LET'S GO MEGA (thank youu <3)
Crescendo
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It's insane how fast I've been hooked by this game: the world building! The characters! How the plot kicks in! And everything looks so stylish, especially considering all the shortcuts one has to take when working solo on a jam game. Nothing looks cheap and everything is so cohesive, I really enjoyed it and I'm happily looking forward to more.
If anything bad happens to Juhyeon I will cry
I went from "Oh wow, this looks so good" to "WHOAAAA" as soon as the first battle scene came up. The pacing is stellar, fell in love instantly with the two main characters (Iago especially) and I was blown away by the monsters' designs. I also loved how you used colour (or lack thereof), especially on Iago's eyes near the end!
I'm here after reading the postmortem and imagine my joy in reading I still have at least two more games to bask in the worldbuilding! This was a great introduction to a bigger world, can't wait to see more of it.
While I do admit the beginning left me a bit confused and it's just too short to get a good graps on the scenario, I was very intrigued by the world building and the end left me there like "No! I gotta know more!"
Besides that, the fight scene was AMAZING, great use of simple yet very effective sprite animations!
Thank you so much for playing! I have to admit it was more inspired by Yu-Gi-Oh! than Vanguard (that's still on my watchlist), but I did go for "as cheesy and unhinged as possible". Considering the development strategy of this game was "fuck it we ball", I'm pleasantly surprised the card game ended up being sort of enjoyable! I sort of embraced the moments of utter stupidity as a feature (e.g. Deneb one-shotting herself by playing her special, Astra being the strongest among the three).
I didn't think of it as a branching story (mostly due to time constraints), but the idea of an alternate ending depending on the last battle's results is cool! Wish I thought of it now, actually. I also wanted to make a special animation for, well, special attacks, but in the end I had to cut it out...
Making short games is easier when they're stupid (affectionate)! But for more serious stuff, I find starting from the end and having few story beats (and characters) clear makes it easier to avoid getting too much out of scope. Looking forward to the full version of Spirit Link!
EDIT: as for the visual glitches, I was aware of both but I just went "eeeeh... whatever, no time" and put in a fix for the first one which... didn't work much, apparently. I didn't think hiding the text box could work for the second one, so thanks! I'll definitely look into both for the next patch (which will come eventually, I'd like to at least add sound effects...)
Hi! First of all, thank you for reaching out and for creating such a collection, that's really cool (and also useful to devs without any visual impairment who might want to take notes!). Toumayhem is made with Ren'Py, so the built-in self-voicing should cover most of the game; I also took care in labeling all buttons with an alt text, and the main character's thoughts are explicited as such in self-voicing (prefaced by "Thinking:", while in text it's just between parenthesis). Most screens work fine on keyboard and controller, but I do know that the Glossary and the Jukebox (both extra screens, but still a nice part of the game!) are a bit iffy at times due to scrollbars I've had a few problems fully figuring out (solo game dev hard). That said, I've had a few test runs myself for all these options but I'm far from fully blind, so there's probably a thing or two I missed or I didn't think about implementing. Anyway, if you want or have time to (I imagine you're doing one hell of a work in collecting 100% accessible games), you can try out the trial version as the only thing I mentioned earlier that's missing is an access to the Jukebox screen.
If you do end up giving it a try and find anything that might improve usability, please do tell if you've got time! Post-release fixes are being kind of slow at the moment, but I'd hate for anyone to be locked out forever from playing for issues I could easily solve.
Happy you’re enjoying it! The hint for both Reichou’s and Neesan’s routes is in the game’s tagline.
If you want specific directions, here they are in ROT13: Lbh arrq gb unir ng yrnfg bar cbvag jvgu Ubaxhv naq Snagbzr naq n znwbevgl jvgu Ervpubh. Vs lbh cvpx “Tb onpx tb gur pynffebbz” naq gura “Ohl fbzr gvzr” lbh trg bar cbvag jvgu Ubaxhv, gura lbh pna pbagvahr ol purpxvat bhg gur bgure pynffebbzf gb zrrg hc jvgu Snagbzr. Cvpxvat Ervpubh nsgre gung fubhyq oevat lbh gb uvf ebhgr!
I’m currently on vacation but I’ll be working on a guide as soon as I’m back :) Thank you for enjoying the game!
Seconding what pvchloride said: back in 2016 we decided not to monetize the game because 1) splitting profits is too much of a bother lol 2) we'd like all the money to go to charity instead! It's really important to us.
Just finally sharing the game has been a blast. If you like what you play consider checking both my and her other stuff, though (the game is on my itch account but you can find her art on https://chloridas.tumblr.com )
Works pretty well for a prototype! Looking forward to more :) my only true gripe is that anti-aliasing on a pixel font makes it hard to read. My favourite things so far are the skill animations!
Just a few notes on the music: it's catchy and when the battle theme drops it drops HARD, but I think most instrument samples are a bit harsh. Still, the foundation is solid, and I found myself so into the boss theme I got kind of sad when I won the fight...
P.S. The snowball mini-game could be more accessible if you could throw snowballs continuously by holding the action button instead of pressing once for every throw
hey! Kind of stuck, actually. The script is complete, the portraits are too and so is the GUI, we're missing all cgs and backgrounds, the music needs revamping (and completing) and some basic programming to put it all together. Most of the game is ready but we've had lots on our plates lately and it's just been hard :< sorry for being unable to give an ETA, we would still love to release this (for free, as we always intended)
This is great! I see you've received a lot of feedback already on the boss battle, so I'll be short with that: it might be a bit too hard for being the first boss, and the stun mechanic isn't really clear (I think I might've taken advantage of it at random). Other than that, the scanline effect works really well when exploring but made the bullet hell sections very hard to follow. I would offer an option to tone it down on the settings, at least during fights.
The story seems intriguing, and I'm really loving the artstyle and general atmosphere! I'm stuck on the end of the boss' second phase so I guess I couldn't see a big part of the demo, but I'm excited to see how this project unfolds :)












