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Aru

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A member registered May 23, 2024 · View creator page →

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Thanks for playing! I was slowly balancing stuff around across the last week or so and I think I found a fairly sweet spot thanks to feedback from friends :D

Thanks for playing! I wanted the first few battles to have tutorials for learning about how to use action points and how to block opponents but there were a lot of bug fixes I needed to do near the end and stuff of higher priority came up sadly. But that was only because the first few fights are pretty chill and there's several ways to get health back :)

Thanks! Hopefully it was easy enough to make it to the end. I tested with a few friends of various familiarity in card games to try to find a decent balance where the game was engaging while also not requiring you to play super serious

Thanks so much, I spend a lot of effort trying to polish everything and even spent the last 3 days of the jam mostly fixing bugs to make sure there was as few issues as possible :D

Yeah, the boss can take a while depending on if you're engaging with the petrification mechanics and depending on if you picked up any buffs or cards on your journey. And yeah it was a shame I didn't have time for a opening cinematic let alone and ending one.

Thanks a lot ^ ^
I'm glad this time it seems most people picked up the game fairly fast, it was a shame I didn't have enough time to add a tutorial or tooltips

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Even with all the flipped assets, it's nice to see the extra effort put into it to change the genre. It would have been nice if the first room was more engaging. The boss fight was plenty engaging although it was very spongy and could probably do with 30% less health. Also I wish I didn't have to restart the entire game to try again xD

The ability to change a few variables at the start of the game was interesting. I think the art would have been more interesting if it was related to the scenes in the story. If this was structured more like an Adventure Book (the ones where you roll dice and flick to different pages) honestly this could fit a nice niche, but even as it is, this is the game that best fits the Jam's theme out of what I've played. So gratz on that :)

Was expecting this to be yet another visual novel at first so I was pleasantly surprised when the black screen not only changed to show some 3d models but then also goes to some gameplay. 

The mini-game itself was fairly enjoyable, I think my only complaint would be in one of the last levels the target button was completely obscured by the walls and I had to guess which of 3 possible squares it was in. 

Similar to KimariDev I didn't get the connection between the story and the gameplay, I think the way it is at the moment I would have probably preferred it if either all the time had been put into the visual novel side or the mini-game side, instead of only a little of both.

This would have been great but it feels like the scope of this game was spread too thin without the foundations being properly established.
It reminds me a lot of ARKNIGHTS, but I think that having the 4 different units doesn't seem much different than having just 1 unit that can be placed 4 times at the moment.
The nsfw aspect of the game could be a nice idea but at the moment the game isn't designed around the characters dying, once you have 3 next to each other they seem to decimate the waves without taking a hit.

It's a shame you didn't have enough time to implement the mini-game fully,  or to continue the story for that matter. This was probably one of the more enjoyable reads out of the VNs I've read in the Jam.

Not a fan of the character designs or art style personally, but this was definitely the most effort put into a visual novel in either side of the Jam. I wasn't really able to follow the story that well; it felt like someone showing me a random episode of a show I've never seen. 

I tried 3 times now and haven't been able to get past the room with the red railing. Your partner mentions that there are "guns" behind the bugs in the previous room but I've never seen anything like that.  I've tried grabbing my head through the door of both sides of this air lock but had no luck and I cannot leave this room where I entered from  with or without my head.
Great game though, I think having on-screen controls UI would really help, I was in the boss fight for 2 minutes or so before I had to open the start screen to see if there was something I was missing because shooting it without TPS mode wasn't doing anything, and I never had any clue her head had mines until I did it by complete accident.
The 3d health UI in the corner is super cute and I love it :D

Yeah I've never had problem with audio with my Unity project, I'm surprised how many people this jam have had trouble with their web versions but I guess they aren't using Unity

That's good, I'll check it out again before voting ends :)

I tried talking to him but he didn't let me pass, the mouse seemed like he might want a bag of flour but I couldn't find anything that i could pick u

The game looks really nice, but I couldn't get any further than finding my items were stolen. I tried looking everywhere and talking to everyone but didn't have any luck. The guy ran off into the forest but all I could find was some wood planks that I couldn't interact with. Also the character seems to sometimes sprint when they feel like it, usually around the forest. I couldn't figure out a way to make them sprint or to do it consistently. Let me know if there was something I was missing or it gets fixed!

The game was very laggy, most likely because all the trees were being loaded even when not outside. I like the character's design but it's a shame we don't get to see her much.

The cat is super cute, the controls for the abilities were very awkward to use for me. I wish the game was longer, it's a nice foundation. :)

The gameplay was pretty fun and engaging, I've never played Punch-Out before :D
I tried a few times but wasn't able to dodge any of the 2nd cat's uppercuts, I can't tell if that's just me mistiming the duck-dodge though.

This game looked really cool, I wish the intro could be skipped though, I died twice xD
The colliders on the ghosts attacks are massive, I also wish the game was longer.

Cute little experience, this has been my overall favourites so far ^ ^ 

Love the voice acting and other audio, there wasn't any on my first try but I refreshed the game to see if the list of stuff to take pictures of changed and found the audio working so I played through again and was pleasantly surprised.

I really love the character, her slide sprite is super cute!

Gave it 2 tries but I sadly only made it as far as the bomb level, I think a some of the obstacles blend in with the background (the chess pieces and diamonds) and the character's fall speed makes some of the double jumps hard to time.

The invincibility after taking damage needs to last until you're out of danger, it happened quite a few times where I took 2 instances of damage for the same mistake.

I liked the drawing of the character. The main menu is in Russian but the game is in English? The game was very short sadly.

I really liked the vibe of the game but was sad when this game ended all of a sudden. Also does the Green Key do anything? All I could think is it opens the weather station but I never got to use it.

There's no restrictions for game engine, we've had people use Unreal before, had people use Godot, Renpy, and other much more obscure software ^ ^

Looked really pretty, I enjoyed getting the Pickle-Rick costume at the end, sadly it was really grindy getting all the candy and most of the pumpkins require you to kill yourself. Would have been nice to have some kind of minigame or combat where you could farm the candy instead of circling around the map picking it up as it respawns.

Nice little mini-game, I'm not sure if there's more but it kicked me out to the main menu after I danced. The bat costume I bought didn't seem to do anything so I'm guessing there was nothing I could buy and use. 

I really didn't like the sound effect for the characters talking, and was fine playing the minigame but would be more intuitive with arrow keys instead of words for the directions. 

It's a shame you didn't get much chance to work on it, I feel like this could have been a top contender from the segment you've posted.

Cute little game, I was able to zoom in on my browser to fix the issue where the application window was cutting off the edges of the game screen.

I think the two things I wish this had was:

  • First of all a slight bit of leniency right before where you can currently shoot a target, at the moment you have to wait for the target to be 100% upright, so I would keep missing my first shot because it would be like 90% of the way there when I clicked.
  • Incrementing difficulty, not only did the game not seem to be getting any harder by the time I stopped at 6000 score, but there would just be dry periods where no targets appear for like 6 or 7  seconds at a time 

Music and sound effects were very fitting and I liked most of the sprites but I wish there were more than 3 (or was it 4?) sets.

It took close to an hour but I finally beat it!

First of all, love the femboy representation.

I think if running didn't cost stamina or at least as much it would feel a lot less tiresome traversing the map. Getting 3 water and sap upon finishing would probably feel a lot nicer too, I failed to outlast the minotaur dick when trying to get the second sample and had to craft like 4 potions all over again.

The vines took me probably about 25 minutes to find, I had literally explored the entire map before I ran back into the forest probably for the 5th time and happened to notice them sticking out of the tree stitches.

Favourite costume was probably the Default and Dryad one, favourite animations were probably Lamia and then Dryad :3

Navigating the menus felt a bit awkward and having to juggle items between my inventory and the chest were a bit tedious, it also would have helped a lot if I could see on the crafting recipes how much of which items I was carrying.

The map helped me get un-lost at one point but I wish it was on "M" and not ";" like pretty much every other game with a map that has ever existed xD

Looking forward to more of your stuff!

Way too hard, sadly xD
Gave it 3 good tries but restarting again and having to sit through even the sped up dialogue is pretty tedious.

Maybe there's just a way to get health back much later on, but the brain creatures zooming in from off screen feels really unfair when you can only attack in directions you're moving. 

The human-sized enemies are probably even worse because they sit inside your character sprite  so they are behind you and almost invisible and I'm pretty sure my attacks would just miss them because they're too close? 

The visuals, audio and general atmosphere of the game feels great. I'm not sure if there's an end goal but the ghost girl is cute and it's a shame I wanted to spend more time with her floating around beside me.

Love the characters :3

I think the last tutorial stage was bugged and you're meant to be able to lasso the guard, but the lasso doesn't work, I spent about 15 minutes trying different things before I gave up and went to the main game. I'm not sure which stages the lasso is supposed to work but I only recall it working on the 1 tutorial stage where it wanted you to tie up the guard. I also think I got soft-locked on an early tutorial level when a guard lassoed me when I was trying to stand on a button xD

The way your character moves slow even without restraints and moves even slower with makes the levels feel incredibly long and even just having to do a small parkour section over again feels like it takes forever, let alone having to restart. 

I had to mute the game after a while because the cowbell combined with how long it takes to get around was too much for me, also the cowbell wasn't rendered in any of the levels I played, I'm not sure if that's a web build issue?

The most fun stage for me was the one without any guards and you just have to just juggle the tied girls on the buttons :D

Love the visuals, the only thing on the visual side I don't like at all is the speed that the camera moves, it feels like you're fighting against it all the time.

The enemy AI feels weird but mainly I would just like to see either elites or bosses that you need to level up and prepare for,  Another thing that would be cool would be if different shopkeepers gave and/or requested different items.

I'm not sure if there's an end to the game, but I survived like 5 nights or so before I ended up getting called away and there was no pause button so I died xD

Fairly solid game. The art despite being fairly crude has a charm to it.

I think the main thing missing is a lot of I'm assuming intended interactions, you don't seem to be able to power up characters, the revive button doesn't revive (revive the support at least). There doesn't seem to be an incentive to even fight, you can always escape for free and it is RNG if you do a fight or get free candy, so I was able to save up hundreds of candy and buy out the shop items by just leaving every fight right away and knocking on the door again. 

Some of the items in the shop couldn't be bought, the ones I saw were the "Wearable Fangs" and "Bubbles" that had this issue, there was only a few I just hadn't come across. It would be nice if the items functioned as either equipment or consumables, I noticed that the mana potions didn't seem to have an option.

I think it might me more fun if the shop was always accessible from the main screen. There was a shop on the main menu but I couldn't figure out how to go back to it to what I expect is upgrade the characters.

10/10 art and solid flow to the game, I REALLY loved the different costumes at the start, I made sure to try them all on and they're all so cute.
I played through 2 different times and made sure to try wearing a witch outfit for the second time and as expected there was unique dialogue from the witch house :D
It's a shame that a lot of scenes are missing, but I think I like the way around you prioritised scenes where you got the initial interactions down for like 7 scenes rather than just having 1 or 2 houses with full interactions.

That sounds awesome! Be sure to let us know in the anthro server linking to your reworked version :D

One small thing that I remember as well now you mention the QTEs is that the visuals for them are a bit confusing, originally I was trying to hit the event exactly when the circle entered the edge of the inner circle where the heart lands, but the timing for it just seems to be in the yellow ring, I think what's going on is visually you've combined 2 different kinds of quick time events. It's not that big an issue, you find out after the first 1 or 2 misses that it's the ring, but yeah thought I'd mention it since you wanted to rework a lot of stuff.

For visuals and audio, this is the best game I've seen so far, but sadly even after I've (hopefully) mostly understood the combat mechanics, it is both too hard and too tedious to fight the badgers so if the first badger didn't kill me the second one usually will.  It's also not quite clear why my attacks are missing in combat sometimes even when  I've held it down for more than a second and I've hit the light blue section of the circle, I can't tell if that's a bug or the way you face and the direction you press the button on dictates which direction you're hitting.

What seems to be a problem that I couldn't work out how to get around is that you have no way to close a 1 gap distance between yourself and the badger without getting attacked, it always seems to either move the same way you move or if already adjacent it will move 1 tile away. It always can attack 2 squares ahead so you can't move directly away from it, and you can't stall your turn by wasting energy on attacking.  All I can think is you just have to press defend and waste your action points until the next turn and then you're allowed to hit the enemy until it decides to step backwards and then you have to repeat, which just seems like a very tedious fight especially for the very first fight in the game.

I tried about 4 times and 2 different routes but both had badgers, so sadly I didn't get to experience the full game.

The only (possible)  bug I noticed is that the movement isn't normalised so pressing 2 arrow keys will cause you to move at 1.5x speed.

If I'm missing something or you nerf the badgers, please let me know, it feels a shame that I probably haven't experienced half of the game yet Dx

Solid game, after 2 tries I'd fully got the hang of it and had a super long run, I don't know how many rooms you have to go through to find the boss, but I must have been through at least 15-20 and then it black screened when I went to enter a card room sadly. 

The card battler combat is fun, sometimes the minigames felt a bit hard with the rng such as if the doors with the swords open in a certain order then it seems like you just die, the hitbox on the swords is massive so I don't think you can walk back through a sword as it goes in when the next door along is about to open, or at least in the 2 times i tried i never managed to.

I think there's a bug with the non-combat rooms, they are completely black and there's just the text boxes at the bottom (and cards in the middle for card rooms), luckily I was able to progress without issue despite this as it was just the environment.

I think what would massively improve the experience in the game is some audio, with card battlers it always feels really nice to have some nice *fwip* *pow! pow!* when you play like a double hit card. 

I think it would have been nice to have some kind of way to get a breather from the monster, it seems to move just very slightly slower than the player so you have to make big turns.
Having to press E on the birds rather than walk into them got me killed on the first attempt xD

Hands-down the best game I've played so far, very cute!
The lack of a boss fight at the end was really disappointing but the visuals and audio were lovely, and the controls felt very nice to use.