Teen whore Yoshino Momiji 2
boss is in a meeting for another 20 minutes so here i am alt tabbing between spreadsheets and this absolute mess of a gallery. yoshino momiji’s stuff always hits that specific itch where the linework is actually gorgeous but the content makes you wonder if you need to clear your browser history twice.
first scene opens with some beast man creature just going at it on the floor, nothing fancy, just raw floor fucking while the girl’s getting her head grabbed and positioned for the facial. the cumshot lands messy across her face and honestly the way momiji draws that moment, the slight distortion in her expression, it’s the kind of detail that makes you forget you’re looking at something that’d get you banned from most discord servers. then some old dude finds her and takes her home which sounds almost wholesome for about half a second before it’s just more abuse, different setting same result. the old guy’s got that creepy detailed face momiji loves drawing, all wrinkles and intent.
the dog scene. yeah it’s there. girl on the floor again, animal anatomy that’s unfortunately accurate enough to make you pause mid scroll. bestiality tag earns its place here, no ambiguity. then the finale throws two dirty old men at a teen and it’s exactly the kind of extreme gangbang composition that’d make renaissance painters weep if they weren’t already dead. the positioning is weirdly artistic for something so aggressively degenerate.
i wish the gallery had more variety in settings though. everything’s on floors or nondescript rooms and after the third scene you start craving a window or literally any background detail. but that’s not what anyone’s here for is it. the creature design in that first scene deserved more screen time too, one and done feels wasteful. anyway boss is walking back, gotta pretend these quarterly reports matter.
first scene opens with some beast man creature just going at it on the floor, nothing fancy, just raw floor fucking while the girl’s getting her head grabbed and positioned for the facial. the cumshot lands messy across her face and honestly the way momiji draws that moment, the slight distortion in her expression, it’s the kind of detail that makes you forget you’re looking at something that’d get you banned from most discord servers. then some old dude finds her and takes her home which sounds almost wholesome for about half a second before it’s just more abuse, different setting same result. the old guy’s got that creepy detailed face momiji loves drawing, all wrinkles and intent.
the dog scene. yeah it’s there. girl on the floor again, animal anatomy that’s unfortunately accurate enough to make you pause mid scroll. bestiality tag earns its place here, no ambiguity. then the finale throws two dirty old men at a teen and it’s exactly the kind of extreme gangbang composition that’d make renaissance painters weep if they weren’t already dead. the positioning is weirdly artistic for something so aggressively degenerate.
i wish the gallery had more variety in settings though. everything’s on floors or nondescript rooms and after the third scene you start craving a window or literally any background detail. but that’s not what anyone’s here for is it. the creature design in that first scene deserved more screen time too, one and done feels wasteful. anyway boss is walking back, gotta pretend these quarterly reports matter.
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👁 88.6K
💬 1
★★★★☆
Monster Ambassador: v0.1.2
The slime girl wiggles. Not in that way, not yet, but in the turn based battle where her whole gelatinous form quivers and honestly it's more distracting than her actual attack. Monster Ambassador knows exactly what it's doing. You're some diplomat type, wandering a fantasy map, and your job is to "befriend" monsters. Sure. Befriend. The minotaur doesn't want a handshake.
Graphics are deliberately crude, almost like a sketchpad fantasy, and that's the charm. Too polished and the whole thing would feel clinical. Here, the rough lines make every tentacle scene feel like a secret you found in someone's notebook. The humor lands because it's not trying too hard. A slime girl's dialogue is basically just "blub blub" and somehow it works. The sound design is... well, there isn't much. Some basic effects. The real audio is in your head, filling in the wet noises the pixels imply.
Combat is simple. Press Z to skip text, which you'll do a lot until you won't. Because suddenly a scene with a creature will have a weirdly specific detail and you'll stop skipping. The game's unfinished, and it shows. Abandoned plot threads, placeholder text sometimes. The developer promises magic abilities from befriended monsters in future updates, which is a cool idea, but right now it's just a promise on a Patreon page. The turn based battles are barebones. Yet I kept playing. Not for the riveting strategy, obviously.
There's a minotaur scene that's surprisingly tender? No, that's the wrong word. It's direct. The game doesn't pretend to be deep. It's a delivery system for monster encounters with a wink. The slime girl's texture, if you can call it that, is just a green blob with eyes, and somehow it's more suggestive than a fully rendered model. Maybe because your brain fills in the gaps. Or maybe I'm just broken. The adventure structure is basically walk, talk, fight, "befriend." Repeat. The fantasy setting is generic green hills and caves. Nothing you haven't seen on a hundred other itch.io pages. But then a tentacle creature says something unexpectedly funny and you forgive the lack of a real map. The game's not finished. Did I mention that? It just stops at some point. Like a conversation that ends mid
Graphics are deliberately crude, almost like a sketchpad fantasy, and that's the charm. Too polished and the whole thing would feel clinical. Here, the rough lines make every tentacle scene feel like a secret you found in someone's notebook. The humor lands because it's not trying too hard. A slime girl's dialogue is basically just "blub blub" and somehow it works. The sound design is... well, there isn't much. Some basic effects. The real audio is in your head, filling in the wet noises the pixels imply.
Combat is simple. Press Z to skip text, which you'll do a lot until you won't. Because suddenly a scene with a creature will have a weirdly specific detail and you'll stop skipping. The game's unfinished, and it shows. Abandoned plot threads, placeholder text sometimes. The developer promises magic abilities from befriended monsters in future updates, which is a cool idea, but right now it's just a promise on a Patreon page. The turn based battles are barebones. Yet I kept playing. Not for the riveting strategy, obviously.
There's a minotaur scene that's surprisingly tender? No, that's the wrong word. It's direct. The game doesn't pretend to be deep. It's a delivery system for monster encounters with a wink. The slime girl's texture, if you can call it that, is just a green blob with eyes, and somehow it's more suggestive than a fully rendered model. Maybe because your brain fills in the gaps. Or maybe I'm just broken. The adventure structure is basically walk, talk, fight, "befriend." Repeat. The fantasy setting is generic green hills and caves. Nothing you haven't seen on a hundred other itch.io pages. But then a tentacle creature says something unexpectedly funny and you forgive the lack of a real map. The game's not finished. Did I mention that? It just stops at some point. Like a conversation that ends mid
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👁 22.7K
★★★☆☆
City Hunters - Haunt Files 2
The loading screen itself looks like a corrupted JPEG from a Geocities page dedicated to unspeakable rites. That's the first thing. You click through and the heroine, a collection of improbable polygons, stands in a spaceship corridor that seems to stretch into non-Euclidean geometry. It's not a bug, I think, it's a feature of this particular cosmic horror. The deliberate lack of polish is the point, like a tome bound in skin that wasn't tanned quite right. The jank is the message.
You wander, clicking on doors that lead to starscapes and then, without much ceremony, to a being with a member that defies biology and physics. A tentacle, a pillar, a thing of shimmering, impossible flesh. The text boxes are dry, almost clinical, describing tasks like "locate the navigator for coupling ritual" as if it's a supply run. And then the scenes happen. Poses shift with the clunk of a malfunctioning servitor, but the sheer, unflinching weirdness of it all. A scene with a three-eyed creature where the text just says "it knows your atomic structure now" while the animation loops. That got to me more than any high-fidelity render. It's the abyss staring back, and the abyss is incredibly horny.
The writing is stilted, translated through some dark mirror. It gives everything this off-kilter rhythm, like a cultist's chant. You'll get a line of pure exposition about a nebula, then a blunt directive to present yourself to the entity in the cargo bay. The contrast is jarring and perfect. I spent too long trying to click on a pulsating wall growth that was probably just a texture seam, but in this universe, who knows? The game doesn't care. It just waits, humming with the sound of a dying star, for you to find the next grotesque, fascinating coupling. It's a vision of the far future where the ultimate frontier isn't just space, but the limits of flesh and the code that fails to contain it.
You wander, clicking on doors that lead to starscapes and then, without much ceremony, to a being with a member that defies biology and physics. A tentacle, a pillar, a thing of shimmering, impossible flesh. The text boxes are dry, almost clinical, describing tasks like "locate the navigator for coupling ritual" as if it's a supply run. And then the scenes happen. Poses shift with the clunk of a malfunctioning servitor, but the sheer, unflinching weirdness of it all. A scene with a three-eyed creature where the text just says "it knows your atomic structure now" while the animation loops. That got to me more than any high-fidelity render. It's the abyss staring back, and the abyss is incredibly horny.
The writing is stilted, translated through some dark mirror. It gives everything this off-kilter rhythm, like a cultist's chant. You'll get a line of pure exposition about a nebula, then a blunt directive to present yourself to the entity in the cargo bay. The contrast is jarring and perfect. I spent too long trying to click on a pulsating wall growth that was probably just a texture seam, but in this universe, who knows? The game doesn't care. It just waits, humming with the sound of a dying star, for you to find the next grotesque, fascinating coupling. It's a vision of the far future where the ultimate frontier isn't just space, but the limits of flesh and the code that fails to contain it.
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👁 7.1K
★★★☆☆
Lust Goddess
Collect prizes and items in the mail with each battle won, as they will help you evolve your educated fighters. The longer you evolve your lovely warriors, the more their corporal appearance switches. And from "switches", we suggest "that they become supah unsheathing, taunting you endlessly". And, if you can not escape from this headspace these hot hot visuals have pushed one into, the game does include a useful "auto" mode which can perform the top moves, which means it is possible to keep concentrating on your win - or, you knowthat anything is holding your focus.
Play with the #1 greatest sex game on the planet. Exactly why wait around? It is free-for-all!
Play with the #1 greatest sex game on the planet. Exactly why wait around? It is free-for-all!
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👁 14.2K
★★★★★
Cassie's Journey
Cassie is just... there. Blonde hair, confused look, standing in some forest with zero memory and a whole lot of trouble waiting. The first monster you meet is a centaur. Not the noble, wise kind from mythology books. This one has other ideas. And a cock that makes you wonder how anatomy even works in this world. You get a choice. Fight? Run? Or maybe... something else? I picked something else. Died anyway. Game over, back to the start screen. No checkpoint, no mercy.
That permadeath thing is weirdly relaxing. Like playing an old flash game where you just accept you'll mess up and restart. No stress about saving every two seconds. The writing is rough around the edges, translations feel a bit off sometimes, but it adds to the charm. Like finding a dusty fantasy novel in a used bookstore that's way filthier than the cover suggests. The centaur scene caught me off guard with how explicit it gets. Not just fade to black stuff. Full descriptions, messy details, the works. There's other creatures too. A monster with tentacles? Maybe? I kept dying before seeing everything. The choices actually matter which is rare in these games. Pick wrong and Cassie gets wrecked. Literally. Sometimes she survives the encounter but not in one piece.
The art style is... there. Not polished. Backgrounds look like someone discovered Photoshop filters and went wild. But the character designs have this raw energy. The centaur is massive, intimidating, exactly what you'd want from a fantasy creature that's about to ruin someone's day. Or make it better. Depends on your taste I guess. Why do all these monsters have such huge equipment? Not complaining. Just observing. The game doesn't explain much and honestly that's fine. You're lost, Cassie's lost, everyone's lost. Figure it out or die trying. Literally.
That permadeath thing is weirdly relaxing. Like playing an old flash game where you just accept you'll mess up and restart. No stress about saving every two seconds. The writing is rough around the edges, translations feel a bit off sometimes, but it adds to the charm. Like finding a dusty fantasy novel in a used bookstore that's way filthier than the cover suggests. The centaur scene caught me off guard with how explicit it gets. Not just fade to black stuff. Full descriptions, messy details, the works. There's other creatures too. A monster with tentacles? Maybe? I kept dying before seeing everything. The choices actually matter which is rare in these games. Pick wrong and Cassie gets wrecked. Literally. Sometimes she survives the encounter but not in one piece.
The art style is... there. Not polished. Backgrounds look like someone discovered Photoshop filters and went wild. But the character designs have this raw energy. The centaur is massive, intimidating, exactly what you'd want from a fantasy creature that's about to ruin someone's day. Or make it better. Depends on your taste I guess. Why do all these monsters have such huge equipment? Not complaining. Just observing. The game doesn't explain much and honestly that's fine. You're lost, Cassie's lost, everyone's lost. Figure it out or die trying. Literally.
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👁 10.8K
💬 1
★★★☆☆
Sewer Doer
Cracked open my spreadsheet for this one. 7 playthroughs, 3 different capture angles, 2 ending variations, and a bonus loop that triggers if you let the timer hit zero on the third night. The stats are... well, the stats are what you'd expect from a browser game that loads in like 12 seconds.
The girl walks home through the same three streets every time. I've mapped them. Left path triggers the manhole scene 100% of the time, right path has a 40% chance of the alley grab, and the middle route is just a slower version of the left one with an extra 8 seconds of walking animation. Her skirt physics are surprisingly decent for something this unpolished. The way it flips up when the first tentacle catches her ankle, I've replayed that specific frame maybe more times than I should admit. The green monster design is basic, just a mass of limbs with no real body, but the way it spreads her legs apart, the slow deliberate stretch before anything penetrates, that's where the game actually earns its tags. The animation loops are short but they commit. Once she's fully wrapped up, tentacles around both wrists, one coiled around her thigh, the main one pushing into her while she squirms, the loop runs for about 45 seconds before cycling. Her expression shifts from panic to that glazed over look halfway through, which is a nice detail for a game that otherwise looks like it was made in a weekend.
Sound design is just wet squelching and her voice clips, which are fine until they start repeating every 12 seconds. I wish there was a gallery mode to skip the walking part entirely, but there isn't and won't be. The night setting means everything is dark, which hides the rough edges of the models. Smart choice honestly. The creature's texture looks like someone painted it with a single brush in MS Paint, but in the dark with the streetlamp flickering, it works. I keep coming back to track which tentacle does what first, because the order changes slightly between routes, and nobody else seems to have documented this properly yet. My spreadsheet says route A has the thigh coil before the wrist grab, route B reverses it. This matters to me.
The girl walks home through the same three streets every time. I've mapped them. Left path triggers the manhole scene 100% of the time, right path has a 40% chance of the alley grab, and the middle route is just a slower version of the left one with an extra 8 seconds of walking animation. Her skirt physics are surprisingly decent for something this unpolished. The way it flips up when the first tentacle catches her ankle, I've replayed that specific frame maybe more times than I should admit. The green monster design is basic, just a mass of limbs with no real body, but the way it spreads her legs apart, the slow deliberate stretch before anything penetrates, that's where the game actually earns its tags. The animation loops are short but they commit. Once she's fully wrapped up, tentacles around both wrists, one coiled around her thigh, the main one pushing into her while she squirms, the loop runs for about 45 seconds before cycling. Her expression shifts from panic to that glazed over look halfway through, which is a nice detail for a game that otherwise looks like it was made in a weekend.
Sound design is just wet squelching and her voice clips, which are fine until they start repeating every 12 seconds. I wish there was a gallery mode to skip the walking part entirely, but there isn't and won't be. The night setting means everything is dark, which hides the rough edges of the models. Smart choice honestly. The creature's texture looks like someone painted it with a single brush in MS Paint, but in the dark with the streetlamp flickering, it works. I keep coming back to track which tentacle does what first, because the order changes slightly between routes, and nobody else seems to have documented this properly yet. My spreadsheet says route A has the thigh coil before the wrist grab, route B reverses it. This matters to me.
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👁 15K
★★★☆☆
CREATE YOUR AI BITCH
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👁 13.7K
★★★★★
Free AI Clothes Remover
Instantly create free AI clothing removal videos. Use our undress AI tool to transform images. Free, unlimited, and no sign up required.
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👁 13.2K
★★★★★
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