Latex Drones from Sigma 12
A downloadable game for Windows, macOS, and Linux
Here is my entry into Roguetemple's Fortnight 2 Jam! It is a pure synthesis of hardcore systems roguelikes and horny Twine games. The main map is procedurally generated. It has enemies that chase/"attack" you and environmental hazards. But instead of slashing or shooting at each other, you engage in choice-based narrative congress in the right sidebar. Sneak your way through the rogue mining complex, but don't let your trance get too high or you'll be assimilated into the collective!
This game is made to be as inclusive as possible. It assumes you're OK with various forms of sex, but adapts to whatever body you choose within scenes.
Jam vs post-jam build
The jam build has the game-breaking bug of not rendering certain kinds of terrain, like acoustic baffles and observation panels.
The post-jam version only includes a fix for that bug, and some updated sprites. No gameplay changes.
Notes on playing
The biggest problem with the game right now is how closely you have to read the sidebar to follow the action. NPCs have rich internal lives and multiple drives which can compete when presenting choices.
The desktop builds come with a user manual that explains the various stats and NPCs.
Don't be afraid to let yourself get tied up. There's more than one way to get through the game, and having your hands/mouth/whatever unavailable can help you!
Notes on AI
I used this jam as an excuse to build out a lot of game systems in Godot. I've been making roguelikes for over a decade, but only recently picked up Godot. Since I'm comfortable with the algorithms I wanted to use, I was comfortable letting an LLM reproduce those algorithms for me. This includes map gen, line of sight, procedural text systems, etc.
I also used LLMs to write the narrative content. I cannot produce content at this volume while iterating on a game if I have to write all the stories by hand. This game would not get made if I couldn't offload the writing of lines of dialogue. If that crosses a line for you, avoid the game. However, I've been over and over the text that comes out and I've shaped it through editing to the point where it's at least as good as a bad horny Twine game.
The visual art is human-made (obvious from the screenshots, probably). I don't want to live in a world where artists get even less money than they already are. I have already paid artists to start creating better sprites for this game.
Assets used in this game
- https://livingtheindie.itch.io/pixel-cyberpunk-interior
- https://catterpxl.itch.io/sci-fi-exterior-32x32
- https://heosphorus.itch.io/starship-tileset
- https://nrujinzo.itch.io/characters (working on swapping this out; didn't realize it was AI, I'm so sorry)
| Updated | 21 hours ago |
| Published | 4 days ago |
| Status | Released |
| Platforms | Windows, macOS, Linux |
| Author | afterdork |
| Genre | Role Playing |
| Tags | Adult, Erotic, Roguelike |
| Average session | About a half-hour |
| Languages | English |
| Inputs | Keyboard, Mouse |
| Accessibility | Color-blind friendly |
| AI Disclosure | AI Assisted, Code, Text |
Download
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Comments
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Seems I cannot comply if I bump into a container on the same turn?
`G` reveals the map for some reason, inexplicably.
Observation panels and mirrored walls are invisible and can thus be a little annoying to navigate around.
Game froze for a long time after trying to pass to the second floor. First time, it simply took me back and closed the menu. Next, it at least said it was loading the next floor, before it returned me back to the same place I was in. Not sure where the log is on Arch Linux.
Description says visual art is human-made, but the reference link for 'assets used in the game' directly states that it was generated with AI ('Contains 170 ai characters, all in 32x32px, transparent background. ' and the 'AI-Assisted' tag). Making sure you're aware of this.
Thank you for taking the time to play the game!
I sincerely apologize for missing the AI disclosure on the game assets. I have already paid artists to start on a full set of new sprites (I was doing it anyway) and I'll get those verified-human-drawn sprites in ASAP. I feel really bad about this and I'm upset at Itch for making it hard to spot.
Invisible walls are certainly a bug! I just checked the web build and it does seem to have this problem. That's embarrassing.
The G key for "god mode" is for testing. :-)
The game freezes between levels because it's blocking on the level generator, and the level generator can fail in rare cases. Just the reality of scrambling for a game jam, to be honest.
Thanks again for the bug reports. I know the game is really rough right now. I'll release a post-jam build in the next couple of days.
There are now post-jam builds. The invisible walls bug is fixed, and some of the sprites have been replaced by commissioned sprites specifically for this project. I'll continue replacing them over the coming days, and I apologize again for the oversight in the jam build. It was truly unintentional and I regret the error.
I figured it wasn't intended. I appreciate the correction nonetheless.