Unfortunately none that I know of. Custom screen sizes were not working right in the browser version, and I had to disable them. I hope that someday the menu breaking bug either gets fixed by the Godot team, or that I can find a workaround. It's a tricky issue to fix because I can't see if the solution I'm trying does anything because the bug isn't there on any computer that I have access to.
Okay, now I properly beat this game. As usual per Impy Experience (TM) I understand almost nothing, but then I understand everything, the puzzle clicks, I know how to walk now.
Clearly our beloved lewd video game developer progressed greatly! Despite another experimental gameplay absolutely 0 wtf moments in terms of character didn't go "There" or something like that.
I think there is NTR and there is Impy's NTR.
Love how you can manipulate enemies too, completely new ball game.
Not going to lie that "lose to win" concept doesn't easily sit with me.
My question and SPOILER
Are these all lewds?
+ naked redhead I forgor ot capture
Please make Gallery in the future update. Also please make it With text.
Also I tried to lose in the final stage but they still were fully clothed like in the first run where I had everyone alive.
There are 14 scenes: intro, ending (always the same on last map), 3 for winning the first 3 levels, 3 victory variants in each of the next 3 maps (they branch based on who was defeated or if no one was).
It's not really "lose to win", it's more of having different types of victory scenes. Losing everyone causes he level to reset. I imagine that players who want specific outcomes will manipulate a companion to get defeated, which fits the theme of the story.
Just the one ending for now. The game was made in just two weeks as a way for me to learn a new engine, so there are a lot of missing features like the gallery.
Fun game! Gameplay is simple but good, it's not too hard or too easy and the characters are cute! I only wish there was more lewd scenes and a gallery.
I'm afraid I don't know what happened, I'm still very new to Godot. Try downloading the desktop release of the game. I also know that older graphics cards can had trouble loading Godot games, but this should have been patched in the version that I'm using.
Impy fans will see this and just think "Hell yeah"
The turn based movement gives so much potential for puzzles and challenges. I greatly enjoyed the gameplay, skipping a turn is so simple, yet so convenient. Nice to see you managing to make a browser game this time. Can't say I saw anything bad or wrong in this game so far. Here's hoping you can manage to make this yet another great game.
Thank you Nekolag, I'm really happy that you enjoyed it! I like how the core of the gameplay turned out too! I've already got a lot of ideas for new puzzling challenges in the next release with additional enemies and spells.
There's been a surprising amount of visits from those who are actively searching for browser-based games, this sort of convenience seems like a good way to get more people interested. A lot of your own games are light enough for the web, and it could be worth considering giving them browser access too if it's supported by your engine.
I'm really enjoying Godot so far, it's fast and flexible. I can recommend it if you're looking to try something new. This will be my own new engine of choice for the foreseeable future, I don't feel comfortable staying with Unity after what they tried to pull earlier this year.
Pretty cool so far. I really like the art, but I have a huge weakness for your art style. The gameplay is pretty easy to grasp, do wish there was an option to change the controls to the right side of the keyboard. How does unlocking images work? Is there only 1 so far or do you get them from your friends getting "beaten"?
You can play with the arrow keys, but I'm not sure what would work well with them for right-side controls. There are currently 14 events in the game. The first 3 maps end the same way, but the maps where you get two companions have 3 ways that they can resolve. If one of your two friends is defeated, you'll see a lewd event.
I think shift and ctrl could work, also the number keys. like 1/2 or 1/4, maybe even . /.
Ahh ok, I would have assumed there weren't any naughty images at all if I hadn't lost one friend on one of the levels. I hope you add some way to get them without losing anyone, but I will go through again and see what I can find. So far I like all the characters, they are all cute and have fun personalities, I do hope our main character also gets a bit more then in most of your games, shes so cute, she at least needs cuddles.
Steering your friends into trouble is the theme of the game, so the events will be tied to selectively losing someone, but I do want to give players more choice in how things play out with map selection and a multiple slot save system in the future. I'd like to have paths where the main character gets in on the action a little if I have time.
I'm not sure about how comfortable right hand controls will be, but I don't see any reason not to add them to the numpad for those who want them.
You might want to add a line about them losing their clothes when defeated... Assuming there isn't one and I just missed it. Will there be special enemies with interactions with your pals? Fun with a four legged friend is always welcome.
If I have time I'd like to add some events for being defeated by certain enemy types. Losing clothes on defeat is mentioned in most of the events where it happens, but you're right it may be good to add a line to the game's introduction that suggests that that's what will happen.
Not gonna lie, Love the puzzle nature of this new one! Great work! Defiantly cant wait to se what you plans are. Oh also hopefully the mice get some "cheese" ;D
Glad you like it! My wishlist (in order of priority) for expanding the game is as follows:
At least 6 more events: 1 more scene with unique art for each pairing would give a better climax to the action.
New levels and enemies: More gameplay variety with different challenges and map features.
More spells: Ability to customize your abilities to add more strategy. I am considering a variety of effects including freeze, teleport, charm, bless and curse spells.
Temple map: Ability to pick the next level and companions instead of following a set path. More interactions for different combinations.
Saving and loading: Multiple save slots to make it easier to find events for different pairings.
Action sprites: Similar Monsoon, little sprites to the side can be added to show what's happening instead of the text log.
Gallery: For replaying previously seen events.
Events involving different creatures are something that I'd like to have if the game grows beyond the two updates that I'm planning. This game will be one of the three candidates to replace Monsoon so there's a possibility of something beyond v3.
Also sorry for the last short reply Had to go to work, but wanted to compliment the jiggly slime butts. I really like the new abilities idea especially the charm! if a charmed enemy lives to the end the priestess can have them "Attack" the other downed party member. Map would be really useful. and maybe a fun idea is if you keep all party members alive that can be a MC gang bang path XD
I like your idea for charm interactions! Don't know if I'll have time for bonus events like that one but it would certainly be really neat to have. It was hard to tell which direction the slimes were facing at first, so I gave them giant butts and some extra curves. I'd like to add an ending where Penny gets some gang bang action at the end of a perfect run, that's almost certainly getting added before development ends!
There are two more games on the way. One is a Chess roguelike which is already in its demo stage and I'll try to roll it out to the public in early February or late January. The other will be a shopkeeper and exploration game that I'll make in February. I'm planning to make it for a game jam, in which case it will be available to everyone immediately after being made.
It's probably not very convenient to actually do within this gameplay representation. Honestly I just wrote it without thinking much, just because I love size difference stuff ESPECIALLY in your Art. Plus I am not too big of a fan of shrinking = weakining concept to be fair, and eveything else is even more difficult to properly do and just completely unrealistic within this particular gameplay. I think.
On the other hand , now that I actually beat the game, I think there IS some room for size spell, mmm especially with Sophia (either make her small (maybe even with small = strong) or Even bigger or either) at least like within interaction art representation if it doesn't really fit gameplay art.
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Is there any way to make the game bigger in browser? I always get a bug when playing the download version, but in browser it's very small.
Unfortunately none that I know of. Custom screen sizes were not working right in the browser version, and I had to disable them. I hope that someday the menu breaking bug either gets fixed by the Godot team, or that I can find a workaround. It's a tricky issue to fix because I can't see if the solution I'm trying does anything because the bug isn't there on any computer that I have access to.
Okay, now I properly beat this game. As usual per Impy Experience (TM) I understand almost nothing, but then I understand everything, the puzzle clicks, I know how to walk now.
Clearly our beloved lewd video game developer progressed greatly! Despite another experimental gameplay absolutely 0 wtf moments in terms of character didn't go "There" or something like that.
I think there is NTR and there is Impy's NTR.
Love how you can manipulate enemies too, completely new ball game.
Not going to lie that "lose to win" concept doesn't easily sit with me.
My question and SPOILER
Are these all lewds?
+ naked redhead I forgor ot capture
Please make Gallery in the future update. Also please make it With text.
Also I tried to lose in the final stage but they still were fully clothed like in the first run where I had everyone alive.
There are 14 scenes: intro, ending (always the same on last map), 3 for winning the first 3 levels, 3 victory variants in each of the next 3 maps (they branch based on who was defeated or if no one was).
It's not really "lose to win", it's more of having different types of victory scenes. Losing everyone causes he level to reset. I imagine that players who want specific outcomes will manipulate a companion to get defeated, which fits the theme of the story.
I did that and you right it does fit (obviously).
So Ending will always be the same for now in this version?
Just the one ending for now. The game was made in just two weeks as a way for me to learn a new engine, so there are a lot of missing features like the gallery.
Another genius work!
I wouldn't call it that, but I think it's turned out well for a small experimental project in a new engine.
I would tho.
Fun game! Gameplay is simple but good, it's not too hard or too easy and the characters are cute! I only wish there was more lewd scenes and a gallery.
There's a couple of updates planned for next year and more scenes are at the top of the list of things I want to add. I'm glad that you had fun!
FF. Game not loading
still waiting on run dependencies: index.js:14050:18
dependency: wasm-instantiate index.js:14050:18
(end of list) index.js:14050:18
I'm afraid I don't know what happened, I'm still very new to Godot. Try downloading the desktop release of the game. I also know that older graphics cards can had trouble loading Godot games, but this should have been patched in the version that I'm using.
Impy fans will see this and just think "Hell yeah"
The turn based movement gives so much potential for puzzles and challenges. I greatly enjoyed the gameplay, skipping a turn is so simple, yet so convenient. Nice to see you managing to make a browser game this time. Can't say I saw anything bad or wrong in this game so far. Here's hoping you can manage to make this yet another great game.
(Also your character art <3)
Thank you Nekolag, I'm really happy that you enjoyed it! I like how the core of the gameplay turned out too! I've already got a lot of ideas for new puzzling challenges in the next release with additional enemies and spells.
There's been a surprising amount of visits from those who are actively searching for browser-based games, this sort of convenience seems like a good way to get more people interested. A lot of your own games are light enough for the web, and it could be worth considering giving them browser access too if it's supported by your engine.
That's cool to know. Good luck.
And yeah, people have asked me for browser and mobile ports, but I'd have to change my engine of choice for that, which I've considered doing.
I'm really enjoying Godot so far, it's fast and flexible. I can recommend it if you're looking to try something new. This will be my own new engine of choice for the foreseeable future, I don't feel comfortable staying with Unity after what they tried to pull earlier this year.
Go forward Impy Nation!
Pretty cool so far. I really like the art, but I have a huge weakness for your art style. The gameplay is pretty easy to grasp, do wish there was an option to change the controls to the right side of the keyboard. How does unlocking images work? Is there only 1 so far or do you get them from your friends getting "beaten"?
You can play with the arrow keys, but I'm not sure what would work well with them for right-side controls. There are currently 14 events in the game. The first 3 maps end the same way, but the maps where you get two companions have 3 ways that they can resolve. If one of your two friends is defeated, you'll see a lewd event.
I think shift and ctrl could work, also the number keys. like 1/2 or 1/4, maybe even . /.
Ahh ok, I would have assumed there weren't any naughty images at all if I hadn't lost one friend on one of the levels. I hope you add some way to get them without losing anyone, but I will go through again and see what I can find. So far I like all the characters, they are all cute and have fun personalities, I do hope our main character also gets a bit more then in most of your games, shes so cute, she at least needs cuddles.
Steering your friends into trouble is the theme of the game, so the events will be tied to selectively losing someone, but I do want to give players more choice in how things play out with map selection and a multiple slot save system in the future. I'd like to have paths where the main character gets in on the action a little if I have time.
I'm not sure about how comfortable right hand controls will be, but I don't see any reason not to add them to the numpad for those who want them.
You might want to add a line about them losing their clothes when defeated... Assuming there isn't one and I just missed it. Will there be special enemies with interactions with your pals? Fun with a four legged friend is always welcome.
If I have time I'd like to add some events for being defeated by certain enemy types. Losing clothes on defeat is mentioned in most of the events where it happens, but you're right it may be good to add a line to the game's introduction that suggests that that's what will happen.
Not gonna lie, Love the puzzle nature of this new one! Great work! Defiantly cant wait to se what you plans are. Oh also hopefully the mice get some "cheese" ;D
Glad you like it! My wishlist (in order of priority) for expanding the game is as follows:
Events involving different creatures are something that I'd like to have if the game grows beyond the two updates that I'm planning. This game will be one of the three candidates to replace Monsoon so there's a possibility of something beyond v3.
Also love the main character, horny shy girl is fun! Also, Big Booty Slimes XD
Also sorry for the last short reply Had to go to work, but wanted to compliment the jiggly slime butts. I really like the new abilities idea especially the charm! if a charmed enemy lives to the end the priestess can have them "Attack" the other downed party member. Map would be really useful. and maybe a fun idea is if you keep all party members alive that can be a MC gang bang path XD
I like your idea for charm interactions! Don't know if I'll have time for bonus events like that one but it would certainly be really neat to have. It was hard to tell which direction the slimes were facing at first, so I gave them giant butts and some extra curves. I'd like to add an ending where Penny gets some gang bang action at the end of a perfect run, that's almost certainly getting added before development ends!
Clever! Didn't even think of that being the reason for the slime butts. I really like this one, though now I'm curious about it's competition
There are two more games on the way. One is a Chess roguelike which is already in its demo stage and I'll try to roll it out to the public in early February or late January. The other will be a shopkeeper and exploration game that I'll make in February. I'm planning to make it for a game jam, in which case it will be available to everyone immediately after being made.
Hopefully some size change spells
Probably a bit too complicated of an effect, but we'll see. The idea of some spells doing something sexy outside of combat is an interesting one.
It's probably not very convenient to actually do within this gameplay representation. Honestly I just wrote it without thinking much, just because I love size difference stuff ESPECIALLY in your Art. Plus I am not too big of a fan of shrinking = weakining concept to be fair, and eveything else is even more difficult to properly do and just completely unrealistic within this particular gameplay. I think.
On the other hand , now that I actually beat the game, I think there IS some room for size spell, mmm especially with Sophia (either make her small (maybe even with small = strong) or Even bigger or either) at least like within interaction art representation if it doesn't really fit gameplay art.