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"You fucked a statue of a fish, I hope you're happy" lmao love it

I know this probably isn't going to be updated, but I figured I'd put this out there nonetheless. I had a lot of fun with this game, but there are a couple of ways I can think of improving it. First of all, you can get absurd amounts of value and Scales if you just make trades with one person repeatedly for the purpose of increasing relationship, then buy all your stuff back with a singular Sex transaction because all the useless trades you did raised relationship so much. I think a change to the way that Sex specifically is valued would probably make this a lot more fair. Or maybe make it so that sex value is increased by having sex more, and have the relationship stat let them... stock more goods or something? Secondly, I love the fact that the characters strip, but the fact  that they do it only once, on the second stage and never again is a bit disappointing, since Lizbeth and Tanya both remain partially clothed through the whole 10 bukakkes. You could've made Samara have panties and have all three strip their lower-body clothes at Sex 4 or something like that, which I think would have made it a lot better. Third, a minor error, I noticed that in Tanya's bukakke images, she gets a larger glob of cum dripping from her mouth, but it immediately goes back to what it was before on the next sex. 

Also, I really like how the character props like Samara's bottle and Lizbeth's basket get gradually filled up with cum as you have sex with them. And all the bukakke image progressions look good and really natural, although except for the fact that the boobs usually got covered from the bottom-up in most cases.

Even if you don't update this game, I'd love to see another game with a similar concept, either in the vein of item-trading or in the vein of progressive bukakke/stripping sequences.

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Hey, thanks for the feedback, I really appreciate it! I agree that the trade balancing is kind of a mess, I spent about half the jam time limit trying to make the profit calculations make any kid of sense. As or relationship building, at one point, I had it so you had to have at least one “real” item in the trade for it to count for relationship, I probably should have stuck with that.

As for art, two pictures per character was unfortunately all had time for, would definitely have done more if I had time.

In terms of future projects, I’m doing a 30 day game jam in August, and then going back to a visual novel I’ve been putting off. For the game jam, I know basically what the gameplay will be like but not sure exactly what fetishes I’ll work into it. The visual novel has various combinations of cumflation, harem building, and/or vore depending on the choices you make.

Not a fan of vore and not particularly enthused by cumflation, but harem-building sounds great, especially if there's excessive amounts of cum in bukakkes.

And hey, the trades themselves are fine for the most part, in fact, I'd say that it's a pretty good supply-and-demand system for bartering. It's pretty hard to make a trade system with no money involved. It's just that trying to fuck things up by raising the relationship too high... fucks things up. The only problem I had with the system otherwise was that I was constantly stumped by trades being rejected at 0 profit difference. Which I get why it's there, since then you could just farm that for relationship over and over. But a better solution for that would probably be to make 0-value trades just not raise Relationship, but I get that that wouldn't have been feasible in the time-frame.

Might I ask what the gameplay is for this gamejam? Or is that classified info

I saw "10 stage bukakke progression sequence" and immediately pressed the download button. It was weird, almost like it was a reflex or something.

do you plan on adding sex scenes for each girl or will it just be the cum

Just the cum, I’m moving on to other projects now that the game jam is over.

Any plans for Android support?

Nope, sorry.

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That's a shame.

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I’ve just published a guide detailing how the supply and demand algorithm works, you can find it in the devlog section.

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Can there be an update with girldick?

The idea is very neat and you've built good controls to support it! The overall game is probably a bit long for what you do in it, but there's definitely enough going on to get players to collect at least a couple of scales. Something extra like mobile obstacles, random events and different poses for the traders could extend player engagement for a longer play session.

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Hey, thanks for playing! If you managed to get all 9 scales, I’m curious how long it took you? I was able to do it in 7 days in my own playtesting, but of course I had insider knowledge about all the supply and demand, so it’s hard to know how other people fared.

I definitely would have liked to have more to do than just the trading, but sadly 9 days just isn’t much time to do more than 1 big mechanic.

No, I think I had 3 scales. Getting 2 or 3 is probably the average point that players will reach without further motivation since that's about how long it takes to scout the map, interact with all the traders a few times, and explore the game mechanics. I can definitely understand the limitations for games made on a time budget, this is a lot of 9 days of work!

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it will get an ending or an event when you place all the scales someday ?

Probably not, I don’t usually come back to work more on short game jam projects like this except for bug fixes.

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AN UNTESTED MAC BUILD? MY TIME TO SHINE!

(I can confirm it runs)

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Thank you for your service 🫡