Thanks for playing!
Aqours!
Creator of
Recent community posts
Thanks for playing! The title song is actually just the instrumental for Bae's song DROWN if you want to vibe to it without booting up the game.
To get the good ending you need to get all the items (essentially a "full armor set") and then answer all questions correctly. In general, you should pick the ones that feel more "hopeful" if that makes sense, and there should be 5 questions you can answer. Missing any item, or doing the puzzle incorrectly, makes it so that for the corresponding question you don't get a choice and she just goes "..."
Yeah the boss is fight is pretty hard, but that's on purpose. She's beatable, but it does require a strategy and a bit of luck lol.
The neutral ending, which I assume is the one you got, is if instead of attacking Bae, you do nothing.
Anyway I'm glad you enjoyed it!
This is a pretty enjoyable shmup. I couldn't finish it but I had fun grinding through it. I liked the references you put in the backgrounds as well. I think the main thing I would add is trails for enemy bullets to make them more clear, especially since the dark purple one blends into the background a lot.
Guys. You must have gone insane for the 2 week jam because holy shit. There is so much good content in here. The puzzles, for the most part, are all very well crafted. The only one I found myself disliking was the one to unlock the gravity swap since the boxes I was jumping on were off screen, but that might have been because I was doing an unintended strategy and it still felt really good to finally get it. On that note though, the way that the abilities work really encourage you to experiment and I love them, especially Kronii and Sana's. I definitely feel like I did some rooms the unintended way since I'd end up with multiple uses left of some abilities in rooms lol.
I only have a few criticisms. Sometimes when I got a new ability it would forcibly kick me out of the memory when I feel like there was supposed to be dialogue. This also happens if you die while reading a memory and are in the dialogue box (this happened to me in one of the prison rooms). This made it so Bae's ability wasn't really explained to me, but I got it in the end. Fauna's bird movements are also a bit slippery and imprecise, which is fine, but some of the segments where you need to be a bird require precise movement and I found that a bit frustrating, particularly controlling ascent or descent.
Shiori also blends in sometimes with the dark backgrounds. I feel like a white outline and/or making the sprite a bit brighter overall would really help contrast her against the background, particularly in the memories.
I also ran into a glitch in the final puzzle room where the dialogue wouldn't play (see below screenshot). I got this by clearing the room while Kronii's time stop was active. Deactivating it caused it to move forward one line of dialogue. But I also triggered it while it was off so idk.
You don't need to do this but I think the cheat codes should be a bit more hidden and harder to accidentally input because once I accidentally disabled gravity swap and I had no idea how to turn it back on lol. And since the cursor was already on it I couldn't move it back and select time stop so I had to reset. Kind of unfortunate but I was mashing buttons a bit lmao.
A couple of small bugs I found were:
- if you stand next to an object you can pick up but it moves away from you, the pick up icon will still remain on Shiori.
- Attacking an enemy while its dying makes it restart the dying animation
- If you are in stopped time and stand on top of a box, you can pick it up and hold jump. This makes Shiori go into the pick up animation and then jump in mid air after the animation is done. This is honestly really cool and imo you shouldn't remove this. Its also how I solved the room where you get Sana's ability.
At the end of the day though, these are all kind of small compared to what you managed to achieve. Seriously great work here. I loved playing through this game. Amazing work.
Just seeing a game called Gun Fauna is really funny. Fauna Gun is very satisfying to use, although I think the sound effect plays a bit too much during rapidfire. Levels were short and sweet and the art style was pretty cute. The contrast of the corrupted vs uncorrupted models were cool and seeing it suddenly transform was fun, even if a bit jarring. My one criticism with those is the second(?) one where the enemy kept jumping around on these three platforms and it was really hard to hit them until they jumped over, since if I jumped towards them they'd hit me into the void.
Very cute game though. I had a lot of fun!
Short and sweet! Very charming. Loved the sprites you used and how many mascots you included. Being able to play as gawr after is also a great bonus. I wish the gameplay was a bit more varied but you did say you ran out of time to implement more skills, and I assume enemy behaviors as well. I had a lot of fun. Good stuff!
Thank you so much for the graphics settings lol. This is a really cool game but I have nitpicks with it. Healing from melee attacks is really cool but it is so hard to use them effectively when getting hit takes away 500 points and killing an enemy only gives 100. I don't think you needed to have getting hit also remove points since that made it incredibly difficult for me to get to 500 points, let alone 5k, but thats probably a skill issue. I also think holding down left click should continuously fire for blue Gura. But this is really cool stuff. Good job!
This game is beautiful, but unfortunately I can't really play it because my laptop is too weak (can barely get like 5fps). I won't rate it since I don't think I was able to experience enough to give it a proper score, but I will say that you really hit the nail on the head for ambience. I love how it all looks. Great job!
I really liked this. It was very fun and I enjoyed solving the puzzles on each stage. Diagonal movement felt a bit weird because it looked like Ina was phasing through walls but that's more of a visual thing than anything else. Really cool though. Would love to play more levels of this, maybe with more gimmicks and board elements.
This is a fun little game. I liked it. Sometimes I died when I tried to eat a smaller fish which I don't think was supposed to happen but the stages are short enough where that's fine. Big fan of red mode though. Might be fun if red mode also made it so you couldn't eat the small fish anymore, but that might make it too weak. Cool stuff!
This is a very charming game. The sprite work is very well done! The use of sukonbu giving you buffs is also a very good idea and encourages exploration which is very nice. A lot of people have brought up the blind jumps and I have to agree. There were a lot of instances where because of the camera I couldn't see where I was going and got hit by enemy I couldn't see. The lack of iframes also got me a couple of times since I would think I would be invincible and not move after getting hit, only to lose like half my health.
Very small detail but Fubuki's sprite is slightly floating off the ground (likely because her collision box is bigger than the sprite lol.
Also, I feel like Kurokami's attacks were not telegraphed at all. Like she would always be in her idle pose, except for that big triple projectile attack which would play the animation of her hitting the ground after all the projectiles were already out. This was especially a problem with the dash attack, since it made it so I would basically only be able to use the gun since I'd have no idea when she would use the dash or when she would just teleport to the red sparkles.
At the end it said I had no buffs from sukonbu after I beat her, even though I got a bunch from the earlier levels. It also gave me a clear time of 0 for stage 2 and the boss, so idk maybe its a visual bug. Or maybe I beat Kurokami with no buffs at all. idk what its supposed to say but it would be nice if it displayed what buffs you had from sukonbu when you beat Kurokami
Final thing might just be my laptop being a potato but I'd randomly get lag spikes sometimes and if knockback was applied to either me or the enemy they'd just go flying. I even clipped into the walls of the castle stage once.
But yeah this was a fun game to play through and I'd really enjoy seeing more stages with this kind of movement and combat. Cool stuff!
I really enjoyed this little roguelike. The sound effects were really funny and it kept me hooked. A little more hololive flavor would've been nice (maybe renaming the weapons, armor and spells while keeping everything else the same). Its kind of a bad thing in terms of game design that I was able to max out every stat after my second run imo since you want to ramp up the power slowly, but maybe that was intentional? Cool game.
Thanks for playing! The boss theme is actually just the instrumental and vocal versions of PSYCHO, one of Bae's songs. Here's how you get the 3 endings:
- Complete all quests correctly (should give you a full set of equipment) and answer all questions correctly at the end
- Fail to answer at least one question and do nothing
- Fail to answer at least one question, attack, and win
That first bug seems very weird. I got some weirdly long load times occasionally but never 5 minutes. The second thing is intentional if you have equipment, but at the beginning when you don't they should be doing damage. The third is also very weird. No idea what causes that. The fourth one is just because I forgot to make the mannequins rotate to look around so they only look down lol.
But thanks for playing! I hope you at least also get to experience the good ending, but if not, that's ok too!
This is pretty addicting, and I can see and feel the doodle jump inspiration. Not sure if this was because I beat Ina first and then died, but imo dying in the boss fight shouldn't take you all the way back to the beginning. Pretty cool though. Took me a little bit to clear that first stage. Good job!
I really really like this game. The non-linear structure gives it so much replay value, especially trying to get my score as high as I could. The core is incredibly solid. I wish there was a quick restart button in the pause menu and after getting a game over, but otherwise I've got not complaints. Great work!
The art in this game is really nice. Great work nailing the atmosphere. I think you accidentally forgot to include shiori's sprite in the boss battle (she appears as a big black square to me), but otherwise it was really amazing. Like someone else said, the collision gets in the way a little but. I found it unclear what walls and ceilings had collision a lot of the time, which would make it so I ended up bonking my head into some ceilings. The black sparkles for floors are a great idea, but I feel like they blend in a bit too much to the dark backgrounds you have. I'd probably change the color to white, red, or blue to match ERB's color scheme, and then for both the platform markers and hidden treasure markers, increase the number of sparkles so they stand out.
The underground stage also has some segments where you can fall into ink, but the camera doesn't show it, and since you end up going down a lot in that stage, I ended up dying a few times because I missed platforms that I couldn't see.
For combat, I think maybe something simple like having enemies flash red or white when they get hit would be huge. Some knockback on the big enemies that take 2 swings would also be nice, but that's not super necessary.
Again, this game was very good and I was really impressed with the level of art you have here and the atmosphere you guys created. Great job!
This game is awesome. I just have a few nitpicks but its fine. Making it so you can toggle colors with 1,2,3 or something would be great, and I'd love if Ceci had some inertia when flying. Imagine pressing space and getting to launch yourself. But, this is still very fun. Love the sound in this game. It makes it super calming and satisfying to play. Great stuff!
I beat the game! This is a good video game. The only thing I'd change is making it so the attack sends you tot he center of the shrimp, and maybe have the carrot(? the big shrimp that gives you your jump back) not stop your upwards momentum. Maybe also a tutorial but this game is very fun. Solid level design as well. Good stuff!
I'm gonna be honest though I ended up muting the game because I needed to lock in and the Gura death quotes were distracting me lmao
I didn't think the UI was a problem for this game, although I did come into it knowing it was based on Tamagotchis, so that might have been why. I'm not a huge fan of spam clicking, but the other minigames you had for the activities were really nice. It was very fun! Although I ended up not doing any online activity things to focus on stamina and stress and workload lol.
The art in this one is really nice and using the different mascots for different obstacles and stage elements is very creative. The sunglasses for miko when you get to take an extra hit is also really good. This game is really hard, and that's fine, but I think some of the difficulty spots were unfair if that makes sense. Like there's quite a few places where you just have to take a leap of faith where you have to trust that there is ground underneath you even though you can't see it. This is especially annoying when the drop makes you get hit by an enemy you can't see. It also makes it so sometimes if there was a moving platform that was off screen but coming towards me, I would just jump because I thought there was ground there and die. But I think all you need to do to fix that is zoom the camera out a bit (and maybe make Miko a bit faster but that's personal preference lol).
I did really like how stage 2 has two different versions based on how well you did on stage 1. That was really neat. I just didn't like how the controls inverted but the idea of messing with the player's controls to show corruption is neat. Its a very challenging platformer with cute sprites. Good job!
I'm gonna put both of my replies into one so I don't have to write 2 comments lol
Yeah the water effect still didn't appear so I didn't know when I was actually powered up. I ended up just speedrunning towards doors and guessing.
I get that dashing through doors and corruption being cleaned is supposed to clue you in, but it didn't really click for me. Cleaning the corruption on the stage didn't make me think about the slide as an attack really. The door was closer I guess but I just saw it more as "cleaning up" than attacking. I think maybe something else that might help is if the corruption in the game was also red to match red gura?
This is a good attempt at a rhythm game. The rearrangements are all very good, and the charting is generally very solid. A very unfortunate thing is that the options menu seems to not be openable. That's a huge problem because volume settings are very important, as well as scroll speed. Personally, I found the speed to be too slow, which made some parts of the charts unreadable for me.
In particular, the end of the chorus for ChikuTaku when Ame sings "chiku no yugami", the outro of meconopsis, the intro/outro of reflect and "return to the sea a shark is all you'll ever be," and a lot of Non-Fiction where I had to hit notes on multiple directions right after one another. That last thing, however, would not be fixed if the scroll speed was faster. I know this probably would not have been doable in the time you had, but doing something like DDR or StepMania where the notes are color-coded based on when in the song they happen (quarter note, eighth note, etc.) would've been huge. I just didn't know how the notes were linked in the moment just by looking at them. Also when there's a lot of bloops on screen sometimes they hide each other which makes it a little harder to sight read. I personally would have also liked the road to be longer so there's more time to react to notes, but its fine as is.
The biggest thing about the game though is that there is not a combo counter and the judgement text is all the way in the top left corner. Having it be in the center below score, as well as maybe an indicator for if I was early or late would've been great. The score also doesn't reset between stages but tbh I'm not really playing rhythm games for score unless I'm tiering in an event lol.
Cool little rhythm game. Would love to see the rearrangements on YouTube, and if you get a combo counter in I might try to FC some of these charts.
This game has some cool ideas. The fans interacting with the bubbles are huge. I loved that. The puzzle elements were pretty fun to figure out, and not complicated at all, although I do wish there were a few harder ones.
As a platformer I think there are a few improvements you could make. The screen size compared to the window size is incredibly small. This is definitely unintended too since when the screen is supposed to go black, you can still see the borders not being covered up.
The jump feels a bit too floaty for me. For the distance you go while airborne you get a lot of air time. The walking speed was also a bit slow, but maybe that's because the window was so big and it just felt that way. Up to jump is also a weird choice for a platformer in my opinion but that's totally personal preference.
Fun game!
Great puzzle design! I love the mechanic of switching between planes and the boxes do a lot to increase the complexity despite being so simple to understand. I did get juked by the menu button since I thought it was a pause or would take me to a level select, so I had play through 1-11 all over again, but since I knew the solutions it wasn't too bad. My one complaint about the mechanics is being unable to see if a tile is light or not when theres a box on it.
I love puzzle games and this was definitely a hit! If you do end up making it so you can hold an arrow key to keep moving, like I saw you say in another comment, please make sure theres a delay between moving once and just walking if there's more stuff like this where your position matters, but I think you already know that.
Overall very polished game with cool puzzles and mechanics!
I ended up figuring it out after realizing the freeze wasn't actually a freeze and just a very long load time. I would've tried going up and sliding earlier but in my first playthrough I was afraid of it crashing lol.
So with that in mind I think that there still needs to be some kind of hint towards the slide being used as an attack. I know you have that for the doors, but maybe if you added some destructible boxes or something to slide through it could reinforce that. (that first slide tutorial is a prime spot for it imo)
Ok so it turns out that it was not a freeze and just a very long load time. The game seems to have quite a few of those (game start, entering water for the first time) so that's probably some kind of optimization problem? I'm on firefox.
I also found out after watching someone else play on chrome that Gura is supposed to have water falling off her when she's in the powered up state. That doesn't appear for me and I don't know if its because of my browser or my potato laptop.
After playing a second time I just wanted to say I really really like the movement in this game. Like if you made some speedrunning levels and turned this into something like a Sonic game it would go so hard.
The cameo appearances were pretty funny, and the dialogue was kinda cute. The bomb event was kinda funny. The collisions are still a bit finnicky for both the cards and the stamps. Having the rulebook get closed during inspection was also a bit annoying, since I wasn't sure how I was supposed to detect certain discrepancies (birth date makes sense or hololive members must require a VIP pass) and it made it so I had to remember what all the rules were.
Unfortunately I did run into a major bug where I got stuck at the end of 14/09/1999. The game won't continue after the line closes. It does capture the feeling of Papers Please for hololive though, so good work adapting the animation into a game! Just might have been out of scope for a single person to do.
This game is pretty fun and I feel like I might get a bit nitpicky but here we go. I like the idea of transforming into a stronger version of yourself. That's a cool gimmick. The spritework and music are also very clean. I especially like the intro to the game, the player sprite, and the Fauna sprite. The Fauna boss fight was also pretty challenging and I liked playing through it. The ultimate was also pretty funny. Having her summon pebbles from the sky is awesome.
I actually think that the charged attack is kind of useless since its so short ranged and you have to basically run up to the enemy to use it. That means you just get hit by whatever Fauna wants to throw at you. Also this might be a hot take, but I didn't really like having the charge attack be mapped to the same button as the regular one. I personally just like being allowed to hold down the fire button for rapidfire instead of mashing it.
Being allowed to fire to the left was also a bit annoying since most of the enemies come from the right so it made strafing harder. The enemies that did come from the left also caught me off guard a lot of the time since that's where I was. I'd maybe make it so you could only fire to the right and all the enemies spawned in on the right side of the screen.
I also thought the tornado hitboxes were too big. Since the Biboo sprite is so big, at least compared to how big your bullets are, it might be worth making the hurtbox a bit smaller as well? I kept getting hit by the spread attacks by Fauna when I feel like I dodged them. Trails would also be nice for when the charging enemies are coming at you or for enemy bullets so that its easier to tell where they're going at a glance when there is so much happening, especially in the later screens.
Speaking of Fauna, I noticed she had two different spread attacks: the one that aims at you and the one that just goes in a circle. I actually like the circle one a lot more since its more predictable and easier to dodge, whereas the one that aims at you got me into some undodgable positions. Maybe consider swapping them or getting rid of the aiming one in a future build and replacing it with a different one? idk. Bullet patterns are hard.
Anyway, this is still a fun and cute game. I really liked playing it and I think the concept could go crazy if you ever decide to take this further.