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Auburn Arcana

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A member registered Jul 09, 2022 · View creator page →

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This was a fascinating take on an interactive exhibit! The art style fit incredibly well, and the amount of writing was perfect for me. There's a lot to learn, and a lot of fun notes. (There's also some to potentially get tricked from by Yukari, I imagine. ^.^;)

I can tell that the team put a lot of thought and research into this one. Well done!

The visual style is really cute! I enjoyed seeing all of the illustrations when I played - and the writing was just as heartwarming. The 3D scenes are also really well laid out. All of that helped to make the world and story feel alive, which I enjoyed a lot about the game. ^.^

It seemed to be the direction that she was running in that determined the aiming side, from my experience (using O to fire).

What an incredible surprise to see in the submissions! The visuals were amazing, among everything else. It's also not often that I see aiming into the background, but I managed to learn the sense of depth easily. It was all well executed!

The game had a very silly approach to its concept and theme, and I liked the pacing quite a lot! The audio and effects were a good tickle, and the gameplay was on the easier side - and nonetheless very fun.

This was a very pleasant surprise of a memepost-type game. Excellent work! *u*

WOAH_MAAAN's visual style is always a lot of fun to look at, on top of the well-paced, well-playing gameplay. The jokes and dialogue were excellent, and the pickups made for a really good collectathon formula. sylvysprit also did amazing work on the music, too! It was pleasant to listen to the entire way through.

Sanae's Snake Stretch is easily one of my favorites, if not my top favorite! Thank you so much for making this! ^.^

Although I don't have much to add that the others haven't already, I was extremely impressed with everything about this game! The gameplay was very smooth and exciting. The only issue was the audio balancing, mainly the sound effects - but everything was overall pleasant to listen to.

The foes' tells helped a lot with reading the game, the voice acting was an extra surprise, and the visuals went above and beyond - to name a few. The entire team did a lot of amazing work on this game. *u*

This is a very cute Game-and-Watch-like game! It's to perfect scale, and the visuals were all really nice. ^.^

The game was a lot of fun to play through! Peggle already seems like a good formula, although the spell cards made for a very natural gimmick to the levels. Well done!

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Although the audio balancing was rather rough, this was a fun short game once I figured it out! The visuals were very fun as well.

It was hard to control at first, although it was rather fun once I figured out the entire upgrade mechanic! Although I had trouble reading some of the text, even that was playable enough. The pixely style also does really nicely!

The sprites were very cute to look at! Wakasagihime looks nice. ^.^

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This is a very pleasant game! I appreciate it featuring some creatures that we might otherwise not see very much or very front and center. There's also a good target audience in mind.

As somebody without much experience with retro Sega games, I would be curious about some minigames that use the spirit animals to some more extent. The... inspiration game had racing and karate, for example.

Edit: With that said, the cross-game compatibility was an amazing detail! It's extremely rare that I see something like that!

The music was also nice, although I did find the sound effects slightly loud in comparison.

Otherwise, it's a very cool concept that has a lot of room to put whatever else might come to mind! ^.^

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I was very impressed with the puzzles that this game formula allows for! There are a lot of very interesting levels built in as well.

There were only some minor issues overall, although one of the most notable was Time Mode behaving unexpectedly and freezing up the controls.

Otherwise, the music was nice and the game overall played really well! Also, the cross-game mechanic sounds exciting. *u*

This plays really well, and the audio sounds nice! I can imagine this concept working well with more level layouts, too, although this made for a good basic proof of concept nonetheless.

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The game turned out to be rather easy to play through once I figured out what was happening, although that's not bad at all. There was a challenge to learning the game nonetheless.

I was most impressed with the music and visuals! Even though it seemed to be only one song, it filled out the game perfectly. The visual style - including character designs - was also fun, and I enjoyed its consistency just as well.

I was pleasantly surprised by a game that takes inspiration from Isaac! I'm not the target audience due to that series' theme, so it was nice to have a Touhou counterpart. ^.^;

The visuals and audio all fit really well, too! I did notice that Reimu doesn't have any walk animations, although it didn't detract from the game at all.

This also isn't a necessity, although as somebody who enjoys Peglin, I do like how that game's items ("relics") have counters easily visible on the screen at all times, to tell when they'll proc next. If there's a way to somehow cram collectible items into one side of the screen, that might be a fun way to build on the Isaac formula.

Otherwise, the game had a lot of fun surprises, even from just the first floor or two (and a lot of attempts). This was excellent!

The game did a lot with just a few things, which I was impressed by! The gameplay was a lot of fun thanks to the gimmick involved in platforming. I also liked that spikes don't pulp the player from the sides, which might be an often-missed design flaw in some other games.

The music was also well chosen, and it sounded like there was a lot to fill out the playtime. As for writing, I do find that there is a common pitfall with presenting text in a game. There's a variety of ways that text can be put in a game smoothly, although a lot of it involves creating dialogue - even if it's Shinmy's inner thoughts - or in some way spacing it out between bits of gameplay.

As is, however, this was a very impressive game - especially so if this was your first and a solo project. Well done! *u*

I enjoyed the way that this game did its puzzles, especially with the item collection in mind.

I noticed a small issue with visibility in the later levels. Some of the background was very bright, combined with the orange + yellow being used so closely together. Brightness was the biggest issue, however.

Otherwise, it was a fun short game!

It's a simple rhythm game that looks nice and plays well enough! I also appreciated the customizable controls and volume, although I wonder if it would help the gameplay to have two sets of controls (WASD + arrow keys in tandem).

Otherwise, although I'm not much of a rhythm game expert and can't add much, I did enjoy this one!

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Although the game was naturally rather slow to pick up, it's a fun relax-type game concept! The music added to it nicely.

Also, getting submarines and giant sailor hats was fun.

This was a fun short game!  Everything went well together, including the graphics and audio (although suffering only from a common pitfall of games muting when alt-tabbed).

The gameplay itself was balanced well, and while difficult, it was very fun to overcome the challenge!

(On a side note, I liked forging various weapons out of ice cubes. :3 )

The GameBoy style made for a fun approach to a minigame collection! Scale was also used in a variety of fun ways, so I enjoyed each of the minigames. ^.^

This was a fun gimmick to do for a sokoban-type game! I liked that each of the 'characters' had their own uses, and was quite excited to see each new level! Something like this could definitely be expanded on, I imagine, and it worked just as well as the smaller-scale game that you made. Well done! ^.^

The retro Mega Man style was a very creative approach for this game, especially this type of game! The music and graphics are nice. I would be curious about some way to help Yuuka scale up faster with active play in the earlier game, although it's not vital for an idle-type game.

As for other ideas, there is definitely plenty of room in this formula! It's not a necessity by any means, but if the game was to be larger, the Mega Man formula led me to imagine that perhaps Yuuka could have different weapon types, or more idling defenders such as Wriggle. Conveyors to help the bees gather the inevitably overflowing bolts could improve collection.

Lastly, a way to save progress would likely be helpful. Idle games tend to be rather drawn out, so allowing players to return where they left off would let them use their time more efficiently.

Otherwise, as the others mentioned, it's a good take on "scale"!

Once I figured out how to barter properly, it turned out to be a lot of fun! The writing was good when I really got into it, and the Dairi art is always a good choice. *u*

This was an excellent VN to play through! On top of the presentation with the visuals, I liked the music quite a lot while completing each scenario.

As for the writing, I did notice some readability issues with the text - mainly with it being rather small and having some contrast issues with the background. With a pixel font, it may be worth experimenting with text and/or text box colors to get higher contrast. (White and black tend to work, but you might find some other good colors!)

Aside from that, I can tell that the developers put a lot of love into the writing and characters, so the conversations feel very natural. Overall, I had a lot of fun with this!

As a fan of Celeste, it was a lot of fun to play through this one! Naturally, it has its own gimmick with the spider strings, but it made for a very interesting way to do platforming.

The visual style is a really good way to show the inspiration, which I appreciated a lot. The dynamic music was a nice detail as well - although I did notice that the game has a small issue with muting when alt tabbed, which tends to be a common pitfall with some games (especially for streamers!). It was a minor issue overall, as the music was chosen excellently.

Overall, the game was very challenging, but very fair and very fun to keep playing to 100%. Thank you for making such an excellent submission!

This is a cute, simple game that I enjoyed the concept of! The gameplay is surprisingly fun, and I can imagine it being easy to get carried away for quite a while. To keep things interesting, I wonder if it would help to have the map loop horizontally, so that Suika doesn't get stuck and unable to keep the cluster up. There might be other challenges or issues with that, but it may be worth considering.

Otherwise, the visual style and music were pleasantly calm, and helped to make for an overall fun experience with the game. Well done!

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I was extremely impressed with this short-playing, but extremely well-polished game! The dash ability makes for an easier-to-control experience compared to Getting Over It (which I believe was the inspiration), and the visual style was a lot of fun.

I appreciated the volume slider as well, which made it easier to hear the things going on in the game. It was an excellent experience playing this, so I found it to be some of the best that this kind of game had to offer. I can tell that you put a lot of amazing work into this! *u*

Edit: I also like the main menu gem icons! It adds good personality.

This was an excellent take on the scaling theme! The mallet has a lot more use than it seems at a first glance, so I found it fun to puzzle through the dungeon's segments with its ability. 

The visual and audio style had a very pleasant retro aesthetic to them, which I also liked a lot. It helped a lot with the simple feel of the game, and gave it a fun level of sincerity.

Overall, it was a fun experience! Well done on this one!

A game about judging people passing through made for a surprisingly in-depth thinking exercise for me personally. I found the writing to help quite a lot with that!

The song was nice, and the visuals are generally easy to read. The main issue that I found was the text size. Some players may have trouble reading such small text, although there is a lot of space for it to fill as needed. Multiple pages on a document or dialogue box would work, if need be!

Overall, I did enjoy the concept a lot, and I can imagine it also playing well if it was to be expanded on!

The art for this game was incredible to look at! It did justice to the retro anime style. The animated pieces (eyes, expressions, etc.), combined with the colorful scenery and characters, added a lot as well.

On a similar note, the readability was phenomenal! Text stands out well, and there's what looks like a level of customization on the developers' part. It stands out quite a lot from other VNs!

I recall a mention that some music may be added in a future build, which would make the entire experience even better.

Of course, the writing itself made for an excellent visual novel as well, combined with the good QoL features (such as autosave and telling when a vote's about to start). Overall, I enjoyed this one quite a lot; it's easily a favorite!

This game reminded me a lot of some Flash era platforming games, which was a pleasant surprise given my experience with some of them. The gameplay itself felt generally smooth, and I liked how the custom cursors added to it! The only issue there was how Daiyousei risks unexpectedly turning when she's close to Cirno, due to where the click actually goes compared to the graphic. It was a minor issue and easy to avoid, however.

In fact, I liked the graphics overall! It was fun to discover their actual functional use as I went as well. I would be curious about a cheery emotion on the Daiyousei cursor when clearing a level, but enjoyed what was there. Everything was readable easily, which also helped.

The music could do with some more layers / instruments. I did enjoy what I heard of it, however.

Overall, the levels turned out to have some good puzzle potential, and there's good writing that was built right into the game, so I enjoyed it!

I like the concept behind this game quite a lot! Although there are some issues with how the levels are designed (versus Shinmyoumaru's ability to navigate them), as well as some enemies easily blindsiding or otherwise landing what might be considered cheap hits, the jam's theme was used in a fun way between the powerups and the overall idea of scaling a tower.

I also liked the visuals quite a lot. It's not often that I see castle-like structures like this. ^.^

The game had a lot of fun concepts for the mechanics! I'm especially personally a fan of parrying things, and the regular attack and special skill added onto that generally nicely.

I did notice some trouble jumping around and avoiding things. The platforms seem to actually be slightly higher than Youmu's jump, resulting in some awkward platforming. The projectiles - especially on the second fight - were difficult to predict easily, which was rather much to jump right into.

Otherwise, I enjoyed the visual style and the music quite a lot! The revives were generous as well, so it made it possible to finish the run nonetheless. Overall, this is a very fun concept that I'd be curious about seeing built on! ^.^

The game was a lot of fun thanks to its ease of play! I liked the idea of coyote time for bombing, and the scenery and bullets are all readable and look nice.

I didn't see much in the way of rafting obstacles, although I found the concept quite interesting otherwise. It's not an absolute necessity, but I wonder if terrain obstacles would add anything...?

Aside from that, I enjoyed the stages & music quite a lot, and the game had a very helpful tutorial as well. Well done!

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It's a simple game, but it plays quite well. I like the mostly telegraphed foes as well, judging by the animations. It's also very readable!

The music was rather quiet compared to the sounds, although I took a liking to it after I was able to listen closely enough. If you have a way to audio balance (such as by reading OBS's or a similar program's audio mixer), it may help the quieter audio in the game.

With that aside, the game was overall very serviceable, so I enjoyed it!

The game very effectively combines concepts of Jump King and Getting Over It to make for an interesting platforming experience. I did notice substantial trouble playing due to the game's resource use on my apparently lower-end computer. (It seems to be using over 2GB of RAM!) Consequently, it was heavily amplifying the jump charge time to at least seven or eight seconds.

On the other hand, the generous collision helped a lot with scaling the level, and the use of fumos made for a fun style to the game. I was still able to enjoy it well enough! ^.^

Right away, I took a serious liking to the style that this game has! I liked how colorful and easy to read it was.

The style also worked incredibly well for the gameplay and writing. Growing apple trees made for a fun gimmick to add onto the bullet hell style. The only real issue that I had was the potential to accidentally skip dialogues due to the way that the controls are laid out. Right-clicking interacts with the trees already, but there may be other keys that would work without overlapping other controls (Q, perhaps?).

The music also didn't overstay its welcome. I think that I noticed some subtle dynamic music as well, especially with the boss music near the end. It's always a nice detail when I notice that!

Lastly, I enjoy seeing developer notes and art galleries included in games. It's a practice that I haven't seen often recently, but it helps me appreciate how much love was put into the game. The apparent OC designs were fun to look at as well, and all of the characters fit flawlessly into Gensokyo. (Apple was one of my favorites, but I loved them all!)

Overall, I enjoyed this game a lot! I'm glad that you were able to finish it for the game jam, so thank you for taking so much time to make it! ^.^