Mighty Jill Off

Mighty Jill Off

released on Dec 31, 2008

Mighty Jill Off

released on Dec 31, 2008

Jill wants to please the Queen but Jill always fails. Jill has to punish herself to reach the top of the dungeon and reunite with the Queen.


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HARD and I SUCK!!!! jill is so cute she is like a thing

Fun little diversion. I can confirm that all lesbians can indeed slowfall.

harrowing depiction of the daily struggles of a lesbian, i cant believe they really have to jump through a billion spikes in order to kiss pretty girls :( pretty fucked up in my opinion

cute and enjoyable! finished in 39 minutes for my first run! for sure a game to just sit and play sometimes for fun

it was too hard for me but jill is cute :]

Anna Anthropy is an envelope-pusher for queer viscera in gaming most prominent during the late 2000s to the early 2010s. Her domain used to be Adobe Flash, and she used its rudimentary framing as a vessel to highlight queer reality. No blockading, no paywall, all you needed was a computer, internet, and some time. In this sense I have nothing but admiration from her, especially considering how unabashed her presentation of sapphic sexuality and transgender existence is.

Among her earlier opuses was 'Mighty Jill Off', a game in 2008 that had no shortage of BDSM theming in a sapphic relationship. To put that into perspective, most of society as a whole were introduced to the deluge of hardcore or esoteric kinks through Fifty Shades of Grey, a book of heterosexual fiction that developed from a Twilight fanfiction. It came out in 2011. While 'Mighty Jill Off' is a comparatively light and brief stint into the activities of a masochist-submissive dyke meant to climb a tower to lick the boots of her trans dominatrix, I think its context and brevity leads it to be more transcendent of the trappings of petty relationship drama and endless catering to the male gaze.

The tower itself is a cascading set of spikes and spiders, no doubt scarring the flesh of many a player piloting the leather-clad bootlicker and cementing the struggle as one that’s self-imposed. You even have the option to use a ‘safeword’ in the form of the Escape key (which quits the game), so the only real drive to continue up a gradually intensifying and cruel journey is one that transcends the game’s allure itself and crosses into the bounds of the player’s taste for the ‘masocore’ genre of platformers. Jill can jump with the acrobatic zen of a supersonic rubber ball, but this comes at a detriment when launching herself anywhere with a roof. There are learned behaviors to be gleaned here that become mini-puzzles to pull off, each death just a splash in the rush of dopamine that folds into the wave.

The conclusion of this entire debacle is getting thrown down again (or drawn, quartered, and gagged depending on which mode), simultaneously unsatisfying and expected of a queen that cruel and a servant that willing. It’s the type of ending I expect from a cheesy cartoon, or the type of ending I expect in an erotic roleplay designed to be replayed on loop and variated upon in a couple’s DMs. Comfort in stasis, comfort in sadism, comfort in masochism.