SKU: 94464363945

FUN FACTORY - PATCHY PAUL VERT FRAIS

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FUN FACTORY - PATCHY PAUL VERT FRAISPATCHY PAUL UN COMPAGNON FIDLE. Surfer sur une vague de bonheur. Depuis de nombreuses annes, PATCHY PAUL est le visage joyeux et impertinent de FUN FACTORY. Le vibromasseur tanche et rechargeable fabriqu en Allemagne en silicone respectueux du corps et sans odeur vous invite des sances de jeu avec son attitude accessible permettant une dcouverte et une exprimentation approfondies. Avec son bout de nez incurv, PATCHY PAUL atteint pratiquement tout seul

PATCHY PAUL - UN COMPAGNON FIDÈLE. Surfer sur une vague de bonheur.

Depuis de nombreuses années, PATCHY PAUL est le visage joyeux et impertinent de FUN FACTORY. Le vibromasseur étanche et rechargeable fabriqué en Allemagne en silicone respectueux du corps et sans odeur vous invite à des séances de jeu avec son attitude accessible permettant une découverte et une expérimentation approfondies. Avec son bout de nez incurvé, PATCHY PAUL atteint pratiquement tout seul le point G et, grâce à la technologie FlexiFUN améliorée, s'adapte parfaitement à toute anatomie féminine ainsi qu'aux zones érogènes externes. Sa flexibilité unique permet à ce grand vibromasseur de s'adapter à une grande variété de positions tout en exerçant une pression agréable sur les zones érogènes. Les puissantes vibrations massent jusqu'à une intensité sauvage et l'amèneront à des vagues d'extase sensuelle.

- BIG : vibromasseur impressionnant et rechargeable
- Fort : Répartition optimisée des vibrations à travers la tige jusqu'à l'extrémité du jouet ? 25% d'intensité en plus
- Technologie FlexiFUN : Tige particulièrement flexible en silicone stable qui s'adapte facilement au corps et à ses mouvements. Pour une concentration agréable sur tous les points chauds érogènes du corps et pour une variété de positions pour ELLE
- Puissant : 6 rythmes de vibrations et 6 intensités de vibrations
- Moteur à fréquence profonde mais très silencieux
- Le petit nez curieux trouve le point G pratiquement tout seul
- Les stries autour de la tige effilée en silicone rendent l'insertion vaginale particulièrement excitante
- Manipulation très confortable en insérant l'index dans la BOUCLE de l'unité de commande
- Les utilisateurs droitiers ou gauchers peuvent contrôler facilement
- Contrôle intuitif des six intensités de vibrations et des six rythmes de vibrations avec le pouce : PRESS FUN TO PLAY !
- QuickSTOP : arrêt immédiat avec le bouton FUN
- Verrouillage à clé pour un voyage discret
- Affichage du niveau de batterie
- Rechargeable avec le CHARGEUR MAGNÉTIQUE USB inclus
- 100% étanche
- Fabriqué en Allemagne
- Fabriqué à 100 % en silicone de qualité médicale – respectueux du corps et sans odeur
- Surface veloutée
- Facile à nettoyer avec TOYCLEANER ou de l'eau et du savon doux
- En vert frais ou rose bonbon
- Unité de commande blanche

En vert frais, rose bonbon doux ou orange fluo percutant, PATCHY PAUL, avec un total de 12 programmes de vibrations, garantit avec sa détermination et sa flexibilité de nouvelles impulsions dans votre vie amoureuse comme jamais auparavant ? que ce soit en tournée solo ou avec un partenaire. L'unité de commande ergonomique avec le LOOP, la petite découpe dans la poignée, repose parfaitement dans la main de l'utilisateur. L'index est passé dans l'anneau argenté pour le maintenir, puis le jouet repose dans la paume et les trois boutons tactiles des commandes PRESS FUN TO PLAY peuvent être contrôlés intuitivement avec le pouce. La navigation est alors simple et confortable avec les + et ? boutons. Le bouton rouge FUN démarre et arrête le parcours découverte amoureux de PATCHY PAUL en un seul clic.

Le moteur puissant est conçu pour permettre un transfert d'énergie direct dans la tige en silicone. Les vibrations intenses sont réparties sans aucune baisse de force sur toute la tige jusqu'à la pointe du jouet. Un affichage du niveau de batterie garantit que PATCHY PAUL ne s'épuise pas au mauvais moment. La fonction QuickSTOP utilisant le bouton FUN arrête toute aventure secrète en une demi-seconde. De plus, la serrure à clé permet au PATCHY PAUL de quitter la maison et de parcourir le monde en toute discrétion dans un sac à main ou une valise. Il adore les vacances à la plage où ce vibromasseur étanche peut être entièrement immergé et promet des sensations fortes sous les vagues. Alors laissez-vous aller ; avec le PATCHY PAUL vous conquérirez le sommet de la passion. Qu'il s'agisse d'escalader des montagnes ou de surfer sur les vagues, PATCHY PAUL est le partenaire idéal pour des moments intimes et intenses.

Et le meilleur ? il est tout aussi diversifié dans son jeu qu'il connaît de manière fiable ce que chaque femme veut. Maintes et maintes fois!

23 cm et Ø 2,8 - 4,4 cm ; 251 g

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SKU: 94464363945

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4.6 ★★★★★
Based on 13 reviews
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Product Reviews
C
Christopher West
Massapequa, US
★★★★★ 5
A Seasoned Developer's Fresh Perspective on Game Development
Format: Paperback
Finally, a game dev book that respects your existing programming knowledge As someone who's spent two decades architecting enterprise web applications in C# and ASP.NET, I approached game development with what I thought was a solid foundation. I was wrong—not about C#, but about how differently it's applied in game engines. After five frustrating years of trying to bridge that gap through scattered tutorials and documentation, Harrison Ferrone's eighth edition finally gave me the structured path I needed. What This Book Gets Right for Experienced Developers: The pacing is deceptive. Yes, it starts with programming fundamentals, but don't skip ahead. Ferrone's approach to OOP in the context of Unity's component architecture was revelatory. In web dev, I'd been writing services, repositories, and dependency injection for years. Here, the MonoBehaviour lifecycle and component-based thinking required a genuine mental shift that the book handles exceptionally well in chapters 5-6. Chapter 10's revisit of types and methods isn't redundant—it's strategic. By this point, you've written enough Unity scripts to appreciate why game code patterns differ from traditional enterprise patterns. The discussion of value types vs reference types hits differently when you're optimizing frame rates instead of HTTP response times. The Unity 6 Update Matters: Having struggled with outdated Unity tutorials for years, the Unity 6-specific content is invaluable. The screenshots are comprehensive (full-screen mode can make text small, but the GitHub repo and graphics bundle solve this). More importantly, the code samples reflect current Unity APIs and best practices, not deprecated approaches that still litter Stack Overflow. Where It Shines for Career Transitioners: Chapters 11-13 are worth the price alone. LINQ in Unity isn't just about querying collections—it's about performance considerations I never had to think about in web apps. The coverage of generics, delegates, and events finally connected how Unity's event system relates to patterns I already knew, but in a real-time context where every allocation matters. The serialization chapter (12) bridged my understanding of data persistence from databases and JSON APIs to Unity's PlayerPrefs and ScriptableObjects. This practical grounding is what most tutorials skip. Minor Quibbles: The FPS prototype is solid for learning, but I wish there was more discussion of common anti-patterns experienced developers bring from other domains. I still catch myself over-engineering solutions when Unity's component system offers simpler approaches. Also, while the book touches on performance, those coming from async/await-heavy web development will need supplementary resources on Unity's coroutines and the Job System for more complex scenarios. Bottom Line: If you're a professional developer trying to break into game development, stop collecting random Udemy courses. This book provides the structured progression and context-appropriate examples that respects your intelligence while teaching you to think like a game developer. The C# you know is necessary but not sufficient—Ferrone bridges that gap methodically. After years of false starts, I finally have a working game prototype and, more importantly, the mental models to keep building. That's worth significantly more than the cover price. Disclosure: I received an advance review copy from Packt Publishing. This honest review reflects my genuine experience as a career-changing developer.
WAS THIS REVIEW HELPFUL?YesReportShare
Reviewed in the United States on October 21, 2025
B
Blake Lynch
Boise, US
★★★★★ 5
A Worthy Touchstone for Anyone Who Wants to Master Unity
Format: Paperback
Harrison Ferrone’s Learning C# by Developing Games with Unity 6 is one of the strongest beginner-to-intermediate Unity guides I’ve read: carefully structured, patient in its explanations, and quietly packed with insight about how Unity 6 and C# truly work together. I read the physical edition while sitting in front of a blank Unity project, and the experience felt like having a seasoned sailor point out the currents of a river I’ve been navigating for years. You see the familiar terrain differently. The book’s early decision to spend real time on C# fundamentals is a welcome choice. Most Unity books skip past the language; Harrison slows down, defines concepts, and gives you enough clarity that when you finally enter Unity, you understand why things behave the way they do. Those chapters are dense in the best way: they prep beginners to stand on solid ground and give experienced users a clean, refreshed mental model of the language under the engine. Ferrone’s real strength is his voice. He strikes a balance I rarely see in technical writing: conversational introductions that explain what you’re about to learn and why it matters, followed by crisp, accessible technical walkthroughs. The pacing (explanation → example → implementation) is excellent. And the inclusion of ready-to-use assets removes one of the biggest barriers for new developers who want to understand systems without getting lost creating placeholder art. The book doesn’t talk down to anyone. It makes Unity feel more accessible without flattening its complexity. Beginners will come away with genuine competence; advanced users will appreciate the clear framing of new Unity 6 tools and the subtle recognition of how AI-assisted coding is shaping modern workflows. It’s a guide you can read once for understanding, then keep at your desk as a reference. If you’re a serious hobbyist, a technically inclined beginner, or someone who’s ready to work through your first real project, this is the Unity book I’d hand you first. It bridges concept and execution with clarity and confidence, and it does so with a tone that feels patient, practical, and quietly encouraging. In a space crowded with copy-paste tutorials, Harrison Ferrone has written a Unity 6 guide with real staying power.
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Reviewed in the United States on December 16, 2025
M
Mel
Whiting, US
★★★★★ 4
Pretty good beginner book, very user friendly covers Development and Design
Format: Paperback, Format: Paperback
I enjoy learning Game Dev, but I research books because many authors promise a lot and deliver half or not at all and I have to put the book down. This book was pretty good. I appreciate the author explaining things, and remember he's writing a book for beginners. There's also a good amount of pics in the book, and I dislike a book with no pics. Also, he breaks it down very simply and explains that you're not going to learn the entire Unity ecosystem, but rather a beginner-level understanding to get a person started. I enjoyed this book and will definitely go over particular info again. They have a Discord group and a newsletter with tips and it also goes over Game Design. I was surprised to see this, and maybe it's new to me, and I like the analogy of explaining complex terms. A con of the book is that as it progresses, it starts to come off as advanced in scripting, and I turned to AI for additional explanations. Still, the author did explain in advance that it's about to get more advanced, but that's me going deeper into the meaning and explanations. Other than that, it's a good read that you will go to more than once and has practical info to help you on your Unity journey.
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Reviewed in the United States on December 1, 2025
S
SkyGuardian
New York, US
★★★★★ 5
This is a game changer in Unity!
Format: Paperback
The amazing part about this book is how it begins. It tells you which Unity, VS (Visual Studios), and which C# versions you should use for best results. This in my thoughts are the most important part when programming, know which ones to use to make your experience the best it can be. There are exclusives in this as well. This book has some major pics to show those who are visual learners and that is a great asset as most people need to see it and use it in order to understand what they are doing. Books sometimes leaves this important thing and some get lost in the reading and put those types of books down and never pick them up again. I read through this book and found things that intrigue me and make me want to literally just get into it until I'm done reading and using the pics to guide me through. This book also works with MacOS as well. I'm not much into that operating system but I know many who prefer that and that is awesome that this teaches this way as well. This even has pop quizzes for you to do to enhance the effects of learning and I am sure this would be a book that would be used in schools if it were offered as a preferred reading/teaching structuring the class for success. I have said it before in my reviews that this is again another great book to add to your collection. Each book of this type is something that should be purchased or gifted to someone to make their lives easier when it comes to programming and the way this book does it's teaching style it makes programming that much easier and more fun. So many things in this book I don't have enough room or a way of putting it into words. Best tog eab this book and enjoy every part of it and I promise it won't be a waste of money.
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Reviewed in the United States on November 15, 2025
J
Jason Skillman
Pawtucket, US
★★★★★ 5
Great for getting into Unity and mastering it
Format: Paperback
Sometimes I mentor students who are just getting started in Unity. This is a great resource I can use to help them along. The book has a great start by covering topics like what is a variable, how to call a function, classes, and OOP. There is even some tricks on how to debug your code which a lot of people struggle with. For statements this books covers all of them, if, else, for, switches, etc. Other books don't explain OOP well enough but with book goes over it very well and explains what the difference between a value and reference type is. Towards the end there are a bunch of project examples like making a player, shooting projectiles, and creating a user interface. This book is very up to date and uses Unity 6. If you just started learning Unity then this is a must have book.
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Reviewed in the United States on November 13, 2025

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