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Gregorius

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A member registered Nov 12, 2016

Recent community posts

> poster says "no running in the GOO-L"
> one of the only places you CAN run
A tiny bit ironic, that.

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Certainly a fun little game in its simplicity. I think if this was ever further expanded upon, there are a few things that could be tweaked or added to make the gameplay a little bit better and more diverse:

  • slightly better range of motion on the girl's limbs for more varied poses;
  • the ability to use one "grabber" tentacle to tie two limbs to each other;
  • location "slots" to decide whether you want some or all of the tentacles to emerge from the ground as an anchor, or from the ceiling for suspension play;
  • a separate prompt for adjusting tentacles without removing them;
  • additional latch points for more diverse ties (knees for frogties, waist, neck?);
  • the ability to progressively insert the tentacles deeper, enabling things like stomach / throat bulges, or even all the way through.

Even just one or two of these ideas would give a lot more replayability, letting the player create even more unique and challenging poses for the girl to endure. The potential is certainly there, but the time constraints of the jam leave execution a little underwhelming.

Don't think I ever found the sixth and final Elysian Ring in multiple playthroughs... but at one point, I'm pretty sure I got "6/4 Bonus Rings". Not even sure how that's supposed to be possible, but I managed it, apparently.

An incredibly basic concept with infinite growth potential, especially if converted to a 3D environment (even just a low-poly version).

A really clever concept, even if it never has a proper "the end".

I'd almost like to see this redone one day with proper drawn graphics; fade-to-black transitions between some of the additions of the items; maybe even a handful of sound effects to accompany said transitions. But I think what I'd enjoy most of all in a re-release is the cat being able to jump or step on the pedals to make the machine operate, and have you (the player) control the speed at the end for either a slow torturous session, or a quick yet satisfying bang.

Fun game, sure, but it straddles the line between an actual game and an idler, aside from the fact that you need to hit "ignore" every ten seconds to avoid a pointless event or route change; an option to auto-ignore those things would be a great QoL change... as well as descriptions of the set bonuses in the item window itself (optionally, with the number of pieces needed to activate the set alongside it).

Aside from that, from a purely aesthetical perspective, it'd be neat to see Loi's avatar change depending on the armor worn, but I imagine that'd take a lot of redrawing.

Per the request in your YouTube video I beat your time of 1:16.91 with...

My first clear time was around 6:30-something.
It's actually funny. One of my first attempts at trying to beat your time, I actually ended up getting a time of 1:16.9...2. Literally off by a frame.

Seconded on having separate attack and struggle keys, if not for the reason stated (since struggling no longer resets the meter if you stop for a while), then just so you can choose to play the game halfway or fully tied up for your own sense of fun.

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Even if there isn't as much bondage fun to enjoy in this iteration, there's still plenty of stuff to do. I personally appreciate the new additions of the attack moves, and I think they bring a bit of new life into the game, both as offensive and movement tools. The roll is (sadly) no longer cancelable from 0.1.3, but I did manage to find three new little quirks of the game engine to make up for it. You can choose to call these "glitches" or "bugs" if you want; I prefer to call them "movement techs".

The first and most basic is the aerial spin kick causing a sort of double-jump effect; using it at the end of a long run can help you get some distance to clear larger gaps.

Second is common in quite a few 3D Unity games, actually: since forward and horizontal movement each have their own set speeds, running diagonally causes you to run slightly faster than you normally do, like a pseudo-sprint.

Finally—and this one is actually something new to me—Conney actually walks faster or slower depending on the camera angle. With the camera tipped down at the floor, her speedy running pace slows down to more of a sexy sashay, complete with a different animation and softer (most of the time) footsteps. Faster than her belly crawl, but slower than her default run... the precursor to some sort of stealth-based gameplay? Or simply some devious plot by the Evil Witch to have Conney walk a veeeery specific speed for a prolonged period?

Either way, I love everything that's here in this version, and I hope you find a use for all of it in some way, shape or form. Keep up the amazing work.

Well, I am excited to see not just one new game concept, but part of two. There's a lot I like here, and a lot I'm a bit iffy on. I feel like 0.1.2.4 is the more fleshed-out of the two ideas, and definitely the one I played the most of... but I still like a lot of the movement mechanics of 0.1.3 like rolling and roll-canceling. Not to mention I just like the high-booted bunny girl outfit from 0.1.2.4 slightly more than I do the jungle explorer suit from 0.1.3—both are great, but a bunny girl in a bunny suit just works, y'know?

Regardless, I look forward to future releases if and when they come.

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It's a shame that development on this game has pretty much ceased, because it's kind of fun. Aside from the weird input lag that comes with some of the combo strings, I enjoyed it, especially doing the high-kick launcher into a basic three-hit punch string... or better yet, you can combo her →→KK into repeated ↑K attacks if you get your opponent into a corner. (It's basically a TOD combo if you get 8-9 hits in.)

Honestly, I just found this game now, and I'm saddened to hear that it's just gonna collect dust as is. A fully-3D bondage platformer is something I've wanted for the longest time, and this scratches every last itch. I do have just one teensy little complaint about the game as it stands now, though.

Holy f*ckplease never used inverted camera controls again (or at least give the option to switch between normal and inverted). I had to turn my mouse completely upside-down to play this game even somewhat normally. But on the same token, thank you for having an in-game speed controller so that the pace doesn't seem so dreadfully sluggish, especially during the hogtie parts.

Also, I got stuck on the "knife room" part as well, but I wasn't stuck, per se... the items you pick up have a slight bit of collision to them, so I used the screwdriver I carried over from the prior vent sequence or the key from the next room as a sort of stepping stool to hop up onto the smaller crate and then the larger ones. It took me about a half-hour just to make it up that first step and still be holding my item if I pressed Enter fast enough... and if you can manage to do that, you can slightly cheese the Arachnobot section by opening the grate beforehand; it kinda removed a lot of the tension, but those piercing red eyes will still haunt me. On the other hand, getting caught in the latex baths was fun to watch; alternate costumes for Normalin like a "rubber-slut" variant would be fun to watch bounce around for a bit.

TL;DR: I wish you hadn't stopped developing this. It has a lot of creative mechanics, and turning it into a Metroidvania of sorts by limiting the player's movement and abilities through bondage is by far the most novel concept in a game.