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(+1)

Pretty early demo indeed, but I'm enjoying the presentation so far. As my first time playing, I was expecting the arcade machines to do something, maybe a simple minigame or even just a small animation for the character "playing the game" and maybe that leading to your tamabuki being happier or something. Is there a mood system for your tamabuki, like if the tamabuki is satisfied or happy, you deal more damage or something?


Overall looks good, but yeah, nothing much else. Also, I got stuck on the cave for a second and I had to dodge roll to unstuck myself from the geometry on the jagged wall.

I don't know if I'll make mini-games for the arcade machines, but I will definitely be putting in a playable claw machine in the future as part of a puzzle. I'm sure I can at least add some interaction for the arcade machines, but that'll be a future thing. For the time being they'll just be pretty to look at.

There isn't quite a *mood* system, but (and I don't expect anyone to know this as I don't have a tutorial yet in-game) you can make care mistakes by letting your pet starve or leaving them with their poop out for too long. This will in the future affect what your pet evolves into (too many care mistakes leads to getting a crappier evolution). The primary thing you'll get with higher evolution pets will be access to different unique abilities. Additionally, and I don't know if I'm sold on this yet or not, I might tie how fast you recover energy (which acts as ammo for your abilities) to the *fullness* of your pet.

Didn't realize you could get stuck in that cave. It's temporary though, but I'll keep this in mind when I build more organic geometry so I don't end up with players getting stuck in walls. Thank you.

And thanks for playing! I appreciate your thoughts and feedback.