Figured I'd crosspost my work on MOLD here too. I originally made MOLD for the langdev gamejam. I have a whole set of devlogs about it on my DecAdv. Basically a little ASCII grid-based game making tool that utilized a catlang under the hood. I have recently been tying up some loose ends around allowing longer scripts to be edited: https://social.nouveau.community/@andnull/116732615234943163
or Watt / and Null
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I was not prepared for that final paragraph of the opening. If I had been drinking I would have definitely did a spit take. The character writing was pretty solid and there was little moments that got me chuckle (or wince at how painfully real they were. That "I heard she did something problematic", had to close my eyes for a second there. Really how it be). I rather like that the golfing aspect was made casual rather than punishing. I did think level 8 represented a very sharp spike in difficulty having to pull off a little rebound shot.
I look forward to the world being able to enjoy kegel golf in peace and harmony. RIP moon tho...
First pass, I was completely distracted with the UI. But on second pass I could engage with the story and oof, ouch. I don't think I have any notes aside from it being well written and I could feel the pain of Al. I like the presentation for the personalities.
The outside world being present through a webcam window definitely captures that feeling of disassociation accurately.
As rough prototypes go, this has a lot of potential. I'm a suck for novel story presentation for IF shaped things. I am unfortunately easily bored by box-of-text-in-the-same-place. However, these cards allow for a decent bit of text that never feels too long nor to short. I also don't think I've seen a Reign style game for an erotic game. I think this little engine could be the basis of a bunch of narratives.
One piece of feedback I have is maybe having a setup like:
That way the choices stay readable and don't have to fade-in and out. Aside from that, I hope you manage to put this engine of yours to work in future projects. Looks like it'd be fun to work with.
I like that you had that chip-damage mechanic in the game. And the way it was worked into the narrative was rather fun. I really enjoyed the kinky dynamic between the ship and the pilot. The emergency rescue sequence was well executed. I like that this wasn't to focused on scoring and stayed engaged with it's narrative. Finally, all the art was really nice. The checkpoints made up for the lack of extra lives as well.
All in all, pretty good.
Okay, the advanced tech is a really good one. Especially since I've got that big eye animation. Make the eye slowly narrow in on you as you try to keep your meter from draining. Definitely keeping that in the mental notes.
Danke, I felt awashed with inspiration for this year after playing 50 Short Games and The End of Gameplay. Especially, TEoG. I played that basically the month before the jam. I wanted to swing for 5, but alas, one-game-a-week was my limit between this and a day job. Tho, one-game-a-week is already kinda nuts, lol.
Also, yeah, My Body is a Garden has been an idea I've token like a couple swings at. But this was the first time I've committed to some iteration of it.
The sociopolitical climate surrounding this years jam had me wanting to just go full in. I think the game that lands the best in that regard is "I LOVE THE FEELING OF ANTS ON MY DICK". I let the goblins take the wheel and it came out pretty good. Oddly, I think doing all the animations on paper kinda helped this mindset.
One day I hope to live up to my inspiration in terms of body horror games: Water Womb World and Discover My Body. Both are games that I find erotic despite that not being the goal (or likely even passing intent) of the work. My Body is a Garden, specifically, is an idea that I've toyed with many times. This is the first time realizing some aspect of what's in my head.
I don't think this will be the last time I attempt My Body is a Garden.
One day I hope to live up to my inspiration in terms of body horror games: Water Womb World and Discover My Body. Both are games that I find erotic despite that not being the goal (or likely even passing intent) of the work. My Body is a Garden, specifically, is an idea that I've toyed with many times. This is the first time realizing some aspect of what's in my head.
I don't think this will be the last time I attempt My Body is a Garden.
I could feel the ambition behind this project. I've always found your submissions capture me the longest every strawberry jam. So, I look forward to what you bring to it.
And, yeahhhhhhhhhhhhhhhhh...hhhhhh, I feel that one about "web access being uncertain". "An andful of Horny Games" committed so hard to the kink for the same reasons. I won't go out with a little whimper.

Absolute nail biter right there. I did not realize just how BIG the world was until I saw a I needed a second Gold Key and found another Silver Key I had no direct use for. The gameplay is rather nice, it's got a good hook. My main two pieces of feedback is 1) I think enemies should immediately loose their hitbox. I got cornered pretty badly in some spots. When dealing with a hoard of enemies, I had to despawn ones I defeated cause I couldn't fight ones behind them.
2) I think having some way to do a little dodge would round out the combat. I eventually did figure out I could turn-move-turn to avoid an hit, but maybe something like a timing based or cooldown based dodge could allow for mixing up the gameplay and adding interesting challenges while providing away to avoid incoming shots.
Oh, and maybe a moment to look at the front of naked enemies (assuming they have a front sprite).
But, I really like this one. I think this might be my favorite gameplay-wise and has solid potential in the future. I love the art and aesthetic. Overall, rather impressive project for a game jam. It's been cool seeing your ability an ambitious grow with each jam.
Oh, also, I thought the combination of old-school movement with point-to-shoot to be a really nice combination.
3 definitely is my favorite of the bunch writing wise. Heavily inspired by an old entry from a previous jam: Dorothy Has A Nice Day In Teslic Yard. The writing in that game proceeds to totally breakdown as the character transforms. I also didn't let myself pull back from the writing to make it feel "less" "cringe". So, yeah, definitely the most sincere of the bunch. I wanted at least one game where I got to do some unrestrained writing. 50 Short Games has a lot of writing that almost strays into "stream of consciousness". So, that was another motivation and inspiration.
The 1st game was definitely designed to be a Typical Video game. 2nd and 3rd were very much inspired by the meandering 2D exploration that 50 Short Games and Elbe have (and T.E.O.G but those are all platformers). 4th was inspired by those whole flash games where you just poked at stuff for a while. And yeah, I wanted to try my best at including the wide range of experiences and themes that 50 Short Games and T.E.O.G had within the 28 days I had to work.
Sadly, I didn't get to include one game (Milking and). Gonna have to add that one post-jam.













