Skip to main content

Indie game storeFree gamesFun gamesHorror games
AssetsComics
Bundles
Jobs
TagsGame Engines

Impy

1,037
Posts
7
Topics
2,843
Followers
50
Following
A member registered Sep 15, 2016 · View creator page →

Creator of

Recent community posts

The ability to throw your line anywhere in 3D is super neat and isn't something I often see in fishing games! Perhaps it could use more variety to keep things engaging for 101 fish, but it's well designed and fun to use.

I like the dialogue exchanges and portraits. The sound effects and music are also very fitting for what you're doing.

It wasn't immediately apparent that certain characters won't buy certain types of fish, it felt like I wasn't using the menu right, so perhaps an indicator when can't sell something would help to clarify such things. I do however like the gameplay role of this system in keeping the player moving and interacting with different people. There are a few ways to get stuck, so the respawn button is a much appreciated addition. Unfortunately the escape key also stopped working for me at some point, and I got myself fully stuck before I could reach an event with any of the characters.

For a first game it's very ambitious and has a lot to do! Congratulations on setting all of this up, it couldn't have been easy to get this far into game development in a single month!

Very cool battle system, it's new and I like it a lot! It was fairly intuitive too, but some additional hints on menu element mouseovers may be useful for new players. Card text for moving backwards refilling your energy could also help, it was the only part that I didn't fully figure out through experimentation.

I like the writing and dialogue, they set the right mood to the story. It was fun to learn more about the characters through dialogue exchanges in battle! The intro and outro text slowly appearing does feel cinematic, but I feel like there should be an option to click through it as an alternative.

The art is very good, and there is a lot of attention present in the custom menu elements. I like the dynamism with various dialogue exchanges and animations, I don't think that the card mechanics would feel as impactful without all of the visuals to match what you're doing. The sounds and music do a lot of work in setting the proper tone too!

It's always a pleasure to see such a complete and polished game in a jam! I'm glad that you had the chance to make the experience of playing it feel so complete!

There's a lot of interesting stuff happening with this game's design, it's unfortunate that development got delayed. The 3D models are looking good, I like the pixelated textures and it's neat that there's a character customization screen! Music feels like it will fit the gameplay well, it seems just right for the pendulum swing. Lots of potential and ambition, I hope that you'll find some time to fully make this game into what you want it to become!

I like the varied character designs! The concept is new and solid, some scenarios with additional rules to keep players attentive could be a good way to add variety. I think there's a good bit of potential here if the game is expanded upon, I hope you'll keep developing it after the jam!

Short and fun! I like the selection of sounds, various animated effects, and the clean minimalist presentation!

Not the sprite sheets, but the gallery has a collection of every animation in the game and a few bonus ones. The only way to see the original sheets is to decompile the game in some way.

The mechanics are simple to understand but the game's level design still a fair bit of nuance to it. The soothing music, bright colors, and cute pixel art are a good match for the comical tone! The back to title and rest buttons can be easy to mix up when attempting to try a level again.

The gameplay feels solid and has a variety of sections with different mechanics! The sprites, interface and illustrations all look great. Music and sounds fit the stealth action well. I like the writing and dialogue, and the way that it's presented in a sidebar with detailed character illustrations on the sides.

I can tell that a lot of effort went into making all of this happen. Excellent work!

Very unfinished, but there's plenty of interesting potential with the systems that you're setting up! Building your own toys from various materials is a great concept and I'm guessing that at night you'll be able to peep on the customers using them? All of the more finished art is looking quite nice and I like the dialogue. I think this can be a very interesting game when it starts taking shape a little more, so I hope that you'll find some time to keep development going after the jam!

A very large game for a single month! Unfortunately it locked my controls fairly late into play, but I got to see plenty before that happened. The animations are neat and there's a variety of sprites and illustrations. The dialogue is well written and has a bit of bounce to it! Big variety of funny fishes, I wish there was a direct way to hunt for something specific. The music felt fitting but more sounds may help players feel more involved.

I started off with the expectation that I'll just be fishing with occasional upgrades until I reach $1000, but new characters and plots just kept popping up as the game went on! Quite an ambitious project!

Nice little story. The daily delivery pictures and little interactions with the world and characters keep things going at a lively pace! Even for one of your smaller projects there's still a good variety of writing and cute artwork!

Quite a cool idea and I love the dynamic presentation! The dialogue is simple, but animations help keep things lively and I like that the player gets to imagine what's happening. Hiding used combinations could be a way to keep things escalating, but it's neat to see different responses to the same action too!

The writing is fully focused on the encounter, which sets an immediate pace to the escalation! It works well as a short story with a clear focus, and the presentation of the text feels appropriate for the tone.

The original soundtrack is well suited for the theme! Good presentation, the text and illustrations side by side work quite well. The timed interviews mechanic is neat, while the kink isn't my thing it fits the gameplay nicely!

Everything's put together nicely and the controls are visually intuitive to follow. The comments from the crowd add a bit of dynamism. The art is clear with smooth pixelated motion, and it matches well with the retro sound effects!

It's pretty rare to see a voiced game in a jam, I also like how the animated font emphasizes what's being spoken! The simple controls feel good to use. Rhythm complexity seems a bit high for the first level, but the note hitting ratio requirement isn't too demanding. There's a consistent style to the art and the interface is clear and intuitive. The music score and rhythm notes are lined up well, I found the wet noises distracting but there's an option to turn them off, I wonder if there's a way to make them more subtle and incorporated into the beat a little more?

There's a lot of planning and setup that goes into matching musical notes with gameplay, nicely done!

I make a lot of randomly generated levels in my games, so the map generation and pathfinding are quite impressive to me! It feels like it comes up with fairly interesting layouts. I also like the grid-based movement and hypnotic hit zones. The art is cute, a large full body view of the main character feels appropriate, and portraits on a grid work quite well for the map. Goo and hypnosis sounds as well as some background music may be a good addition to help set the tone.

The game feels like it's better suited for turn-based planning than real-time action. You could consider adding some limited abilities to help with difficult situations, maybe short-range jumps, or ways to stun enemies. With some goals and rewards for going deeper, this game may get quite addictive!

An impressively long and well written text-adventure! The audio elements add a lot of atmosphere, as well as the staggered text for hypnotic interactions. There are a lot of branches, meaningful choices and exploration, all of which have their own descriptions and events. Immersion is among the biggest goals for a hypnosis-themed story, and I think you have everything perfectly placed for getting the readers invested!

I couldn't get it to work, and I don't own a game controller, but I want to leave a rating based on the screenshots and video because the rating system penalizes games with few ratings quite heavily. I really like how cartoonishly curvy the lady is, and the color palette is really dreamy. The wobbly physics look great. It's very impressive that you've made all of this without using a game engine of any kind!

Thank you! I want to make all objectives optional in the future with a turn limit on each level. Getting stuck on something won't really be an issue, it will be more about doing your best and collecting experience points from combos to power up your abilities for a final showdown. I decided to present it as a series of puzzle maps for the jam because the whole roguelike aspect of it wasn't anywhere close to being functional.

I was hoping to have time to add an alternative animation for characters walking around while hypnotized. Animations were the main cause of my time management problems, but surprisingly drawing the characters wasn't as hard as I thought it would be and was mostly done using the mouse, I guess all of my pixel art projects trained my hand. I definitely want to add more characters and items, I think that there will be at least 2 updates for this game and after that I'll see how much enthusiasm there is to keep going from both me and the players.

Selections are grid-based, I should add a highlight for the tile under the cursor because everyone pokes out quite a bit from the tiles they're standing on. I'm guessing you were clicking on the characters themselves, which is something I should expect if there's nothing to indicate what's under the cursor.

I'm really happy that you liked it enough to play the whole way through! I was very rushed towards the end, so a lot of the sounds and visual effects that I wanted to add didn't make it in. I also didn't catch the map generation bug in time. The game keeps an area of 4 tiles around the starting point clear, but on small maps if you start in the center there's no room to place things. The reset button was definitely a good addition for this first release!

I like to try new things, that's the full secret of my creativity. I started this mostly because I didn't see many others  making the types of games that I wanted to play, so I made them myself. In large part, I just think of a game that I liked that didn't have anything sexual in it and try to recreate the core mechanics with a bit of eroticism mixed into them. Along the way I come up with a bunch of alternative ways to do things, so the final creation is quite distinct from my sources of inspiration.

I want to maximize access to my games as much as possible so I picked a fairly generous monetization approach, I earn enough to get by, and that's perfect enough for me!

We've had a Discord server for a little over a year, you can find the link in my profile page.

Thank you, I was in a hurry to get the game published after a crash and in my experience web versions can be buggy so I decided not to try it. Making changes during ratings is usually not allowed, but if it's alright to just publish a web version I could do that.

I only got to test for a little bit, so I didn't encounter the map generation bug before the game was submitted. I'm pretty sure that it as something to do with there not being enough tiles to add everything if the player starts close to the center on a smaller map because the game tries to avoid placing anything too close to the start location. Luckily the reset button takes care of impossible levels for now, but I want things to be a bit less free-form in the future so it's definitely on my list of things to fix quickly!

I like that there's a story and different types of things are happening! I think that an hour-long version of this could be great, it brought back sweet memories of the Arfenhouse games. I don't think I've ever played anything made in the 001 game creator engine, so that was neat to see too.

I also like the choice of font and menu styles, they make the game-show style presentation look that much more polished and convincing! The art is lovely and there's a large variety of very different looking ladies. Music and sound effects are a good match for the visuals.

It feels like the throw distance increases faster than expected in the fishing section. I don't know if left mouse button should release the catch, it's not something that players will often want to do and ended up pressing it several times while learning the game. Other than that, the controls felt right and straightforward to use. With fishing being a big theme, perhaps there could be some way to more directly aim to catch a specific character?

I like the writing style quite a bit! I don't remember your previous strawberry jam entries being story focused, but you've got a pretty good talent for writing catchy exchanges!

The ragdoll-like way everyone moves is really neat! The responsive dialogues are also cool and I like the difference for converted critters. The controls and physics feel like they're in a good spot, it's all quite fun as a demo! I didn't really encounter any major bugs or performance issues in the web version.

If you have plans to keep developing this project, the gameplay design seems like it can go in quite a number of ways. I think that something objective-oriented would suit the theme better than a sandbox approach. It would be cool to see the converted vampires in action and form strategies for whatever a level requires. The game has a very solid and uniquely interesting start, so I hope that you'll find time to expand it a bit after the Jam!

A nice friend to keep in the background (foreground?) and occasionally mess around with! I had no idea Godot could even do this sort of thing. There's a good range of different interactions and dialogue. I love the animations, she has very cute reactions! Since tossing her is one of the common interactions, an effect for her tits bouncing when that happens could be fun.

I like your idea for unlocking more tools and options through popups in future versions! Some rare or unique effects, or visor text triggers would also be very cool to see if you're planning on expanding the project.

I didn't expect to see something like this among the submissions, but I'm very glad I have! Nicely done!

Sorry for the trouble, one of my biggest issues with Godot is that the same game may work in different ways on different hardware. Let me know if it runs on PC for you!

Beautiful game with a lot of very cool ideas! There are more detailed and unique illustrations in this game's single sexual event than in some of the lengthy visual novels I've played! I love the environment and character sprites, they offer a lot of visual storytelling for the world you're making. Lots of well-timed sound effects, and Fluffy's music fits the atmosphere of every event perfectly (you just need to set it to loop).

The loadout system is very interesting, there are a lot of squad customization options! It may need a bit of refinement to be make the choices a bit quicker and more intuitive, there are a lot of stats and it's not immediately apparent what you have equipped. The combat was fresh, fast-paced and fun! I haven't seen anything quite like it before and I think it's got a lot of potential after a bit of balance. I think there should be a big difference between weapon slots to make the buttons you press feel more meaningful. For example, left-click could be something common with lots of ammo, right-click holds slow powerful gun, while the other buttons may hold situational arms like flamethrowers and rockets. Right now I just want to shoot with everything, so I'm trying to mash 6 different keys at the same time.

It takes an incredible amount effort to make something like this, and congratulate you for getting so much of your extremely ambitious concept done so quicky! Your characters are fiercely adorable, and I am very much looking forward to seeing more of them and the world that they inhabit!

You've got a nice tileset and character sprites! I recommend setting your Unity project up specifically for pixel art to prevent sprites from resizing as you move around and gaps from appearing between the tiles, this change alone will significantly improve the look and polish of everything you've made so far. I didn't find anything to do outside of exploring the area around the house. I hope you'll keep working on this game, you'll have a lot of fun making new additions now that all of the fundamental game elements are in place!

A visually appealing sim with quite a bit of nuance to making the matches! I like the drag and drop interface, but it took me a bit to figure out how it works, a tutorial or highlights for draggable areas would help things a bit. The idea of the dialogue tree is attractive, it just needs a bit of clarification. I've encountered a few bugs with characters disappearing or duplicating, and the music stopping. Lack of explicitly sexual scenes is probably what feels the most missing since the game doesn't shy away from adult themes in other areas.

I think you're very much on the right track! The fundamental mechanics are new and interesting, and the controls feels fun to use after getting the hang of them. Nicely done!

The character art and various battle effects look fantastic! The combat is very cinematic with all sorts of neat animations and a very active camera! The dynamic interface elements are also suitably matched to the style. If you want to expand the game, increasing the pace could be of benefit in keeping the players actively engaged in things. Wumbreon has done a good job with the music I think the track is very suitable for what's happening and there are proper sound effects for everything you're doing.

Channel-based skills are a really neat idea! Since the channel already add a good degree of chance, you can probably remove some of the other luck-based effects, like stripping hitting at 30%.

It's a very impressive battle system with a lot of care and polish! I am curious if you intend to keep going, I think that even a single update to add a story that spans 3-4 battle scenarios with the same cast of characters and skills would be a great way to showcase the full potential of your work!

I like the art a lot, and the gameplay loop feels fully implemented! Pathfinding seems to be working well, which is probably the biggest coding challenge in a game like this one. The minimap is a wonderful addition, I think that it makes a very big difference in improving the experience. Sounds felt right for the style, an exciting retro musical track in the background would really seal the deal.

Your ability is very powerful since it instantly removes any enemy and creates an ally, but the opportunities to use it become very rare after depleting your energy pool. For a "summoner" themed dungeon crawler, it may be better to use cooldowns and a maximum control limit to give the player more chances to act.

The foundation feels solidly in place. If you've got the inspiration to keep going after the jam, adding more variety can turn this game into quite an exciting roguelike with a unique fighting style!

I don't think I've encountered all of the tracks in the other games yet, but they definitely added to the experience in every place I have! There a lot of variety to the music and 20 different tracks is an incredible amount to make in a month!

I don't think I've seen this sort of idea before, what a fun concept! I like all of the art and the great variety of clothes that can be discovered. The 3D effect is cool and makes the scenes feel a lot more dynamic! Sounds and music all felt right for what you're doing.

Some sort of a time system that moved the characters can be a way to keep players going from place to place in search of new clothes, and give more of a reason to revisit the areas to see what's changed.

I like that it can be both a fun little adventure or a grand quest to collect all of the outfits. References to other jam characters are a really neat bonus!

It's always neat to see a clicker game where your purchases have an immediate impact on what you're clicking. I like how fast things escalate! Since you've mentioned customization for a possible future update, maybe you can  offer different upgrade paths to change up how the slimes look and what the player does with them?

This is a very neat game for me personally because I was strongly considering a similar type of gameplay for my own project this year! There's a lot of stuff that you've done with the concept that I've never even considered. Real-time 2D pathfinding is one of the things that scared me off from attempting it, but it seems to be working perfectly fine in your implementation!

I really like the visuals for various ghost power effects. The characters and environment are also looking good. The fetch and deliver mechanics are cool, there's a lot you can do with those! There are some really exciting ideas in this prototype, and I hope that you're planning on expanding it into something bigger!

(2 edits)

The art's been improving with each new game. The menus and options are excellently presented with fittingly retro icons and borders. The writing is detailed but doesn't wander, and I like the occasional use of emotes to add a bit of fun to the dialogue. Some text like the food preparation description can probably be omitted to get players back into the action a bit faster. It's cool to see a bunch of different customization options available for the free mode!

Switching between drones was helpful for charging one while the other works, but it never fully felt like I was controlling a team. You could consider adding an ability to queue up commands for the drones to make more use of the switching mechanics. I like the results screen with all of the feedback, but something to show players how they are doing during service may be a nice touch. The daily themes are a fun way to change up the game, and you can probably push some of them further to have an even bigger twist on gameplay!

It's neat to see the upgradeable drone mechanics in something more action-oriented! It's a bit different, but I think it could be a step in a fun new direction for the universe you're making!

It's a pleasure to see the world continue to grow with each new chapter! It's very cool to see big dialogue illustrations for all of the characters. I also really like the addition of lewd scenes! The option to skip them for those who enjoy playing the series without overtly sexual encounters is a nice touch.

I like the idea of the investigation puzzle, but I feel like there should be multiple routes to identify what happened. An alternative solution would help those who get stuck by not examining something or talking to someone at the right time. The sliding puzzle was neat!

I feel that RPG Maker is somewhat limiting your potential, though you may be able to go around the issues with addons depending on which edition you are using. The first is the need to look up to interact with objects, I think that in the previous game the wizard had an upwards facing sprite to clarify this, but it's a bit ambiguous here and could be a problem for those unfamiliar with RPG Maker mechanics. If possible, it would be ideal to prevent this behavior altogether. The other is the size of the sprites. This series always featured some lovely pixel art, but it can be hard to see, I would love it if there was an option to play the game in 2x resolution.

Great work, I'm very glad that Rubber Wizard has become a common character in these jams!