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oxyrophusguibei

10
Posts
A member registered May 10, 2021

Recent community posts

Has anyone been able to beat this on normal? Closest I've been able to get was the second-to-last size on the newest update. In the previous update I could just spam the balls on one corner and everything would sort-of just work out from there, but I didn't manage to make it through back then either. I'm this close to just looking up a 40-page guide on the Suika placement order but if someone could just give me a tip in here I'd be grateful.

Great game! A friend recommended me this and I enjoyed the experience a lot. The art is 100% the highlight here, your style is delightfully expressive and you clearly had a lot of fun drawing just about everything, going by all the detail in everything ranging from the backgrounds to the animations.

I do have to wonder, however... what's up with the control scheme exactly? The buttons are sorta all over the place, and the inclusion of the mouse is completely unnecessary; the game is been perfectly playable with just the keyboard.
It's definitely not a big deal since the controls are just explained in the pause menu and there's nothing inherently wrong with them per se... but why not just go for a more standard WASD + JKL or arrow keys + ZXC scheme instead? Well I suppose I got what I wanted through the Undertale Mod Tool but I'm still pondering the reasoning behind the unusual keybinding choices.

Sick game! I went ahead and checked the original to compare. I recognized the name from somewhere and then I realized that was the guy who made Platform Racing 2. Pretty cool, got a high score of 2981 at 16x after a bunch of attempts.

Not sure how many updates you're planning for this, but maybe add a LMB/RMB control option for spinning? I just feel like it would be convenient.

I was looking for something quick to play last night and I actually found myself having to come back to this today. It was much longer than what I expected but it was worth it. Even minus all the smut the game is very engaging, which is something that's pretty hard to achieve in my opinion, but it's all for the best.

I will admit I felt kinda guilty skipping over all the sex scene text as writing seems to be your primary area of expertise but nonetheless I found the story captivating and seeing M10 through her mission and earning her a satisfying ending was enough to keep me going. Maybe that's actually a compliment, I don't know? It means you have a perfectly functional plot and that's a good thing to aspire for.

The combat was also definitely functional. Wasn't the most intricate web of mechanics and interactions I've ever had to untangle, but that's not really the point of the game, is it? Had the game on the strict level cap and Hard all the way and I did lose to Mimi once, but on the second time around better preparation is all it took (finished at level 8). I didn't find much use for a weapon other than the Hull Cleanser but maybe that's because I had already invested enough upgrades into it and getting more Bits was proving to be rather difficult.

As a final note, it would be nice being able to modify weapons without unequipping them. Sure, it's for immersion, but I think it's not worth the inconvenience of having to unequip the weapon, modify it, then equip it again considering the slight pauses the game does whenever you perform an action.

Other than that, the game does manage to pull off everything it wants to and I can say for sure those were some well-spent hours. Good job!

Unfortunate :(

You still got the down-up sprites from the first version after all this time? Wanted to have a little fun with them.

Spend a couple hours on this game just now. Writing is pretty much on par with what I expected coming into this and it kept me captivated even though I usually strongly prefer visuals.

One glaring issue I noticed was that I wish I didn't have to go through all of the countless random events popping up while I'm trying to just get from point A to B (especially apparent on Taun).
To fix that problem while still letting the player access random events I'd recommend including a link to the applicable random encounter somewhere on the navigation screen where it would be visible but not much of a bother, so if you want to read an event you haven't seen before (would be cool to also have an indication for new events)/want to see again you can click it or go about your day otherwise.

Aside from that I think it would be a good idea to experiment a little with requirements for the "bad ends". Since the main gameplay loop is composed of looking out for them it would be interesting to throw some extra challenge and make the player think and search for them instead of just checking the travel options they haven't tried out yet. Could just be that the game's in an early state as well and you have that planned down the line too, in which case you're in the right track imo.

Overall superb product, this might not be my thing exactly (what with the extreme lack of agency) but I wish you luck in further development nonetheless and hope my feedback was applicable in some way.

This ending isn't secret or anything. All endings in this game are given based on how high/low the heart meter on the top is, this one is the second best ending. You should get it by letting the wife eat non-insects 2-3 times and playing as normal otherwise

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 Sub 58 is actually possible. Holy shit

Maybe it would be a good idea to make a template so that you can add custom characters? I noticed you can edit the in-game sprites quite easily so I imagine it shouldn't be too hard.