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A jam submission

The After Hours: Office PredatorsView game page

An awesome adult furry roguelike game about one man's struggle to survive in a sexy zoo of a corporate world.
Submitted by BCSM (@tigerroll_games), Doomerboychik, Koshhata, Wyq — 5 hours, 38 minutes before the deadline
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The After Hours: Office Predators's itch.io page

Results

CriteriaRankScore*Raw Score
Ambition#34.2504.250
Horny#83.8443.844
Aesthetic#124.0314.031
Play#173.5003.500
Narrative#183.3123.312
Overall#223.2443.244
Sound#233.4693.469
Novelty#383.0623.062
Kink#592.4692.469
Harmony#642.5002.500
Stealth#642.0002.000

Ranked from 32 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Stuff you did not do in February
Side stuff used (basically sfx and vfx):

Nox Sound Essentials pack
Tom Music Fantasy SFX pack
JMO Cartoon FX
Music from Pixabay
Mixamo animations
Shinlalala's Lewd Sound Pack

Voice Acting:

@VelvetSheetzVA as Dole Fin
@geministarsign1 as Shrimpie
Both authors are members of a magnificent @OpenNSFWSP project

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Comments

Submitted

Dang, that was super fun! the music was absolutely banger, and the character designs were great, same with the level designs. I'm not usually great at these types of games but even I was able to make it to the end. However, I feel like the cooldown between between the player's  attacks was just a bit too slow.

Submitted(+1)

This put my mind into "let's play a fun ass game" mode instead of "let's review a game jam game" mode.

For something developed in a month, that is a significant achievement.

The framing is really good. Seeing snippets of the characters between runs, tying progression through the dream to acquiring the sleeping pills, tied the narrative and gameplay halves together nicely. And the gameplay was good as well -- fast, reactive, with plenty of upgrade options. That, plus the amount of effort that went into different map designs, kept me entertained for FAR longer than game jam submissions usually do.

If I had one critique -- damage is really important in roguelikes. The fact that the arrows are so hard to see, and that their damage sticks around for the rest of that floor, was frustrating at first. Eventually, I figured out how to play around it, but that's the thing -- it felt more like playing around it. Clearer contrast between the arrows and the background would make damage a lot more predictable, and probably would've led to me completing the game quite a few runs sooner.

Not that I'm complaining. This was great fun, and an astounding amount of effort for a one-month project. If you choose to develop this further, I will most certainly follow it ^w^

Host(+1)

hmm.  obviously a lot of skilled effort was put into this in a lot of places, but the current state is a touch rough.  i guess a prime example is that the cooldown between basic attacks lasts longer than the animation for doing them, which means there's a period where i don't seem to be doing anything, but if i try to attack, nothing happens.  there's no other indication as to when i can attack again, so the most common part of the combat feels like a dice roll.

this game is oddly difficult to comment on, because it has these palpable gaps that i strongly suspect are places you intend to fill in later?  the VN parts are so unlike the combat parts that they feel like two separate games sharing the same characters.  and, okay, given the dream theming, that makes sense.  but (at least as far as i got) there's very little narrative connection between the two, which is an obvious avenue to explore, so you probably have something in mind?  but i don't know what it is, and it's exactly what would tie the two parts together, so saying anything now feels...  premature?

likewise you seem to have put a lot of effort into making solid models of curvy fish girls, but then they only appear in the form of inch-tall enemies; the VN and sex scene assets use unrelated 2D artwork.  so again i get the sense that i haven't seen the whole idea yet.

you'd think this happens a lot with jam games, but something here specifically feels more like "free demo" than "prototype".  which i think is probably a good sign, just an unexpected one

curious to see where you go with it!

(+1)

very good, an improvement in combat would be welcome, but in basic terms it is great

Submitted(+1)

Genuinely fantastic! It's fun, the art looks amazing, the writing is interesting, there are well picked sound effects and music, unbelievably there's even some voice acting! Truly incredible effort for a jam submission in terms of completion, mechanics and overall polish.

I like the switches between narrative and gameplay. As the development continues, you could include a menu of story and level choices so that players have more control over what they're getting into. The gameplay feels very solid with a fair bit of variety. I think that some of the tougher enemies may benefit from an ability to dash to a new spot after getting knocked down, Dole Fin seems strong primarily because she doesn't flinch from attacks unlike the others. The only major bug I saw was that clicking through the text too fast could restart the whole dialogue.

I am very impressed by how much got done in a month! Just the 3D assets and animations alone could be a jam submission, a complex game and interactive sex scenes on top of that are beyond anything I expected!

(+1)

great game.

Submitted (1 edit) (+1)

I wish there was some kind of unique dialogue for beating the boss at the very start, it doesn't seem like it's possible or at the very least i feel like i was whaling on her for way longer than she takes to go down once you reach the actual game. Shrimpie's a great brat tho, really nice designs and art. Everyone's said most things that i could say, but one thing is it doesn't seem like the elements have any difference from one another? you seem to get an interchangeable powerup to your sword and an interchangeable heavy attack and that's about it. so either that's just something not communicated or it's something to be expanded upon if more work is done.

EDIT: Oh yeah and the SFX are really quiet by default. They just get completely drowned out by the music. Dunno if anyone else mentioned that.

Submitted (1 edit) (+1)

Aesthetically, this is one of the most professional looking entries in the jam. The designs of the NPCs are extremely high quality, and everything from the UI, to the logo, to ability icons, to enemies and environments have a quality and cohesiveness about them. You can tell the team behind this project were super aligned in what they wanted to deliver!

Gameplay wise… Before I even got to the first real roguelike section, I hit a bug that replayed the entire first day dialogue, which was a bit disorientating. Then once I got to it, the combination of floaty controls and lack of feedback on attacks both ways left me unsure if I was hitting enemies or if they were hitting me. All the pieces are there - skill trees, different attacks, dashes - but it doesn’t quite click yet.

Super curious at this stage what scope, if any, the team is looking at expanding this out to post jam now the crunch is a little further behind us! It seems like there’s some excitement around it, and it’d be cool to see this team continue to focus in on this and refine it into a final product.

Developer(+1)

Hey there! Yep, I did the technical part and it really suffered due to us having 2 artists, one 3d modeller and way, way less than one programmer due to me also writing the story, doing sound design, animations (including the h-scenes), UI layouts, gamedesign, etc., etc.

But we know of this gap and I'm already working on patching it! In fact, a lot of the most atrocious stuff is already fixed, but we're waiting for the jam to end to avoid getting an unfair advantage by posting a more polished version.

Submitted(+1)

Woof, yeah in that case I’m seriously impressed you got all this during the jam - just one or two of those jobs could keep somebody busy for an entire month!

SUPER excited to hear that there’s already a patch in the works!

So, I've played this game for about hour+ a couple of times now, and it's a pretty fun game! If I could rate it, I would give it a 4 out of 5. The art, the animation, the music and sound so far are great! The power-ups allow for a unique build almost every game. Either pick your faves, or try out all of them! The first night I played this, it took several attempts to get to the first boss, and then to get more used to the gameplay. Honestly, the primary attack, while cool looking, it's a bit tricky to aim and there seems to be a delay after using it. Which makes quick, consecutive attacks very hard to do. I prefer to use the AoE attack button(s). Even if it's not quite as powerful, it's easier to control and you CAN execute it multiple times pretty quickly too! I was able to get through the stages and both bosses multiple times using only the AoE attack and dashing. Also, I noticed tonight while playing, that after attacking. Either primary slash or AoE, if you attack facing any direction other than right, if you let go of the arrow button(s) for aiming, the character will turn and face his right automatically. Other than those 2 little issues, this was a fun and worthwhile game. I hope the team behind this game will keep developing it! I'm curious to see what else they will add and if they will fix the two issues with attacking I noted. Definitely a game to try out and keep an eye on for any future developments!

I really enjoyed, while it kicked my ass at first I found myself having tones of fun once I started getting a hang of it. I look forward to more.

Submitted

Plays fine but I agree with other people that it feels lacking in terms of feedback on hitting enemies. Didn't feel fun enough to keep playing after i finished the first boss. Maybe could have been fixed if the hitting enemies felt better but i might just not be a fan of the genre.

Submitted (2 edits) (+1)

Very nice. Good art, decent gameplay core, nice scenes. Could do with a bit more feedback on things taking damage and the like (everything currently feels very sort of floaty,  not sure how else to describe it), and I'm not sure if I ran out of content or not (beat Ms. Fin twice), but from what I could tell it felt like I wasn't going to see much more but some more dialogue (which was nice, don't get me wrong, but I didn't feel like playing through the entire game again for a few more scenes). 

I liked this a lot! On the more ambitious side of the jam entries I've played so far and there's absolutely potential here. I wish I was better able to articulate what about the gameplay felt a bit lacking. Faster being-hit animations might also help? I don't know, I'm basically spitballing here.

Edit: Thinking about it, I think that's why people think the hit detection is weird. It isn't, it's working fine, but the hit responses, without any sort of graphic effects or sound effects to confirm them, feel a lot more ambiguous. Yes, after you're familiar, you can tell the animation is playing and the healthbar went down, but it just lacks the oopmh I'd expect from a game like this. Ah well. That's jams for you!

Developer(+1)

Woah, thank you so much! In fact, I think it's the opposite, you are not lacking the ability to convey what's wrong, I think you have pinpointed the issue best and made it crystal clear, too! It's been discussed both inside the team and on our game's forums and no one got even close, but knowing the technical part works under the hood I'm 100% certain it's a bullseye. While you are right that the main reason it's so floaty is that it's made in a month (I wish I didn't have to do the script writing, sound design and all kinds of stuff in addition to coding lmao), I think your insights are super useful and it would take us a while to get there, simply because we have lost all freshness of vision after a month of testing and, really, few people are so sharp they can just nail such an issue after just playing a short demo.

Also, yep, even beating Dole Fin once, that's all there is to it right now. It's replayable like any roguelike and there are a few (I think 7 like days in a week) "days" I've put there to cycle randomly after each playthrough, but you are not actually making progress after beating Fin for now.

PS: Might sound cheesy said here but I remember you from eevee's discord, I love deckbuilders and super looking forward to playing your game (as well as some others), but currently waiting for our team to return. Hope they're back this week and we finally get there!

Submitted(+1)

More on what Cloudbird described as floaty: The easing of the animation is off. The in and out points? The motion graph? The animation curve? Whatever it's called in unity or in the animation software you are using. I think tweaking that will solve alot? 

Tldr; If you make more of a gap between the time parts of the animation happens it may look better.

Like instead of the car pictured here being at the same pace the entire time you could speed up or slow down segements of the animation to give it more "weight" and less of the "floaty" feeling? I hope that makes sense?
Motion Graphs

Submitted(+1)

This is amazing!

Submitted(+1)

a hades-like? in my strawberry jam?? 
it's really good! the art's lovely, needs some fine tuna-ing [nyuk nyuk] but horny fish hades sounds like a winner!

Submitted(+1)

Beautiful art and H-scenes,