I was giving it another go with my son and he figured out right away that it was grenade ammo, I was just slow on the uptake, haha
Alyssa N. Vaughn
Creator of
Recent community posts
This is really cute! I liked the idea of playing from the slime/monster POV (there's actually a TTRPG I've played with my kids with similar protagonists called Rainbow Mutant Slimes!) I also liked that each of the monsters in the party had a pretty clear role (fighter, healer, etc)
The tutorial at the beginning was VERY thorough, but I honestly would've preferred it broken up into a couple of separate sessions, maybe running between different sparring partners if you want to keep the same vibe as after the story mode has truly started? I also may be a bit dense, but was there a way to use the healing items between fights? I wasn't able to figure out how, although I was never really in any danger of losing a party member, so it wasn't too big of a concern.
I like that Enemy Plans can be toggled on and off, I feel like that could give the game a lot of replayability with an optional boost in difficulty.
It's also really cool that you used your kids' artwork in your update!
I really enjoyed the old-school graphics and I'm a sucker for tactical gameplay like this! I've died on the third level a couple of times, so I'm still getting the hang of things, and I'm not 100% sure what all of the items do yet (the one that looks like a drop of blood?) but this just feels like the kind of game my brother and I would be handing off to each other on our gameboy on a road trip.
If I manage to get through to the last stage, I'll be sure to leave a comment on the game page!
Edit: Forgot to add, the blast radius was very helpful and I probably wouldn't have gotten as far on my first try without it!
This game made me so paranoid! Great work, haha
I really enjoyed the uncertainty of having so many options, knowing that there were so many endings going into it. The music and the sound design really helped to create a tense atmosphere, and I was suspicious of almost everyone. The art style, where no one has any facial expressions to read from, makes it harder to figure out if anyone can be trusted! I think it really works for the horror movie vibes.
The only thing I found a bit odd was right before I stole the car keys, the bartender was still in the office with me and said "What do you think you're doing?" (makes sense) but then immediately left the room without any further dialogue, allowing me to steal the keys. I would have expected there to be a further consequence of trying to take them when he could see me, or maybe having to say/do something else to get him to leave instead of him leaving on his own? It didn't affect which ending I got or my enjoyment of the game, though.
It would also be cool to have something on the main menu to help track which endings you've gotten so far! But that's not something I'd necessarily expect to see in a demo.
Really cool game!
This was really fun! The controls were easy to learn and I appreciated that I could press E or the number of the building to confirm the selection. The mechanics were easy to pick up on, but I think if I were to play this regularly, I would want some kind of feedback, or something to work towards. Unlocking more buildings, having a point where one map is conquered and I move onto the next one, or even just keeping track of a high score.
I think I'd also like to see a larger incentive to leave the "safe zone". Early on, there was some risk going to retrieve corpses to make more buildings, but at a certain point, I could safely stay away from the "front lines" for as long as I felt like playing. If there were some power up or special item that I could only get by going myself, it'd reintroduce the risk factor without making it a requirement, since there isn't really a "win condition".
I enjoyed the necromancer theme, I thought it was funny :)
I have gotten as far as the basement code puzzle and intend to continue playing, but wanted to make sure to get my comment in before the end of the rating period. The art and detail you've put into this are fantastic and I loved exploring the house and seeing all the details about the family before entering the dream world. And the sheer dread I felt seeing the difference between the descriptions of the family home versus the descriptions in the basement level area, oh my gosh! I am incredibly invested in seeing the game to the end.
I appreciated the notebook feature, although I am not 100% sure I got all the hints from the clocks before getting locked into the basement puzzle area?? I wish there was some way to know I hadn't missed anything, although I suppose that'll be very clear if I can't ever get into the basement, haha.
Really enjoying the game :)
I have gotten as far as the basement code puzzle and intend to continue playing, but wanted to make sure to get my comment in before the end of the rating period. The art and detail you've put into this are fantastic and I loved exploring the house and seeing all the details about the family before entering the dream world. And the sheer dread I felt seeing the difference between the descriptions of the family home versus the descriptions in the basement level area, oh my gosh! I am incredibly invested in seeing the game to the end.
I appreciated the notebook feature, although I am not 100% sure I got all the hints from the clocks before getting locked into the basement puzzle area?? I wish there was some way to know I hadn't missed anything, although I suppose that'll be very clear if I can't ever get into the basement, haha.
Really enjoying the game :)
I installed/tested this out on a Samsung Galaxy S23 Ultra. UI was clean and worked well, I tried several different photos and experimented with different slider settings. Some I think were just too dark and didn't end up making ideal coloring pages, but a couple turned out well:


I think the results from the doll exhibit are pretty impressive with all the details that were preserved, especially the patterns on the little dresses. If you want any more info about the device, let me know. My kids also have Samsung tablets and would probably be willing to test this out if you wanted to know how it worked on a larger screen.
This is super cute and I would love using it for writing sprints/other projects, but I tried keeping it open while I played another game, and I ended up having to close both of them because the minimized witch with her cauldron stayed on top of the other game's window and kept me from interacting with significant portions of the other program. I also checked to see if it would interfere with a browser. It will shrink if I use my mouse's scroll button, which makes reading easier if I wanted to look at a news article or something, but the same amount of the browser is still unreachable because it takes me back into the Pomodoro program.
It's easy to work around when I'm on my desktop and I have a large monitor/an extra monitor to work from, but I wouldn't be able to use it on my laptop, which is a shame.
I hope you stick with this because I think it's a great concept and I love the artwork!
Really enjoyed the puzzles and the relaxing atmosphere. I didn't play all of the levels yet, but I found it both challenging to get 100% in each level, but not so difficult to "pass" that I couldn't get to the higher levels. This is the kind of game that I'd want on my tablet/phone to relax after a long day, and I'd definitely be invested in checking on updates/new level packs. Very well done!
I loved the spooky atmosphere! I played through a couple different conversation paths and kept thinking I would get more sinister dialogue, but it usually stayed pretty cute. I almost wish there had been a secret dark ending! The UI was very clean other than the text at the very bottom, which was just a bit small.
Edit: Forgot to add, I really liked the witch costume, super cute!
I think I might have to come up with something else for the password entry, yeah. ESC to delete is built in to RPGMaker’s system, but there might be a plugin if I start looking around on the forums? Definitely don’t want it to be something that keeps people from finishing.
Thanks so much for the feedback!!
Actually, the POS system is a puzzle you’re supposed to solve first, which makes the cart disappear, allowing you to go behind the counter, but I’m so glad you’ve found that there’s a way to skip a whole puzzle! That’s super helpful haha. I’ll have to go back and check all of the collision settings more carefully. Thanks so much for your feedback!!
This was very cute and fun! I kept thinking that it was the kind of game I'd find on the computer in my science teacher's classroom back in the early 2000s. I love that the breeding section explains dominant and recessive genes as well as mutations (I got a mint sheep on my second try!)
The star points vs appeal points I didn't quite understand at first, but as I played it made more sense to me, I think that's more of a me thing.
The hazards were so funny, I got really frustrated on the sleepy sheep stage and ended up failing. It was a little disappointing that failing meant I lost all the sheep I'd bred and had to start over from the beginning, but it also made the game much more challenging.
I did end up using ribbons on the round that I lost, but I don't think I was using them correctly because at one point they were saying "+0". I also saw a sheep cycle back in with a ribbon I'd used on him in a previous stage, and I wasn't sure if that was supposed to happen or if it was a bug.
I really liked the art of the stage and the sheep, the hand gave it a little of a Monty Python animation vibe if you know what I mean? But it wasn't a bad thing. The hand-drawn aesthetic really works, in my opinion, and the hand doesn't stick out too terribly to me.
I also really liked that the sheep were automatically named, that was a really nice touch, especially when they had effects applied to them in the hazard stages.
Overall, very enjoyable, definitely something I'll be showing to my kids later on!
I really loved the art style, especially the Monday dress. Is there going to be a different dress every day?
Your story shows a great sense of humor as well, I really liked the inner dialogue and would love to even see more mundane scenes in between the magical girl job.
The controls for the very first fight scene weren't difficult to figure out, but I was afraid at first that my game had frozen or something. Even a prompt to fight might be helpful?
I really enjoyed all the choices on the second day, where choosing to fight them all at once or which floor to pick would give you a different ending, and I ended up playing through a couple of times to see what was different. I liked that taking the lavender at the beginning ended up having an effect right away! I would've liked to have more of a change to have dialogue with the other magical girls before or after the battle though, even just to see if everyone is working under the same circumstances (paying off debt) or if there are people with more altruistic reasons, or anything like that.
I'm looking forward to your next update and finding out more about your magical girls!
I really loved the art style, especially the Monday dress. Is there going to be a different dress every day?
Your story shows a great sense of humor as well, I really liked the inner dialogue and would love to even see more mundane scenes in between the magical girl job.
The controls for the very first fight scene weren't difficult to figure out, but I was afraid at first that my game had frozen or something. Even a prompt to fight might be helpful?
I really enjoyed all the choices on the second day, where choosing to fight them all at once or which floor to pick would give you a different ending, and I ended up playing through a couple of times to see what was different. I liked that taking the lavender at the beginning ended up having an effect right away! I would've liked to have more of a change to have dialogue with the other magical girls before or after the battle though, even just to see if everyone is working under the same circumstances (paying off debt) or if there are people with more altruistic reasons, or anything like that.
I'm looking forward to your next update and finding out more about your magical girls!
I loved the artwork, it is so cute! The "interesting spots" highlighter was really useful! I always think I've missed something and spend a lot of time clicking around, but using that toggle made me feel reassured I wasn't missing out on anything :) I especially appreciated the ability to pet the dog more than once haha
I did get stuck a bit right at the beginning because I didn't realize that I had to click an inventory item again to un-select it, so one part of the broken broom handle was floating around with me for a minute, but other than that everything was pretty intuitive.
It was very enjoyable and I hope you add more rooms!
Very nice! I think this has a lot of appeal with the multiple ways of practicing problems (puzzles and enemies) and the medium of a puzzle platformer. I especially liked using the division symbol to break open the rock and think it would be cool to see more mechanics like that in an expanded version of the game! My 8yo adored Codex's design as well!
Great work! The slower pace is great for being able to talk through problems with kids, and you did a great job with the formatting & display of the math problems. I do think you might want to have some milestone markers to encourage your players along the way to the 100,000 goal; they may get discouraged from reaching it without some kind of positive feedback other than an increasing balance. Very nice concept, and I really like the 8-bit style!


