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Mugen's itch.io pageResults
| Criteria | Rank | Score* | Raw Score |
| References / Humor | #28 | 3.413 | 3.571 |
| Theme | #30 | 3.458 | 3.619 |
| Overall | #42 | 3.040 | 3.181 |
| Innovation | #52 | 2.776 | 2.905 |
| Gameplay | #53 | 2.867 | 3.000 |
| Ambience | #74 | 2.685 | 2.810 |
Ranked from 21 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.
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Comments
Excellent concept and execution. I think my only nitpick is having to manually close the dialogue after obtaining an item (like I get why, but it feels unintuitive). The jokes and references definitely puts together the whole experience. Well done!
Got all the flower endings, but couldn't quite bring myself to brandish a Knife at Mooms, so I guess I'll never know where that leads... Anyway, cute paint art!
PS: Never mess around with Holotori... duly noted XD
PPS: I blame Doki for the shopping cart...
Very cool idea! I really like how the puzzles work with the time loops. My only criticism is a lot of animations and stuff feel a bit too slow for a game where you're meant to do things quickly.
Had a couple of hiccups, but ended up getting to the end(s).
I've already got each flower ending (?) and was going to check if there were other possibilities (I'm guessing a knife or WawaBalls ending). But before that, can I get a hint if I need to get a multi-loop ending and if I need to read Mumei's diary to unlock anything?
Also, is there something in the desktop at the right of Kronii's room?
(Sorry for the questions, I'm playing on a borrowed laptop and I don't know when will I be able to play again... ;_;)
Thanks for playing the game!
So far there are no multi-loop endings - each loop is standalone. In a subsequent update I did add an achievements list to help track what endings or secrets you've seen between loops but that is as far as it goes into terms of what multi-loop completions will change. And the diaries and notes are just there to provide some lore/flavor text to the game. But after reading your comment, I may reconsider things; it could be fun to have a more complex ending involving multiple loops or secret optional interactions 🤔.
There is indeed a secret there! But it is a little harder to find since I forgot to leave any subtle hints for it so to find it will involve finding that random pixel on the screen.
Damn, I don't know if I did the right thing by giving you these ideas....
BUT!!!! I did like the game, I got stuck a little too much (at first I thought there was a bug that prevented me from leaving the bed, then the first countdown got me watching the TV so I got traumatized and didn't go there so it took me too long to realize Mumei's key was in the couch), but once I had all the pieces it was pretty nice :D
I don't have the laptop anymore, but I'll try to check out the other routes (that I imagine exist) when I get the chance.
All in all, a great game with a good story and with lots and lots of love for the talents ^_^
I got to the end and had a blast. I think i yolo'd the final decision and picked right...maybe. The art was so charming in contrast to the premade assets (This may be my gacha grems nominee). I loved the final showdown into the immediate "Oh Hi :D". Got a hearty laugh out of me.
The first loop I was having fun just poking around everywhere that I forgot about the supposed deadline...Then I heard the clock ticking and audibly gasped. After that I really liked the tension of picking out what I knew I'd need and trying to push further. Very fun way to do the theme.
Good use of premade assets! It's funny how the rest of the super simple art contrasts with them. XD
That PIN code... hahaha!
I liked learning a bit more with each loop, so I could get further before time ran out. I imagine there's different endings depending on your choice when talking with Mumei, but I only tried one out of possibly 3 or 4 items.
I like that you have plans to improve the player experience and also the visuals!
I may return to this game after the updates.
From reading other comments I learned that... you can fail the balcony jump? Whaaat? I guess I got lucky all 3-4 times I played through.
Some improvement suggestions:
- The default volume is a bit loud
- Please consider adding volume controls
- The balcony jump animation probably needs some fixing
Good game!An interesting Point and Click game! I think I got until the end in the neighbor's apartment? The puzzles weren't too obtuse, nor hampered by UI/design, so this definitely has potential.
Some feedback:
The text auto-advance is a bit too slow for me, which was especially apparent when I found Mumei's hidden diary.
In addition, I didn't realize there was an actual time limit the first time around. Perhaps that should be made more clear.
And finally, randomly falling to your death whilst jumping, whilst VERY funny, is also quite aggravating.
It seems to me that, with the time limit, 'random' deaths, and slow text, the game punishes exploring more than it rewards it. If that is intended, that's fine, but I am not sure if it is?
Thanks for the feedback!
Doing some play tests myself I do realize that the auto-text slows down the flow a lot - I've changed that in the unreleased patch to allow you to hit skip to bypass the auto-text or move on to the next line. Because the general theme is progressing through iterations - after each death or time expiry you go into the next 'cycle' with more knowledge than before. So my hope is that the skippable dialogue will better enable that iterative experience since you can speed through things you've seen before.
You feedback around the time limit not being obvious is valid, I'll definitely have a ponder on how I can make it more obvious in the initial dialog or something.
If you want to make it more obvious that time is passing, and you prefer something more diegetic than a timer in the corner of your screen, what about having a sound effect go off every minute to signal time passing? Alternatively, perhaps interactable clocks could work, or perhaps other 'props' that change depending on the time that has passed. (Candles going out, for example)
Great start here, puzzles are just difficult enough but don't really impede progress (at least for the most part)
I tried a couple times but couldn't get to the end - I think I found everything up to the balcony but couldn't sort out how to get past the locked door, and didn't see anything else I could interact with. Last run I got bad RNG on the balcony jump and died so I threw in the towel. Probably just managed to miss something, but I've really got no clue what.
The pixel art looks good though, and it would be great to see you come back and polish up the placeholder art. Good work!
Thanks for the feedback! I think that sequence is probably the hardest part in the game. After leaving Kronii's room the apartment opens up and gives you a lot of new areas to explore. A small hint would be that the key is inside Mumei's room (which is also locked :D).
Very fun puzzle game, this might be a stretch but it kinda has outer wilds vibes, as every time you start the game you will encounter a barrier and learn how to pass trough it, and going trough trial and error you can finish the game, and I really love that! I had a lot fun playing it!
Even with the placeholder art, I think the game still works well and conveys what you're supposed to do. The text auto playing with no way to advance it slowed down the game a lot though, and I missed some text because I wasn't paying attention and it went past. Was there a way to check how much time is left? I didn't see any indication and only realized time was running out when I heard the clock ticks. The puzzles were intuitive enough to solve and I managed to finish it after getting used to the UI delays.
Thanks for the feedback! Currently the time left can only be seen when you hit `esc` to open the pause menu. I had some other ideas to insert more clocks across the map and make it reflect the actual time but scrapped it for the jam release version.
Nice escape room theme game. I like how you use RPG elements for narrative-driven gameplay.
Puzzles are great, not that hard, straight forward and also reward exploring.
However, this type of game relies a lot on graphics, which might be hard for a jam, I get it.
Still, nice work
Not bad, the puzzles reminded me of old point and click adventures in a good way. I enjoyed the writing, especially Mumei's notes.
Suggestions:
It might be nice to have some form of checkpoint to make future loops quicker.
Some kind of marker to indicate the dialogue text is still ongoing would be nice so you're not clicking around waiting for it to end when you're actually able to close the dialogue or use an item.
Bugs:
You can use the hammer on the door infinitely, I lost one loop because I thought I needed to beat it down a bunch before remembering the other doors you had to back out to see that they're unlocked.
Off that same bug, if you use a key on a door, you can still interact with the door knob to see it's locked.
Kronii's scream is really loud if she falls.
noooo what happened to kronii
This has potential but its very clunky. Im quite expecting this to get much better and Im eager to see it.
auto text made me miss the initial dialogue, having to wait for the text to end to do things. text extending over the buttons, etc
Liked using the hair pin to remove the handcuffs
Obviously the art is just placeholders but i like for example how it changes when you open drawers and stuff. The pixel art has a couple artstyles mixed together and thats simply strange.