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Alphros

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A member registered Jul 05, 2019 · View creator page →

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Interesting enemy movement, very cute biboo sprite!

Not sure if intended, but I could kinda cheese the game if just self destruct everytime and get 5 points. Maybe the points can be assigned based on how many enemies defeated in a run.

Short, but really sweet. Thanks for making this!

Visuals are incredibly impressive! The switch between endless run style to shmup kept the gameplay fresh and fun. 

Game is a little intensive on GPU, though I am running the game on steamdeck to be fair lol, but still completely playable.

Had fun with this, thank you for making this!

I don't think I have seen renpy made with a turn based battle system like this, this is really unique! Art is cute and charming. 

I think a little more explanation on how the battle system works, or what each skill does would be nice.
Also encountered an exception in the middle of the fight lol.

Thanks for making this!

Ohh that reminds me to try Oneshot out. Thanks for playing!

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Yea, didn't get to spend too much time on designing hints so that the solution is fair for players, which I absolutely should have done. Thanks for playing! 

Please continue this after jam! I can tell alot of love went into this game, its a shame that it is too unfinished to really experience much out of it. 

Thanks for submitting this!

Game looks very polished, everything looks high-def and clean, your art really shines here!

I think the biggest downside for me is that everything just kinda happens at once. The tutorial was alot to take in, and enemies attack without much leeway for me to react.

Your entry really stands out from the rest though! There are barely any holostar reps in holojam, so it's nice to see some once in awhile. Thanks for making this!

Short and sweet, doesn't overstay its welcome. 

I do wish drifting is a little more essential in the level design since that is usually the main point of these games.

Good job overall, thanks for making this!

Love how the game looks, using chess piece with their hallmark features as their character models works so well here!

Controls are a little hectic, but I think that is part of the game's charm, though I do wish I am not wrestling against the control and time limit at the same time. I think I'd enjoy this game way more if it was obstacles based and not time limit, but that would go against the theme lol.

Great job overall! Thanks for making this!

Thank you for playing!

This means alot to me! Thank you for playing!

I honestly love your writing so much, they're hilarious! Definitely on brand to Gigi's humor (and undertale's as well)

Most have already pointed out the problems with the boss attack patterns, and I think that is the only small problem I had with this game, but since the game is pretty lenient with health/revives and fights doesn't drag out, it really didn't detract much from the overall experience for me.

🧍‍♂️I can't believe they had ein bussi without letting Gigi join in.

Thank you for making this!

Ohhh if it's null pointer then maybe I might know what I should look for. Thanks for the info, and thank you for playing!

Your UI design and thumbnail is really impressive! Love how high energy the whole game looks.

Wow lol. Extremely well polished, gameplay is spot on and addictive, BGM is banger, concept of using time as a currency is really clever and fits the theme to a tee, great looking artwork and pixel art, juicy visual effects, I'd be surprised if this gets anything lower than top 3 in this jam honestly. 

This is such an incredible achievement! Thank you for making this!

Love the visuals and how it pays homage to old school FPS. I don't play much of this genre to know if it plays like those games, but I definitely think you've nailed the style here!

I do wish there is a little more feedback effect when enemies are hit. Maybe just a sprite flash or some overlay hit sprites when my shot lands. It'll make the gameplay feels a little more satisfying.

Also, I think ammo should respawn if ammo is essential to complete a level. Shiori's stage kinda locked me out when I completely ran out of ammo (I only found out partway through that you are supposed to shoot her when she prepares an attack). Either that, or there should be an alternate way to perform attacks without locking the player out when ammo runs out. (maybe like a melee attack that reflects her projectile etc)

Good job overall though! Thanks for making this!

Kinda insane to have 4 characters that plays so differently from one another in a game about platforming, design levels in such a way that each character is able to clear them, while also ensuring that each level is interesting and fun. 

Love the intense red ambience of the doom spell. Levels are satisfying to clear. 3D models made for this game looks great.

Would be nice if there is a quick retry instead of booting me out to the character select each time I failed. Not a big issue, but BGM also kinda stopped for me after awhile.

Had fun from playing, thank you for making this!

Included the walkthrough because I didn't think I'd figure it out too lol, I wished I've put in more thought into designing it in a way players could figure it out themselves. Thanks for playing!

Very visually impressive! The atmosphere fits the game really well, all the sound effects were spot on. The cover/UI art looks really good too! I like the creative take on health as time, and the trigger-happy punish makes the whole gameplay intense.

Great work! Thanks for making this!

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Holy crap did you mocap the cutscenes? Extremely impressive for 2 weeks work. I know its meant to be a homage to Sekiro, but I'm getting alot more of Nier Automata vibes from this. (the map, enemies attack pattern, Jane Automata with bobhair etc etc). 

Animation, effects, cutscenes, all the work done in this entry feels more like a promising early access commercial game than a gamejam submission. 

I wish I could understand more on how the combat actually works. I kinda just button-mashed through the game, and was punished during the boss fight (kept getting plummeted by the laser)

Would really love to see more of this getting fleshed out. Thank you for making this!

Cute pixel art! Love how you did the preboss sequence and ending as well! Really appreciate how each enemy signal themselves before any attacks too.

Would love to see a little bit more enemy AI variety. There are currently different colored ones, but I'm not too sure what makes them different.

Good job on this, thanks for making it!

I really like this premise for a story, the idea of dating world ending entities to save the world. 
Very "The world god only knows" like, which I see is also one of your inspiration.
This is so fitting for holoEN, since most of the talents there are far from having a normal backstory.

The MMD scenes are actually done really well! I just wish you had included some BGM, game is kinda awkwardly silent unfortunately. 

Would be cool to see this project expand into something like "Sucker for love". Good job! Thank you for making this!

This entry is just amazing. Everything looks clean, colors are well saturated and fits the game really well! All the small details as well, like having the key on the truck turn when SPEEEED. 

Controls feels tight and satisfying, gameplay is really chaotic and fun. This is one of those entry that makes me wonder how you managed to cramp all these into a 2 week work. 

Any physics bugs or visual glitches gets masked out by how chaotic everything is, so you can just tell me they are intentional and part of the fun and I'd believe you, this is such a genius chad move.

Love all the sound effects and BGM too. I don't think there is much to fault in this entry. 

Thank you for making this!

Congrats on putting this out!The visual stylization look great, I love the inky look you did for the sprites.

Ambience category represents both visual and audio. There are plenty of royalty free music out there for your usage, you can find one and implement it into your game in about 30 mins. Don't let the lack of music bring down your ambience points for your game!

Gameplay is interesting. I think it can turn into something great with more time in the oven. Thanks for making this!

This is a really good foundation. I love the intro you did for this game, and the employee card that displays player status is really unique.

I feel like some actions requires a little more visual feedback. Gun shots and enemies getting hit for example, not just for eye candy purposes, but it'll actually let the player know that their shot is landing.

 I'm not a big fan of horror games with jumpscares in general, this game is not too bad in that aspect, but I feel like it could be removed entirely. Would be nicer to have something like laplus phase through walls and hover towards you throughout the game as the creepy factor instead.

Still pretty solid overall! Thank you for making this!

Very impressive to have a working upgrade system on your first game! Love the programmer music LOL. 

Gameplay is fun, but it kinda gets a little repetitive after a few runs when grinding for coins, I think you can easily reduce the repetitiveness it by sprinkling a few randomization here and there. Doesn't have to be drastic, just change the placement/appearance of enemies/pebbles/items on each map, I think it will help a lot to increase the replayability.

Great work! Thanks for making this!

That is ALOT of art for a 2 weeks work! I'd know how much time it takes to just draw a single scene lol. 

I really love how daring you went with the writing by establishing new lores and not being afraid to cast some of the characters into a true villain role (not just some 'haha prank' villain but actual human's-lives-at-stake villain).

Game is unfortunately mostly silent. Try to squeeze in a little time to hunt around for some bgm or ambience sound for your game. I find including BGMs to be one of the lowest- effort-highest-reward task, they are such an important component to the immersion of your game. 

Overall, I feel like you're onto something here! Keep it up! Thank you for making this!

I can tell a lot of love went into making this. Music is soothing and suits the vibe of the game, pixel art and portrait art is incredible. There are also a bunch of reference scattered around in the background and its kinda fun walking around finding them.

I believe somewhere during development yall must've met some difficulty or time constraints, since the whole framework seems like it wasn't built up just for a trivia game (ability to walk around, clicking on stuff, fully working dialogue system etc). 

Its a solid framework nonetheless, and I'd love to see them getting reused into something else in the future if possible!

As for this entry, yall made it to submission, and that is applaudable by itself! Not everyone made it that far! Thanks for making this!

I really like the idea of skill tree that unlocks with materials gathered from each runs. Game looks simple but pleasing. Love the adrenaline pumping music and the soundclips used for Mori!

For the boss fight, I feel that her attacks are too quick to react, and it amounts to just moving to and standing on each portal while tanking all the bullets (they don't do too much damage for you to get hit with) until her health whittles down. I think slowing her bullets down while increasing the bullet damage can make the boss fight a little more interesting.

Really solid entry, thanks for making this!

Amazing to still see flash game in 2026 lol. Very interesting premise, and really suits the style of your art. The B.A Shiori on your thumbnail captivated me as well! Just curious though, is the B.A Shiori a reference to anything? I feel like there is a deeper meaning to the story you've written, but I don't think I'm smart enough to figure out >_<.

Music and sfx are extremely important, and it happens to park under the same "ambience" category. Do not let your effort of making good visuals get pulled down by lack of audio. Sfx takes more effort and time so maybe you can do that only if you have enough time, but you can probably find bgm that suits the mood of your game and include them in within 30 minutes. Here are some that I think may suit your game:

https://peritune.com/blog/2019/01/19/wonder6/
https://peritune.com/blog/2018/07/09/whisper3/

Good job! Thanks for making this!

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Thank you for playing! Appreciate the detailed report for the freezing issue. 

If I ever pick this project back up after jam, I'll prolly rethink the gimmick and ditch webbuild altogether haha. 

There should be a name tag on the top left of the dialogue box, unless you are encountering issues where the name tag is not showing up?

Ohhh good to know. I'll try it on opera GX and see if I can replicate it consistently there. Thanks for letting me know!

Thanks for playing! Progress is saved frequently so you may want to reload the page and try again? The freezing is inconsistent, so I haven't been able to pinpoint the root cause unfortunately. 

Thanks for playing! Freezing is unfortunate, I'm still lost on how it is happening, since it has been happening anywhere with no consistency. Game dev is an enigma fr.

Thanks for playing and streaming it! 

The idea is really unique, I like the concept of having an alt world with a different blocks arrangement! Visually crisp, the UI is really polished. Well done!

Personally, I'd really like to see the idea get expanded into a puzzle game, or level designs with more focus on puzzles. I think it'll make for really interesting and mindbending gameplay. 

I did also had 1 playthrough where I got stuck in the wall. I believe I opened a portal, and it closed while I was still inside the portal. The location I was standing on had a wall when no portal is around. I can't replicate it consistently afterwards though.

Great job overall! Would love to see more.

Thank you for playing! Browsed some of your stuff as well and they look insanely high quality. I'll prolly take a look at them at some point!

Blind completion is insane! Thank you for playing! 

Alot of the amazing visual effects are from shaders not written by me, you can find the links in the description page.

Thanks for playing! That's a pretty valid point I haven't thought about.

Love the quick and snappy gameplay, hit feels extremely satisfying. Really appreciate the "attackable" highlight since bullets are raycasts. 

I actually really like how the turrets attack the player instantly within sight, it makes the gameplay feels frantic and instant in a good way. I think my problem with it is just that I wouldn't know that it is coming up since they are offscreen and I am already dead when I see it, so it kinda ends up as a memory game of sorts if I am not already under cover.

Maybe a suggestion would be a warning offscreen enemy indicator, or make a "fireable range" that doesn't fill the entire screen so you'd see them first before both parties can fire.

Great job overall, had fun with this. Thanks for making it!