probably not. i'm shifting my coding focus from HaxeFlixel to Godot. also, NOODS was largely brad's story, and he's off on his own projects now.
that said, i might revisit the concept of a lube/vibe-based platformer in Godot one day - did you know that it supports rumble for up to 8 connected controllers?
I got into the game and it wouldn't respond to me trying to shoot. I pressed x and shift and nothing happened. I even tried redownloading the game. IDK
This feels a bit wayforwardy- do you plan on having Switch Force style tiny levels in rapid succession, or longer levels akin to a more conventional platformer?
I weirdly have a strange Idea that make this game skyrocket. Add another playable character that doesn't use the O-bomb, but instead uses a remote Emp, they still a part of the NOODS of course, but they would just use an Emp instead of an O-bomb. Anyway, great game! Very responsive controls, nice controls, I see a bright future for this game!
Is it giving any sort of error message? I'll look into it, although I'm keeping my fingers crossed that the new version that's coming out on Sunday will just happen to fix whatever issue you're having.
HaxeFlixel does export to Linux, but without a Linux machine, it's tough to build and test it. I am looking into getting one at some point between now and the end of development on the game, though.
Linux runs on just about any hardware. Most ports just target Ubuntu and call it good. Not exactly what I want (as I'm wanting an ARM Linux port) but I know my use-case is very niche. Ubuntu doesn't cost anything and runs on typical x86_64 hardware. There's plenty of other great distributions, but if you're just wanting something to test ports on, that's what most Linux users will be expecting it to target.
An ARM version would mainly cover Raspberry Pis and similar hardware. If you want to target that, Pis are pretty cheap, but I don't think anyone will blame you for forgoing those builds. 😅
There doesn't seem to be a key on my (Windows) keyboard to advance past the first text box. I can fullscreen and change the volume, but I can't progress past the first 0.3 seconds of gameplay.
I do not. If this is the problem, it is either a false positive from my USB external hard drive or a saved false positive from before I unplugged my keyboard mouse.
They keyboard controls need work. Using shift, ctrl, space is very awkward with my keyboard. And it keeps asking me of I want to turn on sticky keys. No other game asks me if I want to turn that on.
that....was....very interesting. Very different type of porn game because it actually encourages you to avoid enemies because they blue ball you instead of giving you scenes. Cool.
EDIT: Sorry for the long comment. I've been in the periphery of game design for a while so I tried to really analyze different elements of the game from that perspective. Also, your comments about making fun and sex-positive games resonated with me, as I've been trying to come up with ways to approach that very topic myself.
----
Turns out the Windows build works -- for the most part -- on Ubuntu Linux under WINE. Thus, take any technical criticisms with a grain of salt. Also, I'm going to use cardinal directions for the right thumb buttons since this seems to be the device-independent standard; South is A on XBox gamepads, X on PlayStation, and so on.
I guess I should lead by saying the style of the game is very well-executed for such an early stage of development. The pixel art all works to tell the story you're aiming for -- rigid corporatism vs freewheelers -- and while the main character's more detailed foreground art (in the lower left) does stick out a bit, I assume once the game is a bit more developed it'll be used for dialogue between her and other similarly detailed characters, where it'll blend in just fine.
I'll need to play it again to have any comments on the music, but the sound effects are all solid as well.
The splash screen would only accept a south button press to begin the game from one of the two gamepads I had connected (A Logitech, for reference), but the game proper would prefer the other gamepad (An XBox One). While it's possible this weirdness is confined to WINE, it might be worth making sure multiple gamepad setups don't replicate this bug.
There are one or two human NPCs I couldn't figure out how to free, due to being in unreachable locations. This might come down to needing to read the intro controls dialogue a bit better, but I couldn't figure it out. (Maybe this has to do with the "hidden rewards" you teased in your response to Impy?)
The game froze for a few seconds on my first playthrough, around where a woman was between two walls you're intended to slide underneath. Of note, I didn't skip the controls explanation that time, so it's possible a dialog box was supposed to pop up? I can do some more testing and report back, if you like.
Is there supposed to be a way to deal with the flying enemies other than just dodging their projectiles or using the bomb? They were never in a spot where I could line up a dive kick, either.
Thank you, we'll be sure to look into these technical issues.
RE: reachability, sliding while lubed will increase your speed, and jumping from such a position will greatly increase your jump distance - some hostages require the use of such a jump. As for the flying enemies, they aren't designed to be shot down (although if you really wanted a 100% takedown rate, you could probably still destroy them with some well-timed O-bombs).
I love the pixel art, there's a lot of character to all the little animation transitions. Very strong game stylistically.
The gameplay is quite fluid, but I feel like it needs more of a hook of some sort. An incentive to play and explore the level rather than speeding past all the obstacles. Maybe hidden environmental interactions or a bonus at the end for rescuing all the people. Perhaps there could be mech-suited human enemies that become naked after you defeat them, or some sort of hub where all the people you save go. Speed as a core mechanic is totally fine, but I don't think that in the current form the game is really well suited for it. The detailed environmental design is really inviting for a more exploratory approach.
Very cool demo. I'm excited to see the next big step for this project.
Thanks! Without giving too much away, there is a main hub, and there will be hidden rewards for those who explore the space, but they still need some more polish before we're ready to share them with the world, so they were cut from this version of the demo.
There’s QWERTZ & QWERTY keyboards so sometimes the “Y” and “Z” are switched compared what you might be used to. My suggestion (other than having rebindable keys, because AZERTY is also a thing) would be to use “J” and “K” as default keys instead. Or “N” and “J”. …Or “Q” and “E” together with WASD instead of the arrow keys so it can be played one-handed! x) (Why didn’t I think of that one first… ;) )
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Can we please get an Android version, because it has so much potential (and my phone is an Android)
VERSIONE COMPLETA E ESTESA, PER FAVORE !!!
Vi supplico, e' molto sexy, l'eroina che avete "creato" e' TROPPO sexy e bellissima !!
Is this still getting updates?
probably not. i'm shifting my coding focus from HaxeFlixel to Godot. also, NOODS was largely brad's story, and he's off on his own projects now.
that said, i might revisit the concept of a lube/vibe-based platformer in Godot one day - did you know that it supports rumble for up to 8 connected controllers?
I did not know that
that is explained while you play in the dialog, its basically your "health" some of the robots attacks censor you.
roblox explosion sound effect
I love this game! I should tell my friends about it!
The game is just a demo and is already dead. It's kinda useless to ask for updates or something.
What's the current status of this on the Patreon?
I wouldn't mind subbing for some more content, but I'd like to have an idea of what's there. :)
I got into the game and it wouldn't respond to me trying to shoot. I pressed x and shift and nothing happened. I even tried redownloading the game. IDK
A long, long time ago, in a galaxy far, far away, a naked chick named Street Fucker Sakura saved the porniverse with the power of teh sexy!
And then they all fucked fappily ever after! ~La Comedia Est Fini!~
how lesbian friendly is this scale of 1-10?
Android?
When will this game be updated?
This feels a bit wayforwardy- do you plan on having Switch Force style tiny levels in rapid succession, or longer levels akin to a more conventional platformer?
I weirdly have a strange Idea that make this game skyrocket. Add another playable character that doesn't use the O-bomb, but instead uses a remote Emp, they still a part of the NOODS of course, but they would just use an Emp instead of an O-bomb. Anyway, great game! Very responsive controls, nice controls, I see a bright future for this game!
-Game reviewer
This is a really fun game! I'm excited to see more of it! Keep up the great work!
won't start at win10.
no error message, no response
Is the shift key working for everyone else? it isnt working for me
We played Flick Club and Noods tonight on Dat Shorts Review! These games are sexy, slick and need your horny energy!
there's a bit of an issue, the mac zip file contains flick club instead of noods? i'd like to try this out, so pls fix
I updated the file; hopefully it contains the right game this time.
that worked, thanks
I absolutely love the setting and I like jump & run. This game is starting great. Good luck on your way to v1.0 (hopefully with a Linux build).
It's not working. Says it can't be started because a component is missing.
Just won't start :( win10
Is it giving any sort of error message? I'll look into it, although I'm keeping my fingers crossed that the new version that's coming out on Sunday will just happen to fix whatever issue you're having.
just won't start ( no message) :(((
You might be missing drivers, or your AV might've quarantined a file or two without you knowing which could crash the game like that
The latter could be the case - in case it is, there should be 3 files in the zip (icon.ico, lime.ndll, and NOODS.exe).
Will this ever be supported for android?
The game works fine under WINE on Linux. It looks promising. Any chance for a Linux port? More specifically an ARM64 Linux port?
I could see me playing a game like this on the go on my PinePhone.
HaxeFlixel does export to Linux, but without a Linux machine, it's tough to build and test it. I am looking into getting one at some point between now and the end of development on the game, though.
Linux runs on just about any hardware. Most ports just target Ubuntu and call it good. Not exactly what I want (as I'm wanting an ARM Linux port) but I know my use-case is very niche. Ubuntu doesn't cost anything and runs on typical x86_64 hardware. There's plenty of other great distributions, but if you're just wanting something to test ports on, that's what most Linux users will be expecting it to target.
An ARM version would mainly cover Raspberry Pis and similar hardware. If you want to target that, Pis are pretty cheap, but I don't think anyone will blame you for forgoing those builds. 😅
Why not use a virtual machine? Should be easy to setup and install one with Ubuntu.
I really like the rock cocks and was excited to see how you guys handled video games!
I like the art and the concept is fun (if a lil unoriginal)
though I am really not a fan of the gameplay, it really lacks game feel, it feels so like unexciting to play.
I do support you guys following your passion though!
all the best,
awesome game! Remember the kill la kill and shimoneta animes
Hey I'm just wondering who is coding this game?
Like in the staff list you have a whole bunch of writers and artists but no programmers?
While mostly known as an artist, Heptagon is also a damn fine programmer (and full disclosure, also the person who replies to itch comments).
There doesn't seem to be a key on my (Windows) keyboard to advance past the first text box. I can fullscreen and change the volume, but I can't progress past the first 0.3 seconds of gameplay.
Do you have a controller connected to your computer? If so, that disables keyboard inputs once you get into the game.
I do not. If this is the problem, it is either a false positive from my USB external hard drive or a saved false positive from before I unplugged my keyboard mouse.
They keyboard controls need work. Using shift, ctrl, space is very awkward with my keyboard. And it keeps asking me of I want to turn on sticky keys. No other game asks me if I want to turn that on.
that....was....very interesting. Very different type of porn game because it actually encourages you to avoid enemies because they blue ball you instead of giving you scenes. Cool.
That's one of the core principles of our studio, that that kind of stuff should be a reward, not a penalty.
EDIT: Sorry for the long comment. I've been in the periphery of game design for a while so I tried to really analyze different elements of the game from that perspective. Also, your comments about making fun and sex-positive games resonated with me, as I've been trying to come up with ways to approach that very topic myself.
----
Turns out the Windows build works -- for the most part -- on Ubuntu Linux under WINE. Thus, take any technical criticisms with a grain of salt. Also, I'm going to use cardinal directions for the right thumb buttons since this seems to be the device-independent standard; South is A on XBox gamepads, X on PlayStation, and so on.
I guess I should lead by saying the style of the game is very well-executed for such an early stage of development. The pixel art all works to tell the story you're aiming for -- rigid corporatism vs freewheelers -- and while the main character's more detailed foreground art (in the lower left) does stick out a bit, I assume once the game is a bit more developed it'll be used for dialogue between her and other similarly detailed characters, where it'll blend in just fine.
I'll need to play it again to have any comments on the music, but the sound effects are all solid as well.
The splash screen would only accept a south button press to begin the game from one of the two gamepads I had connected (A Logitech, for reference), but the game proper would prefer the other gamepad (An XBox One). While it's possible this weirdness is confined to WINE, it might be worth making sure multiple gamepad setups don't replicate this bug.
There are one or two human NPCs I couldn't figure out how to free, due to being in unreachable locations. This might come down to needing to read the intro controls dialogue a bit better, but I couldn't figure it out. (Maybe this has to do with the "hidden rewards" you teased in your response to Impy?)
The game froze for a few seconds on my first playthrough, around where a woman was between two walls you're intended to slide underneath. Of note, I didn't skip the controls explanation that time, so it's possible a dialog box was supposed to pop up? I can do some more testing and report back, if you like.
Is there supposed to be a way to deal with the flying enemies other than just dodging their projectiles or using the bomb? They were never in a spot where I could line up a dive kick, either.
Thank you, we'll be sure to look into these technical issues.
RE: reachability, sliding while lubed will increase your speed, and jumping from such a position will greatly increase your jump distance - some hostages require the use of such a jump. As for the flying enemies, they aren't designed to be shot down (although if you really wanted a 100% takedown rate, you could probably still destroy them with some well-timed O-bombs).
I love the pixel art, there's a lot of character to all the little animation transitions. Very strong game stylistically.
The gameplay is quite fluid, but I feel like it needs more of a hook of some sort. An incentive to play and explore the level rather than speeding past all the obstacles. Maybe hidden environmental interactions or a bonus at the end for rescuing all the people. Perhaps there could be mech-suited human enemies that become naked after you defeat them, or some sort of hub where all the people you save go. Speed as a core mechanic is totally fine, but I don't think that in the current form the game is really well suited for it. The detailed environmental design is really inviting for a more exploratory approach.
Very cool demo. I'm excited to see the next big step for this project.
Thanks! Without giving too much away, there is a main hub, and there will be hidden rewards for those who explore the space, but they still need some more polish before we're ready to share them with the world, so they were cut from this version of the demo.
There’s QWERTZ & QWERTY keyboards so sometimes the “Y” and “Z” are switched compared what you might be used to. My suggestion (other than having rebindable keys, because AZERTY is also a thing) would be to use “J” and “K” as default keys instead. Or “N” and “J”. …Or “Q” and “E” together with WASD instead of the arrow keys so it can be played one-handed! x) (Why didn’t I think of that one first… ;) )
Needless to say, this is the first step on a long journey. That said, keybinding is definitely on the shortlist of features to add next.