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Arrokoth486958

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A member registered Sep 07, 2024 · View creator page →

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Since English isn't my native language, it took me a little while to play, but luckily I could use a translator. The concept is interesting! 

It's such a joy to encounter adventure games like ours at the same jam. The opening animation sequence at the start was truly impressive. While I did feel the overall elements were a bit too grand, it was still satisfying enough to steal my soul. And then, being able to play an adventure game crafted with such meticulous care afterward was absolutely wonderful. From each speech bubble and standing pose to the adorable penguin-like animation of the chibi protagonist, there wasn't a single moment on screen that bored me. I sincerely hope your game achieves an excellent ranking.

The art is truly beautiful! I really love your artistic style. Like other comments mentioned, the game occasionally freezes and stops progressing. It seems to happen when too much input is entered at once. I did reach the ending by taking it slow, but since it's a visual novel, I hope you'll consider adding convenience features like a skip function. Other than that, I wish the sound had been a bit richer, but I have no other complaints. Thank you for creating such a beautiful game!

I absolutely love the UI design where the opening sequence has the player input their name and then gets shot in the head. The way the bad ending is portrayed—with the characters starting to communicate in machine code (01011011011) as if to signify “loss of vocabulary!!”—was genuinely hilarious. Every single piece of direction was incredibly creative. Thank you for making such a great game.

The survival game where a friendly bird mask doctor comes out and talks to you is truly the best. There are bugs like dialogue options remaining after conversation or clicking them causing the game to black out and freeze completely, but even accounting for that, it was incredibly enjoyable to play. The experience of wandering through the toned-down tile forest is something I'll never forget.

This art style visual novel demo truly set my heart racing. I absolutely loved Daisy Bell's character. It was adorable how Daisy frantically introduced all sorts of experiments, desperately pleading for me to trust her.

A superb brick-breaker-style shooter featuring a cat knight. I absolutely loved the gimmick of destroying ghosts while wreaking havoc on the house. It was a clean polish reminiscent of those top-ranked Flash games from 20 years ago on Newgrounds. It's perfect as is, needing no further refinement.

Good. The best I could do was quit the game, I suppose. The longer the conversation went on, the more I wanted to end it quickly. But in this kind of DDLC game, what I should have done was either repeatedly save and reload, or quit the game immediately to free this poor virtual heroine. My greed pushed me to play through to the ending, and now I'll never see him again. 

Why didn't you include more interesting screenshots? Many people will overlook this game's true value. Beyond that, the UI could be more user-friendly. It would be better if you displayed as much of the E-key navigable map as possible. Honestly, it's hard to grasp where to proceed next. Anyway, I wish everyone could appreciate the excellent artwork in this game, which vividly captures the atmosphere of mid-2000s Chinese-speaking regions. That alone makes it worth playing for over 10 minutes.

I thought this game had truly overwhelming visuals, and I'm sorry it took me so long to leave a review! I laughed so hard starting from the protagonist cosplaying as a Squid Game soldier, and just when I thought, “Is this the end of the game?”—I was shocked as new events kept unfolding nonstop. How could you create such a long story in just one week? It's truly impressive!

I thought the protagonist was someone so inept at communication that even interacting with a tiny creature like a hamster was difficult when handing over sunflower seeds, but when (spoiler) was laid bare and the neon sign flashed, it was truly depressing.  Beyond that, just everything... the minigames and the direction... they really make you feel down. It felt like watching fan videos from the 2010s Yume Nikki era. You can manipulate people's emotions. 5/5. 

I began playing as if spellbound by the 90s visual novel UI style, with statues standing on either side. Though I didn't fully grasp why Her treated me that way in that scene, the sheer spectacle alone felt overwhelming. Did I disappoint Her? Despite the short playtime, when only Her's ankle remained in the deteriorating illustration at the end, accompanied by the title screen's ECG-like chiptune music, I felt a profound sense of loss even without understanding the story. Thank you for letting me experience this awful feeling. (not blame!)

Wow, it's crazy this game has so few reviews! The black-and-white visuals with gold accents create such a holy atmosphere, and even though it tackles the extremely traditional theme of a liar-finding investigation game, I was so overwhelmed by the mood I forgot the solution. It was a near-perfect short story. I wish this game were more well-known. 

A psychological horror game centered around crunch is truly unique. Choosing this theme feels spot-on since it's an autobiographical story we can all relate to. The fact that candy bars and soda cans are the entirety of meals instead of proper meals feels so documentary-like. Haha. It would have been nice if more intuitive elements were added, like pictograms or mouseover descriptions on the gauge UI.

Thanks for adding three weapons. You really know your FPS games, lol.

The fun of these game jams is that you can see ideas like combining a 3D visual novel with floating text and a shooter game come to life in just a week. I think this game is perfectly fine as-is without needing extra enemies. It's not like Destiny where you need different enemies each season to get better loot, right? I'm glad I didn't encounter the weapon bug mentioned in other comments! I genuinely enjoyed the shooting throughout the entire game.

There's no one who doesn't love a doppelganger story. I want to tell you that your sound selection was absolutely brilliant. It was truly eerie, and a chill that made me want to turn off the game right then and there (in a good way) crawled down my spine.

At first I thought, “Is my keyboard broken?” but then I realized from other people's comments that it's a game where you can only move in a straight line! I was just so scared from the very start that I froze up the entire time I was trying to control it. The sound and atmosphere were absolutely perfect—even though I was just pressing keys, it genuinely felt like I was walking through this low-poly graveyard.

I'm looking ahead to the version after Jam. I'll be waiting for it. The rough illustrations in the intro completely captivated me.

At first, I didn't know how it worked like everyone else, but there was a guide saying to use the mouse wheel on the pause menu. When I hovered the cursor and aligned the wave with the wheel, the entire mechanism clicked. I really loved how noise interfered with the wheel during the final tuning phase, along with the time-out gauge. The music is also incredibly ominous and tense. It's just a simple repetitive task, yet your talent for building such tension is amazing. I think this is one of the best games in this jam.

Scream Jam Version Dungeon Meshi. 

Everything else was great, but I wish they'd added a timer skip button for the cooking part. Staring at the timer endlessly after using up all the ingredients isn't exactly a pleasant experience. Still, it was pretty fun!

The timing of the QTE sequences that made me feel I was abusing her was truly excellent. The game's title was also perfectly chosen, so when the final title call appeared in the credits, I felt an indescribable emotion. Among the stage-themed works in this game jam, it was the most impressive.

The idea that planting flowers expands the radius of the safe zone seems truly brilliant. It would have been splendid if implemented. The visual effect where the screen distorts like an old CRT monitor whenever a pursuer appears was quite striking. As I grew accustomed to that warning sign, I found myself gradually adapting to what I'd previously considered an unreasonable difficulty level! Thank you for creating this.

I'd believe you if you said you spent a week just implementing the cinematic camera work. It was truly a perfect piece of third-person artistry. The CRT monitor and videotape scenes made me feel like I'd travelled back twenty years to play the game. A splendid piece of work.

The character design was truly excellent. I particularly loved how the sheer size difference between the protagonist and the enormous creatures was palpable during their interactions... Unlike Yume Nikki, it wasn't a looping map, but I thoroughly enjoyed the feeling of being utterly overwhelmed by the spaces themselves.

The depth of the map design was truly excellent. It's astonishing that a map of this calibre was created in such a short time. Had the sound effects been a tad more detailed (for instance, having footsteps ascending stairs as distinct as the sound of a door opening), it would have been even better. I look forward to the post-jam version.

As others have mentioned, it would have been far better had the building's decoration been more varied. It was a delightful experience, reminiscent of those old Buildsim flash games with their theme hotel concepts.

I absolutely adore the protagonist's design. Who could dislike a character with tired eyes wearing a turtleneck? I thought the portrait and the game's atmosphere matched perfectly. Remarkable artistry.

It was fortunate that I came across this game while thoroughly engrossed in mockumentaries. I played it with genuine immersion. As with other players' feedback, it would have been preferable if the photos had been explored by directly investigating the photo album rather than simply flipping through them sequentially.

There are minor bugs. For instance, whilst the menu window is open, it doesn't pause and you can still move the witch character... I rather liked the parody style that thoroughly adheres to Helltaker's philosophy. Since it's a parody game made for those who want suits of female demon characters galore, it's only natural that skeleton femboys appear in abundance. (LOL

Despite its brevity, the character descriptions for ALLAN and LOPPY were wonderfully evocative. Your approach to characterisation and the descriptions themselves are truly impressive. I saw you mention releasing a post-jam version... I'll be eagerly awaiting it!

The direction of the main screen constantly changing was very well done. I wonder if the intention was for Player 2 to be recognised on the right side of the screen from a certain point onwards. Has he become a digital ghost? Even if not, this game is simply brilliant. Thank you for making it.

The idea of combining people's screams is novel, but honestly, it can't progress without looking up the walkthrough. It would have been nice if you could solve it within the game itself. Still, I'm glad you posted the walkthrough on the game page, so I didn't quit halfway and enjoyed playing it.

Wow. Is this really a game made in just one week? You've totally created a little Biohazard. It's a shame there's no minimap, but it's fine just as it is without one. I also liked how Lisa's portrait grotesquely changes every time she takes damage.

The intro illustration was truly stunning. The 3D graphics blend seamlessly with the atmosphere conveyed through the artwork!

Given the polished UI design and UI interaction sound effects, I believe this game has tremendous potential. It seems more content is planned for the future—I'll be looking forward to it.

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I'm thrilled to see a point-and-click game like ours at this jam. The subject matter was truly provocative and intriguing, and the sheer care you poured into every step made the experience genuinely enjoyable. If I told people I enjoy games about slaughtering people, they'd probably call me mad. Thank you for making me a mad game developer.

I think I get the kind of game you wanted to make! And I think you perfectly captured the atmosphere! While blur is one element that enhances the game's mood, I almost always get motion sickness when the blur is too intense, so that part was a bit tough for me. I wonder if it would be possible to toggle the blur effect on and off in the options.

If you just polish that part a little, it could become a truly great classic horror game. I'll be looking forward to it!  

I managed to get through it using the walkthrough in the game page comments! It would've been nice if it had been clearly presented within the game itself. Anyway, it was pretty decent, and aside from the uneven volume, the SFX were quite original. It felt like encountering a classic indie game from the 90s, which was a pleasant surprise.

mario.exe comes to mind! I think the feeling you intended comes across well. While working on it, I saw an object with just the princess's head attached to the end of a stick, and it was a bit scary! 

It's a small detail, but I thought the font selection was really great. Convenience features rarely seen in Ren'Py games stood out, like the prompt asking if you want to return to the main menu upon reaching the ending. I was also impressed that each lie option was clearly marked as (lie). Dammit! I genuinely came here to hang out with you, but I'm not the protagonist! (lol Thanks for making this game!)

Thank you for showing interest in my game! your game was nice too!