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Berry B

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A member registered Jun 04, 2015 · View creator page →

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That feels like overscoping for a jam of this caliber, especially with the time given. I understand the sentiment. The regrets of not adding everything you want. Its unfortunate but for a jam entry, this is considered high quality, so take stock in that at least.

I'm glad you enjoyed it. Thank you for playing. I did most of the writing and during a bad mood of my life so I'm glad I was able to bring enough joy to the experience.

I'm sorry. But this game bored me halfway through it. Not just because of the bugs but also because a lot of the game's charm passes through my head. Menu's pretty bugged and I don't know if I saw the Hawk death appeal to me in this game like I did with the rest.  I do like the skull demon tho. The directionless pace makes me feel confused more than amused.

Now, in terms of presentation, this game really is impressive. The dialogue is witty, the spritework exudes charm and overall game wise it looks like it could pass as a decent prototype entry. I really like the music choices as well, it gives off that JRPG 2000s vibe that it really brings a lot of glee when playing it.

Gameplay wise, its definitely an interesting one. An action style combat where you take turns in offense and defense mode (each having a 15 second timer) and you need to really finetune your balance on that because in offense mode you move a bit faster while in defense mode you move slower. It does take awhile to get used to the mechanics of the game but once you get into the groove of things, it really becomes enjoyable. I think the feedback mentioned with Lopson bears merit. Sometimes it could be beneficial to have more options for counters and offense/defenses. I lost way too many times during defensive/offensive actions because you need to really time yourself well enough and sometimes reaction periods can be a bit jank. 

I still question how two animals gave birth to a human-animal hybrid but I'mma not question it any further.

This game is about as close to a 5 stars in presentation as it gets. It would have been a solid 5 stars if gameplay was intuitive enough for me to enjoy it without losing due to lack of timing options during battle. Having items and using them during battle could help with player survivability and allow for more chances for the player to like push through the game. Otherwise, polishing the gameplay will really make this game soar high.

Presentation and style wise, this game is immaculate. The gameplay though is too hard for someone like me who isn't a fan of action platformers. I gave up halfway because I lost interest in moving forward due to dying way too many times. Mind you, I played on Fledgling.

This game is cute but the many evidence to shift through makes it hard for me to really hone in on the right pieces.

Presentation wise, this is cute. I enjoyed it overall. Doesn't blow me away that much.

Originally, I was giving this a 2 star because of the softlock Firecat mentioned but after playing it and seeing the overall story, I can see how there is quite the strong emotional resonance within this story. Well done.  The writing is pretty subtle and decent and while I know the Hawk is pretty much gone gone thanks to the miasma breath and the abuse alongside the boy's incredibly low self esteem and negativity permeating throughout his dialogue (even though there is a light at the end of this dark flight within this tunnel).  And while there are some awkward positioning and probably the visual presentation of the UI, the boy and the baddies could have been a bit better, its unique and stands out and that's what matters.


Honestly, if the presentation was a bit more cleaner and the gameplay was a less buggy in some areas, this would have been an easy 5 star for me.

I know. That's why this is more of a prototype than the real deal. To be honest, this is probably a bit less of a bloat than Honeynut's other entries where she introduced 10 characters all at once and I start having whiplash on keeping track who is who.

You're getting your wish. The game now has a browser version as of this v.1.2 update. https://berryitch.itch.io/bushiyoroimaki/devlog/686877/bushi-yoroi-maki-v12-upda...

Thank you very much for playing the game.

Now. The issue with setting up a browser version is that my files are set at 500 mb+. I need to compress the audio and image files so I can set the 100 mb limit and 1000 file limit proper. Which is hard to do. I apologize for the inconvenience.

I can try and see if I can submit a browser version that's not borked but I make no promises.

I'll be honest, I had to cram so much in 2 weeks. I was glad to be able to finish on time. Granted, I could have time to polish level design and progression better. But I had real life stuff to handle at the tail end of the dev time cycle so I had to make due with hitting the minimum requirements.

So, my work is more in line with Akira Sakuma's design. He worked with Toriyama, so the resemblance and inspiration can be felt from there.

Thank you for playing.

Thank you for playing.

I will admit the learning curve seems to be a point of feedback contention. Good to know that you picked up on it quick.

Funny you mentioned Dragon Quest. The art style is more in line with Takayuki Doi and Akira Sakuma's works. Akira Sakuma has worked with Yuji Horii, who is the one of the leading founders of Dragon Quest. 

So the inspiration semblance can be felt from there.

I apologize if the artstyle doesn't appeal to you. But I guess different strokes for different folks. Also, having to move around the overworld is too large of a scope for a gamejam entry, so I decided to go with the menu selection format instead, though I will keep your feedback in mind if I ever make a longer game that's more in line with JRPGs. I appreciate you liking the combat and the interesting plotline at least.

Funny thing about Fear and Hunger is that the dev acknowledged a project I made alongside a good associate of mine. He liked the whimsy style I go for, which honestly is the greatest praise I could have gotten, and I couldn't be grateful for it.

In terms of the game itself, it is practically a prototype game at best. If I ever make a full game, it'll be a continuation of this series taking place in a different universe.

Thank you for taking your time playing the game.

This feedback is very well noted. I was short on time, wasn't able to give more details regarding the stance changes.  I could sort the skills out so that its clear which is which, though again, I wasn't sure if the classification works or not. Either way, this is pretty valuable feedback. Thank you for telling me about it.

I appreciate you taking the time to play this. Much appreciated.

I saw the video. I sincerely apologized that you lost directly on the first battle because I didn't redirect to skills properly and you spammed attack at the first juncture. My apologies for that. 

Thank you for giving it a chance though. I appreciate this new perspective from someone not used to JRPGs.

Thank you very much. I'm glad you enjoyed the experience.

I appreciate you taking the time playing this.

(1 edit)

I had high hopes with the aesthetics, then I played it and some of the stuff just broke. And it became unplayable after round 1. The game is a hack and slash. Honestly, considering I've played so many of them in this jam I might consider docking originality because of it being mostly slash your way to victory. Mine has that too, though its genre and style is different. I won't really dock this down too much, clearly you know its still in development phase and you wanted something out quick for the public to see. But that's gonna come at the cost of brutal feedback sometimes, if not from me, probably from others too.

I get that this is still in really really rough alpha so I won't judge it too harshly. But yeah. This feels like it still needs work.

(1 edit)

Soooo... this is a hack and slash game. You have simple controls. But you gotta use it in tandem with a mouse, which I'm not exactly adjusted to nor am I a huge fan of these kinds of double mouse/keyboard input requirement.

The arrow spam stunlocked me, I wasn't exactly been given a good indicator of when my health was down. The arena design, while consistent and looks nice, felt like some of the corners show its gaps when looking at it critically.

I do like the menu screen music and at least pixel art wise, it looks crisp and clean. The animations felt fluid. It didn't work on all the background art but considering the time constraints, it can't be helped.

Tried one round, pretty much had little compulsion to continue since I'm unsure if there is a story behind beating it or if its an endless run. And also this type of gameplay isn't up to my interest. So I apologize for the brevity and honesty in my gameplay experience.

(1 edit)

Ok. So this game feels very undercooked. The grappling is awkward, the movement feels jank, a lot of the impact feels lacking, the music doesn't show up until at a certain point, the enemy's attack patterns isn't bad but its too one note. The fun factor isn't exactly there for me, there's little hook for me to latch onto with this game. 

Design wise, I guess its okay but the spritework and the character design feels very inconsistent with each other.

You might need to keep working on this. I apologize for the critical feedback, but I would be insincere if I say this is an amazing experience when it isn't for me.

I'm sorry. I wanted to like this game. The aesthetics are cute and it works pretty well in liew of what you intend to make with this game. The gameplay isn't something I'd gel with, after 2 rounds and how the controls feel a bit awkward (granted I may have not set the mouse sensitivity right). Beating the different samurais are unique, I'll give you that. But the slashing/parrying could be a bit more forgiving and you could have options for people who aren't into this type of gameplay to get health pickups (unless I wasn't given it until later rounds and I stopped after round 2/9 because I wasn't having fun with it).

I'll be fair and won't rate this at all. This type of gameplay doesn't gel with me and I wasn't a huge 3d hack and slash fan. But I won't discourage the effort and a good number of people seem to really like this game. So being the outlier, I shouldn't really judge others interests.

Visually, this is pretty good. I liked the overall aesthetics and the evil red crustacean samurais are cute. Gameplay wise, its kinda fun matching the right stance to beat the enemies and using space to heal is an interesting moveset that takes control of your gameplay slash mechanic and turn it into a sort of strategy type of move. 

However, the skill curve just isn't really in the cards for me. Playing this has made me realize that enemies comes in droves, sometimes I couldn't hit them right and the space to heal doesn't work somehow? The lantern enemies are egregious for spamming that beam thing that keeps sapping health so I wasn't able to parry that. They have a big health pool so its also kinda difficult for me to figure out how to beat them down. I'm not good at hack and slash games/beat em ups and I wasn't a huge fan of it to begin with so this just isn't really down for me to really enjoy as much.

Also lack of BGM and SFX is noticeable in areas, and audio mixing can be a bit loud and unstable with the slash.

That being said, the potential is there. As one of the commenters mentioned, improving the bells and whistles would net you a lot in terms of potential viability.

I don't think I can judge this fairly on account of it being super rough, incomplete and designed for 2 players in mind when I literally am friendless so testing this is impossible.

The art style is cute, but that's the most I can say positively about it.

I liked the battle music and the samurai armor is beautiful looking. But the gameplay's not for me. The transition rooms feel awkward, using the mouse to control your angle is a bit rough.  The janky controls were a bit awkward for me to move around in. The crab boss is designed with shuriken throws in mind and like it felt weird to me.

Overall, this is a decent concept. Still needs a bit more finetuning.

Some of the feedback here have mentioned unforgiving platforms and unfair positions which can lead to some issues with gaining coins or momentum. I have to agree.

The artstyle is cute and the survival aspect is unique but this feels like it needs a bit more quality control, I lost in 2 minutes of playtime not earning a single coin. And replaying it loses momentum fast when you can't survive for more than10 seconds on account of the platforms' positioning.

On one hand, it feels like this game was designed with a hard difficulty curve set in mind, and I suppose if that is your creative integrity, I will leave that to your discretion.

On another, as someone who's not used to this type of game and is pretty bad at slash control (especially requiring a mouse to control the angle of your character), this game just isn't for me.

I will admit that the gameplay loop is interesting and the art style top down view makes for a unique design choice. But overall this feels like it could have been a bit more easier for me.

So this game is a simple dodge/stealth type mission where you need to bring the jewel back to its rightful spot.

The game overall is okay. The jumping and the hit boxes were kinda jank with a sort of intention, at least I'm spared from having to waste time not reaching my intended jump spot.

The aesthetics were very simple. The overall design is pretty basic as well, there's a lack of audio except the jewel returned sound effect and a few others I didn't notice.

Overall, this is a fine entry made. Though its nothing exemplary, it works.

I really like the samurai's design and some of the enemy designs. Honestly, the gameplay is really rough and trying to emulate the water is fine and all but its just awkward jumping.

Slashing also feels like it needs more impact and lacks range. It also doesn't seem to do much other than slowing them down, which I'm not exactly a huge fan of. Also, there are too many enemies just spamming in later stages that it kinda ended up making me adverse to fighting them and just forced to platform away.

The green squid foe is also tough and fast too.

Aesthetically, this has a REALLY good character design but the gameplay feels a bit imperfect, even for a platformer. But this is good effort nonetheless.

So this is a 1 on 1 sword fight. I don't have any friends to play it with so I can't be fair in playing this when the AI literally does nothing on my end.

I do like the animations though, the transition and the TV effects are quite the highlight. The sword slash animation is pretty cool too.

So. This is a fighter brawler type of game. I confess, I'm not a super smash bros' kinda player. I'm not really a big fan of it. I tried a couple rounds, lost, ended up being kinda awkward with how to use techniques and the like. Though I appreciate the pixel aesthetic. Its well presented and pretty clean overall.

I'm not a good judge for this. I can't claim I had fun if this wasn't my type of game but I will respect the effort done to make this type of game. Well done.

So this game has a really interesting art style and the mechanics in the game is pretty interesting. Paying Samurai for your lives and you have to slash them all down is a pretty beat em up basic concept.

Though to be honest, the issue lies in the fact that your character is facing front at all times and the fact that some of the hitboxes tend to be awkward in the browser version kinda dampens my interest playing further rounds. I got to round 4-5ish before the spear elements kinda screwed me over with its ridiculous range. Short sword light samurais can't even reach that. You have to buy the bigger samurais and you don't get luxury of cost.

You get 8 Koku per winning round, which only nets you so many chances. Its kinda a bumdown that the accuracy is pretty jank in terms of overall combat gameplay.

I do like the character selection screen's style. It looks like Japanese Ink based style scroll like character portraits, which I kinda dig the vibes for. The sprite styles do feel awkward when putting it side by side.

Overall, pretty decent game. With a bit more polish, it could be better.

(3 edits)

In terms of presentation and style, you had this game down pat. It looks impressive and the animations that were done were all very well presented. 

I am quite impressed. The story is definitely taking into quite the unique direction, focusing on post war life of a samurai and meeting with a lady called Yasashii Fumiko amidst all the interesting developments of advisor politics, wizards, alternating masks and the horrors within Yume (in japanese it means dreams). Yoki is definitely an interesting samurai and one where he has to face the shame of running from the precipice of war. Should this game be polished, it will definitely attract a wider target audience considering how consistent and unique the style is.

Overall experience for me was intrigued but its mostly lukewarm. I enjoyed the presentation and the story despite the near non-existent gameplay (which to me was fine since this is preferable to frustrating gameplay for me anyways). 

So this game is a platformer where the dog automoves in one direction and the only way you can change trajectory is for the samurai dog to bump into a wall/platform. The way you integrate the dog to jump and maneuver your way through the game is unique and interesting. The complexity of making sure you got the controls right is very attuned and for what its worth, its definitely quite well presented.

Admittedly during the last scene I was struggling so hard on parts where you have to time your jumps just right and input the arrow buttons in the right order in order to jump on the platform, which honestly took me 10 minutes to just get right. I wasn't able to get all the dog bones since some of them are on places where you really need to flex your skills to do. I don't know if the increased difficulty is intentional design or not. But it kinda loses my fun interest a lot when I was kinda pleased with the first 3 acts since the difficulty there wasn't as brutal as the final act.

Presentation wise, the spritework aesthetics are really well done and everything seems cohesive. The designs looks sleek and nothing felt too out of place. I am quite pleased with my performance at least, even if its kinda poor for me.

This is a relatively good entry to play on, its not for me but its definitely a polished jam entry. Well done.

I must confess that it is far bigger than expected for a jam entry. I had already planned this in mind since the jam was announced so I was able to cram as much as I can, though it would have helped to actually truncate the latter half more so that cohesion flows better.

Having the player with all the skills at the start does feel like you're thrusted into it and forced to adapt quickly. Next time around, I would consider easing in to it with a better skill learning curve. That's probably a better approach to this if there are no JRPG turn based battle combat experts on the matter.

I appreciate the feedback and thank you for playing.

(1 edit)

The sword does feel clunky yes. But it's been a few days since I played it and for what it's worth, the sword part is ok at least to me. Granted. I have mostly forgotten the feel of it all because I played your game first.

The shuriken projectiles mainly. Generally hitting your enemy on a range is difficult on RM sometimes. It's not necessarily built for it due to the projectile's reach taken into account.

The trio fight is egregious for that.

The last fight felt like it had redundant options and more so multiple ways of attacking the last boss? I didn't try the other options and I didn't save so I wasn't sure if alternate endings are a thing.

Thank you for your feedback. Considering the time limit, having to interact with the world is going to scope too large for my liking. Hence why it was cut.

If a follow up to this was made, there will likely be more animations at work and possibly more of your recommendations at play. 

English isn't my first language either. So you don't have to worry about it.

(1 edit)

So this game's aesthetics are distinct and unique. I like the jagged triangle-esque style you're going for. However, the controls were a bit jank, the cutting feels awkward and the whole style feels a wee bit off. I don't know if I like it at all. I know this is still in development, so I won't be too harsh on it. For what its worth, the standout is definitely the unique style.

Also the UI for the health bar is not very clear. I see the bottom side had a break string attached to it but there's no good indicator of it as a HP bar to be honest. Anyone not in the know could have seen it and interpret it differently unless you play it multiple times.

I like the black and white art style and the character designs looks really good. Seems like the game itself seems unbaked enough in the gameplay department because its just slash and time accordingly. I just pressed randomly and out it goes. We're done. There's no ending. But I suppose that's to be expected. The Dojo's background is really nicely made though, I can say that much.

So. I like the female samurai's design and using your slash as momentum is a nice gimmick. And as per the platformer type of gameplay, its mostly slash and jump your way to the end. 

Overall, I like the aesthetics, however the character design clash between the player character's 2d Design and the 3d design is awkward to look. And the slash doesn't have that sort of strong impact. It just slash and off it goes. And while I understand why, considering scope, its an assessment/nitpick I noticed. I don't know if the slow sword swing animation is intentional or just time constraints at work.

Also, it abruptly just ends. And I guess for what its worth, its fine. It just loops back to the start of the map abruptly.