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Borgarlover

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A member registered Nov 02, 2024 · View creator page →

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You may have forgotten to upload the file?

The sprite work here is top-notch!

You're very welcome!

1. Aye! :D

2. Heh, that's not the way I meant it. In my game, there is more than one way the protagonist could die. And I thought I could make it somehow a challenge to get all those deaths... I'm not even sure how you did the death counter, especially when Eulogy says the number. Care to share how you learned it?

4. Oh snap, I think I'm falling for the barista more than Eulogy. An idea for a spin-off: dating the barista! :D

5. Oh yeah, that may be it. And I think it makes sense to experiment with fonts. But I'm saying I liked how it looked here.

Eh, I don't think your game is THAT silly but I'm glad you appreciate my comment so much. X)

I like the character designs/sprites. The graphics overall were next-level. And I like the humor. I liked the "bench pressing the entire altar" line, then the part where Severin said "I beg your pardon?" and the part where Severin talked about the implication of him exploding. 

Other than that, all that cursing from Mika was pretty amusing. In fact, I could even say I found it inspiring. :D For me as a writer, that is. And I've tried the "censored" version, too. That was interesting. But it made me think: wouldn't be even more amusing if the cursing was replaced with some creative euphemisms instead of random phrases?

I like goth girls so I thought this might just be right up my alley. But oh my goth, I didn't expect this to be so much fun. I thought I may just die a few times and get the idea. But I kept coming back and back (12 deaths if you must know... :D). And, at some point, it got comical how many times I got the "You died" screen. In fact, the death counter gave me an idea for my own game...

I thought the concept was interesting.

My favorite joke was probably when the ghost was like: "What a surprise that you ran into us in our own home." :D But I also liked when Eulogy went "I forgot it does that, lol".

Other than that, I liked the music. It was very fitting. 

And I liked that I could try different clothes before going on the date. What I did was try something, then scroll back and try something else. I can suggest it being an actual game mechanic that you try different clothes before making the decision of what really to wear to the date. I eventually went with the armor. Yes, I did think "just in case". For example, to protect me from a deadly hug. I assumed Eulogy would understand my safety precautions. But too bad... :D

I also liked the name "Eulogy" and that she has a "favorite requiem".

I also liked the barista. In fact, I think I liked her style more than Eulogy's. :D

And I liked the "spirits stuck in another time" line.

And later I noticed the text has a special font. I don't know how you thought a pixelated font would work here but somehow it did!

That's one heck of a visual novel for a first time. It's one thing to have no bugs (none that I've noticed) or even going beyond the basics of Ren'py. But I could tell you: I'm not new to making visual novels but I don't know how you did some of the things here.

And the context makes it more interesting. :)

I liked how there were many choices and the game felt like an adventure. And, at first, I did not expect much from it. But it got a little funny and pretty sweet very quickly. 

What was funny for me is how The Countess signed off with "Love, The Countess" and how the huntress was like: "What am I doing?" Like, yeah, she's here to slay The Countess and she's just relaxing in the bathtub. :D

The narrative choice of how the huntress' past was introduced was interesting.

I liked when the huntress asked The Countess if she would like to talk about Gwyndolyn, the part with the painting at the end and the dialogue that led to the kiss. Those were sweet. :)

Also, there was a nice track during the culmination dialogue.

And that ending counter was a neat idea, too.

First of all, the graphics with all the animations made it pretty distinct.

I liked how there were many choices and each day you could choose an activity. And that the choices had symbols next to them was a neat touch. But maybe there could be a morning - afternoon - evening cycle every day? On my first try, I chose to tend to the farm every day. Like I was supposed to do! :D But maybe I could tend to the farm in the morning and go talk to my friends or go on adventures in the afternoon? And the ending I got was pretty funny... :D

I also liked the mentions of the dreams. They seemed to be changing depending on your choices and seemed to be symbolic.

I also liked how there were many endings. And how the endings mentioned what happened to other characters. That's a neat idea. And that completing endings opened up new things was also an interesting idea. I was intrigued by the "rumor" and played the game a few times to see how far I can take it. I also felt sorry for Violet that she has to run extra errands to make ends meet. Maybe she could help tend the farm while I go on adventures? Maybe I should replay it again and see if that works...

By the way, did I notice a "Back to the future reference" there..? :)

This was a nice little game with some cool and sweet stuff. 

I liked the graphics. The main menu looked pretty cool, too.

I also liked the music. I found it very fitting and sometimes it would be pleasant and relaxing, other times - fittingly eerie. 

That it is made in RPG Maker makes it stand out. What's also distinct about it is the little exploration feature, where Marie can walk around her room and talk about her things. And I liked how the descriptions changed (probably to reflect her state of mind?). But maybe they could also depend on the choices the player makes, what the characters have been doing and talking the day before. 

The story was intriguing. And I felt sorry for Marie. And I liked the different endings. And the animation. I thought the part where Marie carried Clovis was pretty sweet. The kiss was pretty sweet, too. :)

"Borgar guts"? Is this some meme I've not heard of? :D

Thank you for the nice comment. :) It was lot of fun to write it, too. :D Do you have a favorite joke?

Thank you. ^^

Thaaanks. ^^

I thought it had nice music, distinct and unconventional gameplay. And I suck at rhythm games so I'm glad I could win this one. :D And I thought the part, where Aiza is like: "Everyone back off!", was funny. But my favorite part of this game was probably the rhyming. :D

Oh cool. :)

I tried it, too. So I'm curious: what ending did you get?

I was hesitant to try it as there was not much information about it here. I suggest you work more on the presentation (e.g. upload some screenshots). 

But anyway, oh gosh, I didn't expect this to be so much fun! The art was kind of cute, I like the idea and how it feels much more like an adventure than a story, with all the structure, choices, stakes, limitations. It kept me at the edge of my seat right to the end. I could tell you: in the last minute, Mist kissed the water spirit. And that was sweet. X3 I'm guessing that's not the only option? Maybe I could play more and see... 

By the way, I see your username is "burgergutz". So maybe you're a "borgar lover", too? :D

Thanks. ^^ I'm glad you liked it.

It had cool music, the art felt very atmospheric. I especially liked the part where the music was silenced, the fire animated and the only sound was just the crackling of fire. It felt immersive.  I can also learn something about enhancing the overall feel with custom GUI. I also liked that there were many dialogue options and that the game can be played from two different (opposite) perspectives/playing different roles. I tried them both.

It's been a cute and funny game for me. I especially liked the "groupie" joke. But I really really suck at rhythm games... XD

Hello. Your game looks cool but I had issues running it. I tried following your instructions but it didn't work. I found this to work: RPG maker 2003 RTP is not found :: RPG Maker 2003 General Discussions . It allows the game to run but only up until I fought the girl. Then a window popped up that something was not found.

I suggest trying to find some web plug-in or something and for you to thoroughly test your game.

But for what it's worth, I liked the music, the atmosphere, it had distinct visuals, it was pretty cool for the short time it worked.

Good luck. :) 

What got me curious about this game is that our games have similar themes. I guess we've gone in very different directions with them. And that's more interesting. Anyway, I'd say your game is romantic, has nice music, cute art, I also liked the fast pace. Good luck in the jam. :)

Thank you. ^^ I plan to contact you soon.

Full voice acting would require more actors and more time. But I have considered some lines that could be done. I may have something for you... I'll reach to you on Discord and we can talk... :)

I don't think I need another composer. But thank you for the offer. :)

Alright. I'll send you a friend request soon. ^^

I've already done the first draft of the script. But I feel I've benefited from an additional writer in the past (second perspective, correcting my clunky phrases, adding clarity, etc.). I don't mind you being a first-timer and I would gladly listen if you have any ideas, suggestions. I'll send you a friend request. :)

Well, I already have a composer. But they may need some help. And I would be interested in checking out more of your work. Especially as I have some new ideas for my game... Do you have discord?

We'd gladly take you on board. And please tell us more about the other artist. I probably know which coder you mean. There might be an issue with us using different programs... :c

Thanks. ^^ I definitely considered adding some music to the game, if it's original, all the better. And your works looks very professional. I'll send you a friend request.

Sounds good. I'll send you a friend request. :)

Your art is great, I'm definitely interested.^^ I'll send you a friend request.

Hello, people! I have an idea for a game: a comical visual novel about a nun that gets kissed by succubus, and tries not to go to hell for it. I have a pretty clear idea of how the whole game is supposed to go. But I would appreciate any help I could get, especially when it comes to art. Serious proposals only, please! 

Based on the cute banner, the chibis and the cute main menu art, I expected this to be just a cute little story. And it is. But, after I played it a couple of times, I feel it surpassed my expectations.

First of all, the voice acting. I especially liked the delivery for Frankie. It felt so natural, I could feel her tiredness and unease of dealing with the maid cafe (and I found it hard to NOT identify with her as a person in general in fact). With the contrast in the voice acting, the other characters seemed to have their own distinct flavor (pun unintended), Kamille felt pretty cute for example.

I liked the pacing in the writing. Things seemed to have moved dynamically, not dragging along or stuck on unimportant details. I typically think visual novels barely need any descriptions because the art would do a better job. And I'd say the art did serve its purpose here. So I liked how the descriptions were handled: just some quick “brushes” here and there, especially when it comes to smells, it supplemented the art as opposed to, let's say, explaining things that are obvious from the art.

And +1 point for the choices. I feel they always help a visual novel to be more engaging.

I didn't like Kamille at first. But I felt she tried hard for me and won me over by the end. I wish there was a CG for the kiss. :D

By the way, I'm intrigued by the choice in the name of the cafe. I tried to look up what “ai bisuketto” means. So is it literally “love biscuit” or was there some deeper meaning or context I missed? 

And it's out! And I'd like to hear what you think of it, what you like, what you don't like, how you think it can be improved, anything. But this time, I'd like to add: please, go easy on me... ;n;

I think I'm almost done with my "No day 99" game. It may need just a bit more polishing and testing. Today, I wrote an "unconventional" walkthrough of it and made a draft of the game page. It's going to be weird and depressing and definitely not for everyone but I hope someone appreciates it...

This was pretty cool. I liked the atmosphere, the style, the graphics, the themes of jealousy and resentment. And, at first, the end seemed out-of-place and turned me off but, when I think about it as certain kind of metaphor, it makes me think it works... :)

Ok, I see. Interesting point. :) Maybe the way she acts like her life is already over can also be considered some form internalized ableism.

Thank you again for such a thoughtful comment. :) Yes, I got the notifications for both this comment and the one on the jam submission page.

Thank you for such a thoughtful and elaborate comment!

I agree with you about the visuals. I really struggled with those. And it didn't feel right to call it a visual novel so I called it “interactive fiction” instead (and then explained how it's supplemented with photos and music as a feature). Though there are some backgrounds which I thought worked pretty well: for example, the empty stadium in “The starting line”, along with the music, creates some atmosphere of loneliness and nostalgia, it's as we see things from Sam's eyes as she's sitting there and reminiscing. I also agree the concept art was promising. And I'm considering editing it and using it to make the game more illustrative in a future update.

And yes, I used royalty-free stock music. And it took a surprising amount of time to find the right tracks and edit the music to better fit my vision. So I'm glad you like it.

I meant the story to be more about toxic relationships in general, especially when it comes to people that are dear to you. But you have an interesting interpretation. Could you explain in what you see the internalisation of ableism? Other than that, yes, I did intend that Vanessa is the type of person to prey on the weak. As for Sam, while the idea is that she genuinely wishes happiness for Millie and even wants Millie to find a girlfriend, there is indeed a certain possessiveness to her, especially in “The losers”. She is putting a lot of effort to help Millie but she chooses to be the sole carer. And I had this idea that this is paradoxically her own way of being selfish.

I have also considered incorporating the “bonus scenes” in the main story. But they seemed to clash with what I was going for in the main game. For example, what happens at the end of “The losers” is meant to come as a bit of a surprise which is then elaborated in “The goal”. And I also liked the idea of additional fragmentation and the extra scenes as some reward for finishing the game. I thought it makes the game more distinct.