Festival of Fools
[ Made for the NSFW Minijam #15 ]
The people of this small medieval kingdom are throwing their annual festival to celebrate a successful harvest season. As is tradition, the "King of Fools" is elected among the people to ensure the festival goes smoothly. This year, you have appointed as the king of the festival.
Meet the needs of your people to make sure everyone enjoys the festival. If all goes well, the queen might even give you a reward!
Controls:
This game only requires mouse to control
Move Camera by holding left mouse button near the edge of the screen
Zoom In and Out with Scroll Wheel, camera will reposition if you scroll to the edge of the screen
Click and drag highlighted objects and people to specific spots to progress or just to move around
Hover cursor over certain people to see their needs (if nothing pops up, the needs are already met)
[Escape | M | Tab] Opens menu to adjust music, volume, and toggle vsync (toggle if performance issues)
(Tip: Try zooming while dragging an object to cover large distances much quicker)
Developer Notes:
Hey there! This is my first NSFW game and game jam so thanks for trying it out. I recommend playing the game on fullscreen mode. Please let me know if you have issues or suggestions - and enjoy the festival!
Credits:
- Made with Godot and Aseprite
- No GenAI used in the making of this game
- Various sounds and music borrowed from Freesound.org and OpenNSFW, specific attributions below
OpenNSFW SFX Sound Pack for general NSFW sounds
[Masc Voices] VA Pack: @lewdkitzu
[Fem Voices] VA Pack: @NyaughtyMeow
Inventory_Open_00.wav by LittleRobotSoundFactory -- https://freesound.org/s/270393/ -- License: Attribution 4.0
Party Crowd 2.wav by Kolezan -- https://freesound.org/s/246116/ -- License: Attribution 4.0
laugh1.wav by levite_sound -- https://freesound.org/s/58650/ -- License: Attribution 4.0
Published | 4 days ago |
Status | Prototype |
Platforms | HTML5 |
Rating | Rated 4.0 out of 5 stars (2 total ratings) |
Author | salamacious |
Genre | Interactive Fiction |
Made with | Aseprite, Godot, Audacity |
Tags | 2D, Adult, Erotic, Fantasy, Godot, No AI, Pixel Art, Point & Click, Short, Top-Down |
Average session | About a half-hour |
Inputs | Mouse |
Development log
- QOL Hotfix3 days ago
- Thanks for playing!4 days ago
Comments
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where do you find the black skull item for the witch
You mean the poorly drawn bat creature? Check the castle windows haha
Not bad. =) Somewhat frustrating, though - targeting is rather fiddly, the target objects are tiny at most zoom levels, and the rocks/barrels/scenery obscuring them hustle back into place very quickly, generally giving you just one try before you have to drag the scenery out of the way again. Between all of that and the view invariably starting to pan when you're dragging the obscuring objects away, it quickly starts to feel like a battle against the UI rather than just the intended pixel hunt.
A couple of QoL changes I'd suggest:
Also, what seems like a minor asset bug - at one point, the witch wants a flask filled with some sort of potion, but the item that actually satisfies the objective is an empty flask.
I agree with all of this, it can be annoying to move. For the sake of the jam, I don't want to introduce any drastic changes to the gameplay, but I like the ideas a lot. The repositioning idea was actually how the game originally worked, but was a lot more bug-prone as I would have to deal with drop zones, collision boundaries, and gravity for objects. If I reworked this, I'd probably just make all objects physics-based to get this idea working...
I've added a hotfix to address some of these issues:
- More than doubled the time it takes for crates, barrels, and rocks to move back to their original positions
- Made coin colliders larger to make them easier to grab (grabbing these were a pain for me lol)
- Decreased camera movement sensitivity, making it easier to drag objects like crates and barrels without the camera also moving. This consequently makes scroll a lot more important in movement, for better or for worse
Hopefully this improves the experience, I have the original build as a backup in case this ends up making it worse though
Side Note: I'm not seeing the potion bug however, the witch requires an empty flask, some potion ingredients, then a fully made "love potion". So it's two different glass bottle assets although they look very similar to each other.
I appreciate the useful feedback, thanks for playing! :3
Feels much more manageable now. =) And I figured out what tripped me up about the potion - the liquid in the flask is partially transparent, and combines with the green of the grass that it's sitting on for a gray color almost identical to that of the glass.