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Alphros
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I think this has great potential. Would love to have a little more angst going on gameplay wise. Maybe have some fuel limit, or some challenging enemies flying around etc. Adding challenges also provides a great motivation for players to grind for upgrades, which I think is very essential for a game about grinding.
Hope to see this expand into something larger. Thanks for participating!
This game looks beautiful. Love the little minor touches like character portraits bouncing when talking. Love the whole dreamlike atmosphere as well, where everything just happens randomly without reason.
Walking speed can get a little annoying at times though, especially on slopes.
Great job! Thanks for participating!
Really creative way to add abilities to a traditional minesweeper game, and each character feels different enough to keep each stage fresh. I really like the tradeoff of not providing the exact number of mines that are above 3 to balance the abilities out. Game looks clean and polished.
Good job! Thanks for participating!
Love the art and animation you gave to this game. Game feels like a well polished product rather than a jam game.
Not sure if the orb spawning in place of matched orbs is a design choice or due to time constraint, but I do feel that it takes away some form of control over the traditional sky drop you'd normally see in match 3 games. Quite a few times I get penalty orbs randomly matched because of spawn ins. I think some form of predictability here will be nice (maybe display like a orb queue thingy to know what is going to spawn next)
Good job on this, thank you for participating!
This is pretty fun, love the variety of abilities you unlock along the way. The Ina chase part was pretty cool.
A few things that I personally prefer:
-Make the zip & zooms less intense. Most of the ability usage requires blind jumps, since gaps are way too big to see where you are zooming to, and zipping from below to the top often zips me into a gap that I didn't know was there since I was zipping from below.
-Grappling should be more lenient with the hitbox. I think currently it only works when I aim at the tip, and even so it doesn't work everytime.
Thanks for participating!
Absolutely love the vibes in this game! The ambience, the bgm and the lighting really makes this game feel soothing. Love the story too, I can't believe the legendary cure-all was just right in front of us all along.
Gameplay wise, I do wish it was less grindy, especially when there's no upgrades yet, since everything takes forever to defeat.
Maybe 1 suggestion is to implement progression to the cave, so enemies get more HP and atk the deeper you go, then make it so cleared stage cannot be cleared again until the next day. I think this will make the armor upgrade less redundant too.
Great job! Thank you for participating!
Love the sprite work, gameplay concept is very creative, and the choice of music fits this game perfectly! I never thought the theme for this jam could be represented so well as a puzzle gameplay mechanic instead of writing.
Regarding controls, I think it kinda suffers from animation delays. Animation of the sprite needs to be completed first before next player input is recognized, which makes the movement feels slow. Since this game is grid-based, maybe the movement can by maintained separately from the sprite moving towards the moved position so that movement will not be hindered by animation delays.
Enjoyed this game, thank you for participating!
Yet another amazing entry! Combat feels fluid, and the whole concept of knocking jailbirds around is extremely fun and creative. Character models are really cute despite being simple. Difficulty was tuned perfectly, writing has the perfect humor in it, I greatly enjoyed my time with this game!
Thank you for participating!
This is such a clever twist to the "organized neatly" formula! Having to cater to the requirements of each block adds another layer of challenge to the classic block placing puzzle. Love the visual style of the blocks. Its simplistic, poppy and clean, and the whole ambience goes perfectly with the poppy music.
Just a small QOL suggestion, maybe provide a way to view the block's condition after placing it? Or have a list of requirements as a table on the side so that I can see it from a glance instead of having to remove the piece and mouseover to view them.
Thanks for participating!
Extremely impressed with the visual quality of the 3D models! They look soo good! Hope you'll reuse them outside of this jam game as well. The gameplay concept is pretty fun, I can definitely see this game expands more with interesting variety of enemies that require different strategies.
Control wise, it kinda feels a little sluggish (I think this is mainly due to having wide range of player animations, so each move requires the player to wait out the animation before their key input is registered) Maybe implementing some form of input queuing/buffering could help here?
Great job! Thanks for participating!
You are correct on the multiplier, but maybe you might have missed out on one of these requirements?
- The race number on the top of the ticket needs to match the race number in the derby result
- Horse in 2nd is directly a x1 multiplier, and anything below is just 0.
- Color of the ticket holds different base value
- Might also need to keep a closer eye on the fraud tickets
I can't tell exactly if it is the fault in the code tbh, I think this game badly needs a result screen to display which ticket the player got wrong and why.
The fraud code list not refreshing is definitely a bug. I did not expect people to try again immediately during the jam so it wasn't really tested XD
Not sure if the fraud list is refreshed on the backend but it is displaying the previous set, if that is the case it may have caused your runs to be incorrect. I think its better to refresh the page for each attempt meanwhile.
Thank you so much for giving this game a try!
Currently working on overhaul, so progress is a little slow.
I am exploring a way to customize exports as well, since even for me I do feel that JSON has too many unneeded syntax for just a list of markers XD.
Pre-filling notes sounds useful, will take that into consideration.
Thanks for the feedback and suggestion!
Very impressive work! Animation feels smooth, all the art assets drawn feels very high quality.
Some of the moves the bosses does feels unfair though:
- The red glare attack thing that the gargoyle does seems undodgeable especially if you are at a distance(or I might be missing out something). I think it should probably have a little more delay for players to react.
- Kronii's healing heals too much too fast, and she did it twice in my fight with her. Maybe allow players to stop it with an attack or something.
Big fan of metroidvania, and this game definitely nails that feel. Hope to see more, thanks for making this!
Hm, nothing I can do about the rate button cutting in other than changing the game size, I think this is part of itch.io's website. You can try to zoom out the site a little, or go into fullscreen using the fullscreen button on the bottom right.
Yea game is definitely too difficult at the moment >< CCCleaner does clean up the recycle bin, but at a slow rate 1 at a time since it is not supposed to replace manually emptying the recycle bin entirely
Love this! Sprites and background are really well drawn. The gacha upgrading system really cranks up the addictive elements of this game.
I did encounter a bug where a new unit overlapped my badass old unit, and I can no longer deploy her (clicking on her just makes a invalid sound).
Also, I think it might be nice to add some elements that encourages trying out different units. Maybe just a random stage buff/debuff that applies to categories (eg. all fluffy units attack increase by 20% this round), and it warns me during character select screen so I can prepare for it.
Great job overall! Had alot of fun playing, thanks for making this!
I like the charming atari style sprite work. Game is straightforward and easy to understand despite the lack of instructions.
I think you'll add a whole lot of replayability to this game by randomizing the fishes positions though.
Congrats on pulling through over the last few days! Thanks for making this!
(Also, kudos on having it under 5mb lol. That's pretty rare nowadays with all the game engine dependency bloats)
Very impressive that you are going for big maps, multiple upgrades, multiple boss fights etc on a two weeks jam. Handdrawn graphics are charming, and there's definitely alot of potential in this game.
I think some prioritization on your workload would be good. Its cool to see quantity, but try to make sure the foundation is as solid as possible before building on top of it. When the game is frustrating to play, it'll deter people from progressing to explore all the content you've made.
Good job! Thanks for making this!
Love the sprites you've made, and the background art really pops. Gameplay is pretty fun, pretty good game overall.
Some personal thoughts:
- The difficulty change from level 1 to 2 is too big. Level 2 just goes on for extremely long without checkpoints, and platform placements for some reason feels more randomly placed.
- Would be nice to have a little more explanation storywise on things happening, since they just kinda happens (place getting corrupted, miko randomly gets sunglasses, etc). Some small 4 panel comic etc, or even just text if time is a constraint. Would be even better if players are able to infer from the story that the cause of the corruption was due to not getting the secret item.
- Wall jump mechanic is cool, but I don't think it works very well with the level design you have here. Most of the time I'd find myself clinging to walls when I was not trying to, and I feel that the level can do away with wall jumps in general as it is not used much either.
Thanks for making this!
Thanks for playing! Wish I could do more than just 2 apps >< I had quite a few ideas but didn't managed to get them in on time.
Also, glad you love faunamart. Faunamart will always be with you.
https://faunamart.neocities.org/
Played this on my steamdeck since it doesnt work on VM, getting some lighting issues from it I think. Because of that, the graphics option is especially appreciated here! This is really fun, especially the boss fight! Love the 3D models you've made as well.
Some personal thoughts:
- This would work so much better in a third person view. I can't really dodge enemies that comes from behind,
- Hold to attack like david mentioned. If that feels too overpowered, I think you can try having a stamina system where fire rate goes down the longer you hold, and restores if you let go.
Enjoyed my time, thanks for making this!
Short and sweet. Would like to see a little more incentive to keep players going, like a score system, or enemies left before reaching an ending.
Game quickly becomes just a clicker game after awhile though. Maybe instead of spamming more enemies, you could introduce more variation of enemies. For example, one that avoids your cursor, so it makes for an interesting gameplay where you can't exactly point directly at the enemies and have to rely on the tridents that are traversing halfway to your cursor to defeat them.
Thanks for making this!
Very interesting gameplay concept. Very Ame energy.
Nice surreal environments. Kinda wish the myth members at the end stood around Ame saying omedetou just for the memes, but I guess that has already been done in one of the previous jam games.
Needs a room restart when you fall off the stage. Its a little tedious to have to do it manually from ESC menu everytime.
Good job! Thanks for making this!
This game have tons of potential! Love the 3D models you've made, and the gameplay is pretty fun as well despite some problems, which I believe most comments below has already described the issues I had.
Though one thing I'd really like to point out, I personally think it'd be better with more focus on a smaller handful of genres and ideas instead of spreading out so much. This game seems a little confused on what it is trying to be.
I'd really love to see more though, maybe as separate projects where one is on horror/investigation and the other as a RPG MMBN game. Thanks for making this!
This game's a box of charm, I love it! The culprit's a little too obvious, not because of the evidence, but from the selection of talents it couldn't have been anyone else lol.
Love the writing, and I'm not sure if you did the modelling yourself, but the office looks really impressive. Despite the lack of animation, I still really love how the whole game looks. The lighting, ambience and placement of each prop/character (especially on the interrogation) is on point.
Especially love the good cop/bad cop role you've given to FWMC. Makes me want to see a full blown mystery game with higher stakes instead of just a stolen pon-de-ring. Thanks for making this!
Really cool to have a fully functional DMC game made in 2 weeks, even if some elements were taken from Yagoo May Cry. Had great fun experimenting around with all the combos .
Some personal issues I had:
- Shiori's walk animation seems to be broken when walking backwards diagonally.
- Wish walking is a little faster, movement feels a little too slow for me.
- I think the moveset needs a little balancing. Tentacle garden feels a little overpowered in comparison to other moves. Tried to play through game without using that move and its pretty much impossible for me.
- When reviving, I think some invincibility frames is needed. I got
cornered onto the wall and died, and I got spawn killed for all subsequent revivals.
Really impressed by this entry otherwise, thanks for making this!
Deceptively simple at first, but the amount of upgrades you can have adds a whole lot to strategizing. AI on the units are pretty well done, haven't had too much scenarios where I feel like the unit I placed was doing something outside of what I expect. Also really love the take of tower defense where player themselves can do the attacking.
Not too sure if I am using the skills correctly, I don't think it does anything for me. I might have missed out what pressing E does when I was buying upgrades, so maybe showing tooltips when player mouse-over the skills/units icons would be great.
I had fun! Thanks for making this!
This is pretty neat! Love the huge range of movement techniques and the choice of weapon.
I believe most reviewers below have already made really good points regarding areas of improvement, so aside from those, here's some of mine:
- Wish there are checkpoints, or at least level is broken down into smaller stages. I believe there are secrets in the game, but it is deterring me from finding them since dying will take me all the way back.
- Kinda weird that this game uses WASD+mouse controls, considering that mouse movement is not really needed. Mixing with comments that mentioned to have a "look down" action, I think maybe you could try implementing camera panning with mouse movement to fully utilize mouse usage.
- On the topic of using mouse, I find myself scrolling the mousewheel to change weapon. I think it would be nice to have that as well instead of pressing 1/2, especially for the boss fight where I need to have my left hand on WASD at all times.
Great job! Thanks for making this!
Okay WOW. Very impressed with what you've cooked in just 2 weeks. Love the 3d model, controls were solid, gameplay is pretty fun.
Personal preference, but I think I'd like it more if it isn't about hitting the stains but just avoiding them. I love zipping through the level and doing all the badass parkour (for the beef), so having to stop and hit every enemy, especially when they are not really in your path, kinds of breaks the flow.
If hitting every enemy is a must, I think it would be nice to at least have invincibility to the enemy projectiles when dashing, since dodging is not really possible when dashing halfway.
Great job! Thanks for making this!
Great visuals and ambience. Short and fun to play through.
Gameplay wise, I do wish you've included a little more of your own spin to it rather than following the same anomaly formula. Even if its something small like having the player click on the anomaly to find it.
Also noticed some anomaly that stays and becomes a "normal" part of the room. Understand from your reply to Reykah below that this is a feature, but it does confuse me at times since not all anomaly consistently stays after you found them.
Regardless, this is a really cool entry. Thanks for making this!
Sprite work on this is sublime. Love all the little details and animation, like cici's key turning when walking etc.
Interactions are hilarious, but wish there were more gameplay to each fight. Seeing as this is a solo project, I think you might have spent a little too much time on the visuals.
Also, please don't leave out the BGM and give your judges any reason to dock points from ambience, especially when you've already put in so much effort on the presentation of your game. Just spent about 5 mins and find a royalty free music as a placeholder if you must and slap it in. (eg. https://peritune.com/blog/2022/03/19/8bitrpg_battle/).
Overall, very impressed with your pixel art animation! Thanks for making this!
This is really creative, love seeing all the "illness" you've came up with. Models are really cutely made, and I love the BGM made for this.
The instruction in the guidebook is a little vague. Based on the icons, I didn't know what I needed to do after chopping/grinding the ingredients. That image you had in your itch.io page description clarified it for me, maybe you can add that into the game itself, either that or show a 3rd icon to put into the pillmaker after chopping/grinding.
Please dive further into the inspection part of this game if you ever decide to expand this. It is such a cool idea to be able to rotate your patients around and inspect them of the symptoms of their illnesses before giving them a correct cure. As of now, the illnesses are a little too obvious to identify.
I really like this entry, it has so much potential for something amazing! Thanks for making this!












