Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

Impy

878
Posts
6
Topics
2,255
Followers
45
Following
A member registered Sep 15, 2016 · View creator page →

Creator of

Recent community posts

I'm glad to hear it! This will probably be a shorter game overall, but I'm aiming to make at least 2 more updates after this one. I'd like to have at least one event for each character pairing and a few more features in place before I call this game finished.

Thank you! The new systems I've added should make the events a fair bit more accessible and offer some new elements of strategy in the chess portion of the game.

I would strongly advise against changing engines at this point, it will kill your momentum. Maybe try something new in a future project if you feel that SRPG Studio is too limiting for your ideas.

If features that you want to add seem difficult to implement than perhaps you could try a solution with stuff that you know how to do. When using a prebuilt engine it's usually best to take advantage of things that it's good at rather than morphing the whole thing into a something else entirely. Making characters strong against specific enemy types for example is something that should be very much in-tune with what SRPG Studio is great at. My suggestion for grayed out boxes could be done using picture popups instead of tinkering with menu code. Having the night scene start on the ally turn could also be done by applying a sleep status that prevents ally movement on that turn to the same effect. There's always more than one way to add a feature, and aligning your additions with the strengths of the engine will both reduce your workload and make the game experience feel smoother for the players.

The new chapters are fun! The story's really starting to come together. I like all of the little branches, though perhaps more indication on how to access them may help. I've only got about a quarter of the gallery filled even with reloading and trying different things. A grayed out option box for something that you need but don't currently have can be a way to get players on the right track. I would also like to see more choices where you get something different rather than having a clear wrong choice that gives you nothing and forces a reload. It doesn't have to be a whole new story sequence, but even some gold or an item will make players feel compensated for missing out.

The campfire scenes are a great addition, but perhaps they should trigger before the ally turn because your options for who to watch or visit are determined by map positions which you don't have much control over. The Kota POV scenes are neat, but perhaps they should skip the parts with Nestor because players will have already seen those parts of the dialogue. Maybe a bit of before and after he shows up with most of the parts that are addressed in a different event skipped in a fade to black.

Map orders from what I've experienced seem to be for combat only. This is a fine choice since it reduces the amount of guesswork for players, but it does incentivize use of high damage characters for all tasks. Having different fighters be good against certain opponents in a clear way could make them feel more unique.

I'm very happy to see the game continue to grow and expand! Ease of play features and polish could help the game feel a bit more accessible, but the new story and events all felt good to experience. Very nicely done!

Probably not. My pixel art games are difficult to adapt for mobile devices because they require consistent target resolutions and the elements are quite small for touch screen controls.

That's awesome to hear! Of all of my games so far Monsoon has definitely been in development the longest, and it's wonderful to see that it has blossomed into something that players will be able to dive into for hours. Thank you!

I'm glad you liked it! There will be some extra summonable pieces in the future and perhaps ways to temporarily take control of others.

The queen appears after the following conditions are met:

  • You have gone on two dates with the same companion.
  • You have found at least 8 cauldron clues.
  • There is another companion available in the town you have arrived at.

Thank you! I'm taking my first proper vacation at the end of this month, so I will be in good shape for diving back into development for my new games.

I'm glad that you liked it! I usually aim for a bit of humor in my events, and it's always reassuring to hear that I'm hitting the mark.

I'm very happy to see that you have decided to continue development after the Jam! This was one of the game that I really hoped to see more of.

The map markings do a lot to improve the experience, great addition! You can try increasing the Z-index of the X's to ensure that they always get drawn on top of the other map elements.

The portrait expressions and new animations are also neat, I'm starting to get more of an idea about how all of this will play out!

Just a fix for a major bug. In v4d going to the gallery with no save data generated a dummy save to get some of the gallery features working. This file was not cleared when returning to the main menu which allowed players to load it leading to the game locking up. This is the only change.

I will release a series of patches for my older games this year because I am planning to get them to appear on Steam and possibly some other services. The 10e patch for Sweepers changes the following:

  • Fixed bug where immune bosses could be hit while hidden
  • Changed Mechanized Rites quest locations.
  • Replaced match girl with her older sister.
  • A few small adjustments to dialogue.

Sorry for the late public release on this one. Version 9 has went through a series of changes and will still be patched one more time before it goes public.

Monster Monsoon is almost complete now! This game has had the longest development time of any of my projects thus far. Thank you for playing and supporting it over the past two years!

There will be lots of that in this game!

I will have a look to see if it's possible in the future. Because my games have pixelated art, they don't always work on various specialized resolutions that phones use.

Just what I could get done in a month for now! I've never made save systems in Godot before, so I didn't have time to learn how to make them for the game jam. Saves and galleries will be added in a future update.

A lot of the cast in my latest games got picked by my subscribers, so some of this is up to the voters. I'm trying to set up quotas in those polls to ensure a bit more variety, but male characters tend to be the least popular ones. I will try to get a couple of new male rivals to appear in some of my ongoing and upcoming games, but even in the days of Summer Sweepers the community wanted more of Abigail rather than Ram.

I don't think I can make games by commission right now, I'm always too busy with my projects to take on another, but I really appreciate the offer!

You've made a fun and very pretty game. I'd love to play it again if it's expanded!

Thank you for playing! I'm happy that you had a good time!

Thank you! I used a variety of my unused older sketches for character ideas. Piper's design was an alternative bodyguard concept for Secrets of the Bastion. Gwynn and Boa used to be mech pilot designs in a very old game that never got made. Hiffa was intended to be in a first-person dungeon crawler. I get a bit sentimental about my characters that don't make it into a game, so it was lots of fun to give them all a chance to shine beyond their old concept art!

I sometimes make my games a bit too complicated, so I'm glad that a lot of players are able to get into the swing of things quickly this year! I'm very happy to hear that you enjoyed the gameplay and my art, thank you!

I think it's somewhat easy to get into a good rhythm. I want to offer more expeditions in the future so that there are options of varying length and difficulty available for every type of player.

Boosters points do not get spent. Your maximum points are from the top 3 scoring games and you get to keep all of them and reuse them however many times you like. If you want an easier playthrough, I suggest investing into increased starting stats.

Everything except for the endings can be seen by just playing through the game normally regardless of how well you're doing. The boosters are meant to make the game experience easier for players who are struggling. If you've finished a playthrough, you very probably have enough points to get at least one booster even if you've lost. I think that the difficulty level in the finished game is fairly reasonable and has plenty of ways to be adjusted up or down, but I understand that the core gameplay isn't for everyone.

Thank you for playing and the suggestions! 

Saving will be added at some point, but I'm still new to the Godot engine, so I need to figure out a good way to do it that will ensure compatibility with updated versions. I may just add a small warning that the current version does not save somewhere.

I was hoping that the speaking animations would help players understand who's talking at a glance, but unique dialogue name colors is a good idea to help with that.

I tried to keep the expeditions short enough not to feel like too much of a setback if you fail. I'd like to add more consolation prizes for partial completion. Right now you get xp for your shop to unlock new prisms and expedition options, but I'd like for to offer some permanent upgrades in the future too.

In the patched version that I'm working on right now, I'm introducing silhouettes for things that are just a bit beyond the range of vision to help players plan their exploration routes.

Sorry about the current lack of saves, but I'm happy that you had a pretty good time regardless!

Thank you, I'm very happy that you enjoyed the art style! I was looking at some classic adventure games for inspiration. The music isn't my own, but I always try to match my art to the soundtracks that I pick.

I've got plans to make at least a couple of updates for this game this year, and I'm already working on a fairly substantial patch.

Glad you liked it! I have been looking for the bug that locks up the level selection screen all week, but still can't get it to occur, I hope it's not just Godot behaving differently on different computers.

Thanks that helps a lot, I can get farther now. The scaling on some of the weapon, enrichment chambers and similar systems is ridiculous, harder limits on how big they can get may help. Swapping everything for weapons seems to be the best strategy, which I feel isn't ideal since massive broadside blasts aren't something that promotes careful play. Maybe the weapon slots and utility slots should be separate? Overall, the game's already a lot of fun, building your own bullet hell machine feels awesome! It just needs some tuning and late game balance.

The pixel art is very pretty with lots of unique animations. The characters, environments, effects, and menus all have a consistently beautiful theme!

The game design is superb, and I would love to see this game's primary concept explored further in future updates! The idea of only being able to remove opponents when they have a match or if you have energy allows for some really interesting level design. It also gets players excited to find all of the possibilities to fill out the gallery. It's both a really good game mechanic and ties beautifully into the sexual content of the game!

Audio design is great, there are distinct and pleasant sound effects for all of the important things that can happen. The main theme is a very good match for the pace of the action.

Platformer controls feel very solid and never inadequate for the game's challenges. The small pool of hitpoints works great with the game's mechanics, and there are generous checkpoints. The game does incentivize sniping from beyond the end of the screen, so perhaps the maximum range of all projectiles could be reduced. The coins are fun to find, but given how well-hidden some of them are, a hint for how many are in the current area could help players who are aiming for full completion.

I really enjoyed the game, and I hope that you have plans to expand it! I haven't seen many platformer game where the sexy stuff fits so naturally into the gameplay, and I've played quite a few!

Quite an original gameplay idea with a really cool aesthetic! I love the limited color palette and fully functional sci-fi menus! Very pretty and tactically functional.

I love the impact of the sound effects, I hope you'll find a suitable soundtrack to match them!

The game controls well, but the balance could use some tuning. Hitpoints seem too high, it's not too unlikely to lose all of your systems while still having nearly a third of a bar remaining. It feels like there should be some sort of repair function. Starting players off with all 5 systems may be a bit much, I wasn't too sure what anything did, but I liked that it's all tied to pieces of clothing!

This is an impressive demo, and the game already feels like it's got a lot to offer! There certainly are plenty of interesting mechanics and a nice blend of tactical and arcade gameplay.

(1 edit)

The world map evokes some really good feelings of exploration! I like how interactive everything is and permanently having a friend to chat with.

Narrative is mostly focused on establishing the world right now, which it does quite well through the dialogue. The art is nice, but the dungeon segment backgrounds looks too textured for how the rest of the game is presented. The controls feel right. Some fittingly whimsical music could be a welcome addition.

The demo does a good job of introducing the setting and characters, and there are some cute interactions for players to discover. Well done!

I like the style! The art, fonts and menus all form a strongly unified aesthetic theme.

I found the popping text sounds somewhat distracting. The music was very fitting, but the track that starts playing when the phone appears is much louder than the previous one.

The narrative is linear in nature, so the multi-layered choices set some wrong expectations for players. Either removing choice or adding stronger narrative acknowledgement of decisions would help unify them with the storytelling. It was neat to see part of the story being told using the phone. The narrative hook felt a bit weak to me, but just watching the cute characters interact was pleasant!

This is a funny idea with lots of potential for different minigame situations! I think that the controls and mechanics could be a bit more unified with the main theme. Rather than holding right click to avoid losing, I'd prefer if there were safe zones for the player to figure out and maybe they could change during gameplay as the characters move around. Hiding the screen on gameover can be a way to keep players from using it as a way to freely look wherever they want, to match the theme of the game.

The art is very lovely, and the 3D environment is pleasantly soothing with the music. Some black outlines on the terrain or a lack of them on the illustrations would unify the two styles a bit more. The characters are cute and have some fun reactions, I'd love to see them get flustered a bit if they catch you looking even if the meter isn't full.

I enjoyed the demo, it does a good job of showcasing the concept! Nice work!

Lots of cute illustrations for all of the different exhibitionist situations! Some catchy music may add a bit to the mischievous mood, and sound effects for right and wrong actions could benefit the minigames. The interfaces for mini-games could be polished up a bit, but they're generally good at showing what you're trying to do.

I don't think that narrative and controls should be mixed in the same descriptions, I got confused by them and figured out the games by playing. The flavor text could be something to show when hovering over a location, so that the hint text can just explain the mini-games in a few words. It looks like you have plans for extra places in the office, so perhaps they can all be visited once in future versions to keep players from doing the games they're best at too many times. This will also give some extra incentive to replay the game and get a perfect scores everywhere on the map.

The execution has a few rough edges, but you've got a really neat concept! Nicely done!

The polished presentation really sets a neat mad science mood! There's a lot of visual detail with a good selection of music, ambient noise and sound effects to set the atmosphere. I don't think I've seen a Strawberry Jam game that had extensive voice acting!

What you do in the game feels a bit vague, even after instructions, which I think is the point, but there could be a bit more user feedback regarding performance. Some additional labels on the controls or a manual to refresh your memory may help with that. Perhaps a couple of progress meters could go up or down to show how you're doing? They would also also be something to watch while waiting for the next issue that you need to fix.

The screens sometimes changing on their own and controls getting locked confused me at times. I think that the game should let you do whatever you want but punish you in a clear way for doing the wrong thing rather than restricting your actions. This approach may add some engagement and offer a learning environment for new players. Another way is to visibly hide some of the controls until they become relevant.

The writing felt fitting for the setting, enough to give a taste but leave plenty of mystery. You've done a great job of really putting the player in the seat of a sci-fi control panel with plenty of immersive details!

 I really like how much the dynamic shadows add to the appropriately gloomy atmosphere! Some music, ambient noises, and sound effects could accentuate it further. The animations are nice and the art style is cute enough to make the world seem dark and cartoony rather than brutish. I also like the clean interface design and font choices.

An ability to keep better track of the town's location is essential for the core gameplay. The current best strategy seems to be to get captured so you know where to go and then only to move in cardinal directions from the town's locations. There needs to be something aspirational for players to work towards. Buying food to refill the hunger meter is good as a base, but there should be something beyond that. Inedible items that are actually worth selling could be a good alternative for pacifist players, since the current ones are simply better to eat immediately. I like that the world constantly repopulates with new stuff, but it may be more immersive to do that out of the player's vision, and having specific spawn locations to offer more reason to find new hunting grounds.

The controls feel good and the charging battles are fun. There' s a bug where getting hit while carrying something can send you flying across the map. I don't mind that there's lots of button mashing needed to get away since the towns are so far, but a meter to show how much progress you've made may be a good addition. Maybe the mashing can be a timing thing for when the person carrying you is distracted instead? I like the different personalities of the people you meet, but they don't always stay consistent with what they seem to want to do.

The world could use a bit more density, but it's got a very good foundation. A neat concept for a survival game!

(1 edit)

The puzzles make sense without any interface descriptions or guidance, allowing players to immerse themselves in them. I enjoyed the mask system and effects, it's a cool idea and is used impactfully. The character model and icons are a good balance of being functional but mysterious and have some nice reactions. The movement arrow may benefit from showing the direction on the map you are moving, since clicking at the bottom of the screen usually means going to the previous room instead of south on the map, which can be confusing.

The sound design is good, with clips for various actions. This is the type of game that works well with environmental audio instead of music and you have made great use of it!

There's a large assortment of environmental and character art, adding an ever-present feeling of exploration and discovery to the adventure. The transformation scenes are all interesting and fun to find. Some like the frogs and jailer could benefit from moving a bit out of the way after being solved.

The game feels both expansive and fully complete, which is always a big achievement for a jam project! Alternative routes through the maze could be added as a bonus, but nothing in the game feels unfinished. Very nicely done!

I like the idea of running through the same level twice, you can have a lot of fun adding to that idea if you plan to expand the game! Things like one way doors, collapsing bridges, or updrafts could get players thinking about how they can make their ways back. The core gameplay is very solidly shaped, but a few unlockable reward could get players fully invested in the challenge.

I love how expressive and cartoony the sprites can get. Really nice art with sound effects and music matching the action!

The angels don't feel great as an obstacle since they are either irrelevant if you're going fast or difficult to escape if you make a mistake and get juggled. Some sort of indicator of where you're going and more landmarks can help out with navigation. Fewer multi-layered pits that have to be repeated if you fall will help the game feel speedy. Faceplanting into walls is a really funny, but I wish the mechanic had a minimum speed requirement. I never felt the need to let go of the run key, so maybe it could be a toggled effect instead?

I really enjoyed the speed and acrobatics, they felt great! Making very fast characters that are fun to control isn't easy, and I think you've done an excellent job!

A very interactive story with wonderful illustrations, sprites and animation for everything you do! The world map is animated, pleasant and inviting, it really wants to be explored! The clickable pictures are such an absolute delight to play with. They really bring the sexy scenes to life with a bit of extra action.

The story felt tonally right for the visuals, very warm and cute. There's a really good flow between dialogue, narration and illustrations to create each scene. Audio design is very well done with lots of little noises, distinct dialogue sounds, and wonderfully fitting music.

Your story is told in a very hands-on way that I've never seen before! There's lots of very neat details in this game that make it a truly distinct experience. Excellent work!