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Aikasa Collective

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A member registered May 31, 2018 · View creator page →

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Hello Neviah! Sorry for the wait, I finally finished watching your VOD. I definitely got some good laughs in with the Alicia / Thomas commentary of yours XD Thank you so much for playing and sharing with your community! You had a great attempt at the pickpocket game so I'm confident you'll succeed on the repeat play someday (: I'm glad you enjoyed the story so far! And thank you for the well wishes! The exam went well ^_^ I have a few more to look forward too in the upcoming months.

I don't know if it's "needed," but arrow keys could be useful as I did try it to try to fix the screen lol. I think it sounds like an either / or thing, in case you need the arrow keys for something else someday.

Ahhh I see, I was curious about the stone road having a benefit. I wasn't sure if it was a random glitch or not ^^;

I think the wisp thing I sort of wished I knew before, because it lead to a lot more failures and even just skipping the puzzle as I felt it was unsolvable for me.  I only discovered it was possible when I saw the human NPCs move and it triggered the wisp movement in a later puzzle. We can stop on the stone circle tile, but it doesn't activate the chest box, so it made me assume it was broken, so I just sent Ron home and assumed I did something wrong.

Sure I'll follow the game then (: good luck with the updates!

Hello again! I've finally got to watch your VOD. I really enjoyed the voices you did. It makes me wish I could afford adding voicework to the game T_T it makes the scenes a bit more comical and lively. I also noticed you missed the opportunity to click every glossary term that came up in yellow font in the dialogue box. Perhaps I need a better way to tell players it's available... especially "Eden's curse" being really comical in the glossary.

You did a rather amazing job guessing at the pickpocket scene! You had the right idea but removed it at times. But I am definitely okay with players failing that mini-game since that is what Robin wants to happen. I can't wait for the designer to make a better UI for the scene.

The choice scene at the archery was aiming the crosshair mouse anywhere in the butt area "What is adventure without risk?" and any of the 3 target wreaths as "All or nothing," I'm definitely a bit stuck on how to clue players onto the first bit being an actual choice... It wasn't a problem when it was just boxed choices to pick from with the same text.

Thanks again for the thorough critique (: I hope the rest of the game will meet your expectations.

Hello! I'm slowly making my way through the VODs after finishing my exam, and wanted to respond first at the bare minimum before the event ended, to thank you for playing! I'll answer a few of your questions and had one of my own.

Jost is the "pretty" UI font chosen by the designer, and Atkinson "Hyperlegible" is a low-vision font created by the Braille Institute, which is also visually appealing to everyone including folks with dyslexia. Here is a nice explanation of the font. The British Dyslexia Association has said that OpenDyslexic is not a peer-studied font, and also recommended other plain, evenly spaced sans serif fonts including Arial. Hence those were our final 3 choices of font.

The inner thoughts being casual was intentional and preferred by other beta testers as it made it more comical to feel the modern contrast, and allowed their brains to rest from the Middle English. My apologies it had the opposite effect for you.

What other choices would you have liked to have done within the demo's scenes? I'm really curious what ideas you had in mind ^_^

I really wanted to get to the next flower but just couldn't be motivated enough fighting off cute moles. I'm reminded of the vegetable gardener who could not win against the gopher who kept eating parts of his small harvest... so he decided to feed the gopher. The gopher no longer ate the rest of his garden lol.

Perhaps if we had an extra reason why we were cultivating flowers it would be worth the work ^^; perhaps the player is a florist who wants to give flowers to others, so we have a visual reward for it. Or maybe they want to grow rare breed of plant variations that are on the brink of extinction, which is a real endeavor for some specialty gardeners. Well... feel free to ignore the feature creep advice lol. I have a feeling this game would do especially well for mobile someday (: Good luck!

It's always a pleasure to see one of the early pioneers of EVNs continue working on new games. As a fan of Japanese-style adventure games, I was excited to see this game! I enjoyed the murder mystery so far, as this is the ideal type for the mainstream appeal of this genre. The title page is very stylish and cool, gives a great starting vibe!

The large cast definitely builds anticipation on what to look forward to. The extra poses are a really nice touch. All the art is as polished and cohesive as ever. I actually wanted to stare at the CGs a bit longer, especially the long-haired mystery woman. I believe the dialogue box comes on rather quickly, not allowing me enough time to absorb the scenes. Some camerawork movement might also help allow us more time to take in details of the artwork.

The first and only puzzle is very clever. I actually clicked all the hints just to see what the last ones would be... but Takaya ended up solving it for me before I got a chance to figure it out myself ^^; I would personally have liked seeing all the clues available at the same time before giving up. 

The story pacing was good, and the music and sound effects were excellent choices. I am curious about a few things. Will there be free movement later? Like a map or travel screen we can move around with? Is the first puzzle the main mechanic for the rest of the game? I believe from the Danganronpa and Ace Attorney references, perhaps there is an investigative mechanic we have yet to see. I think it should be added to the demo if possible to attract as many gamers early on ^_^

I can't wait to see more of the game someday!

Definitely one of the cutest-looking games of the bunch. I played 1-2 levels almost every day for 5 days as a result. I think what rather frustrated me was the camera controls. If my mouse went too far down screen, I could not get back up to the grid. There isn't any "center camera reset" and I couldn't figure out at times how. It made me reset the game a number of times. Also, if I went from full screen down to window size, the camera would go all the way to the right and grid was no longer in view... *sighs*

I also couldn't understand why if the main hedgehog could move 5 spaces, it would only limit me to 4 at times, and it wouldn't show me all available grid spots to allow me to "plan" ahead. I would have preferred a "Full Undo" as a result besides resetting the puzzle again and again for an errant click.

I also thought one puzzle had a problem when landing on the rock circle nothing appeared. Versus needing to stop next to it for it to activate... Maybe I missed it somewhere, but having a clue that even walking past it would scare the wisp away. Would have made it a touch easier to solve a puzzle or two >_<; Also Mushroom is missing an "h" in the Tasks screen.

I loved EVERY animation in this game. So so cute~ I do wish the extra treasure had an extra cute purpose though besides collection. I got to one witch so that was a fun mechanic. Lovely wholesome game ^_^

This game is really pretty-looking and super polished! I wasn't quite sure about the title page image being at all attractive, as a gray mass looking at a brown logo isn't particularly thrilling. It was seeing the quality polished screenshots of the gameplay made me change my mind to play it. I think a change might attract more players.

I have similar critique as the others. I got bored by about the 4th puzzle as it was starting to feel repetitive, but I kept going up to puzzle 6. They're not bad puzzle ideas persay, as they might prove more helpful for younger players that might not be able to advance to higher ones? Or introduce new mechanics sooner.

This is my UI critique, but I might just be dumb. Perhaps being primed by other games, but usually when I'm missing an "item" I need to get, it's usually brightly lit, and the item/flower that I already have, turns dark so I know I already completed that particular one. I think it's an easier visual match of "what I need - brightly lit" matching the flower on grid is how my brain interpreted it initially. While it being "dark" I had to spend more time staring at the dark image and "guess" which one it is. It took more brainwork to process versus it being a quick visual match. I hope that makes sense! I'm not sure if you want to flip it and see if it processes better for other players (you'll have to watch them playtest it) but I definitely messed up for a while on the early easy puzzle as a result. Or having another indicator that I already got that flower with a green checkmark or something.

This one would be a bit of a doozy being a biology major, but... moles do not eat flowers LOL ^^; Gophers and voles do. Perhaps you could consider a color switch or a future mechanic for more enemies (or friends) as something to make it more scientifically correct. Moles are carnivores and can damage plants indirectly by lifting and damaging roots... maybe can drop invertebrates to attract moles to a certain spot to clear plants, move way from plants, or block smaller enemies (voles) can be future potential ideas to consider.

Thank you for playing!! I'm glad you enjoyed everything in the demo so far, besides the lack of music! I have brought this up with the composer/sound engineer and he has been regretful he is still refining the ambient music and whatnot. Hopefully we have a future better polished intro to the game ^_^

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Thank you for playing and the VOD! I apologize as I haven't gotten around to watching any as I am still preparing for an upcoming exam atm... T_T

Perhaps I should add a transition image when the POV changes..? Hm... I did wish I didn't have to introduce so many characters so early on, but I think with the amount of events planned for the story it was rather hard to avoid. There's still 3 characters yet to be seen ^^; but you'll see them again and again, and I "hope" players will naturally remember them over time with new events. *fingers crossed*

It seems you and the other streamer both missed the mouse becoming cross hairs and letting you pick to shoot at the butt section, or the actual 3 targets. I'll need to watch both your VODs to understand why. Perhaps I need to give more obvious hint and a more obvious design change. Oddly enough, I was told to add this feature by teammates to make it more immersive, but it seems players instead see a choice disappeared versus it presenting itself differently lol.

I'll need to figure out how to change the opening. The text has actually been trimmed and slowed down from previously... And the way the text works, it doesn't allow players to click through as the scenes and text is timed with the song. I may need to ask the composer to do an opening song tweak to allow more reading time.

I highly appreciate the thorough breakdown and will see what additional polish I can consider ^_^ thank you for the wishlist!

I love puzzles as a player, but wow that first puzzle was rather challenging.  The 2nd and 3rd puzzle was way easier in comparison. A much simpler starter puzzle with a tutorial for one cat or two can help newbies be introduced to this level of required trial and error. There's also a bit of cat "ghost" cards that persist when doing undos but are no longer in play. There's also the occasional glitch I had with a black cat in puzzle 4 where it was acceptable in the bottom corner, but it activated the disappearance at every other corner.

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Thank you for catching the errors. And yes I'd take the VOD! I'll try to watch it once I have time. Some new tweaks are clearly needed for polish for the demo.

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Hello again. After a bit more rummaging through. We realized that Mizuchi does not have an accessibility page (shift+a) or the clipboard feature as it did not exist yet in the engine when Mizuchi was created back in 2017. Self-voicing always existed hence it should still work for Mizuchi, but I was unable to get Shift+c to work. Clipboard voicing works in our newest game project, so we know it has something to do with the older version lacking that feature.

I sincerely apologize as this is not something I can easily fix at this time...

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Hello! Thanks for getting to me. I'm sorry to hear the self-voicing isn't working. Hm... My schedule is a bit packed at the moment related to Mizuchi, but I'll try to see if I can get this addressed. This is the main game? Which command did you use to try to activate voicing?

LOL I can understand as my religion growing up it's definitely not allowed XD but the girls do actually talk about it in the story about different buddhist sects and approach to marriage. If it helps.. Jinhai is no longer a monk ^^; lol. 

Aww thank you <3 I hope you let us know what you think (: mizuchi and RR are becoming quite the opposites of each other...

Thank you for the kind and lovely review! Wow a Jinhai fan O_O So few of you all... so it's always nice to hear about it ^^; Ah well I generally don't want to use resources on bad endings when I really enjoy good endings more. I suddenly remember a review where someone only played one ending because they were so heartbroken they thought the entire game is full of bad endings...

Hello! I think the guide on Steam is pretty good: https://steamcommunity.com/app/1121300
Should you use it, according to testers, we recommend playing the endings in this order to have the BEST overall experience: Ai Good, JH Good, Friendship, JH True, and Ai True.

Thank you! Happy to hear this *_*

As stated on the website, it only affects the love scenes.

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Thanks for the kind words! Itchio is the complete version that doesn't require patch. Steam requires a patch for the R15 portion, otherwise is SFW. You can find it here: https://aikasacollective.com/support/

Thank you!! Happy to hear it ^_^

Very nice!! Sounds like it was a really fruitful event :D

Thank you for streaming it!! Sorry for the late response, I'm still playing catch up after the end of the KS campaign. I did manage to catch the latter half of your playthrough! I don't think I saw a VOD to rewatch the beginning...? Thanks for the feedback (: Do you mean when each character is talking you get lost who is talking in that moment?

Thanks for playing!! Sorry for the slow response, it was a crazy Kickstarter finish so I'm trying to catch up on responses. I'm still trying to catch up on sleep too ^^; Thanks for letting me know what parts you liked (: I hope you like the final finished game!  Did your game get good feedback?

Glad to hear it! Sure why don't I send a future reviewers key whenever the game comes out? (:

Thank you for playing it!! I've been busy with the kickstarter and with poor sleep, had trouble finding time to watch your stream until now. But I was amazed and very pleased to hear a professional voice-acting streamer tried my demo! It was really fun to see the characters come to life :D Ah yes, the composer was still busy refining the character theme songs, so we didn't finish putting it or even simple ambient tracks into the alpha demo yet. We'll be sure to remedy this in the final game ^_^ Thank you for the thorough feedback! 

Thanks for trying out something outside of your usual (: I appreciate the feedback.

I really appreciate this type of detailed feedback! And reminds me what a silly American I am with the language XD; It was more of the latter "historical setting with natural present-day language." This would be a rather lengthy response... could we have a chat somewhere?

No I don't stream. I didn't see the animals immediately. Seems I missed a few play points. *nods* Thanks for the explanation. Good luck with your game development.

Picked this up cause the MC is very cute! Overall the game moves well enough in a very big snow world. But I had no idea how to get to the top areas. Graphics were exceptional with atmospheric music. Since I started the game blind, it took me a while to figure out the typing as part of the mechanics. Also, we just sort of start in a random place and I wasn't sure what we were supposed to do. Finding the creatures that explained the game felt like a matter of luck in finding them sooner than later. I was also confused why we were collecting all these items but not sure what to do with it? It made me wonder who is the target audience of this game. The words chosen were rather long, which would probably slow down younger players that might have enjoyed exploring this world. I was also rather concerned with how far down she could jump down and have no issues. At one point I had 3 screens and a map going on at the same time and had trouble trying to figure out how to undo them, especially if the instructions was hidden by a large map on the front layer. Overall I like the graphics most and the monsters looked well designed. Part of me made me wonder if we're supposed to be taught a fairy tale story so we could solve the puzzles in case we didn't know the tale at the time.

Thank you! Our teammates did an amazing job! We hope the final version will be even better with everyone's support ^_^

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I wanted to first say I apologize for this very late response!! I read your review a few days after you commented and it really made my day ^_^ Then I got swamped and busy trying to finish the Red Rebellion demo and just didn't get around to responding until now OTL T_T;;  I'm really happy to hear your impression of the story, and being well aware of the legend itself! Thank you for playing the game and loving it! I wish the game did well so we would have met the original two snake protags in the sequel story ^^; alas....

I also appreciate your feedback on how I could have done the food scenes better for folks who didn't feel the same way as you did! It's definitely something I should consider for the future book. I took a food writing class during college,  and it was brought up how important the dining table was for everyone, and that meals would encourage even enemies to meet in the same place. Hence Jinhai and Ai spent that time together with the most banter. I was also told by a teammate, if I did more food images and maybe cooking scenes, it would have been accepted better ^^; Too bad I ran out of budget and time... Anyway, thank you for the wonderful review! <3 We hope Red Rebellion meets your expectations.

Thanks for playing it again! So happy to hear you found it still enjoyable on the 2nd playthrough ^_^

Thank you! I hope to have Red Rebellion demo out by April here. I'll be sure to make an announcement when ready!

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It should be the correct one. I just forgot to rename it before I uploaded it and Itchio is really slow with uploading big file sizes ^^; When Renpy builds the game every time, it's always 1.0 T_T; my apologies. There have never been any glitches or game-breaking between either build. They're generally small fixes. You should be good to go! Thanks for letting me know about that mistake.

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Currently yes, but this might be my last game:
 https://store.steampowered.com/app/2114160/Red_Rebellion/

https://www.kickstarter.com/projects/134638137/red-rebellion-historical-fantasy-romance-game

You can sign up there if you'd like to be notified when the Kickstarter starts. The demo "should" be ready at launch day. It'll be on itchio like before :) Thanks for looking forward to our work!

I hope it's been a good play so far for you! I'm definitely curious what you think of it as non-English reviews seem to imply it's very different from the legend.

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Thank you so much! So happy to hear it's one of your favorites :) we hope you can enjoy the next game!

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I don't understand. Why would the itchio game make a purchase to a steam version? Could you clarify what you mean?

Not yet. Working on it!