Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

ChibiRoggianX

13
Posts
3
Followers
A member registered Apr 21, 2018 · View creator page →

Creator of

Recent community posts

This was a fun puzzle game, albeit at times a bit stressful.  In particular, every time it was the "Smith's Tools" or whatever it was where I had to replace the banana with the hammer.  The speed of that one combined with so many bananas and sometimes, getting unlucky and having to rummage through to find the hammer got me.

All the other puzzles though felt like there was enough time for me.  Even that other really quick one, with that statue where we had to replace the fan wasn't too bad just because it was only one item to replace it with.

In the end, I played through three times, with the third time being my best and managing to get everything perfectly.  Though, I was thankful that the order in which Raden went to each exhibit wasn't randomized.  If it were, it might have taken me a bit more tries to get it all perfectly.

That said, I was happy to see that a majority of the exhibits were randomized, to an extent, so it kept me on my toes with subsequent playthroughs.

This was definitely one of the games that made me feel the theme the most so far.  And the general feeling of the setting felt really great too. And then some of the voice clips caught me off guard but it was welcome hearing Fuwamoco's "Bau Bau" or Gigi just going "6 7".

If there was one other thing I want to make a comment though... maybe it's just me but I was stuck in the tutorial for a bit as I was initially confused on what to do.  Mainly because I didn't realize I could also grab the items on the display.  I just kept grabbing the banana and wondered what I was supposed to do with it at first.

... And now I want a banana.  I blame this game XD...

Whew, I was never particularly good at these sorts of memory games.  So those extra boosts, like the extra time from matching Kronii or Ame, as well as the ability to reveal some cards, were quite useful.  But at some point, the amount of cards there were just made it so overwhelming for me to keep track of it all even with all the extra stuff.

I think that sort of thing though is more just  a "skill issue" on my part.  I only made it to round 9, honestly.  But maybe it could have been nice to have some more progressive boosts that helped out in some way since the amount of cards to match was growing very quickly.

Also, props to including as many members as you all did, including Stars members.

Overall, while it may not be my kind of game, I do think it was built solidly.

It's my first time playing one of these kinds of incremental games.  Seems like a very interesting kind of game!

Now, admittedly, I was a bit confused at first what was the goal. I didn't realize, at first, I was supposed to get more Pop. There were also a good amount of key terms that I didn't quite know what they did, mechanically, at first.  But in the end, just playing through eventually got me exposed to everything and a few runs later, I was able to succeed stage 4, requiring that pop of 1000.

And for me, once I got past that confusion, I suddenly found myself playing a few more rounds.  This is definitely the kind of game that I can see myself getting addicted to playing.  Although I don't know how other games in this sort of genre/style of games are, I do think that feeling that addictive quality in this game is a good sign about the implementation of it.

If this were to get more updates, I'd definitely be down to try some more. But even if this'll be all, what I did play was a good time~

A cute little adventure game involving all the fan mascots of HoloEN.  I was caught a little off-guard with the Takodachi cookie minigame and it took me a second try to finish.

What I liked most was just seeing the personalities of every single fan mascot.  From the pebble talking about MOTIVATION to the Chattini getting stuck in a tree because of jetpack shenanigans, it was all just good fun to see it all.

Overall though, just a very simple game and just going around to explore was enough to figure out what to do.  There were some bugs such as an audio/music playback bug if you spammed the interact button (E) with a door enough times.

Oh, and Happy New Years!

Oh boy, an RPG Maker XP game!  It's been a long time since I played one of these.  It honestly felt nostalgic to play this game because of that.

As for the game itself... it was pretty basic.  A lot of the "difficulty" came from just from figuring out where to go and what to interact with.  Otherwise, it was just basic RPG Maker XP movement, and what combat there was ended in a single attack.

I did appreciate the descriptions of the items you were collecting in the inventory when I went to take a look.  Thanks to that, all of advent was referenced in some way.  And the art in both ending screens, for winning, and then for letting time run out and being "sliced by erosion" was a nice touch.

About the enemies: that's interesting that you were considering cutting out the shield enemies.  I definitely think it was for the better you kept them in, in the end.  They were the enemies that forced me to move the most and to actually plan around doing stuff.  Melee enemies, I just had to back up while shooting at 'em.  Ranged enemies, just moved side to side while shooting.  It was the shield enemies that ultimately forced me to move around, especially then when they were blocking the shots for the other enemies.  You made do with the time you had and I think it worked out well.

And oooh, about looking to enhance the spawn system... that implies you would be working on this game still.  If so, I'd definitely be happy to give it another go when that time comes.

Oooh, well, I won't hold you to it.  Instead, I'll just say that if you ever do update and add more games, you'll have at least one person wanting to try it out.  Of course though, no pressure (b ' w ')b

And totally fair!  I understand the need to prioritize and whatnot.  I was honestly even wondering if I should have even said anything about the bug since it was for an unfinished mode... but in the end, figured better safe than sorry.

Thank you very much for playing!

I'm glad the mechanics felt alright.  I did originally want to do more but I opted to refine what actually worked rather than half-baked complexity.  Plus, nothing stopping me from expanding on this after the game jam is over.  And I very much do want to keep working on this afterwards~

And the BWEH just felt appropriate, with how often Biboo goes BWEH on death in a game and how much she loves Souls games :D

I haven't played many time rewinding puzzle games but I think this was a solid one.  Early levels showed how mechanics worked and it all led to that final puzzle.  Took me a few tries and I didn't realize that seeing the "chrono module" (that's what I'm assuming was what was at the end of each level that Kronii had to get to) with a "past" Kronii would cause a paradox.

Now, there was a mechanic that, at first, I thought was a bit annoying but in hindsight, I think it worked for the better.  That is to say, having that "fog (of war)" like effect and having to explore a room once to see it fully was, in the end, beneficial.  The reason why I thought it was annoying at first was that my first feeling was just that I wanted to see the entire room (and thus, puzzle) from the get go...

But I do think there is merit in forcing a player to actually spend a bit more time on each room (and thus, increasing the chances that a player will actually observe what's in each room) rather than just letting them skim over the entire area and possibly miss something.  That "fog" was a good way to do that.

Also, I really like the feeling of the setting.  The outside being black and the hallway slowly dissolving in flames just really sells the vibe that reality is collapsing.

In the end, it was fun and I definitely would have kept going if there was more levels to go through. 

Overall, this game was a lot of fun.  I can already see the comparisons being made to WarioWare and games like that.  Just a lot of rapid fire, quick minigames.  And all really polished in presentation.  Some were easier to figure than others (pouring tea for Ceci in particular tripped me up...), but that's just par for the course with this kind of game.

The neat thing about this sort of game is that all the minigames are modular, so adding new ones shouldn't have any impact on the existing ones.  And I say this because I'd love to see more.  While 8 minigames was a pretty good number for a month long period of time, for an endless mode, I do think having even more would be good.  At least, for when endless mode would be finished.

Oh, and just in case no one ever encountered/tested this:... I actually experienced a bug concerning it that was easily replicable: playing endless mode, and then going back to normal mode makes it so that no minigames pop up.  Had to refresh my browser every time.

In the end though, definitely a very solid game.

(1 edit)

This is one of those games where I feel what you get out of it is very dependent on how much you resonate with the game's message.  And for me, I very much resonate with it.  I was not expecting to be hit by feels and spend a solid chunk of time just... reflecting on our little Pebble's "adventure".

Honestly, I don't even know what sort of feedback I can give for this one...

However, I will say that Biboo's words of never giving up, and how she hopes to inspire others to be that way as well... I think that is very much reflected here.  For that, alone, I'm thankful to have played this game.

Well done.

Edit: As I finished writing this comment, I looked back at the game at the... let's just say "positive 15 minute mark" and saw that all the platforms disappeared.  Looks funny to see pebbles and Biboo just floating in the air now. They came back at about the 17 minute mark though.  I think it has something to do with the platform assets not loading properly during a specific season change.

I don't think anyone else would keep their game running that long or if it really impacts anything by this point or if this is even a replicable bug but... figured I'd bring it up after seeing it just in case.

(1 edit)

Thank you for playing!

And I'm glad you feel that way... I wanted to do more and make a proper roguelite like Hades but in the end, it was a bit too ambitious to do for my first game jam (and first game).  But I'm happy the building blocks I made in the end got that feeling across to someone.

(And honestly, after this gamejam is over and more feedback is given, I do intend to turn this into a more proper roguelite experience in the vein of, as you say, a Hades-like.)

There's definitely some solid concepts in here!  

In the end, I did fight Kronii in the Throne of Eons and I spent my time maxing out all of the upgrade tree before fighting her.  It admittedly made the Kronii fight quick work... though I personally like that taking the time to max everything out actually has you feel strong though (similar to how finishing all the side-quests in a typical RPG is bound to leave you overleveled for the final boss).  Maybe there'd be some fine tuning to not make the final boss a cakewalk but still... feeling strong after grinding is a nice feeling.

What I would personally say is I am most fond of are the types of enemies that there are.  There's only the melee, the ranged, and the shield/tank... but that's enough of building blocks to create more unique encounters in a longer game with more levels.  I already felt a bit of that when I got lucky with some of the randomization gave me something like a couple of shield enemies with a ranged enemy behind 'em.

One thing I wasn't fond though was, in a way, the anti-synergy of gaining more time reducing the rewards I would get.  I know the initial mechanic of staying later to get more rewards was meant to be a risk/reward kind of deal, but then gaining time just felt like it punished me when I got to the point where I was able to clear out as much as I could see on the map and then I just sat waiting until I estimated I'd get at least 1.8x the rewards when leaving through a distortion. In the end though, that's just how I personally feel.

So unless I missed something, there's only the Timeswept Graveyard and the Throne of Eons so I think I got through all the game has to offer.  And overall, I enjoyed my 20 minutes with the game!