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Apho

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A member registered Mar 21, 2020 · View creator page →

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Thank you!

Thank you!

Thank you!

Finally, a use for all that math I've learned in school. 9/7 would math again.

Thank you!

Thanks for the feedback!

Thank you!

Thank you!

16GB RAM, GPU: 0000:00:02.0 VGA compatible controller: Intel Corporation TigerLake-LP GT2 [Iris Xe Graphics] (rev 01), CPU: quad core 11th Gen Intel Core i7-1165G7 (-MT MCP-)

A bit laggy from the get go, but seems to get worse as the battle progresses, especially if I get hit?

To be fair though my computer is kinda old...

Couldn't quite make it past firebug (too laggy for my old computer), but from what I did manage to play it's quite funny!

RIP in peace

Thank you!

As for what the drops from enemies do:

  • Gun - Power item; increases your power, which increases the damage/width of your shots
  • Onigiri Jelly-filled donut - Point item; increases score multiplier at the end of the stage
  • Star - Gives one more use of your spell
  • Heart - Gives one more life

There seems to be an error when you talk to Gratitude and ask how old she is:
While running game code:
  File "game/script.rpy", line 1341, in script
    N "Maybe this is a game of charades."
Exception: Sayer 'N' is not defined.

(I'm guessing it should've been a lowercase n?)

That aside, I think the story's pretty great! Especially with the bad endings, poor Bobo :(

Thank you!

The tutorial says "Right mouse button to send out snakes" and "Left mouse button to call them back", but it seems to be the other way around?

11/10 comedy gold

Thanks for playing, and for the feedback!

You should still be able to progress even without the gacha, in fact the main story is balanced around never touching the gacha (other than that one scripted story segment about it), to account for terrible luck. But if you really wanted to, you could always replay the previous stages/bosses to get more pulls? Even if you don't get new characters, you'll still get equipment which can help quite a bit.

As for 5-5, I suppose you're running out of Sanity? (Boss can't endlessly stun everyone, but running out of Sanity on everyone might) If so, the trick would be ensuring that doesn't happen in the first place. If you just want a hint, try observing the boss's attack patterns and the statuses they inflict; they're pretty much the same attacks/statuses as the previous fights, so a mostly similar strategy would work. The timing of when you use support abilities will be important here.

If you just want the solution...




During the first phase, the boss cycles between using 5 abilities based on the current turn count. So it always starts with  C???????? ?? S???? (Cacophony of Souls), followed by I???????? D??? (Impending Doom),  S???? ?? D???? (Seeds of Doubt), W????? ?? R?????? (Weight of Regrets), and finally, D????????? W??? (Discordant Wail) in that order before restarting the cycle.

You'll need to deal with Seed of Doubt before it spirals out of control, so use your support abilities (Yume's Dreamland, Midori's Restore, and Ayumu's Haste) after it's applied. Impending Doom does get applied the previous turn, but since it takes 4 turns to take effect, you can hold off dealing with it until after Seed of Doubt is applied and then deal with both at the same time. Other than that, it might be a good idea to hold off using support abilities until you need them, both to conserve mana for when you really need it, and to avoid triggering Discord more than necessary. If you foresee you might not have the mana you need in the turns to come, it might also be a good idea to spend a turn or so guarding to regain mana faster.

You can also guard against C???????? ?? S???? to prevent the extra Sanity loss, though that ain't strictly necessary. Also worth noting is that since the cycling of boss abilities is based on turn count, you can potentially 'skip' abilities you don't want to deal with via sleep/paralyze (though the latter might not be as reliable).

Once the second phase starts, you can (and probably should) kill the additional enemies that spawn to regain Sanity.

Thank you!

Thanks! Yeah, the custom loading graphics were always in the previous version, though downloaded builds did use a smaller image and load much faster, so I guess that might've been missed?

Thank you!

Thank you!

To answer your questions, yes, the 30 days to make the game did kinda influence the 30 in-game days; in fact the start/end dates of the main story are the same as that of MGGJ11. As for the games mentioned, they're all previous games I've worked on.

Thanks for playing!

Thanks for playing!

If you don't mind me asking, what choices are you referring to that you thought would earn Justice?

Thanks for playing!

Washing machine did nothing wrong :<

Thank you!

Thank you!

RIP in peace

Thanks for playing1

"Stocked Shelves" trait seems to be bugged in new game+; I maxed it in my first playthrough, but during new game+ I can only sell 10 potions at a time

Thanks for playing!

Thanks for playing!

I'll try and see if I can make it less repetitive after the jam, but in the meantime, I guess you could hold control to skip after the stat choices?

Thanks for playing!

For the check system, there should usually be a notification in the top left whenever you pass or fail, with a few exceptions (getting chocolate on valentine's day, or checking if you have an ability from temperance training). Failing some checks is normal, you'll never enough stats to pass everything.

All fortitude (or any other stat) could work, at least up until reaching the cap, you'll just have to pick the appropriate option for your stat during combat.

The thing is, any saves made in the quick save menu won't be in the regular save menu, and vice versa...

I really like the animations and visual effects.

Seems like the save menu is a bit buggy? Right clicking or pressing Esc in-game brings up a save menu different from the one accessible from the start menu or by clicking 'save', and it doesn't seem like there's a way to load the saves from that?

It really does get a little too real.

Slight issue: if you finish the game once and immediately start another playthrough, the calendar will have all the stickers from the previous playthrough.

That aside, it's really great! I love the title theme song, and the occasional humour.

It's the push / fall back system that confused me, I have no idea what pushing or falling back is supposed to do? The tutorial mentions taking advantage of knocked down enemies and falling back to recover from being knocked down, but I never see characters on either side ever getting knocked down, and I don't seem to notice any difference whenever I push or fall back?

Thanks for the feedback!

Thank you!