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Aruche

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A member registered Nov 12, 2016 · View creator page →

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Thank you! :)

You can reach me at: aruche.sin@gmail.com

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Thanks for trying my game and for your review :)

HappyNE cat is the best cat. I'm not that smart and I can't solve the cases myself, but nothing escapes the cat detective.  
(The way the cat animates when it's talking is awesome!)

Btw, I did encounter a bug so I might as well leave it here too:

The game stopped progressing after I got the treasure from the 1st stage (hard mode). Prior to this happening, there was an opened treasure box sprite that persisted until this battle (not sure if that has anything to do with this).

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I enjoyed every moment of it, it's fun and I think the games you create have the 'X factor' that I enjoy. The characters are cute and the conversations are sweet and funny. The AI aspect feels very natural and part of the experience. It's purrfect, in my opinion. My dream? I wish I could make games like the way you do someday :)

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Thanks a lot for playing and for the thoughtful feedback!
The game actually started as a small RPG dungeon crawler, but I gave up on that halfway and pivoted into a “guess the drawing” experiment instead. I got fascinated by how far I could push LLMs to draw - SVGs, ASCII, even pixel art. I spent way too long trying to get something coherent out of them. Eventually I had to accept that the doodles just weren’t readable enough, so they are now basically 'decorations' created by 'derpy doodlebots' that come along with the text hint in a 'mystery adventure' game. (They are given the same hint text to draw a picture out of, but it's usually too difficult for what they're capable of).

To be honest, I nearly abandoned the project after many setbacks, but I decided to finish it anyway just to see it through. I’m really glad you noticed the SVG backgrounds though. 

Will definitely try your game, I was looking forward to it. 

Thank you! :)

You can reach me at: aruche.sin@gmail.com

I like the different choices available. it's like an interactive storybook which is something new for me. 

Very beautiful! 
What I liked:
- The atmosphere it creates, cool but gentle.
- The visuals are simple but effective. Good color combination.
- The little chime sounds are really healing to me and well executed.
- Ability to interact with the stars is a plus point to polish.

What I would change / add:
- Respawn the player if they fell off the cliff when the bridge is not complete.
- Fullscreen, please? I think it would be even more immersive. :)

This is very good. I like the idea and how it's executed overall.

What I liked:
- Relaxing vibe
- Pretty chime sound

Some ideas I have:
- The simultaneous triggering when the mouse is near the edge of the orb kinda disrupts the vibes.
  - For a start, perhaps every orb could record the last time it chimed and have a short delay before it's possible to trigger them again.
- Add a compatible ambient music to fill up the soundscape.
- Add more visual effects to the background, maybe also orb color changes
- Fullscreen togggle.

I love the how whimsical the experience is. 
What I liked:
- cat. cute sprites
- funny, whimsical narrative
- forgiving gameplay - thanks for the 3 lives and constant refills for a casual player like me

What I would change:
- Press spacebar to skip the delay after narrative text (only after all the text appears) - because different people have different reading speed, the delay was a little long for me and slightly kills the pace.
- Better sync for the music vs the notes in the mini-game.

Very well done. I wish I could make something so funny some day.

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What I liked:
- The graphics are clean and easy to understand. 
- There is a clear challenge to the game (which I didn't manage to add any to my own game...)
- It's readable even on mobile. (which I should try to do better for mine)

What could make it even better:
- Maybe make the card decks less random (sometimes it's impossible to craft anything to satisfy the customer even at the start). maybe a few draws are fixed, then the rest are random.
- A difficulty ramp - perhaps at the start, there won't be orders for an armor.
- Only use up the first possible set of items to craft something when placed on the crafting stations - i tried stacking raw iron & coal and everything disappears instead of just one set.
- Make the "Press spacebar to open recipe" thing on top a clickable button - it would make this game completely mobile accessible!

I guess you would have done all that if you had more than 2 days though, so good job!

It has a good message and I like the fact that you can fail by only relying on miracles. 

It really feels like a complete game and I think that in itself is amazing. I got to the good ending but I was a little heartbroken I didn't manage to convince Aira to trust me without the hint (even though she said she trusted me and that I could too! I got backstabbed!).

The Timeshift mechanic makes me feel like there's a lot of potential to the idea - there could be more stuff that the player can do to affect the outcomes. Overall it's fun and engaging. Nice use of TTS too. Awesome.

Thanks for playing and leaving the feedback! I will continue to improve the NPCs.

Thanks for playing and I'm glad you liked it! 

The idea of generating multiple items in advance is really clever and I'm definitely keen to look into it.
Thanks for sharing your ideas and feedback, I appreciate it alot. 

Thanks so much for playing and sharing your thoughts, Wenzhe! 
You’re absolutely right, I hadn’t considered how the AI might invent flaws even when an item is described as perfect. That’s great feedback, and I’ll definitely look into tightening the prompts so the NPCs haggle more realistically. Really appreciate you pointing this out!

The theme of surviving the work week loop is incredibly relatable, and I love the way it's presented with cozy pixel art and soothing lo-fi music. I think it lulls you into a routine, which makes the repetition feel intentional rather than tedious. There’s a certain melancholy underneath the cuteness that really stuck with me... it reminded me how easy it is to lose time to the everyday stuff.

I love the art style! The controls are smooth and intuitive, rules are easy to understand. Very replay-able. 

Really cool idea! Feels like a rhythm-powered tower defense game. The music-as-weapon system is both intuitive and stylish, I found myself vibing with it pretty quickly. Definitely a concept with lots of potential!

Interesting concept. I enjoyed it, the controls are intuitive and smooth. I think it will be fairer if colliding with the walls crashes the car as it otherwise allows for wall hugging to slow down. Or maybe a countdown timer would prevent players from abusing that too.

Great idea! It's simple and fun.

Very cozy feeling. I love the variants of the theme music!

Is that what it's like to have max-ed out Creativity stat? I love it!

Interesting use of split-screen. The cute turtle sounds are the best :)

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The music is chef’s kiss and really helped sell the vibe. Loved the atmosphere overall! Just a tiny note: in fullscreen, the particles seemed less vibrant, maybe because they stay 1 pixel wide even as the space between them increases? Might be worth looking into, because they’re so cool otherwise!

I really love the artwork. It’s gorgeous and draws you right into the atmosphere. The world feels immersive, even in this short jam version. I can definitely see this working beautifully as a full visual novel 

The collision boxes were definitely something that could be refined and rounding them sounds like a great idea. Thanks so much! 

 I’ll check out your game too :)

Really ambitious idea for a jam game - I love that you went for a big, multi-system design. You’ve got a strong foundation with inventory, shop, fishing, NPC interaction, etc., and it’s clear how much work went into getting all of that in. Four days isn’t nearly enough to flesh out a world this big, but I can see the potential. The visuals suit the tone nicely - charming and consistent. Would love to see this developed further.

I love the visuals and the music, they are so smooth! It's really tough and I never got to complete the game but that's on me, bullet hell games are known to be hard. Moving in a circle is definitely an interesting spin and I think it worked really well. I love that you focused on the boss fight part of the game, which is the most challenging section to create - I wish I were confident enough to do something like this someday!