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CharMaeMengMing

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A member registered Jul 21, 2025 · View creator page →

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I wish I was able to play this game more, honestly! I only played the first 2hrs & felt it wasn't enough. So, apologies if I can't give too much critique. (If any!)

To start: Moonfell was so aesthetically pleasing from the get-go (not even the start of the game, but simply reading through the itch.io listing got me excited to play)! The game itself felt like such a love-letter to old school JRPGs. I adored the modern pixelization & rendering of sprites, the chiptune OST, and how well the game seemed to guide us around locations (and how they circled back). The tutorials were very straightforward & I actually appreciated that spamming the same attack may weaken its effect! The synergy mechanic was pretty fun to use & the HUGE damage inflicted was so satisfying to see!

I also very much adored all the characters we were able to encounter/play. None of them felt the same! Something I LOVED seeing make a comeback were the hidden items. I've been primed since young to spam the Confirm key along the walls. So, to see it in this game was so nostalgic!

I'm very curious to see if the multiple POVs will lend itself to puzzle mechanics. Something I enjoy with larger groups/split groups is having them trapped in a location, separated, & having the ability to switch between their POVs to help the entire group escape (like in Corpse Party, FF7R).

A few things I thought needed attention:

  • There was nothing informing the player of replenishments. I figured out eventually (though, probably not completely) that each attack would sometimes replenish MP or TP. Not sure if it was randomized between characters or if specific players recovered MP/TP every time.
  • A very personal problem I encountered: As a VTuber I bind the numpad to my emotive toggles. I attempted to rebind the keys, but couldn't - for the life of me - figure out how to remove the numpad keys (I don't think it was possible at all).

Overall, I had a ton of fun! The game hit so many nostalgic notes for me. I'm definitely excited to get back into it & play some more!

For my initial reaction to the game, you can find the VOD here. You'll have to forgive me, as I played the game during a 24hr Charity Stream. Timestamps are available, though:

Genuinely had a blast with this game! Every time I thought "Hmm... wish the game had this option available", the next scene introduced those very mechanics lol! Happened with

  • Rock, paper, scissor mechanics
  • Dragging Emblems to the frontline vs constantly clicking between them & the enemy

The overall pacing of Battle, Difficulty, & Mechanics was ON-POINT, but it did have me questioning why Enemies aren't affected by environmental modifiers...! Visually, the Emblems cracking/breaking  was extremely satisfying!

I was pleasantly surprised with the Visual Novel portions of the game, too. The characters & dialogue all felt very natural.

A couple things to improve:

  • For me, it was difficult to remember the difference between the Level & the Health number. The Level is highlighted as the most important number (it's bigger, it's shinier, and it's front & center), while Health - in comparison - is tiny. Visually, I'd want something that helps keep mindful of it... maybe using a red meter around the Emblem (similar to the XP meter, but with line breaks to visualize the number of HP left?)
    Not quite sure how to have Health be more visually appealing like the Critical Hits are (like the shield buff)
  • I wasn't fond of the targeting system angling THROUGH other Emblems. For the visually impaired (or those streaming for 24hrs lol), it makes more sense for the line to be pointing straight to the enemy.
  • Sound Design. I loved the occasional voice lines from the characters! For a more immersive experience, I'd love if we could hear footsteps, clothes rustling... things of that sort during scenes!
  • Throughout the playthrough, I encountered an overabundance of highlighted text. I feel like I was spoiled with the Highlighted Text that had Information Tooltips because when I encountered just regularly colored text, it left me wondering... well, why is that important? (I recall Spirit saying something like "One last detail..." & wondering "why emphasize that at all?", for example).
    So, I do think the amount of colored text should be pulled back: to emphasize Gameplay Mechanics or Tooltip important information about the world/language.
  • I do wish that we had fuller art for the Choice sections of the games!

I was at my wits end since this was the final game during my 24hr Charity Stream, but it was a pleasure having you pop by! (I also JUST noticed the Streamer Thank You's at the end. We love to see it!)

You can find my VOD here. Timestamps available:


My group ran into a number of issues with the game, even in the solo tutorial area & had to reboot the game several times to get it to work. The most problematic of the bugs we ran into (and we ran into this one a number of times in various ways) was that either:

- Enemy Health Bars would disappear, making them invulnerable.
- Player Health Bar would disappear, making us unable to do anything.

There's definitely a lot of things that need to be ironed out:

  • Getting Multiplayer to work was extremely unclear. Even when we did unlock it, it was difficult to navigate: It isn't explicitly stated that a Room Code is necessary to join; Cannot invite others from within the game; Steam invites only allow for Remote Play Invitation.
  • As a Streamer, hiding the room code is 100% necessary & it wasn't obvious that we could interact w/ the console in order to Copy the Room Code.
  • Having Game Features (like Multiplayer) locked behind a long, drawn out SOLO tutorial felt ... meh. Especially when the mechanics were fairly simple to understand.
  • Visual Display Bug where it says Secondary Attack is activated w/ A when it is Q on the keyboard.
  • Better Visual Difference between Friendlies & Enemies. With the amount of visuals that can appear on the screen, it becomes extremely difficult to discern who's who & where.
  • Tooltips to explain (or visually show) what a skill does would be helpful.
  • We also weren't sure how Cards/Skills stacked. With the F.A.I.L. Device & Passives, it was oftentimes a random roulette between 0-3 revives. We were unsure how it worked or why.
  • Please allow for an adjustable UI. Elements were extremely small.
  • Considering we aren't allowed free camera control, there were WAY too many environmental elements blocking line-of-sight. Non-destructible elements need to hide/become opaque.
  • While I loved the Voice Acting, the Story/Narrative was completely lost on all of us. It seemed botched. Why were there golems attacking our ship? What was our objective? Everything moved too quickly for us to process anything that was happening.
  • When Defensive Battles finished, the game would pull us toward the center of the Arena, sometimes causing us to bug & not be able to move for a round.
  • Enemies didn't immediately reset when pulled too far. Instead they'd become "invincible": healing faster than we could kill & continuing to hunt us down.

What we loved:

  • Friendly fire, but without the damage! Loved being able to just hit each other lol
  • Fighting was easy & satisfying. I loved the exploration & movement.
  • Cooperative function. We LOVED how we had upgrades that not only affected ourselves, but the camp & party, as well.

Improvements:

  • Dedicated Biomes & Map Variety.
  • Monster Variety.
  • Increase Round Duration: Levels were extremely short & it felt like we BREEZED our way to the Bosses. However, this meant the game also felt EXTREMELY imbalanced. Enemy Difficulty scaling definitely needs to be looked into, else increasing the number of rounds before a boss.
  • Base expansions.
  • Ability to invite while in-game/inbetween rounds.

Kritter definitely has the potential to be a really addictive co-op family-friendly game because of how quick it plays & how easy the grind is, but the sheer number of bugs makes it impossible to love in its current state. So, I'm looking forward to how it improves!

For our initial reactions to the game, you can find the VOD here. You'll have to forgive me, as I played the game during a 24hr Charity Stream. Timestamps are available, though:

10/10 my friends & I LOVED this game so so much! It was such a unique system & blend of concepts in our opinion!

It got so chaotic & the management system was fun. The UI was BEAUTIFUL, I appreciate how much the devs were able to put onto it without making it feel overwhelming (they even fit the map w/ visual sabotages). I loved how the doppelgangers worked in the game & how they were able to break down the train, but I wish they were able to be stopped by anyone vs only the "Real" Player.

We didn't play through the Tutorial & I think it's a real testament to the gameplay design that we were able to figure out core mechanics almost immediately after 1 Round! So, HUGE shoutout for that.  And, genuinely? Thank you for letting items respawn inside the train in case they get thrown off lol!

A few things I think need work:

  • When selecting Train Types, I wish we were told how the train would be edited. Maybe a visual blueprint of the Train Layout? We tried out 2 types: Armored & Greenhouse and we were caught off-guard by the replacement of the 2nd car.
  • What does the prison in the Armored Car do?
  • Shop UI: I like that only the Host (AKA Train Conductor, teehee) has the ability to make purchases, but as an additional feature, I think it'd be cool if other members could still visually input what they want to buy by clicking on an item & having their icon appear next to said item.
  • Character-specific skills need to be buffed. While I appreciate that the devs may want to allow anyone to do any role, for us: We had MORE fun when we realized we had specific roles that benefitted from certain tasks.
  • Level up prompts, please!

For our initial reaction to the game, you can find the VOD here. You'll have to forgive me, as I played the game during a 24hr Charity Stream. Timestamps are available, though:

Overall, a good game has promise, but there's a lot that can be improved. My friend & I were confused on what a lot of the mechanics were/did. While we were able to figure most of the core mechanics, the game could definitely benefit from more tooltips & more detailed descriptions, particularly around Guardian Usage & the Revive system.

We didn't feel particularly compelled by the story & it sometimes felt like things were added haphazardly:

- Starting Point & Training Grounds w/ the dummy enemies felt empty & unnecessary. A proper forced tutorial, I feel, would enhance the experience a lot. As it stands, we basically enter the game into a "dead", empty area. Get us straight into the action!

- Fighting felt "flighty". We skated around the map, which isn't a bad thing... but, there's no weight to attacks to make fighting feel satisying. 

- Please give us the manual ability to decide WHEN to revive. So many times, my friend revived me AS AN ENEMY attacked above my body & would instant kill me.

- Ambient noise was nice & Boss music was a BANGER! However, I didn't feel like the sounds matched the tone during regular battle or moving between areas.

- Speaking to NPCs felt tedious & the objectives didn't seem worthwhile: No stakes, no rewards, no new dialogue per cycle & since we weren't already invested in the story, it felt like just another extra step.

- The game was pretty unforgiving (in a frustrating way) because of the lack of worthwhile items or heals. There's a lot of terrain to work through & destroy. Even if temporary boosters or healing items were 5% drops from terrain/enemies, that'd feel better for morale than nothing at all & wouldn't affect our desire to utilize Merchant/Guardians.

- Wormi is AMAZING. The Guardian System was pretty fun once we "figured" it out. I say it with quotes because a lot of it was guesswork. I do think this feature should be fleshed out/buffed.

For our initial reaction to the game, you can find the VOD here. You'll have to forgive me, as I played the game during a 24hr Charity Stream. Timestamps are available, though:

(2 edits)

Last Feedback Quest days for me:

  • Friday @ 5pm CDT - Umigame, Rhyolite, Kritter
  • Saturday @ 7am CDT - Emblems: Sunless Vow, Astra Bestiary, Moonfell: The Tides of Aether

Full disclosure: These last 2 sessions will be in the middle of a 24hr charity stream I'm hosting. So, there won't be a dedicated VOD for them. I will be making a separate highlight on Twitch ASAP, though!

Edit: No Astra Bestiary playthrough. Couldn't get it working (through Steam), so I had to push it back. I had hoped to get around back to it & see if downloading the game through itchio would have it working properly, but unfortunately, I ran out of time.

Also copy+pasting my secondary response:

For English not being the author's first language, the writing was PHENOMENAL! The amount of emotion he was able to evoke and the parallels he drew & came back to are something to be admired.

I truly look forward to an update on this & more of his games!

Played this during Feedback Quest 8 and ended up adding this game last minute & I'm so glad I did.
The storytelling was breathtaking & while I'm not someone who has ever dealt with being displaced, the story resonated with me as someone who has previously struggled with depression & isolation.

The writing felt very natural and I loved how the text was broken up within the text boxes to emphasize sentences & phrases. The sound design was AMAZING & definitely carried the atmosphere. I kind of wish there were more visual aesthetics to match it: I remember specifically wishing the Protag HAD turned on the lights during the storm, for example, so that we could SEE them shut off.

Regardless, this felt like a very complete entry to me. I loved just experiencing the story, which isn't always the case with Visual Novels!

P.S. Does the Stranger come back? I'm used to un-important characters having their eyes blacked out/obscure faces & so, I wasn't sure if we would see them again (maybe on another route?)

For my initial reaction on the game, you can find my VOD here (timestamps available):

\\

Thank you for the game!

For English not being your first language, the writing was PHENOMENAL! The amount of emotion you were able to evoke and the parallels you drew & came back to are something to be admired. I truly look forward to an update on this & more of your games!

The game was actually more fun than I expected: A lot more action-oriented than horror, which I - as a scaredy cat - appreciated! But, man... I HATED the gun mechanics!!!

I loved the fact that there we were playing on 2 layers: Overworld & Tunnels. The size of the world felt perfect: it wasn't too big & it wasn't too small. We could still give enemies the runaround if we wanted to & there were alternate paths in the tunnels if we wanted to avoid enemies!

Speaking of: I really liked the Fast Travel system & having to go through the tunnels in order to unlock previously inaccessible areas. I thought that was so satisfying to do! However, I do wish there was more loot/more satisfying treasures to find (like in the mansion, which is completely inaccessible before the tunnels). I also found myself a bit disappointed because despite how foreboding the darkness of the tunnel system is, I thought there'd be MORE or BIGGER encounters down there. I know Lilith is the big bad (and she ended up killing me lol) but, the Overworld was more tedious to walk through than Underground was.

The only other things I hope get fixed are maybe...

  • Added UI elements to inform us of Sprint Usage or Ammo Count
  • Control QoL: Really wished hitting the Escape Button would leave menus & that we weren't required to get to the end of notes before being able to Tab out of menus.

Overall, really straightforward game & experience! This definitely feels like a complete game & I hope it becomes available on Steam soon to wishlist & support!

For my initial reaction, you can find my VOD here (timestamps available):

Thank you for the game!

I thought this game was OK. I really love the games this one is inspired by, so I was expecting more investigative elements rather than a pure visual novel experience. Overall, though, I felt like the narrative was kind of weak:

  • I genuinely really liked the paranoid picture-taking Takaya had adapted in order to keep track of his "curse". However, it felt like after he discovered his dead body, we just gave up on the camera entirely. I wish he had continued to take his daily photos, to be honest. Even though he's aware how his "curse" works, we as the player are not. So, it felt like such a misstep to not describe his thought process to us.
  • On top of that: We don't get much inner monologue from Takaya. When he figures things out, it's completely separate from us, the Player. For example: The Chess Puzzle. I did not feel like I won or was even given a chance to solve it.
  • The school setting seems like it's more in the way than anything. The setting could've been in a hotel and have the same storybeats with less fluff. It honestly felt like all the information we collected could have been gleamed in 1-2 days if we were given more control to question NPCs, etc.
  • In that respect, after the Prologue, we weren't given any choices or puzzles at all.
  • The pacing was so fast & awkward. Most times, we'd get absolutely no information & information we did get felt out-of-place (like Yui's stalker). Despite Takaya probably having gained information for his Aunt before, his character felt more obtuse than sly.
  • Black Ribbon, Black Swan connection was a stretch at best!

I did enjoy the game, but it definitely needs to work on strengthening its narrative, upping its stakes, & solidifying its cast of characters. Only after that would I recommend working on the minigame & puzzle aspects. Right now, it feels unfocused, but I'm looking forward to how the dev develops the story further!

For my initial reaction, you can find my VOD here (timestamps available):

Thank you for the game!

I absolutely LOVED the puzzles & story in this demo! Despite it being really short, it satisfied my investigation-bug completely. The puzzles didn't seem overly difficult & there was never any point where I thought I was stuck (except when I didn't realize I could look AROUND the storage unit lol).

I thought the pacing was perfect. The blue light puzzle was SO COOL! I loved that our items ALSO reacted to the environment! It was very surprising & definitely a unique aspect of the gameplay.

The only things I would say needs work is:

  • There needs to be more leeway for movement. I found myself having to hover my mouse ALL THE WAY TO THE EDGE of the screen in order to activate the Directional Mouse prompts.
  • I'd love for even more Sound Cues to be implemented into the game. Footsteps, paper, crawling sounds, metallic sounds ... they all work wonders for immersion!
  • I wish the Investigation Prompts weren't automatic. I found myself having to click on something multiple times to make sure I read everything about it!
  • Would love to be able to examine the items in my inventory. I thought it was silly that I couldn't activate my flashlight BEFORE climbing into the vent, for example.
  • "Polls" next to the giant hole is misspelled (meant to be poles).

I'm so curious about Storage Unit #39 & the hole! I'm looking forward to more updates on the game!

For my initial reaction & gameplay, you can find my VOD here (timestamps available):

Thank you for the game!

Ended up adding this game last minute & I'm so glad I did. The storytelling was breathtaking & while I'm not someone who has ever dealt with being displaced, the story resonated with me as someone who has previously struggled with depression & isolation.

The writing felt very natural and I loved how the text was broken up within the text boxes to emphasize sentences & phrases. The sound design was AMAZING & definitely carried the atmosphere. I kind of wish there were more visual aesthetics to match it: I remember specifically wishing the Protag HAD turned on the lights during the storm, for example, so that we could SEE them shut off.

Regardless, this felt like a very complete entry to me. I loved just experiencing the story, which isn't always the case with Visual Novels!

P.S. Does the Stranger come back? I'm used to un-important characters having their eyes blacked out/obscure faces & so, I wasn't sure if we would see them again (maybe on another route?)

For my initial reaction on the game, you can find my VOD here (timestamps available):

Thank you for the game!

Firstly, the elephant in the room: Yes. This game utilizes AI in various facets of the game. It was to the point that I wasn't entirely sure if ANY part of the game was touched by the dev or if it was purely made from AI Engines, which is... troublesome, to say the least.

The art had NOTICEABLE AI elements to it. I feel like the writing tried to cover up some of the image mishaps with crazy excuses. For example: Windows being holograms to the outside. So, even if it was nighttime & there was daylight seeping through the windows ... It's ALL GOOD, because it's just a hologram! The dialogue was sometimes too wordy or over-explained things & the narrative itself felt extremely chaotic:

  • Girls were introduced & then thrown away.
  • No explanation for how long Protagonist was in 1992. Only that we ended up at a Science Camp & are now suddenly in a relationship with one of the girls.
  • No explanation about the EOU. Just LOTS of exposition & then an "Initiation Video"
  • Any human can become a Star Human?
  • The family is Japanese but lives in Germany and also lives forever.

I have no problem with creators utilizing AI as a tool to workshop their ideas, but when it is pawned off as a full game or series - even free - it's not something I can support.

So, while I thought some ideas were cool...

  • Like using various mediums to break up the typical visual novel aesthetic:
    → Pixel art for the City Fighter minigame
    → Old American horror film for the initiation video

And, even though I had a good laugh playing through this, the game was a huge turn-off for me. Even without a team or with English being your first language, I felt like a lot of the mistakes could be caught easily with a little QA. The Quantity felt like more of a priority here (MORE chapters, MORE routes, MORE everything) than  the actual Quality of the game.

For my full initial reaction to the game, you can find my VOD here (timestamps available):


This was SUCH a fun game & I loved the fusion of fairytales and how far the team was vying for historical accuracy! The inclusion for Text customization & Typefaces is HUGE, thank you for that. Although, I would say to look into other fonts (like OpenDyslexic or Comic Sans to help those hard of reading).

Pros:

  • I loved the historical slang & glossary included in the game. Just about every time I wondered what something meant, it was right there in the glossary of terms (& highlighted in the game) lol!
  • Side Characters were top-notch. I felt like the immersive writing/language really shined through when other characters were involved! The dialogue between Thomas & Alicia was my favorite.
  • The art? Gorgeous! I appreciated the emotive character portraits & how even small details would be added to backgrounds to help sell the scene (like the Archery portion, for example - shoutout to the hill shaped like a Taco BTW)!

Cons:

  • I felt like the dialogue was weaker when Robin was by herself. It became too casual/too modern. I found that it made me stumble more whenever we would return to speaking more formal Ye Olde English with other characters.
  • The beginning of the game needs a bit of work IMO. It felt like I was missing a lot of context for
    → Why Robin was out & couldn't be seen
    → Who John the Blacksmith is
    → The scene with the rock & the shovel felt a little forced & out of nowhere.
    I felt like Robin's scene with Lil' John sold the fact that she was some kind of prodigy than the first 15mins (when she was shuffling about town).
  • I wish we were given more information about the surroundings or things Robin did or may notice in the vicinity. Sometimes, it felt like the writing assumed we would connect dots, or it felt like the writing was more geared for animation than visual novel? If that makes sense? Like, we're meant to see more than we are.
  • The Thieving Minigame DEFINITELY needs work.
  • Still confused what Observe & Fan means lol!
  • I do wish we had more control & choices in the game: The premise feels like it should be more action-oriented with Robin being very sneaky & sly character & so, I went into it wanting more split-decision making.

I'm looking forward to seeing how the other characters engage with each other, seeing what other prominent fairytale characters from the stories make an appearance, AND OF COURSE, seeing what other romantic paths open up! If you want to see my initial reactions to the game, you can find my playthrough here (timestamps available):

Thank you for the game!

Updating this again to say I'll be attempting 2 days of Feedback Quest again this week:

  • Wednesday @ 3pm CDT - Red Rebellion, Kieta Memory
  • Thursday @ 3pm CDT - Final Frame, Ashwood Conspiracy, As Above

I absolutely LOVED this blend of genres. Played this game for 3hrs & while I'm not normally a Tower Defense girlie, there was just enough of it & the story-driven, management sim aspects of the game counterbalanced it perfectly.

Pros:

  • The world-building, art, & aesthetic are TOP-TIER AMAZING! But, I do think it can be presented in a better way vs TONS OF TEXT ON-SCREEN.
  • Progression was really good overall, but I could definitely see the grind for the Liberty Fund (going from 500 to 3k is insane!)
  • Policies, while I didn't get to unlock too many, seemed really cool & gave off "Roguelike" bc of how tasks would refresh at the end of the week & how you can mix & match the effects to optimize your play. I'm not sure how many different policies there are or if there are rarity levels to them, but I expect this gives everyone a chance to customize their play experience.

Cons:

  • No accessibility options. I'd really love a way to control the size of the elements on my UI. Specifically, the text. It was way too small & the dashboard - while very cute - was also difficult to read.
  • I felt like we were given too much money to start... I bought everything (I felt were) worthwhile & the game slowly devolved into an idle management sim.
  • While I do like that we can access our current Menu Items while at the grocer, I wish we could also access our Fridge Inventory & other Recipes.
  • Limited Defenses & Weaponry.
  • For a game that's focusing on story, I wish there were more A-B interactions. I remember Nancy telling us to look out for Pritchard & when we do find him, we're not able to:
    → Direct him to Nancy
    → Punch him (as a direct consequence of us learning that that's how Nancy dealt w/ a similar problem)
    → or Call Nancy Over
  • In that regard: As soon as you were done purchasing all the Special Offers, dialogue seemed to come to a complete stop. No more unique dialogue after that.

Critiques:

  • I feel like the game intro can be worked on. There are definitely better ways to start a game than having TONS of text on-screen. I would love to see an actual animation!
  • I ran into a problem of not being able to unequip a Policy. Is it a mechanic where... once you unlock a policy it MUST be in effect?
  • I wish we could teach Wallace/Our Cooks how to butcher meats. I found myself with an overabundance of Pit Pug Legs early on & while I know we can exchange them for the Purple Stuff, I wish I could (I dunno) send my Employees to Jericho to "research" how to more effectively butcher meats for specific cuts whenever Incursions occurred. Maybe this could be tied to the different defenses, too? Maybe a Sword/Slashing mechanism would yield more meat or something?
    Regardless, I'd love a way to "Exchange/Break Down Ingredient" for "Other Ingredient".
  • I'm hoping we'll be able to upgrade our Kitchen Equipment later on that reduces fire hazards!
  • I ran into a few instances where I would forget to close the door or the door would bug on me but the NPCs would close it for me anyway. I thought that was too forgiving TBH lol!
  • To follow up with that: I would love more consequence to not closing the door during closing time. When it came to Monster Incursions, it felt like they triggered at the same time every time they happened. So, I'd love more timing variety & monster variety added to those.

For my full playthrough & initial thoughts on the game, you can watch it here (timestamps available):

Thank you for the game!

Shock Value is how I would describe this in a nutshell. It was so funny, so satirical, & felt like a complete game. There's really no feedback to give if I'm being completely honest! The gameplay seemed pretty cut & dry, I enjoyed the aesthetic, and I appreciated the simplicity of the overworld map.

It's a really quick experience. It CAN be a ludicrous one, depending on how many side-quests you get involved with. Seriously. I LOVE that the optional quests are just that... Optional & if you choose to do them, it just adds to the worldbuilding! You get most of the story from the mainline quest anyway, but I urge y'all to talk to the other NPCs!!!

The only thing I feel needs more explanation is how Upkeep & the Performance works. I think there were only 2 modes? Weird & Normal? We also did end up learning along the way that we can revert what's happening to the Boys, but some of them were more tricky & some didn't change back at all... I also wish Mr. Caffeine Addicted (sorry, I forgot his name) had a more outrageous power like his Bandmates. I don't actually know what he did lol.

Anyway, for my full playthrough & initial thoughts on the game, you can watch it here (timestamps available):

Thank you for the game!
(2 edits)

Finally diving in now that the submission period has ended!
I'm aiming to do AT LEAST 1 Demo Day a week until the end of the event & will try to play the games in their entirety (if it's reasonable to do so) since the goal for the jam is to provide feedback :)

2 Demo Days planned this week (because I was super excited):

  • Wednesday @ 3pm CDT - Hungry Horror, Midwest 90, American Flesh
  • Thursday @ 3pm CDT - Final Frame, Ashwood Conspiracy, As Above  Canceled.

Edit: Will actually have to cancel Thursday's stream since I'm still very sick, but the first stream was AWESOME! I'm hoping to stream more next week!

Hello everyone! I'm CharMaeMengMing (shar-may-mehng-meeng), but y'all can call me Char or Mae or Meng or Ming~

I'm a variety indie-focused streamer and have been streaming for about a year now! Since the beginning, I've regularly hosted Demo Days (solos and co-ops) & - more recently - started participating in events like these to connect with more devs & find even more games in the indie-sphere!

I love using demos as a means of stepping outside of my comfort zone to try new genres and help highlight up-and-coming games for my community.

---

I multistream to both Twitch & YouTube Mondays through Thursdays, typically @ 3pm CT.

Find me everywhere else: https://charmaemengming.carrd.co/ 🐏🎭

(1 edit)

I typically multistream to Twitch & YouTube: Mondays through Thursdays starting @ 3pm CT w/ streams lasting 4-8hrs.

Weekly schedules go up on Sundays via Twitter/Bluesky/Discord. However, in the case of Demo Days - which I'm counting this Jam as - not all games may be listed (to account for runtime or additions to the itinerary).

This is my first FeedbackQuest. So, I'm not sure how many days I'll be participating or how many titles I'll be getting through, but I'm very excited to find some fun gems!