stuff. My big goal with the project was to represent myself, and to appeal to people like myself, and I’m happy you enjoyed it a lot.
I also feel happy because I did enjoy your own visual novel, which appealed to my own interests for androids and cute girls as well. It’s nice to get an appraisal from someone who’s own work I liked so much.
Thanks for reading the story. I’m happy you appreciate the corny humour.
Thank you for your puzzle feedback. My limited testing prior reiterated many of the comments you had expressed here. The “command line” app idea is interesting. If I recreate the game, I will include a hint system, perhaps with that theming. The “no hints” philosophy is a holdover from the game’s limited time budget, and also them not being very common in ARG / CTF games.
I had deliberately overtuned the puzzles to increase their difficulty relative to the game length, especially with puzzle 008 acting as a hard roadblock, with its alternative solution being rather cryptic. As far as I can tell, nobody who has played the game has actually solved it without using the spoiler file. I broadly consider this a success, but I understand that my puzzle design is inconsistent and could definitely use less “moon logic” elements.
So, thank you for reading the story, and for appreciating the QT mark joke /)
The game reminds me of an older generation of action-platformers that were about maximizing their short playtime through intricate enemy behaviours and numerous traps. You don’t see these designs very often because players are not used to interacting with a shorter, more difficult game, compared to newer games which are always longer and more forgiving. I was frustrated initially, but it was manageable when I changed my strategy, and enabled checkpoints on every screen.
I felt the physics work against the game. The high acceleration and low traction combine to make scenarios where you end up overshooting your jump and fall into an enemy’s attack. The physics model can be fun, but it should be tweaked a bit to prevent the feeling of losing control of your character, perhaps by slightly reducing the acceleration and increasing friction.
While the attacks were fast and responsive, their frame-perfect nature is frustrating because of the difficulty of registering if the enemy had died, or how close you were to killing them. Increasing the active time by a frame or two would provide a buffer against the necessary precision and the inability to react immediately to whether you had missed or not.
It’s good for how short it is. The continued dismemberment is not my fetish, but I can emphasize with its thrill.
Brilliant puzzle designs in a thematically appropriate way. I was especially impressed by the elegance and inverse logic of the last one. Would have liked a fullscreen option.
Thank you for trying out my game. It’s nice that you had tried solving it to such an extent.
Thank you for trying out the puzzles. I’m glad you found use of the spoilers file.
I will admit that, though I enjoy licking up little critters and feeling them squirm in my big macro mouth (and being the victim, too), I’m not into the digestive part of the process. The game describes the white fluids as cum, although in the absence of apparent genitals, it’s easy to interpret as feces. Though, it is nice to see them wiggle around in a cartoon holding belly. In a weird sense, I feel empathy for these helpless critters, and for me, who is also helpless against the big critters.
In terms of gameplay, the core is similar to “grow games” like Katamari, agar.io, and that ancient Flash game called “Tasty Planet.” For this game, the effort was placed in the presentation and visual style, which works well, and the animations are fluid. The main threat are creatures that are much bigger than you, but the main way to avoid them is to not be in their vision. The camera is zoomed in just enough where you only have a tiny bit of reaction time to prevent yourself from getting in the view of the big creatures. Unfortunately, once you are seen, there is no way to stop yourself from getting eaten. So there is not much strategy there, but it is still entertaining to try and become big in that limited framework.
It helps that the music is incredibly stimulating, and has been stuck in my head for a while after playing.
This is the project of the game jam that I’m most excited to come back to and see the completion of. The characterization of the two main characters were excellent, and provide that feeling that they really are just awkward and uncomfortable with themselves and each other, in a good and gratifying way. I also liked the violence of the fetish, and the creativity in using robotic parts to their logical advantage in exploiting that. The game portion of the novel was also interesting to play with, and provided some intrigue without feeling overwhelming.
So, if you happen to come back to this project, I will be happy to play it, and see where their cute, and cruel, little stories go.
Thank you for complimenting my ambitions. I’m happy to see people try new genres they wouldn’t otherwise consider, and I think this jam is a good platform for helping people do just that.
I really appreciate your honest comments. It was important to me to demonstrate that honest depiction of personal feelings and mental complexions, even when they persist in erotic contexts. Thank you for taking your time and engaging with the work when your personal feelings allow it.
I also like that Brainfuck puzzle idea, even accidental. If I create a remake, I will be happy to create more opportunities for esoteric puzzles, even if they involve more “nerd sniping” :)
I got into this game a lot, and enjoyed it the whole time I was playing. It reminded me of a cross between a dungeon crawler and a resource optimization thing, where you have to explore the map and spend your energy optimally in order to progress. In that way, failing a stage didn’t feel frustrating because you can discover more efficient strategies each time, and enjoy the feeling of figuring out how to use the mechanics to your advantage. There’s a sense of purpose to its initial complexity, and I was even disappointed when it ended so soon.
The eroticism of the game didn’t do much for me because the characters and narrative weren’t fleshed out in this demo, and the nudity was more casual than sexual. I will also say the game is a bit buggy and I think I was in a state where I didn’t have all the familiars unlocked in the main menu despite having completed them all, but the bugs only affected that one instance.
I don’t have much more to say. The mechanics are well done and I really liked playing it.
I’m a bit biased because deers are some of my favourite furries, but I did enjoy posing this creature, whose name is Diana I gather, for my own personal pleasure. I think the itch.io thumbnail undersells the concept, as she does deserve to have her flustered face front-and-center. She is a cute doe, after all.
As for the game, I understand it’s a tech demo, and earning money is as simple as hitting the spacebar a lot to get a random amount of cash. There wasn’t an ending even after unlocking all the outfits, and I’m additionally biased towards the sexy goth outfits, so unlocking all of them wasn’t something I would have done without expectation of an ending. On that basis, the game is purely a webtoy to play with for a bit until you’ve taken all the pictures your heart desires, which isn’t a bad thing on that basis.
It’s aesthetically pleasing for what it is, and I did enjoy my short time staring at her fluffy tail. And butt.
I like this game. It has a great sense of atmosphere in its sound design and colour grading, and the escape-the-room style sequences are gratifying to figure out without being frustrating or unintuitive. The mask mechanic fits the theme and gameplay very well, and the first-person perspective leads to suitably gratifying kink sequences.
I appreciate the transformation sequences and their soft and cuddly nature. I am especially a fan of being kissed into transforming and being a little creature who is cared for by their much bigger furry friends. There is no narrative which brings together the events, which is a shame because the environment offers intrigue in its physical geography and the inhabitants within, which is worth expanding upon with a tiny bit of expository background. Just enough to keep the sense of wonder, of course.
Some of the environment puzzles are typical “lock and key” design where you pick up an object and use it on another object. But the puzzles involving the masks, where you have to divine their attributes from the environment and the physical characteristics of the masks themselves, are inspired and satisfying to figure out. My big complaint with the masks is the mechanic where you have to hide from the stalker character, which drags on for a few seconds too long each time, meaning that I have to deliberately despawn the stalker by running into rooms where they cannot appear. This is a distraction from the main puzzle solving and slows the pace of play unnecessarily.
Overall, it feels good to play and experience, and makes me interested in the types of games you will make next :)
It doesn’t look like there’s anything I can do on my end at this point. Thank you for your reports regardless.
I enjoy these types of games where you command your minions to do things for you and then watch them bow to your whims as you create a new civilization. It’s also helpful that the mechanics are kept lean, to avoid the impossible-to-understand Dwarf Fortress-likes. I am a big fan of the pregnancy and ability to make an army of constantly lactating big-titty goblins, though the on-screen graphics are limited to serving gameplay functions.
I would say the big problem is that there isn’t a point to the game beyond the intrinsic reward of playing with the genetic functions, which is limited considering the genetic descriptions and character sprites are templated. Even something simple like having to dig to a specific spot on the map, or having to make enough materials to repair your boat, would have created a tangible objective for the player to accomplish. Within the genetics mechanic, it’s difficult to interact with because of the simplicity of the breeding capabilities and the inability to sort your goblin list specifically for traits.
That being said, I appreciate the ambition in making a functioning genetic algorithm and functional goblin pathfinding, which can easily become nonfunctional if not designed properly. And I did enjoy carving out the world for a little bit, although there is not much content to enjoy at the moment.
I liked this one quite a bit. There was a lot of content packed into this experience, and the judicious use of pre-existing assets was an efficient way to create original content on a time budget. It reminds me of those classic 2000s indie adventure games, although there is definitely a modern influence with the perk-based skill tree. I thought the presentation was excellent and the use of transformation was pleasurable and justified in-universe.
In terms of plot, it felt less like I was solving a mystery more so that I was experiencing a linear story. There aren’t many puzzles in the game, and much of the progression is based around talking to new NPCs or going into new areas on the map. In that way, it’s a visual novel with some light interactive elements, rather than the traditional puzzle-solving adventure genre. The main difference, per playthrough is in dialogue choices based on your skill tree, but as far as I can tell they don’t have a major impact on the story, and exist for flavour.
I also think that the climax of the story was weak, where the culmination of your efforts was discovering that the mystery was effectively an exercise in interspecies trolling, where the cultists don’t pose any significant threat, and everything was wrapped up neatly in the final scene without any tension or drama. The character personalities are also distinct, though the large number of characters combined with the story’s fast pace means that you don’t get as much time to spend with them to let them shine through.
Overall, it’s a good game and story that put in a lot of effort in the time allotted, with sensible worldbuilding and a competent story, though it isn’t as interactive or as erotic as I would have liked.
You’re welcome :)
I was immediately struck by the amount of effort in the visual design and the animation. The game takes the form of a visual novel, but the presentation is different from the typical Ren’Py style, and showcasing the environment with different camera angles and character poses go a long way in establishing the atmosphere. I also felt the environment and character design was appropriately sparse, and creates a project that is visually distinctive.
I enjoyed the narrative to an extent. I liked how it was cohesive and well constructed without plot contrivances, and the world was not encumbered with excessive exposition. I also liked how the fetish content was integrated in a classy fashion, even though that class is not necessarily sexually gratifying.
The central conceit of the narrative is that Marco and Bard fall in love with each other, but within the context of the lore established, I don’t think that’s realistic. If we go by Marco’s own words, they had been working this job forever, having ferried countless souls. The personality of Bard is essentially an anxious abuse victim with suppressed sexuality and a bit of a nihilistic streak. I don’t think Bard’s personality is strong enough to carry this conceit, and Marco does not have any especially strong personality traits that suggest they would be immediately infatuated with Bard, especially in the short timeframe the narrative presents. (That there are three other souls fished up with the same traits is a further damnation.) I understand this is an Anthropic Principle thing where this has to happen for the story to function, but I don’t buy that the characters presented would perform the actions they do if they were not part of this narrative.
I also think that the themes presented in the work are general to the point where they are universally applicable, especially regarding persistent inadequacies, the fear of death, the usage of well-worn afterlife tropes, and the popular positive-nihilistic outlook. I think that for a project like this, having a specificity of theme would be a great benefit, allowing an exploration of vore and sexuality in a more direct way. Because as nice as the aesthetic is, there isn’t a “wow factor” that makes this story stand out from other stories, and I think that is a shame given the excellent presentation.
Apart from that, it’s really good, highly competent, with good sound design, good harmony… you know, just really high-effort all around.
I enjoyed this game significantly because of it matching my intersecting kinks of transformation, hypnosis, and pet praise. The aesthetics are excellent, and I appreciate how it manipulates the limited capabilities of PICO-8 to its full extent. I especially enjoyed the subtle droning sound design in the background, though I would have liked the breathing to have an audio cue so that I could focus on the words visually while focusing on the breathing aurally.
This is going to be a specific complaint, but I often use these roleplays to manage my anxiety, and attaching a game to the project ignites my anxiety because of my unhealthy perfectionist nature. It’s unrealistic for you to change the design because of my mental illness, but I though it fitting to offer that perspective. I will emphasize that I still felt peace and comfort with the game, and I really enjoyed the emphasis on consent and personal pleasure, which makes me feel grateful for having my feelings considered.
It’s an evocative game that made me feel like a warm and squeaky good little pool toy, and that makes me happy :)
I am a bit of a Tetris gamer, so I do appreciate another spin on the idea. I will say outright that this has, so far, been the game that I most wanted to go back to and play. Clearing the hardest difficulty was more satisfying to me than one of many Tetris 99 victories. While the mechanics of this game are a little arcane, there is a bit of method to the madness that makes it functional, although still reliant on the will of the physics to ensure your victory.
I am immediately impressed by this game’s existence because of how easy it is to make a physics-based Tetris game completely nonfunctional. (See deliberately bad examples like “Hell Tetris”). The game is generous in clearing lines at the bottom with a bunch of squished blocks, though not so much when on top of a large stack of gel. From what I understand, each piece will try to “settle” to the rotation it was initially placed, though when multiple pieces try to settle, it leads to chaotic results that cannot be reasonably affected. In many cases, the best strategy is to wait out placing a piece as long as possible and hope that all the pieces settle properly.
The gel mechanic is the jankiest part of the game due to the reliance on going towards the corner vents. The problem is that square blocks, whether 2x2 or 1x1, will also try to “settle” even when there is no logical reason for them to. This means that a square block stuck in a vent will often vibrate and make it impossible to get gel into the vents without squishing it until it finally line clears. Depending on the positioning of the blocks, there are multiple game states where you cannot win, and luck is a large factor compared to normal Tetris.
I would ultimately say it’s an enjoyable experience for the three game modes it has, and I do enjoy the squishiness of it all, but I wouldn’t say it is especially erotic.
The impression I get from this game is that it was written as a story first and then mechanically second. It is effectively a typing simulator, but without the aesthetic impact of Typing Of The Dead, or the educational impact of Mavis Beacon. The prose is written in dense paragraphs rich with detail, which works for a story, but not when typing them all out is the main mechanic of the game. For such a game design, the prose would have to be short, immediate, punchy, and backed by stimulating visuals to encourage the player to keep typing.
My most immediate point of comparison for this project is Emily Is Away, which is a visual novel where you progress by typing words into a chat box through AOL. The key difference is that you only need to press random keys on your keyboard to progress. This dramatically speeds up the pace of play. I understand that within the story of your project, the student is writing out an essay, similar to the ludonarrative of Emily Is Away. However, copying out an essay by rote for over an hour isn’t even utilized in dedicated teaching software. They break up the stages into discrete segments to prevent fatigue, where in your project, the segments are chained together at once with the player having to mandate their breaks.
For such a design to work, the game would have to have short text segments combined with long rewards. But the cutscenes, being the rewards, are too short relative to the long effort required in the typing. Even as someone who can casually type over 100 words per minute (and who wrote an 18,000 word novelette in three weeks), it was an enormous effort, and I had to quit after 30 minutes. To be frank, when multiple people are reporting physical pain from your game, that’s a sign you need to redo your game design.
While the game design is unworkable at present, I did like the intrigue of the fetish, and the pleasant, minimalist visual design. The font does not distinguish easily between capital letters, but the rest of the visuals are quite good. I would be willing to view the game to completion if there was an autotyper option, a visual novel version, or a PDF version with embedded video.
Thank you for playing the game, and for appreciating the PDF version. I think you understand well the intent of my creation, and I’m happy to see that come through.
Thank you for your praise. I appreciate the acknowledgement that it is a niche title, which is something I had deliberately aimed for. It’s good that I had encouraged some people to try something they otherwise would not have.
Thank you for your patience. I’m still interested in helping people with this issue. Can you please tell me your Windows version and the program you are using? Notepad, for instance.
In addition, I have added to the installation instructions on Itch.io reminding users of Notepad++.
Thank you for your report. On investigating I have learned that the default applications in Windows (Notepad, Wordpad, PowerShell) apply inconsistent character encodings and word-wrap standards. As this is a universal weakness to the Windows environment, I expect that my target audience will already have alternative word editors to use, such as Notepad++. However, there are alternative solutions to the puzzles that do not rely on this.
In the case of words wrapping prematurely, for those who wish to use the defaults, there are four solutions.
-
Notepad’s word wrap can be disabled by clicking on Format -> Word Wrap.
-
Wordpad can use a monospaced font (enabled by default) and font sizing.
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Powershell can read the content of non UTF-8 files using the
get-content
command. -
Manually line-break at the appropriate character count using the hints provided.
In the case of broken UTF-8 support, you will need to use Notepad. If that is not sufficient, you will need to install another editor.
If I release a future edition of the game, I will explore additional editors and encourage users to try them.
Thank you for trying my game.
Thank you for your kind words. I’m happy that you got a lot out of my story :)
Cohost post I just read about this topic: https://cohost.org/leo-g/post/4843541-h1-game-design-and
tl;dr put porn whenever you would put an Xbox Live achievement, make it a reward and not a punishment, and don’t be predictable.
Thank you for looking into it. I will play the game again at a later date.
There appears to be a bug where the character’s limbs vibrate wildly, and an additional bug where I am unable to get past the “thrust back and forth” part of the first level.
OS: Linux Mint Cinnamon 21.3
For some reason the provided GIF plays slower than it should, but it demonstrates the issue.
No problem. I’m glad I could help you.
Per README.txt, the Windows file explorer cannot extract passworded files by default. You will have to install an alternate utility such as 7-Zip. https://7-zip.org/
I will update the installation instructions on the game page to clarify this.
Hey everyone, I’m Disposable Devin, known as Dev (he/she/they). I haven’t posted in the community tab because I’ve too busy making my game!
I made a puzzle game / novelette titled There Is Love In Me, which is about furry robots having genderfluid cuddle sessions, taking place as a series of ARG-like challenges in a file browser.
I have been working on this for three straight weeks, and I got a lot of encouragement from my friends who have similar fetishistic interests as me (especially plushies). I especially hope that people find the puzzles suitably challenging without being frustrating.
I’ll write a “postmortem” once the jam is done and I get to play everyone else’s games :)
Check it out: https://disposabledev.itch.io/there-is-love-in-me
Post your quick comments and bug reports here. I’ll come in to reply from time to time.
If you want to make a longer review or report, be sure to put it in a new thread. I’ll definitely read it!
When including a bug report: Write your operating system version, which file extraction utility you are using, and a screenshot.
Also, if you like what I made here, check out my Cohost!