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Shepherd's Flock's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| Kink | #2 | 4.552 | 4.552 |
| Narrative | #2 | 4.621 | 4.621 |
| Overall | #5 | 3.686 | 3.686 |
| Sound | #7 | 3.966 | 3.966 |
| Horny | #7 | 4.000 | 4.000 |
| Ambition | #8 | 3.828 | 3.828 |
| Stealth | #23 | 3.069 | 3.069 |
| Harmony | #23 | 3.517 | 3.517 |
| Play | #28 | 3.241 | 3.241 |
| Aesthetic | #38 | 3.207 | 3.207 |
| Novelty | #48 | 2.862 | 2.862 |
Ranked from 29 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
First 15,000 words (out of 75,000) were drafted last October. A copy of the Twine as it existed back then can be provided upon request.
Music used was courtesy of the great and honorable Kevin MacLeod.
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Comments
This is where my throw my same hat in the ring in saying that even as someone who's not really too into hypno, this was super cool! The use of repetition in the writing always felt weighty and purposeful. The audio combined with the writing really made this game feel so amazingly atmospheric. There's a line towards the end on the ending I got where the choice you make is the exact same(I should definitely remember the line since I kept seeing it, but compliments to you, since I was so immersed in the space that at that point, the line faded away to the snapping and pendulum) and every time there's the snap and as you keep clicking through it, it almost becomes a sort of metronome going along with the hypnosis! Amazing experience!
getting compliments from people who aren't even into the kink makes me so happy you have no idea
makes me feel more like a halfway okay writer than a pure kinkbaiter
i'm so glad you -- especially you, given how good your game's writing was -- liked it ^w^
I feel as if I've barely even begun to scratch the surface, unravel the outermost spirals of this one. It's absolutely packed with rich writing accentuated by its soundscapes and visuals. I must admit I don't have a hypnokink at all, which makes it maybe a bit ironic that the first SJam i entered is themed around it, but I do appreciate a good effort! And this is a phenomenal effort. Even where the kink aspects didn't lure my into the headspace, the writing was so solid and the atmosphere so sold that I wanted to keep playing it anyway. And in a sense, I suppose that's a sort of hypnosis in its own right ;)
getting feedback from people without hypnosis kinks is so goddamn cool you have no idea
it's genuinely one of the first times anyone outside the community's looked at my work, and that gives a bat all the warm fuzzies ^w^
thank you for your kind words. i had no idea it was your first game jam too -- now i'm even more proud to have supported a fellow twine enthusiast first-timer ^w^
I really enjoyed the count to 50 ending. I'm not super susceptible to hypnosis so the repetition was a little lost on me, as were some of the visual and audio effects. But I do think they were well done! The snaps were nice and resonant, the variety in the spiral designs was very cool. And I'm thankful for the options to turn individual effects off.
The writing here is intensely satisfying, and I have come back a few times to find a new ending when in the mood. Also the species specific language is a very nice touch, it really helps keep the immersion.
Thank you so much!
I'm deeply grateful for opinions from the non-hypno-susceptible crowd. Hearing that my writing stands up, even when the semi-interactible-hypno-file gimmick doesn't pan out, is a great relief.
Also appreciate the love for the QoL effects. Those were all very last-minute, and very much made in the spirit of "ughhhh, do I really have to do this," so it's always nice to be reminded that the answer is "yes, people will use them, it will be worth it."
Deeply honored that you'd even considered returning. If you have any endings you enjoyed, or any you thought could've used some more work, I'm all ears ^w^
..I swear that wasn't a bat joke.
this game is both super cool and somewhat frustrating. i think my perspective on it as a non-hypno-kinkster is perhaps interesting, and i played it for quite a while so i have a bit i want to say.
first of all: wow. the audio here is so excellent. and one thing i want to make very clear, so that what i'm about to say makes sense: i really, really hate this Iana character. like, i truly find them menacing and evil, and i so desperately wish to get the hell out of there. i don't know if that's necessarily the intended reading, but i am very much not here to be hypnotized... i am here to escape. and the writing really does a good job at making this place feel scary.
and so the way that this cheerful melody plays whenever we get near Iana. it's so cool. this melody that seems happy and delightful takes on a truly menacing tone and creeps me out. and this is just really awesome. it's something that i have never really seen before, the way the writing just makes me feel so freaked out that it literally impacts the emotional quality of the music in this way.
the audio is really effective in other ways too. for example, the first ending i did was just the immediate submissive one, and the way the SNAP sounds go is just really neat. the rest of the audio work is also great, the way it communicates hypnosis or ambience or whatever. similarly, the sparing use of hypnosis visuals is pretty effective, at least for the first couple rooms where you run into them. you can really feel the bright spiral bearing down on your vision when it's one of the only images you see in the novel.
however, as a non-hypno-kinkster, there are also some stumbling blocks for me. for one, i really was tryharding after my initial immediate-sub ending. the second ending i got was one involving me attempting to hypnotize Iana but failing. and i couldn't tell if i still had some chance of getting somewhere, and it took the novel a very very long time to confirm whether i won or lost. i remember at some point there was talk of like, a fire glove (?) or something, but i couldn't really tell what the game was even talking about at that point, and that plot thread didn't seem to go anywhere. i admit i may have been skimming though. but what was unfortunate is by the time i confirmed it was definitely a bad ending, i could not actually rewind all the way to where i was before. thankfully i had saved shortly before then so i was able to get my progress back pretty quickly, but had i not saved i might have had to quit there.
the willpower system seems neat but ultimately felt kind of silly as it mostly meant going back to the bathroom whenever possible. i mean, to actually successfully hypnotize the cat all i had to do was wrap around back to the bathroom, restock on willpower, and then re-do the same actions i had done before, which seemed kind of silly.
although, i will admit it was harder to find my way back to the bathroom when i hadn't yet hypnotized all the other heroes. there was a neat moment where i was trying to find my way back to restock, and i ran into one of the hypnotized heroes, and i had to try to hypnotize them back because it seemed like that was the only way back. and i just barely managed to do that with 10 willpower left, so that was a tense moment.
that said, i think the navigation was rather confusing while all the non-hypnotized characters are in the hallways... like you can't really tell if you're coming back to the same rooms or not. i mean, this is probably a good thing from a "your mind is hazy" perspective, but it does seem a bit strange that hypnotizing other people makes you a better navigator.
after seeing that the keycard itself was not enough to win, i put in quite a bit of time trying to go through everything else i had missed. there were a couple unmarked rooms i hadn't explored--one thing that confused me was, i thought the "unmarked room" next to the midnight office was the same as the "unmarked room" one step down the hallway from that (i thought that moving one step down the hallway just kind of shifted everything over by one--it took me a while to realize they were actually distinct rooms).
eventually i stumbled upon the safe, and i had absolutely no idea what the passcode might be. i'm pretty sure i had seen everything else besides a couple of the things that happen when you get hypnotized (whenever i saw myself kind of locked into a hypnosis loop i would just back out, when exploring the rest of the rooms). so, as far as i was concerned, the passcode was probably completely random. this is when i threw in the towel: i just looked at the HTML to see the passcode, and yeah, i have absolutely no idea where these values come from. turns out it didn't matter though--doesn't seem like anything in the safe will lead to a new ending.
i think i may have been tricked by the way the other endings were labeled "Bad Ending" -- i was definitely imagining there was a Good Ending somewhere that i just hadn't found yet. but at this point, i was pretty sure i had seen everything i could reasonably get to, so i decided to give up and start writing my feedback. from checking the comments, it seems like maybe there isn't actually a Good Ending. i guess that would have been nice to know earlier...? idk, i do think that saying "Bad Ending" sort of implicitly suggests there is a Good Ending to contrast with it, but that might just be a skill issue on my part.
anyway. that's basically what happened for me. the first half-hour or so of this game was really very cool, again with the menacing vibes and such. the last half-hour was just running in circles with the subdued cat in the hallway, so there was really no risk left (besides the other random ways to end up hypnotized, which i just didn't follow through with) and it became kind of boring.
i do think that the writing is really really good at portraying, say, an abuser, in Iana, at least if you're not here for the kink. just somebody who you really want to get away from at any costs, but where it's easier to just... not. for context, i have been in an abusive relationship before. and this game wasn't triggering for me, or anything, it was just really effective writing. and that in and of itself is kind of cool--i mean, maybe i'm just healing by now, but i also feel like the game just does a good job at making this scary without being like, so similar to real life as to be triggering. i think part of that might actually be the focus on hypnosis--at least from my understanding, hypnosis simply does not work like this irl. and so the idea that someone has control over you due to hypnosis feels comparatively safe (as opposed to say, having control over you through the threat of violence)--because it simply isn't something that can actually happen.
in summary, i don't know if i have ever played a visual novel as good at making me feel stuff. so, good job! but i was not turned on. lol
First off: I'm deeply honored to get such an in-depth review. Especially from someone who's not into hypnokink. The fact that you pushed through, even when the game started to slip, and still thought to leave this deep of a review means the world to my first-time-game-dev batto self ^w^
Second: I'm so sorry the game brought out bad memories for you. If it's okay to ask -- do you think this should've had more warnings than it did? My usual audience is very focused on hypnokink, and tend to have a much higher tolerance for CNC/bad ends, so I've got a very large blind spot here. I hope it wasn't a bad experience. I'm really grateful that you brought this to my attention.
Third: the audio. I'm so glad you liked it. Particularly the switch in music around Iana. Using words to change the context of the music was a happy accident (first-time dev things), but it's something I'll shoot to replicate in the future.
Fourth: willpower system. You correctly identified that it doesn't really have a point in gameplay, and that's definitely something I'd like to improve on in future projects. Though I'm quite tickled to hear about that little emergent gameplay moment. As a non hypno-kinkster, you might be amused to hear that the primary function of this was kink -- some people specifically get off on stat drain, which might explain (but not excuse!) why the system is so flimsy. Good critique, and one I'll revisit for future games.
Fifth: navigation. This is really useful feedback. The structure of the game is actually a looping hallway with rooms on both sides, but I DID NOT do a good job of communicating this. As such, I'll probably patch in a map sometime (in the surveillance room?) to make everything clearer. Good observation!
Sixth: the safe... yeah, my adventure game-addled brain got the better of me here. The combination can be found by combining the numbers found in the books (hint: "people need to read more" in the notepad). I think only one person has gotten this without a hint. Definitely a point of improvement in the future.
Seventh: good ending. This is something I've heard from a lot of people, enough that it's objectively a failure on my part. Part of me wants to blame time -- the current "escape" ending was finished approximately 18 hours before the submission deadline -- but the other part of me says I should've signaled this more clearly. If I end up doing a big patch, an actual good ending will be the first thing I add. Thanks for the reinforcement; sorry for misleading you!
And last off: hypnosis.
You're entirely correct. "Hypnosis," as portrayed in 95% of hypnokink, is magical mind control with fancy window dressing. As someone who enjoys actual hypnosis, this is always a source of slight friction for me. Actual hypnosis is much more about gently guiding the mind, convincing the active focus to withdraw as the passive focus comes to the forefront. At least to my understanding. Unfortunately, this is impossible to illustrate, so all hypnosis in media is just magic glowy mind control. And since 95% of hypnokink comes from people seeing hypnosis in media...
So yes, this is not actual hypnosis. Far from it. I'm glad that made it feel safer for you, and apologize deeply for any bad memories or feelings this dredged up. Without wishing to pry, if you've any ideas for how I could've labeled this better, please let me know.
In conclusion: thank you so much for your opinion. You've given me a lot of insights I haven't gotten before, and given my game a hell of a lot of time of your own volition. I'm glad you liked the writing; I'm glad you liked the audio; I'm deeply grateful for such deep thoughts on my first game.
to be clear: i truly was not triggered at all by the game. i honestly think this is kind of impressive. as i said, i really found Iana menacing and evil, but in a way that did not manifest actual bad feelings at all. i didn't even know this was possible, and i can't really explain it, but there you have it. it's pretty neat!
if anything, the only thing that might bring up bad memories was my own choice to write about abuse, sometimes that can be a bad idea lol. but that's ok, i wasn't sure if i wanted to say anything, but i figured the perspective was useful. like, it is true that Iana is basically an abuser, and i would say i am motivated to get the hell out of there by that fact. but, idk. i guess that wasn't triggering, it just feels like a really engaging and interesting story. i really have no idea why.
to be fair, i find i have a relatively high tolerance for specifically sexual violence in fiction. i think there were some scenes i read that i could describe as outright rape, and that is likely worth a trigger warning, but it didn't really phase me. idk. unfortunately my perspective is quite limited in that regard.
so as far as trigger warnings and such go: i don't really know lol. i wasn't really negatively affected by anything in the game. i mean, i really did find it a very good experience to play through, maybe even because it's sort of a safe way to experience standing up to an abuser. (although i guess that's less true if there's no good endings lmao).
i definitely appreciate the consideration though!
with respect to the map: i did sort of figure it was topologically a ring, and this definitely was very clear by the end, but during the scenes where you encounter other characters along the ring you seem to only be able to dive into a side room, and then you can only leave the side room into one of the two sides of the hallway, so it gets confusing if you're still moving along the ring in the same direction or not. but, on the other hand, this does mean that the hallway encounters provide a very real blocker to your progress--if you dive to the side and then leave, you won't be able to go back, and that has gameplay consequences. (the encounters are basically a "one way wall" in the ring, which seems perfectly fine).
will definitely be adding a good ending if I ever find the time, aaaaaaaaaaaaa
I'm glad there was some degree of separation. The fantastical nature of the mind control, combined with the very clear step-back and reset buttons, hopefully helped with that. I'll do my best to replicate that in the future.
Thank you, truly, for sharing your experience. Yours is a perspective I've never gotten before, and looking back on it, I definitely should've sought it out sooner. Thank you for your time; thank you for your kind words; for your advice, your assistance, your ability to guide my goals towards the future ^w^
(also jumping in and out of rooms deadass might still be bugged, it's supposed to put you back where you would've been if there was no encounter here, but it's entirely possible that this is broken lmao. will give it a closer look; thanks for the heads-up ^^)
Lots of hypnosis and good noises and fun text. Seems like it'd take a lot of trial and error and reloading saves to find the route to the good ending but maybe I'm just easily daunted by all the text I'd have to read to find the "good" ending. Had some fun with the endings I found though
oh yeah there is ZERO obligation to 100% this game, it's literally 1.5 great gatsby's long, do NOT force yourself through that if you don't want to lmao
Your experience is pretty much what I'd expect most people's to be. I'm so glad you enjoyed the endings you saw; I'm glad you liked my game ^w^
(Also -- I didn't make it super clear, but the rooms and enemies rearrange every time you restart! This can make restarting a better option for exploring the endings, especially if you get an unlucky roll the first time around.)
Dang. I'd have more to say, but my brain is slightly soft right now.
... well, alright. This is an impressive amount of writing to get done in a single month, especially writing of such high quality. The game essentially presents a Greatest Hits compilation of hypnokink, with many different outcomes. The story flows quite nicely, there's and I like the way the world-building is done. Plus, there's honest-to-goodness sound, and graphics, and gameplay, and that's something you don't usually get in Twine projects.
So yeah, this is a serious achievement. Congratulations.
(Also, Nietzsche catching strays. I'm always here for that.)
"Greatest Hits of Hypnokink, pick and choose based on taste" more or less sums up my vision for this project. Hearing that it hit that goal for you, a much more established dev, makes my bat ears fold back in joyous contentment. Thank you so much for your kind words ^w^
(also i'm SO GLAD SOMEONE GOT THAT REFERENCE ADFGHJDFHGJDFG)
(i put SO MUCH work into that dumb office that NO ONE noticed, because it wasn't horny, and this comment single-handedly makes it all worth it)
What an amazing project - an unbelievable word count, a daring idea even in concept, and outstanding execution through and through!! I know you've already inspired me and at least one other to take up or continue similar projects just because of this astounding and well-earned success
aaaaaaaaAAAAAAAAAAAAAAAA
honestly just knowing that cool, talented people are inspired by my silly little thing is the highest praise you can give me
partially because i made this because i so badly wanted something like it to exist, but it didn't, so i made it, and now there's going to be more and i'm going to play it and it's going to be great and i'm so excited aaaaaaaaaaaaa ^w^
The first time I played, I was getting so flustered that I began to rush through it, and the staggered commands with the swinging pocketwatch that never faltered- it forced me to sink into the headspace in ways I haven't seen before. Deeply effective.
With another pass, I let myself really just plunge into it and admire the delicious writing of each moment
d'awwwwwwwwwwwwwwwwwwwwww
such a very good kobold. very attentive, very receptive.
you're a treat, dear. thank you for your kind words :>
I really enjoy the narrative here - it's a tad long winded at times, but that is to its benefit in a game about letting your mind drift. The sounds do a lot to aid in the feel of the game, and feel well timed with the story pacing for the most part.
You should feel proud of this one.
oh there's no need to be nice, it is ABSOLUTELY too long-winded
one thing i want to improve about my writing is how many fucking words it takes me to say a single thing, whereas someone like you can communicate an equally-or-more-interesting story far more efficiently
in that vein, i'm very glad i got to play your game as well :>
I think long winded helps with hypnosis, is the point.
You want people to be a little glossy, so to speak. It fits the brief
An impressively long and well written text-adventure! The audio elements add a lot of atmosphere, as well as the staggered text for hypnotic interactions. There are a lot of branches, meaningful choices and exploration, all of which have their own descriptions and events. Immersion is among the biggest goals for a hypnosis-themed story, and I think you have everything perfectly placed for getting the readers invested!
ENDLESSLY glad that i stayed up until 7 am the night before release adding the audio
i'm so so glad you enjoyed, and very much looking forward to heaping the same praise on your offering :>
this is so impressive. the writing is, well, hypnotic. I really enjoyed it and want to revisit to get all the endings.
Thank you so much! All praise makes my bat ears fold back in contentment, but doubly so from such an established dev in this jam :>
If you do revisit, I'd be curious to hear which endings you enjoyed and which you thought could be better!
also i'm really really looking forward to your game, i promise i'll get to it once Real Life stops Real Life'ing so hard at me aaaaaaaa
Holy… This was incredible. I have tried some hypnosis in the past, but nothing this hot. Amazing writing, the branching story really makes you feel like in hypnosis with the multiple chances of resisting. And great presentation, the humm is mind numbingly perfect. Thank you for the experience.
So glad you enjoyed! In particular, I'm so glad you liked the chances to resist. Nothing hotter than knowing what's happening, knowing you could stop it, and just... not being able to help yourself but submit to the pull. Hearing that that experience landed makes me really happy ^w^
also i'm really glad you liked the hum because that was added 16 hours before submission and i was really afraid people would find it annoying aaaaaaaaaaaaa
Solid stuff, and it's nice to see a multimedia Twine game. Certain details of the scenario were certainly a surprise! And of course, the spirals are pretty. You could say this game is... a tight package? :p
fhgjdfgjd
had i your way with words, it could've been even better :>
I am so impressed... How on earth did you write THIS MANY WORDS OF SUCH QUALITY??? AND also add varied text? If this was done natively in twine- that's even more impressive. I think I understand why someone might like hypno now.
psssssst
here's the secret: sleep 3 hours a day for a month and give yourself a minor wrist rsi
...
wait no that's terrible advice
In any case. Thank you so much for your kind words! They mean a lot, especially coming from another writing-centric dev ^w^
Hearing "i'm not normally into this, but... now i kinda get it" is a GREAT honor. While I could wax poetic about how hypno works as a kink (it's mental bondage, it allows shy subs to forget their inhibitions, etc.), I'll just pin my ears and say thank you very much, and I'm very glad you enjoyed ^^
(also it was written partially in google docs, but SHOULD'VE been written in twine, because then i wouldn't have had to translate to their terrible markdown format fhgjdfghdf)
Woah. This is very well put together. Not super my thing but the writing was pretty decent. Got ending ... uh, 15/14, apparently. Intriguing concept. Nice work!
Many thanks!
Hearing from people who aren't already into hypno is SUPER helpful. That's not a perspective I get very often, and it's less likely to overlook bad writing for the sake of kink, so it means a lot that you still enjoyed.
Doubly as much that you reviewed it at all. I was nervous submitting a super hypnohorny, super gay project to a broad-spectrum contest, so I'm delighted to hear it turned out alright ^w^
Short answer: Holy fuck.
This is a game that is shamelessly and unabashedly embracing its theme and running with it - and as a longtime hypnokink lover I was absolutely head over heels from the start. The sheer variety of different tropes from the genre was a feast to experience - snaps, clickers, bondage, visual distortions, visors, metronome, drugs, pocket watches, petplay... My god. The multitude of different spirals for the different sectors was a very nice touch as well, and spoke to the labour of love this is.
Gameplay wise my favorite part was: being savvy with genre tropes? Not enough to save you from bad ends. It was really fun to occupy that space of "trying, and failing anyway" in a more sincere way than any other hypno media I've come across in memory. Additionally, the binaurals getting louder as you got closer to a bad end was a great touch - it was absolutely worth getting the headphones out for this.
Unfortunately I did run into bugs - the binaurals not stopping when I reloaded and then breaking when i refreshed the page meant that downloading the standalone version was an inevitability. (Thank god for the save system). More tragically, I did get hardlocked in my first run of the game - all reactions I could take to escape/defeat Iana errored out being unable to find a room. Totally worth the effort to restart and finish the game, but still a pain!
Frankly after playing through this, I'm even more flattered by your kind words on my own entry (and extra sad I never got to implement the hypno character that was intended in it, hah!). Your writing is captivating , this game fully made me stay up way too late on a weeknight, and I'm definitely going to be following you post jam to see what you get up to.
short response: aaaaaaaaaaaaaAAAAAAAA
I'm deeply honored to earn the approval of a fellow hypnokinkster. Doubly so that you seem to have explored it so deeply. The variety, the little touches like binaurals and spirals, and the sheer amount of text is something I found myself regretting in the later days. At some point, I began to doubt how many people would see the whole thing. In that context, your persistence (and sabotaged sleep schedule sorryyyyy) means a whole hell of a lot ^w^
My sincere apologies for the bugs. I'll track them down as soon as I can, and credit you accordingly in the credits. (Though for the hardlock on Iana -- did the item uses throw errors, or just leave you unable to choose another move? Asking so I know can replicate as soon as possible.)
All that is to say... thank you. With so many games in this jam, it's a delight to have such a wonderful dev spend so much time with my silly hypno-Zork ^w^
also you VERY much deserve the kind words
you made an actual game, with a tight and rewarding gameplay loop
that's at LEAST as impressive, and will become even moreso if you add any of those ahem planned characters in the future :>
Listen, writing 1.5 Great Gatsby's worth of hypnosmut is going to be a siren song to me in general, but the sheer variety beyond that? Like - god damn, I don't envy you swimming through all that text in the final week or so of the jam, but the fact you had a tight narrative, solid world building and some silly jokes in there to boot? Itmakes me really glad you pushed through the 'what if nobody sees this' of it all. I still want to go back and see if I can work out the safe code, since that was the only major thing I think I missed
(and admittedly, my brain was a bit too fried by the hot smut of it all to figure it out at the time LMAO).Also please, no need to apologise about the bugs - it's a game jam!!! And speaking from experience: when you're still creating the damn thing in the last 48 hours? That REALLY doesn't leave room for bug testing.
Good news though: on revisiting the save today it's a soft lock, not a hard lock!
(I didn't realise in the first play through that you had to actually engage with Iana first before you could defeat them. I was still sweeping the rooms since I took not immediately seeing a subdue option as me missing something, and the first time I stared my willpower was too low to resist.)
Said softlock state: Assuming I had enough willpower to not bad-end immediately, trying to escape from Iana would always result in this.
I have my save(s) still that are in that error state - if it's helpful to you, I can let you know the viable variables (turn/items/etc) that it's on, and/or send the save file export itself to you on discord/whatever platform.
All is to say: you're so SO welcome. Your game was a joy to spend time with, and it makes me so happy that the praise means this much to you on top of it all. Game recognises game, dev recognises dev - we both did damn well for the jam! :3
okay thank you for this
you saying this made me realize that the downloadable version was a slightly older version, where i had not yet patched that bug
will be fixing shortly. thank you SO much for your attention to detail; it's something i've learned to appreciate exponentially more as i've expanded from dead-tree stories to electron-box games.
thank you again for your kind words. you're an excellent tester, an excellent dev, and very well-spoken to boot :>
I've been generally pretty neutral about hypno, but I really love this game and it pulled me in! The frequent lulling audio, visuals, and writing into hypnotic headspace kept me gripped into the setting, and the descriptiveness of the writing was nicely done. This shit's hot! I've only completed the scarf ending, but I def plan exploring more endings of this game in the later :)
Awwwww. Thank you!!!
Hearing "i'm not into this, but..." is by far the greatest compliment a humble batto can receive. There were many anxieties associated with submitting a very gay, very hypnohorny entry into a broader-spectrum contrast, so knowing that it lands with at least some people brings peace to my mind.
If you do end up exploring more, I'd love to hear your thoughts on the game as a whole. As someone who's not a priori into the kink, your perspective would be incredibly valuable, and one I haven't gotten much of.
Absolutely no pressure, of course. I'm so glad you enjoyed my game ^w^
Hell yeahhh will do!!