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Reim Harbert

190
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A member registered Feb 18, 2023 · View creator page →

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Recent community posts

I love the truck selection screen! It really sells the vibe of the game.  Well, it also make me thinks the game is about running over zombies with a truck though. The town also looks a little bit empty. 

I think the game need to show the ring after the next ring instead of just the next ring. In the third stages, I wasted a whole minute doing a U turn after I took a wrong turn because I didn't know where the next ring is. Besides that, I also experienced the known issue. 

That being said, I actually had fun playing the game. Good work! 

What a cozy game! I can see myself playing this for hours. 

I would love to see more story and features added. Good job! 

Thank you for playing! Glad you had fun. 

So far, we don't have any plan to put this game on Play Store. Besides, the engine we used is not compatible with life service game afaik. 

Thank you for playing! Glad you like it. 

Upgrading units by spending time with them is a great idea! I will take a note of that. While I don't think I want to totally remove the gacha mechanic, I think I can make both feature coexist. Thanks for the inputs! 

I like the premise of the game. Hope you continue it someday. 

This is a good one. There is a lot of creative ways to beat the course and a lot of routes to take. The movement is really solid, precise, and fun. I also love the subtle hints in the stages about the story, such as the graffiti and the light pilar (which sometimes I mistook as the finish point of the stages).

Sometimes I get lost in the stages despite the graffiti hint on the wall, maybe a minimap could help. I also think the epilogue is too slow considering how fast the pacing of the game. Maybe this is for making the ending more realistic but for me it kinda kills the momentum.

Anyway, this is a good game! Good job! 

This game is on the harder side. You  need to memorize the bosses' attack pattern and time your attack, or you will be punish severely. I am surprised by how many attack pattern the bosses have, not to mention they have multiple phases with more attack patterns. Unfortunately, the game is too hard for me to really enjoy that.

The first boss with the claw have a dash attack and fake dash attack followed by the real one. The dash attack punish you when being too close to the boss but the fake dash attack punish you when being to far from the boss. The problem with these attack are they have identical visual cue, the only different that the dash attack have the hitbox appears sooner. But when you notice that, it's already too late. 

The second boss seems to have a bullet hell approach but the player hitbox is too large and the bullets are too direct and fast for that. The third boss with the chainsaw sometimes swing her weapon to the left when facing right and vice versa. Well, I cannot say much for these two bosses because I spent the majority of the game fighting the first boss. 

The character movement also feels sluggish, and the enemy can easily body block you. This is quite a problem because the game mechanic is revolving around evading enemy's attacks and looking for opening to attack.

That being said, I actually like the game. The hammer attack feels powerful and the art style is cute and beautifullyanimated. The game needs balancing but overall it is a good game. Good work! 

I got Secret Ending when fighting and negotiating with Yasai. Fortunately, there is a handy fix button. In my third playthrough (OK Ending), the Secret Ending did not appear so I don't know what is triggering the Secret Ending. The gameplay itself, while short, is quite fun. Good work with that! 

Thank you for playing!

Seems like it's better to stick to default battle system or premade plugin next time. I wanted to try to make my own battle system but now that it finished, it does not feel worth the effort and less rewarding than expected. Luckily, I tried it on a jam instead a full game.

While visual novel is not my cup of tea, this game still grabs my attention. The ending is kinda expected halfway trough the game but still caught me off guard with the delivery. The music also fits into the game nicely. It sounds great and really elevate the gameplay.

The platformer section is quite hard, mainly because I cannot see too far forward. When the enemy appears, it is already too late. Or maybe I just too impatient.

Overall, I enjoy my time playing the game. Good job! 

Thank you for playing! 

The goal for this technical demo is to make sure everything works first; battle system, pause menu, and minimap. The planned core gameplay loop does not even exist yet. I am also surprised on how many people laughed at Marsha's death. 

Thank you for playing!

Yeah, I only focused on technical stuff in this build. Even the cutscenes are focused on the technical stuff. But I get your point. I may have someone else to make the dialogue and proofread the game. 

While we have planned multiple type of enemies, we can only implement the slimes with the remaining jam time. Even the mimic in this build technically  just a slime reskin with less attack variant. Making the custom battle system and pause menu took a lot longer than expected. 

Dying in the cave alone actually give strategic purpose since you got more money when respawned. Your equipment and item won't be reset and It also refills the chest on the dungeon. Besides, I want the player learns stuff in the game by experiencing it first hand, wise or unwise. It fits more with the themes I had in mind. That being said, I think the warning could work. Thanks for the tip! 

Thank you for playing! 

We are no finished with this game. We planned a multiple route and a way to save everyone. 

While the concept and idea of the game are interesting, the low spawn rate of the animal make the game too repetitive. However, it seems like the dungeon is generated. If that the case, I like it. 

Anyway, this is a good submission. Good job!

Don't worry, the story turns out great. Not pulling any punches makes the game more impactful. 

I think there is a time and place for everything. While technology will keep advancing, digital art will still be disqualified in traditional art competition and using guns in martial art tournament is not allowed. 

Besides, I believe some jam allows (even encourages) AI generated stuff nowadays. Make sure the jam state it's fine to use in the rule though. If AI generated stuff isn't mentioned, it is safer to think the jam host forgot to add that rule or maybe ask for clarification. 

Thank you for playing! 

Yeah, I took too much time making the battle system and pause menu I don't have enough time to make more enemies. The game does have  mimic enemy who appear when you interact with one of the chest, but that monster only have basic attack in this build. 

There is an Archeologist inside the dungeon. She talks about the place used to be wildlife preserve and has the required dialogue. She also open a shop. You can found her on the map after getting surrounded by slimes, the same map with the mimic chest. Looking back, I should have put her in more noticeable place. 

This game has creative puzzle and battle system. Well, the first time I entered a battle can only escape but that is just because I did not take the weapon. I also love the art. Hand drawn art always have its own charm. 

That being said, this game seems to be made with bad faith. Yet surprisingly, that makes the story good. 

Anyway, Glenda is still the best waifu.

Thank you for playing!

The forever fighting loop can be stopped by escaping from the fight instead of winning it, but who want to refuse exp? Jokes aside, the encounter system was rushed. I also plan to overhaul it in the future.

Thank you for playing! 

I am glad you like the visuals and vibe of the game. That was one of my favorite parts when making the game. It was a fun challenge to push the limit of the engine and make something not RPGs with RPG Maker. Also, don’t worry about the story, it’s not the main focus of the game after all. 

Anyway, thank you for hosting the jam!

This is a great game! The movements are snappy, the controls are responsive, the music is energetic, and each weapons has different playstyle! Good job with this game, I had fun playing it. 

This is a fun puzzle game with great visual. So many puzzle mechanics making the game less repetitive and the fun last longer. Good work! 

This game become really fun after getting used to the controls. The tomatoes also does a piercing damage, making it possible to defeat multiple enemies at once. Anyway, the game is fun. Good job! 

I got softlocked when swapping with a cannon surrounded by walls then cannot swap back because the cannon fell offscreen. That being said, this is an interesting mechanics. I can see it being used to create an action or puzzle game.

I want to make a chaotic game, but it seems the game become too chaotic too quick. Maybe I should have add more time before the new enemies appear. Anyway, thank you for playing my game! 

Thanks for playing my game! Glad it can help you relive your childhood. 

I guess I should have add more time before new types of enemies appear to allow the player get used to the controls before the game becomes too chaotic. Thanks for the feedback! 

Jumping almost didn't make it to the game until my friend told me to add it. I also add enemies that force the player to jump while at it. Looks like I need to find a way to make jumping better next time. Anyway, thanks you for playing! 

I think the game needs more sound effect and also there too many dead ends on the map making the player have nowhere to escape when near it. Other than that, this is a fun game. Some of the weapons caught me off guard in a good way.  Good job! 

Puzzle game in disguise. I love the story of each customer and did not expect it to be interconnected with different customer and affects the endings. 

Anyway, I had fun playing it. Good work! 

I found a weapon that shoots zombie's hands. The movement needs time to get used to but I think that's the nature of this type of game.  Anyway, the game is fun. Good Job!

Thanks for playing!

I did not expect a fun survival roguelike with a trash can, but here we are. 

Anyway, good job with the game, I enjoyed playing it. 

I love that the title in the title screen changes after changing the controls.

I want to proof that RPG Maker is able to create games outside RPG genre. Well, maybe at some point the game is easier to make in another engine since I ignored a lot of MV features and created my own in common event. 

Anyway, thank you for playing! Glad you had fun with it. 

Thanks for playing my game! 

I did tried making the player sprite turns toward the shooting direction but it disrupts the movement, which I believe is more critical for the game. Therefore I decided to remove that feature from the main shooting. One of the skill still have it though. Besides that, I guess the balance do need some work. I found out that  people who are not used to the controls have trouble beating it. 

Anyway, thanks for the feedback! I appreciate it. 

I did not expect a love story between an elfen girl and a tank. The intro is quite long, but it is not unnecessary long. I also love the interaction between characters, it's funny and feels so alive. The battle is on the easier side but that is perfect for this game. I notice the character facesets turn into RTP when interacting with stuff on the map but that is not really a problem for me. My only complaint is the file size. I notice a lot of assets in game file are not used.

Anyway, this is a good game. I enjoy playing it. Good job!

This is really a fun little game. Every joke lands perfectly and the story really fits the theme. While the random encounter rate seems unforgiving, it is not endless. The default control isn't what I used to but it can be changed in the options. 

Anyway, this is a good submission. Good Job! 

Thanks for playing my game! Glad you enjoyed it.

I didn't get the CAO discovery cutscene. Maybe that's the issue. 

I reached the second boss (Or maybe third if you count the spinning slash room) but I was too greedy and then that Mage kicked my ass. Anyway, it seems my FPS drops when there are too much enemies on the map. Loves the exploration and boss mechanic. Anyway, this is a good game. Good Job!

This game is hard to play when your laptop does not have a numpad. Fortunately, I have a numpad keyboard lying around. Anyway, the battle system is really cool. It need some time to get used to but really fun. 

I found a bug where the ship UI persist after entering the Ceres Belle. It happen after you restore the power then return to Ceres Belle. 

Anyway, this is a good sci-fi game. The custom art is great and I love how the sprite getting larger when you heading it! Good job!