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(+3)

Really hope the updates continue, this stuff's great. As of now it's a bit easy and sort of bare-bones, but as a whole? It's got potential. Keep up the good work!

(+2)

Quite an interesting idea, I hope the game will continue to develop

(+1)

+

I am too cracked at this game I took 2 hits total the entire time I played it

Also pretty cool game but I would like to see more from it in the future if you're still developing it (maybe she gets bigger??? 🙏)

(+5)

Cute and fun little game, would love to see it further developed!!

(+2)

keep up the good work!

(1 edit) (+1)

I've played both version of the game and I was suprised (for the 0.15) to see that I was able to beat the penultimate encouter without purchasing any upgrade... I have the impression that some enemies got nerfed a little bit too much.

Also I wanted to ask that: would it be possible to put the game on GitHub ?

(2 edits) (+1)

Upgrading is technically always completely optional as it doesn't make anything more or less harder to hit, the game would be easier as the animation speeds did get slowed in the last update.

Though I have had the idea of doing what you did give some type of alternative ending or cosmetic of some type maybe if I ever got around to it!

Not interested in making it publicly available on GitHub sorry.

(1 edit) (+1)

I finished the 0.15 version and I think it's a great step in the right direction!

The new enemy sprites were a surprise, can't wait to see what you do with those!

The performance mode was a good idea and I think it accidentally became an "easy-mode", as, on my computer, performance mode made timing hits/dodges very easy compared to when it's off; the timing cursor would get blurry on my screen and made it harder to time moves. Might be something you can add intentionally in the future to add to status effects like infect.

I kind of liked the "Endless mode" when you beat the last stage. It's a nice addition, even if for a little bit until full scan comes out.

Can't wait to see what the next update brings!

--*EDIT: I forgot to mention, I'm really happy Flagging actually works this time! It never seemed to work in the original version (at least for me), so for it to work in this one is really awesome.

(+2)

Thanks for playing again :D

Looks like performance mode is working as intended to make the frame rate as consistent as possible, I have a few ideas on variations to spice things up but not sure if it'll get to that point..

If things stay and go according to plan hoping to rework the way combat is approached to include full scans in a few updates!

(+1)

esta genial para la primera actualización se siente mas fácil por que la barra ya fue arreglada y aun no tiene sonido pero me gusto que ahora los enemigos no son perros

(+1)

Would've been cool if you add sound in it

(+1)

Having fully beat the game, I quite enjoyed it. 

Obviously, it is missing a lot of features at the moment. Additional art of further pregnant states, icon graphics for the little squares at the top of the screen indicating turn order. 

But I feel the overall game loop is pretty well done, going through various combat scenarios, earning cash, and upgrading. The skills themselves feel pretty useful over all, though I don't tend to use Backdoor because using the main attack is easy enough and quickly catches up to its damage... perhaps if Backdoor damaged enemies who were locked there would be something there. The multi-enemy attack also was a little difficult to time, and not super useful in later fights.

The enemies are fun to fight (for the most part,) and I would love to see some sprite variation. The different tiers of bytes building off the base little bug guy, may have design elements based on their behaviors and attacks (The infectors for example could resemble parasitoid wasps or other parasitic species that impregnate others to propagate. Or maybe just make them bigger and have more spikes for their given danger level. 

Might also be nice for some attack animations, especially for infection and penetration which could be quite lewdly interpreted~ 

I am especially looking forward to the customization options! I would be happy with being able to choose between about 8 colors or so and changing her hair/head accessory. If there was an option for bunny or wolf ears, I would rate it 5/5 instantly! Though also adding some body type varieties might be nice, different breast shapes/types (maybe even an optional penis for our little antivirus.) But I can understand how that might be difficult to keep track of, and have to redraw them with the different stages of pregnancy.

(+3)

I FINALLY BEAT THE GAME!!!!!

That last level is so freaking hard, but it was so exhilarating! And that's crazy to me, since most games of this caliber usually sideline interesting gameplay in favor of a far more sexual art direction than this game.

Speaking of art, this is probably the only "gooner game" I've played that restrains itself and keeps it relatively vanilla. Beauty in simplicity and all that.

I am super excited to see where you go next with this game!

(2 edits) (+2)

a full heal from death? are you kidding me? what kind of ability is that. and it undid the flag.

despite all the criticism, the base idea is nice and i look forward to future updates. goodluck

(+1)

se que tienes razón en casi todo pero por lo que entendí por el traductor estas frustrado de perder y para mi el juego es bueno e entretenido además de que es un reto superarlo, y creo que fui el único loco que se paso las primeras 4 batallas en NV1 por no explorar el menú en resumen: relájate y disfruta, el juego solo esta en su primera versión sugerencia: poder interactuar un poco mas con woomie y no solo verla crecer

(2 edits) (+2)

Personally, I think adding self-heal to the first enemy in a game is a bad move- especially with such a low damage floor. It'd be better, at least, if it was a multi-move action. LOCKING BACK UP should *definitely* be a multi-move action. Encountering/using a move for the first time should should the move for a few seconds- it's frustrating to try a new move, and waste an entire turn because you didn't know it'd be three clicks immediately after it fades in. Better yet, move the enemies up, and make the bar always visible- that way you can see the required QTE for a prospective move. Giving everything such a wide range, with such a low floor, is intensely frustrating- am I going to deal 1 damage every attack for the next 5 turns? Is the Penetrate move going to hit me even if I'm in the square? Are they going to immediately heal themselves afterwards? I think it'd be better to have a higher floor. It might even be psychologically better phrasing to say '1+1-3' than '2-4'; that way the base damage seems to be 1, and the RNG is more of a bonus. But that's more subjective. If a staggering chasm of a range is absolutely necessary, it might be better to swap out for just the crit system- normal, consistent damage, and high spikes. *Preferably* where the player knows ahead of time- perhaps occasionally selecting a random move, and buffing its stats if you choose that specifically. The upgrades are also quite opaque, until you've chosen a few- it'd be nice to show the buff before you click. Praise: the art's nice, of course. Tucking Unlock out of the way until it's taught is good. Streamlined menus, easy controls.
Edit: I think the inconsistent-seeming hitbox size could be from the bar still moving after input is given. It'll barely enter the box for a 0, and will have just barely left the box for a 1.

(+1)

Thanks for your rundown, the values need to be tweaked for sure - I'll be looking specifically to reduce the amount of inconsistencies everywhere

(2 edits) (+5)

Observations/comments:

  1. No audio at all, though I don't know if that means it's broken or just not implemented.
  2. The hitbox for the "line in the box" timing minigame is off, the hitbox is smaller than the box itself, which sucks and I've missed attacks quite a few times because of it, which only makes my point in #3 worse.
  3. Oh my god, why are the ranges for everything so wide?? I just rolled four 1s in a row for damage and the enemy just fully healed on their turn and that whole battle was at least twice as long as it should've been. Pls, pls save the wide damage ranges for risky special moves, not for basic attacks.
  4. As the game progresses, precise timing becomes a bit TOO necessary. Feels like the speed the little indicator goes gets a bit too quick, which stinks because I've got a wireless mouse. If it's gonna be this quick, the game might need a calibration screen.
  5. Admittedly the game's not really fun at all, the art's nice though. It's hard to explain, but I think the main problem is a lack of freedom. Feels like it could benefit from a completely different mechanic for how the next fight gets picked rather than "numbers go up", like choosing what "folder" you'll scan next, ranging from an easy fight like a document folder for taxes or an image folder, to hard choices like a folder full of pirated games or a porn folder, which are loaded with viruses.
  6. Needs some way to undo purchases in the shop, because losing money on an attack you don't like sucks bad.
(+2)

Thanks for the comments! There's a few things you mentioned which was thought of but unfortunately didn't have the time to implement (game was originally going to be a roguelike), everything else definitely needs some tweaking going forward - appreciate the feedback :)

(+2)

Charming and made with Godot? Love the concept, and the execution was great as well.


A pain point for me though was the lack of saving/loading. For the slow rate of progression, the game forgetting that I'd ever played if I put it down for a moment is a little disheartening. Also, since there is a music slider, some sfx and/or background music would be nice.


Overall though, an unexpected delight in the Jam. Great job.

(+1)

Thank you kindly! Apologies for the inability to save and the lack of audio, definitely should of added a disclaimer

(+1)

the music didn't work

Was not implemented unfortunately, though will be a priority for next build :)