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Body Heat's itch.io pageResults
Criteria | Rank | Score* | Raw Score |
Kink | #1 | 4.667 | 4.667 |
Novelty | #2 | 4.200 | 4.200 |
Harmony | #2 | 4.000 | 4.000 |
Play | #3 | 4.067 | 4.067 |
Horny | #3 | 4.200 | 4.200 |
Overall | #9 | 3.333 | 3.333 |
Aesthetic | #17 | 3.800 | 3.800 |
Stealth | #31 | 2.067 | 2.067 |
Narrative | #40 | 1.733 | 1.733 |
Sound | #45 | 1.267 | 1.267 |
Ranked from 15 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Hey, better late than never. I played your game shortly after the jam ended. Wanted to take part in the jam too, but couldnt (next time hopefully xP) I really liked the game and thought I'd let you know.
In terms of feedback I saw the same stuff other people already pointed out. The inventory feels really nice. The theming is more satisfying than I expected going in ngl.
I like the unique eating, holding, healing etc. I prefer when lewd games have lewdness built in the mechanics and not purely in the art. I can easily see how you could add on to them (if you intend), so I like how they offer a lot. For example with the way arousal works atm there could be some advantage to keep it high without going over the edge. Could give faster incubation, or be part of new puzzles. idk like platforms that rise with arousal but disappear when you go over.
You CAN make it over the long spikes after the womb introduction btw, but it's really tight. When you try to go below for the first time it's easy to bump and think the metal fence is wall, since before that moment the metal fence is always just one tile wide, or only one tile high space. Maybe just having that earlier where you walk through can help, or puting a plant below there so I see that I can go under there. Some leaps of faith in platforming and relatively low vertical vision ofc with the UI, but both weren't really a problem for me :)
I like the art. It's clean and some nice extra stuff like the swelling stomach. In case you decide to continue with this project I'd like some more natural setting, so it's less concrete-y.
A small thing is that when you hold an object with the mouse until it has no motion you can release it and it won't drop. I noticed, because I also encountered that problem in godot myself once. You can fix it by doing "linear_velocity += Vector2.ZERO" after you release the object. (Adding zero velocity, but tells the rigidbody to update, so it "wakes up").
One time I thought I got stuck in the room where there are 2 plants left and 2 right of spikes and you have to open a door with them, because the right plants didn't regrow after the first time, but I didn't see that there were more plants to the left of the spikes, so maybe if I can see there that would be the safer option.
From the length of the comment I guess you can tell the game stuck with me. I hope it didn't sound too negative. unique, fun, lewd :)
Thanks for all the feedback! there's a lot of things that i definitely would have liked to polish and improve on further during the jam, so i don't mind hearing about what could have been done better.
i think a few of the unclear parts in the level design likely come down to time management during the jam. i had some issues with scope creep during the middle of the month, and by the time i'd dug myself out of that hole i only had a few days to get all the levels together.
After the jam i realized it would have been good to zoom out the camera some more, but the gap under the spikes section caught me off guard - i honestly forgot i'd made it that way by the time i started getting feedback!
the inventory objects stopping problem is also an interesting one: i thought i had disabled rigidbody sleeping as part of the item script!
maybe it was just something that slipped through. i had noticed some problems with custom gravity from area2Ds sometimes lingering after they left the zone (i ended up working around that by changing the gravity manually in one of the other scripts) but i guess i never held anything still for long enough to notice that issue.
as for whether i'll end up adding onto the game now,,,... i'm not sure. i tend to have a lot of trouble coming back to jam games after the fact, and this one kind of burned me out with the specific compromises i ended up making to squish it into the deadline. i'm still very happy with what i achieved! but i suspect if i were to revisit this concept i'd be starting from scratch, taking a different angle on the same core theme.
too many ideas swimming around my head all the time.........
Totally get that. Nice game (also Godot is love) :)
Cool game with very interesting mechanics!
plat-vore-mer gets the 'greatest pun of the jam' award instantly
The inventory system was SO clever, and the platforming was fun. Maybe a little too zippy? But I'd take too fast platforming over too slow platforming any day- mistakes feel more like my fault for not being cool enough to keep up, you know?
The platforming was on the difficult side for me. I love stomach inventory systems, and making that a part of the puzzle solving is fantastic.
Innovatively perverted gameplay with excellent execution! The kinks are integrated directly into the gameplay! Puzzles and action are original and fit the themes in really good ways. The controls and physics can use tiny bit of precision tuning, but feel really great already. Alternatively, just having fewer demanding jumps and around 30% less item requirements would make the controls feel perfect as they are for me. The mouse and keyboard combination is a really good choice and lets you adjust things as you're moving. I also enjoyed the non-intrusive and well-paced tutorial.
Sound is the biggest missing element at the moment, a well-picked soundtrack and subtle squishy noises would really seal the deal.
The art is very good with varied and smooth animations. I'm also a big fan of the mostly grey color scheme that makes the characters pop out. Very nice UI design.
You are charting some provocative and previously unexplored territory with this project. I am excited to see what else you decide to do with it!
Very innovative and kinky concept here ^^
Just two points to modify and it would be a masterpiece in the making.
- The platforming is just a little slippery, but enough to make it uncomfortable at times.
- The "inventory" takes up a big chunk of the upper screen. Making it semi-transparent during movement would be great.
Overall extremely good, definitely going to keep an eye on it ^_^
I really like the use of the mechanics and the originality, I'm eager to know if there will be more.
But even if it is one of those times where you feel satisfied with the result. What you have here is an amazing take in platformers horny.
I'm not super into the subject matter personally but the way the themes tie into the gameplay to make a seamless experience was just fantastic. I can see so much potential in a concept like this.
very interesting, with a lot of room/potential for more mechanics~
Fun little platformer. In the area where you have to "water" the bushes to get fruit it took me a minute to realize you need to use coyote time to jump a seemingly impossible gap. Other than that I enjoyed the vore mechanics and only wish you had had time to do more with it.
Also might be interested in doing fanart of the PC.
OH dear! I'm not sure which particular jump you mean, but there definitely shouldn't be any need to use the coyote time deliberately. Must have slipped through while i was testing, sorry about that!
As for fanart, absolutely feel free~ i'd love to see it!
I definitely want to revisit this world idea in some future project, so hopefully i'll find some fun ways to improve and expand on the mechanics for whatever that might be.
Normally this wouldn't be my thing but this is genuinely interesting. Very.... tactile, too.