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briarpierce

6
Posts
A member registered 16 days ago

Recent community posts

None of the ui seems to work except for starting the game. It's possible to turn the camera enough to see the bounds of the skybox and the whitespace outside of it. I saw quite a few visual artifacts underwater, I'll post a screenshot below of what I mean. 

Boosting definitely needs a lot more "oomph" beyond the lightning effect. I don't feel much faster whenever I use it. The modern Sonic games like to zoom out the camera bit at higher speeds to cheat the effect.

It's possible to avoid sinking into the water by spamming the jump button as soon as you touch the surface. Not sure if that's intentional.

Controlling the camera can be pretty awkward at sharp turns and loop de loops. 

I got filtered by the ramp jumps so if there's more level beyond the first checkpoint I wasn't able to explore it lol.

Hope I don't come across too negative here, I like what you have so far and look forward to how it develops. If you haven't already played it, Spark the Electric Jester 3 is a great game to look at for inspiration.

Has potential. Moving the pan was too clunky for me and it was really uncomfortable for my wrists to cover longer distances to catch eggs in time. As others have mentioned the camera should be angled down more so depth perception is easier. Also it's kinda strange having to press 1 to deliver an egg. Why not just just use left / right click since we're already using the mouse to control the pan?

Looking forward to further updates!

As another person mentioned the costume closet stops working after completing the game. I completed the game again on hard and it still wouldn't unlock :(

Controls are tight and while the difficulty is tough, the precision platforming really starts to shine on replays. I can't wait to see potential speedrun shenanigans. Aesthetics are also on point.

I do fear the booba might hinder its potential for wider appeal though. Maybe a "streamer mode" option could work? Could just have it so the fanservice cgs don't show up on stage complete, since the game is pretty sfw otherwise. Up to you though, I'd buy it regardless.

The girl is cute, so I drew her, hope you like it.


Aesthetics are really cool. I liked all the characters so far and their quirks. The writing can be pretty hard to follow sometimes. It's obviously intentional with the story running on dream logic but I could see it becoming a problem down the line if you want to keep a reader invested in what's happening (i.e. "why should I pay attention to what's going on now if the subject's going to be completely different 5 seconds from now").

I'm a little confused on how much agency I actually have in the game. The infinite hallway segment was almost setup like an escape room and I was pretty excited to solve some puzzles / riddles but it was resolved pretty quickly by just finding the green room and going through that door. Felt like I maybe missed something. There's also a lot of single choice responses in conversations which I always thought were pretty pointless.

Config menu can be a little hard to read with a transparent bg. It's noticeable in the first table scene talking with Jojo. Maybe give it a semi-transparent black bg instead?

Music can sometimes be too loud. This was most apparent in the last table talk with Jojo. I already had the bgm set at 50% and it was still super loud.

Anyways looking forward to its development. Playing it got me in a drawing mood so I made some fanart of Jojo doing a jojo pose. I hope you like it!

Does its job well enough.

It's just missing QOL stuff like being able to skip typing (i.e. pressing Z while text is typing out will immediately make all text typed out). EDIT: Took a peek at the options right after, and apparently that's something that needs to be specifically turned on. Why? It's a staple in most games so it should be on by default imo.

If the point of the game is to make the character happy to progress, and it's possible to farm happiness from repeating choices, I feel that most players will eventually just end up spamming the same choices because they know what works. There's no real incentive to explore other options if you risk losing progress, save for some flavour text.

Anyways that's all I can really say for now. Looking forward to how this game turns out, keep it up!

As someone whose never played card games before a really basic combat tutorial would be heavily appreciated. Still had fun going unga bunga on my first run though. I only ended up losing because I tried "pulling a card from an empty deck."

UI is incredibly polished, everything was fairly readable and tooltips on hover are always a nice touch. I usually hate seeing AI art but I think it surprisingly works here.

Can confirm GPU usage is pretty high on my RTX 3050 though. Also I fought a "champion" who didn't really do anything for the entire battle. They drew exactly one card and didn't attack. Not sure if it was a bug.