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A jam submission

miko no taiyakiView game page

Submitted by hologamer — 4 days, 11 hours before the deadline
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miko no taiyaki's itch.io page

Results

CriteriaRankScore*Raw Score
Ambience#53.8893.889
Gameplay#103.0003.000
Theme#113.2223.222
Overall#113.1783.178
Holo References#133.0003.000
Innovation#152.7782.778

Ranked from 9 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

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Comments

Submitted

A nice little Game! As others have said it would be nice to have an Indication after getting Debuffed because I also didn't realized until later on but other than that it works as intended.

Submitted (1 edit)

It’s a nice little fun game, it’s simple but works well and it’s just fun to rack up a high score. The art and music are also nice.

The buff/debuff system doesn’t seem as prominent as it should be though. I’m not exactly sure what any of them did and without any feedback beside the new icon popping up, I didn’t even realize when I was getting anything new. A description of the types of effects somewhere and/or a stronger notification like a sound when you gain an effect would have been nice. I also agree with comments below that the challenge didn’t increase too much over time, so eventually it didn’t feel as interesting to keep going. I like the suggestion of having more taiyaki in the waves, would have been an interesting diifficulty increase.

Regardless, very fun, great job on the game!

Submitted

A simple, fun, and replayable experience! A really cute game with cohesive elements tied together, and I adore the Mikochi artwork! Perfect for her ongoing collab as well! :D The music also helps immerse myself to keep on playing, with a chill and relaxed mood. 

Most of the comments here do summarize the critiques I had with the game, and I actually didn't realize there were buffs to the game until I saw the comments for the post! I did notice the icons while playing the game, but I wasn't sure what exactly they did (Like, the Pink taiyaki + icon. I was wondering "Wait will more taiyaki's spawn? Or do I get extra points?)

Great entry overall though! I loved the artwork a ton!

Submitted

Good example of a simple game executed well.

  • Nice artstyle that is simple but still feels complete and clean!
    • Even little things like the Sakura blossom on the lose screen help very well.

  • The music fits very well, to the extent the game can sometimes give you quite a cool vibe. Almost Zen-like
  • Has just enough complexity that the game is very easy to pickup but still enough to remain engaging.

However, I was not quite sure what the random debuffs/buffs did. I think I have a few guesses for what they could have been doing. However, it’s hard to look at that section of the screen while you are busy collecting taiyakis. An effect or sound when some effects appear can make it easier to tell when you are getting buffs/debuffs and better associate them with events happening. I think… some of the buffs/debufss changed Miko’s speed and the Taiyaki spawn frequency.

Submitted

Simple and fun! Miko looks really cute here!
I think the below comments have already pointed out what I wanted to say for the most part, but just to add on, maybe you can also have some optional taiyaki's that holds buffs/debuffs, so players holds a little more control over what buffs/debuffs they get.
Also, maybe more variety of buff/debuffs? Something that is more obvious to players, like longer/shorter table where you gain/lose a lane, controls reverse debuff where every 2 of them cancels each other out,  decrease/increase visibility on the bottom of the table etc.

Submitted

I liked it, it felt charming and appropriately scoped for a jam like this. The gameplay could probably use the most improvement. I assume the "chaos" part was meant to be the franticness of trying to collect the taiyaki? While I do think that element is there, it could be a lot more pronounced, both in the (de)buffs like was already said (I honestly didn't notice them at first) and just in general. 

I think this would mostly just involve ramping up the speed and frequency of taiyaki a lot more (start leisurely, end with insanity). But there are a bunch of other things you could do as well, like having a bar that fills up with each taiyaki that unleashes a "fever mode" (or elite mode maybe?) where tons of taiyaki shoot at once of a short period and you don't loose any hearts if you miss them. Really, anything to amp up the chaos factor would be a plus. But still, really solid game overall.

Submitted

Love the idea of random buff/debuffs while playing, but they feel quite tame for a buff/debuff. Maybe it's because there's a limit to them, but it'd be funny if there were like 30 buff/debuffs at once. It seems like some buffs/debuffs can also cancel each other out, so sometimes it'll feel like normal gameplay.  

One idea I'd suggest is have multiple taiyakis spawn after some time as a difficulty increase. For example, a normal taiyaki and pink taiyaki both spawn at the same time, but the player should prioritize the pink one or lose a life.

But anyways, great job! It's a very fun and cute game!

Developer

Thank you for playing. I'd try to adjust the buff/debuffs to make the game more challenging after this jam.

And thank you for the suggestion, would be interesting to make it as a new buff!   :)