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A jam submission

FuchemyView game page

Fantasy Sex Shop Simulator
Submitted by H_Librarian (@EcchiLibrarian) — 3 hours, 21 minutes before the deadline
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Fuchemy's itch.io page

Results

CriteriaRankScore*Raw Score
Ambition#293.3673.524
Stealth#292.6392.762
Novelty#383.1403.286
Play#402.6852.810
Harmony#422.8673.000
Kink#462.4572.571
Overall#462.6752.800
Sound#462.2752.381
Aesthetic#472.9123.048
Horny#492.4122.524
Narrative#502.0022.095

Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Stuff you didn't do during the jam
I didn't make the character animations or game sounds

Animations are from Mixamo

Music is from here: https://freesound.org/s/680399/

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Comments

Submitted(+1)

Oh my, it pains me to write this comment, because I love, love the core idea here... but there's just too much jank to deal with!

I'll start with the positives: the whole concept is just FUN. I love the idea of using some sort ot chemistry gameplay to obtain new elements and items; and it's in 3D to boot! The lab is a bit cluttered, but that's not really a problem: you don't really have to much a lot around to get to things.

That's... as far as the positives go. We really need to talk about the jank, although many others have commented on that. First things first, the mouse sensitivity is way too high. I got used to it after a while, but it kept as a constant issue; and that paired up with the dodgy interction spots. I lost count of how many times I picked up the slime girl from the Extractor instead of pickingup the jar with the raw ingredients. I've battled my way through the flask counter, and the buttons on the shop sometimes didn't want to work at all (I've downloaded the "StoreFixed" version of the game).

But all of those things can be dealt with. My biggest issue was that I felt lost all the time. I've tried mixing stuff in the cauldron and I managed to get the lube, but after that I just couldn't really get anything else. I tried different mixes, nor just of slime and water, but also the ingredients that you could purchase online. Nothing seemed to work.

Then I noticed that some of the flasks containing ingredients were apparently empty, but in fact were still full: you could see a little bit of the ingredient on the bottom of the flask if you held them up, or when you placed them on some of the machinery around. That made me wonder if I wouldn't have accidentally attempted toput in the "out" valve of the cauldron a flask that was already full with something else.

The game desperately needs a bit of a better tutorial than just notes stuck on the machinery. If you forgive me, I would like to suggest a series of improvements:

Mouse Sensitivity Option: Self-explanatory. Moving around in the current speed is annoying, if doable.

Interaction Prompt Text: Consider adding a little text somewhere on the screen (on the bottom of the screen would work just fine) indicating what is the pointer currently looking at. For instance, if it's able to interact with a flask, have it say "Flask", or if it is pointing at the slime girl, have it say something like "Pick Up Slime Girl". It's dumb, but it may help tremendously when attempting to interact with dodgy collision boxes. Just something to let the player know better what they are about to interact with.

Shelves vs Counters: Maybe replace the flash counter with a flash shelve slotted into the wall. It will free some walking space, and the player will have easier access to all the flasks, since now they are in a vertical space.

Trash Can: I may have missed this, but it seems that every time you buy an ingredient you also get a new flask. There may be a point in which you can no longer juggle those things around, since there won't be any space left to place them. Maybe consider adding a place to dispose of some items; not just of the ingredient within the flask, but also of the flask itself.

Those feel like the most needed changes. I genuinely think there's a lot of potential for this concept, but it really needs more work. I rather enjoyed what I played, but it became frustrating very quickly. I'll keep an eye on it. Good luck!

Developer(+1)

I appreciate the honest feedback! Honestly, I just bit more than I could chew with this one. A lot of the issues you pointed out are things I was already expecting and thought it was weird so few people were commenting on it.

HostSubmitted(+1)

oh man i love this in principle but i wish it were a bit less jank.  i see others have had similar issues though.  the one possibly novel thing i discovered is that if you maximize the game window (i'm playing on a tv atm) then the browser window ui gets a little confused and the close button drifts into the middle of the screen haha

great concept though.  love to do tactile laboratory things

Submitted(+1)

This is a really neat idea! I loved how tactile moving things around felt and it was satisfying to get mixes right and see things combine. Having a slime pal you can both bridal carry around and also extract goo from was super fun and funny too. I thought the computer UI was really charming and clever and I liked the tone of the writing for the quests, but I'm sad to say I had to stop after only completing one because I got a bit of motion sickness from the high look sensitivity, and around the same time I got stuck in the floor near the slime extraction chair. But I still had a good time and I'd like to see more!

Submitted

Love first person immersive sim shop games, and I really like the mixing mechanics with physical bottles - slotting things into place like this is always satisfying.

Submitted

loved the concept here, great job XD

Submitted(+1)

A very hands-on lab experience! Navigation can feel awkward at times and it's not always clear what you're interacting with, but the models and art do a good job of hinting at functionality. Most machines seems intuitively designed to do what they do. The slime is a neat companion. The chill music track felt fitting, some sound effects for valves turning and liquid pouring can add to the ambience. Mixing stuff is usually more conceptual in games, so it's cool to see the process made more physical in a 3D environment!

Submitted(+1)

So, even though I also had the same difficulties with the controls and mixing mechanics as others have mentioned, I really love the premise of doing an alchemy/mixing game but with first-person immersive sim controls. Also was very funny to have immediately clicked on the slime girl without first reading what to do with her and then suddenly carrying her in my arms, like "oh! uh, I guess... you're coming with me now!"

Anyway, great concept and a very chill, cozy vibe. Would love to see how this game evolves if you decide to continue working on it!

Submitted(+1)

Such a cool idea! I love the idea behind the workflow, creating slime pets to produce the ingredients you need to complete orders is such a fun idea. Combining the water and slime to create lube was such a fun lightbulb moment.

I did struggle after that though; no other combinations really inspired that same “Aha!” moment. With two points of “mixing” available, it was also difficult to tell whether I should be experimenting with the slime girl herself or combinations. I really was aching for more guidance on what sort of slime girl combinations were possible, and what sort of concoctions I could mix. It also wasn’t intuitive to put things by the door to complete the order; I only thought to try it after I tried buying something and the item showed up there.

The controls also need a bit of fine tuning - collision boxes were off (moving close enough to the first slot in the cauldron to place a bottle was difficult), and interacting with things could be a bit of a nightmare (trying to collect the bottle of slime caught me in a 30 second loop of picking up the slime girl, then clicking on the note, then picking up the slime girl again).

(Didn’t encounter the clipping or shop $null issues others are reporting on!)

Would be so curious to see what future iterations of this idea look like, and a interesting use of the jam’s theme!

Submitted(+1)

I absolutely adore this game's concept, and I'd love to see a more complete version of it! 

Unfortunately, there were a few serious issues I had with it as it is.
As other have said: the mouse sensitivity is way too high.
My second issue is clipping into the floor beneath the front of the slime-milking-chair-apparatus; I'd walk near it, usually trying to place or remove jars from the mixer, and I'd suddenly get moved down a few feet and right at the front of the seating, unable to move at, which happened three times to me and forced me to reboot the game each time.
Lastly, I find it difficult to figure out where to click for environmental interactions a lot of the time, such as placing or removing jars and activating devices (frequently I'd grab the girl instead of the jar she just filled). Some sort of highlight on intractable spots/things, or some overlay text when mousing over something you can interact with, would be GREATLY appreciated.
(Also, I'm not sure how intentional this is, but I wasn't able to buy anything from the shop; maybe it's just not implemented yet, but regardless).

But yeah, I absolutely love what this game is doing. I love how the slime girl works, I love shop and crafting sim type games and this seems like a fantastic iteration of the idea, and I'm really excited to see more.

Submitted

I absolutely adore this game's concept, and I'd love to see a more complete version of it! 

Unfortunately, there were a few serious issues I had with it as it is.
As other have said: the mouse sensitivity is way too high.
My second issue is clipping into the floor beneath the front of the slime-milking-chair-apparatus; I'd walk near it, usually trying to place or remove jars from the mixer, and I'd suddenly get moved down a few feet and right at the front of the seating, unable to move at, which happened three times to me and forced me to reboot the game each time.
Lastly, I find it difficult to figure out where to click for environmental interactions a lot of the time, such as placing or removing jars and activating devices (frequently I'd grab the girl instead of the jar she just filled). Some sort of highlight on intractable spots/things, or some overlay text when mousing over something you can interact with, would be GREATLY appreciated.
(Also, I'm not sure how intentional this is, but I wasn't able to buy anything from the shop; maybe it's just not implemented yet, but regardless).

But yeah, I absolutely love what this game is doing. I love how the slime girl works, I love shop and crafting sim type games and this seems like a fantastic iteration of the idea, and I'm really excited to see more.

Submitted(+1)

Tried it again post fix, still not sure if it's working right. Couldn't get any recipes to craft but the slime lube. Tried a ton of combinations, nothing else seemed to work. The descriptions imply something like Slime + Eye would make the plug for one of the quests, since the eyes are supposed to solidify stuff? Tried a bunch of slime and eye combos but none made anything. I really don't know how the recipes work,

I also eventually ran into the issue of too many jars after buying stuff, there wasn't anywhere left to set them down.

Developer

Thank you for taking the time to try it again! Your feedback has been really useful to me.

Submitted (2 edits)

The concept has potential. The mouse sensitivity for the controls is too high and it felt a bit dizzying to play. It would be nice if there was an indication for what's being hovered over, since it would often read the note when i was trying to pick up the bottle under the slime. It also took me quite a while to realize that purchased ingredients show up as a bottle by the door. The very first thing i did was buy a bunch of ingredients, and all of them overlapping made it look like an empty bottle, so i assumed it was just for delivering completed potions. The 3D models looked nice though. 

Submitted(+1)

It was a bit hard to play at first, getting to fuse the bone and the slime extracts. Like Kousen i had the message '$Instance Base is Null' in the shop. I like the ideas tho, with a lot of potential for fleshing them out in the future should you continue working on this.

Developer(+1)

I'm really sorry about that bug. Seems like most players could access the shop just fine so I wasn't aware of it until very recently, but now 3 people in a row have told me they encountered the same issue so I'm gonna try to fix it asap.

Developer(+1)

ok, I think I've fixed it

thanks for the feedback!

Submitted

No problem :)

Submitted(+1)

Had a lot of issues with this one. Kept getting my character softlocked in front of the Extractor, The store was filled entirely with $Instance Base is Null. And had a game crash when I first made the slime girl (Though all subsequent launched worked fine, really don't know what happened.). Wasn't able to create anything except for the lube, probably because I had no shop. Maybe it just didn't work on my computer

Developer

wow I'm so sorry. The game was working for most people until now. You're the second person who tells me about the "Instance Base is Null" bug, and I still have no idea what could possibly have caused it.

Developer

it should be working now

thanks for the feedback!

Submitted(+1)

This could be a really solid workplace simulator type of game if you polished it up a bit, nice job

Submitted(+1)

This was fun! The controls were a bit hard esp with handles being black on black, so aiming was sometimes a pain. The slime design is super cute and the quests require some fumbling that really make you feel like you're conducting experiments. Great feel.

Submitted(+1)

The slime was really cute.
I struggled with the movement, sensitivity, and interaction with environment.
I liked the concept and you made me feel like a mad scientist trying to find the recipes and mixing materials.
I was not successfull in fulfilling all requests, but it was an enjoyable process.

Submitted

Windows flags the app when trying to launch, even as admin :<

Developer(+1)

Wait, is this why I was getting so many downloads but so few ratings? Thanks for telling me lol

I made a new build, if you want to try again. Hope this one works.

Submitted(+2)

It works now, thank you!

Submitted(+1)

There seems to be a solid start to a 3D slime creation and milking game here! The concept is good, and there are the makings of lore and purpose, but ultimately there doesn't seem to be a ton of gameplay here. I was able to follow the notes up until you milk the bone-slime, but the auto-alchemy machine after that doesn't seem to work, there doesn't appear to be any guidance or clear method on how to fulfil quests on the computer or how to create what they're asking for. I also found a funny little bug where, if you're holding a jar and look down, you start moonwalking without any input, which is just a small thing I find quite amusing, but doesn't really have any bearing on the game itself.


TL;DR a solid effort with potential, but needs some more clarity on how to progress.

Developer

Thank you so much for the feedback! Can you tell me what exactly were you trying to craft when the machine didn't work? This might be a bug I need to fix, or maybe you just tried a combination that wasn't available