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Chibachi

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A member registered Sep 01, 2016 · View creator page →

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I won’t lie. I love Touhou and the bullet hell genre in general, so if I can find a way to fit it into a game jam, I’ll try my best to make it work!

I appreciate you a lot for giving the game a try! Given more time, I’d love to implement difficulty levels. It’s really hard to balance what is easy vs. super difficult when you spent a lot of time making the actual attacks yourself. (At least I have the added bonus of not being super great at bullet hells to begin with, so even at my best, I’m a solid average, haha!)

Thank you for the feedback about Firefox and Safari. I tried it (briefly) on Firefox on my Windows 11 machine, and it ran fine, so I assumed it would be fine. I’m sorry it didn’t work well! I also have an M1 Mac, and it ran fine on Safari for me, but now I’m really curious what was making the memory go over. I tried to ensure everything was pooled and ready for use from the start. Anyway, thank you very much for the feedback! A true testament for when releasing to test on as much hardware as possible.

I also went ahead and made a new build which saves the high score (per session), tuning the mini-boss’s ‘safe zone’ direction, and making the barrels only spawn at 45, 135, 225, 315 degrees +/- 10 for some variation to ensure they actually bounce down at you! In the spirit of the game jam, I’m not sure whether to upload it or not. Maybe I’ll make it an optional download.

Thank you a ton for the feedback. I really appreciate it to help me grow as a developer!

Thank you so much for giving it a shot! I had a tendency to stick to making bullet hells when working on personal projects or joining game jams, so one way or another I figured out how to pull it into the mix! I really enjoyed making the boss in the style of older platformer / arcade games where instead of having ‘health’ you need to ‘grab and throw’ at them.

Again, thank you a lot for playing my game! :)

I enjoyed this! The graphics, lighting, and setting was really well put together.

I wish, maybe, the keybinds were listed on the homepage because I forgot the keys for picking up and putting down the boxes. But, aside from that, I really had fun playing this!

Now this was amazing! I really enjoyed this. Each level felt balanced, the switch-off between player and ghost was nice, and although a small point, I really enjoyed the fact you could freely place and then later re-place the lights when adjusting. I think the freedom of not being punished for a misplacement mixed with replacing them restarts the player was a really good game design move. This was probably my favorite of the jam that I’ve played so far!

There’s just something about a game with some, I suppose you could say, difficult to control characters, that just keeps you coming back for more to go further and further. I really like the mix of needing to illuminate what’s around you while still steering yourself through everything. I really enjoyed this!

In just as weekend, managing to make an achievement system as well as a game with strategy was amazing! I enjoyed playing this, and I fully think if it were a mobile game, it would be something I could sink some time into!

The feel and polish with this was absolutely amazing. You felt like you were actually doing something powerful when smiting!

I crashed at the boss, but everything else was so polished I didn’t even care. This was a really great entry!

Thank you for giving it a shot! I’m working with a small team on a series of games all taking place in this universe, so hopefully it turns into something cool!

The game was definitely easy, and it’s my biggest regret for this entry. Always conflicted with: “do I make this super hard? or go easy enough for plenty of people to beat it?” I should work on making difficulty modes from the beginning and implement that as I go. Maybe that’ll be my next game jam’s focus haha.

Also yes! It had been finished for about 2 months but unreleased because I kept saying, “no wait, I want to add this…… and this……….. and this!!!” I figured with actually finishing this game jam, why not pull the cord and publish that one as well. If you’d like to give it a try, its difficulty is bumped up from what I just released + all self-composed music and art!

Thank you so much! I’m glad you enjoyed the story. I’ve been working off-and-on on 3 different games with a friend for the past 2-ish years all set in the same universe, and decided to throw this in the same universe to see how things went. Even if it was simple, I’m glad you enjoyed it!

Thank you so much for trying it! I originally made sprites for the asteroids, cargo ship, player, and enemies, but I honestly suck at art a ton. Usually work in a pair, but this one I went solo, and instead of pushing forward with my sprites, decided to go geometric. Since I figured out how to make the bullets glow, figured why not make the random shapes glow, too! Ended up being a style I really liked and I’m glad others did, too!

I really wish I knew why it was crashing. Frantic Googling in the moment seemed to suggest either a memory issue or using ‘var’ instead of actual variable names in C#. The desktop build works fine but a shame the web build crashed on so many people. :(

Thank you so much for trying it though! :)

I’ll remember that for future game jams. I built the desktop version, since it doesn’t crash, and added letterboxing + window resizing and fullscreening, and it absolutely felt so much better. Next game jam I’ll keep that in mind!

It’s not my first rodeo with a bullet hell, so I’m glad that shows! However it was my first time dealing with Unity WebGL errors and it shows… Thank you so much for trying it though! :)

Thank you so much! I’m glad you liked it.

Thank you so much! :) I meant to make it harder with more set-in-stone bullet patterns from the bosses, but ended up running out of time, haha. I’m glad you enjoyed it!

Thank you for giving it a shot! It wasn’t hard by any bullet hell standards. I ended up spending more time on visuals and story writing. It’s definitely something I want to come back to in the future and add actual difficulty levels!

I made a game, also a bullet hell haha, two years ago with the game play loop centered around upgrading your character while also progressing, and I absolutely love the implementation here!! The art is also really great!

I REALLY enjoyed this! The theme, music, mechanics, everything is just perfect. I really liked the in-game obstacles that stopped your character and dying scrolls you back to the start for you to restart. I may or may not totally steal that for a future game.

I really liked the music and the coloring / lighting effects were pretty nice!

I quite enjoyed this a lot! It kept me on my toes the entire time even before any combat began. The audio really tied everything together. This was great!

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“The growl of my stomach forced me to trade viridian dreams of poppies and meadows for the waking reality of plastic and metal.”

Didn’t intend of facing a sentence that just resonated with me seconds into the game.

Oh, the writing in this is really good and funny!

The “and use my…” NEONnose with game logo flashed on the screen was great.

The text speed is fine, but could also be a little faster / have a fast-forward type of mechanic.

Switching to Blake and the battling is really fun! I like essentially rock, scissors, paper the battle. And telling a story from two different sides with different, connected characters was really good! I really enjoyed the game!

Thank you for giving it a try!

When the enemy can see you, she’ll ring a bell and you can see her by shining your flashlight in the direction. There’s a grace period before she attacks, so if you break line of sight, by going around a corner or behind a wall – or just attack her back, she’ll wander off for a bit!

I really like the concept of keeping yourself in balance to be able to progress as well as the fuel for various spells and abilities!

I don’t mind needing to sit down and read for a bit. Only thing I’d change would be maybe a fast-forward type of button / “hold down this key” to make it go faster, kind of thing.

Controls were snappy and I enjoyed being thrown in a maze to figure out what’s going on! My favorite aspect would definitely be the rune collection and later combination for different abilities. That alone fleshed out into a larger game would be really fun to play!

Thank you so much for giving it a shot!

I’m glad you liked the intro. I felt inspired a bit by games like NieR and wanted to give it my take.

I ended up writing the game page ahead of time (to spare from the last minute rush to get something up) and forgot I intended space to work the same as clicking, but ultimately switched to clicking on the environment to interact / walking on top of objects to pick them up. That’s my bad and sorry for not catching that.

The starting item has 2 set spawn locations and it’s picked randomly. The doors were intentionally locked until you find the weapon because I thought it would make it easier. (Sorry!!) From where you start, either 1) turn around and go behind you, turn right into the long hallway, and the weapon will be in that opened room in the corner. Or, 2) turn left, and then immediately right, go straight until the wall, and turn right into that corner, and the weapon will be there. From there things start unlocking, you get more stat points to play around with, etc. In hindsight, I should have made the starting weapon in one nearby location.

I think if you get the weapon, the other questions will be answered!

  • Doors will unlock so you have a ton more to explore.
  • You’ll be able to enter either a stealth or combat phase which makes the ghost either more docile or hyper aggressive.
  • While she’s aggressive, she’ll be attracted to the flashlight and can find you easier. Turning it off, letting her wander away, and then you can get yourself a little bit of safety is a mechanic I tried implementing! (It’s also directly taken from Phasmophobia, haha)

Finally, when she rings the bell, it’s that she has sight of you and will begin moving towards you. Once she’s in range, she’ll attack. You’ll have a little period of time to break line of sight so the attack doesn’t hit you. (And once you have the weapon, you can attack back and she’ll teleport away from you if she takes too much damage.)

Every spawnable item in the game has 2 (or 3) set locations it’ll randomly pick to spawn. For the first weapon, it’ll be either 1) directly behind where you start, to the right down the long hallway and opens into a larger room. 2) Go to the left where you start, directly to the right, and around the next corner to the right again.

I played with the map so much that in hindsight I really should have added a mini map or something in the player’s journal.

Thank you for trying though! As you get more things, more and more unlocks and you can explore even more.

Oh, dear! Thank you for telling me. Once the jam ends and we can upload I’ll put up a little tweaks and hotfixes update.

I’m in! :D

I’m glad that you liked it!! Thank you :)

I really liked that it forced you to learn the mechanics but not in an impossible way. Plus racing against yourself was great!

Thank you so much! My partner had made the player sprite while I was programming the logic, and without even mentioning it to one another we made the graze area and the lilypad be the exact same size. It was fate! Haha

I’m really glad you enjoyed it! :)

This was so fun, and the music was really catchy. It fit perfectly. I found myself moving the character to the beat more often than not.

This was fun! I loved that the flies weren’t just randomly spawning entirely but had patterns to make you think which line would be best. I really enjoyed this!

I really liked the typing aspect of this!! If such a thing was paired with typing out full words, sentences, etc., I would have loved typing lessons in school so much more. Really fun and good job!!

Thank you! I feel like I spent longer adjusting the particle effects and strength of the shakes more than I did actually coding the boss fights haha. I’m glad you enjoyed it!!

This was so cute! Admittingly I didn’t go into the esc menu at first so I was just wondering if the game had no sound or not. But then turned it on and it was even better!

Also, since it’s a Unity WebGL export, to stop that little border at the top left and right of it not fitting right in the frame, you can add “margin: 0px;” to the <body style=…” in the index.html and it’ll make itch frame it right!

Fun fact: a title in consideration for the game was “Frogger: Now with a Gun”

I’m glad you liked it! Bullet hells are always weird in game jams since it’s not a super popular genre (I feel), so I’m glad you could enjoy it!!

I don’t have any other comments that hasn’t been said by anyone else, but definitely super fun!! Sure some things could be touched up visually and stuff for clarification, but overall really fun!

This was pretty fun! Clicking on the flies was a little frustrating, but a really welcome challenge. I really enjoyed the limitation in the form of how long you can be on the lilypads.