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Darzington

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A member registered Nov 05, 2017 · View creator page →

Creator of

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Hilarious. What's your workflow like for making the animations? I'm impressed with what you managed in 24 hours!

Nice background parallax and horsey animations 😁

Cute animations! The difficulty seems pretty good 😊 

I'm planning to add controller support to my game! I'll be using some basic controller code from a previous project and expanding upon it to handle my current one 🎮

Good luck with your dungeons 👍

Cool chatting concept, I liked the look & feel of it as well as the story!

That makes a whole lotta sense haha
Cool project!

Love the pixel kanji, cute stuff!
Don't be too hard on yourself about not reaching your goals for the jam, just take good care of yourself :)

It... can't ever actually guess a word, can it? :P

Wild. I got a score but couldn't read what the number was, I'll assume it was very high!
Having > be on the left really doesn't work with my brain ahaha

The new hit sequence looks great!
Enjoy your break, there's no shame in taking one :)

Thanks a lot! I wrote out the first draft and was so proud for not using any "h"s... ctrl-f then revealed there were like 8 that had snuck in ahahaThe modifier "bad translation" really carried its weight ;P

Ahh thanks!!
I was concerned making this since players have to be familiar with the modifiers, otherwise the story is just madness. Glad to hear you enjoyed it!
VoteBot is love, VoteBot is life

Thanks! :D

They should start with building simpler things, like the cabins on the beach :)

Will do! :)

Ok I played a fair bit more, but then my computer died so I lost my save file :(
Anyway here's a bunch of feedback, in no particular order:

  • In the main menu I feel like the continue button should be the first option if you have a save (as opposed to the new game button being first)
  • I kind of feel like in a fight the player's team should be on the left and the enemies on the right?
  • Momo's first heart burn "bonus" (when you miss the attack) feels kind of bad stripping the siblings' armor
  • I think diagonal movement may be faster than just horizontal or vertical movement in the overworld
  • On that note, generally things can feel a bit slow in the game, like the attacks, the blocking animation, the timer during spin attack (these especially could just cut to the end as soon as the player has failed or succeeded it), the sliding menus, mashing coins into lucky time. Also especially any repeated cutscenes, like the start of the day or the car windows shattering, I'd expect those to be skippable by pressing a button
  • I may be wrong here but it feels like the ghosts respawn every night, which makes it kind of tough to clear your way into an area. Perhaps they could have a respond delay of a couple of nights
  • For Rina's power attack, I found it's most effective to just set her up going a bit diagonally and then go AFK for the twenty seconds. I usually get about 85% cleaned this way, which is higher than when I actually try moving her around purposefully. Maybe there should be some randomness to her movement to prevent this AFK strategy?
  • It would be a real quality of life improvement to be able to interact with everything directly instead of having to highlight it first with S. For example, the ladder works this way, so it feels like that's how talking to people should work as well.
  • It'd also be nice if the scythe would just stay equipped like all the time since the player needs to collect so many herbs
  • It could be fun to change up which buttons need to be mashed for HYPE
  • I find I often forget which direction corresponds to which character's dodge, it'd be nice to have that indicated near where they're standing at all times
  • I've gotten pretty good at timing pressing space to dodge the ghost grabs in the overworld, but I really have no clue what it does!
  • This is minor but in a fight, the black bars that turn up during HYPE and Ayumu's attack hide the enemy health which made me nervous sometimes, like while I'm button mashing I'm planning out my strategy for that turn but can't do it very well without knowing the enemy's health
  • I think the last stability star never lights up?
  • It would be cool to have a move practice zone, like a safe place to try out a new move when you get it, or to try to practice the timing on specific moves (like I'm not totally sure what the timing is for Ayumu's bonus damage so ideally the practice zone would point that kind of thing out)

Alright that's it! I found this really fun to play (until I lost my save), I'm looking forward to future updates :D

Keep up the good work!

Alright, this game is cool! I made it through the first night. Here are my initial thoughts:

  • I like the character selection screen, it was easy to tell who I was choosing and they're both cute
  • The introduction to the fight stats was thorough and not too lengthy
  • The bubbles attack feels a bit weak compared to epic bro scythe spin stopping time kachow
  • Some tutorial bits are easy to get stuck in, e.g. when learning the spin attack I didn't get the explanation the first time and the game lets you try repeatedly but doesn't explain how it works again. And in the character menu Mac says to "go to the right" but then pressing right doesn't take you to the path page (it took me a while to spot the "S" prompt in the corner)
  • Fun writing, and a cool setting
  • The end of the night/dream stats and reminders of what you did is lovely
  • The stability stars on that screen could fill up a fair bit faster since it felt a bit long (or maybe they start off slow so the player doesn't miss what's going on, and then it gradually speeds up only to slow down again towards the end)
  • The sibling bonding event by the fire is nice and gives you a good hint that there will be more characters and more fun cutscenes like it

Anyway, really great work so far!

Perfect! I'll give it another go next week and let you know what I think :D

Aw heck I tabbed out during the intro to express my excitement here and broke it :(

Oh ho ho, this looks familiar but also new and exciting!!

Hmm well it is quite a slow game, have you tried checking on them a day or two (in real life) after starting?

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Aw, thanks! I'm not really working on it anymore though.

Ok I've sent a friend request there :)

Hey! I'm in a team of 2 programmers and we could use a sound person. Let me know if you're curious about what our current idea is :)

Cuuuute, cats are always a good theme choice.

Sweet, I'm having hand pain so no streams for me, but I gave it a try. It's really zen and well polished, especially in terms of the sound and visuals. They add a lot to the experience! Some clever levels too :D

Nice! It's never truly too late haha

You betcha :)

Hey Jaspel and pals! Just a heads up that I'm doing a bit of a Jammy Wednesday on stream tomorrow at 2pm, and I'll be checking out Backpack Hero and giving feedback. Hope to see you there :D

Hey again! Just a heads up that I'm doing a bit of a Jammy Wednesday on stream tomorrow at 2pm, and I'll be checking out Nut on my watch and giving feedback. Hope to see you there :D

Hey again! Just a heads up that I'm doing a bit of a Jammy Wednesday on stream tomorrow at 2pm, and I'll be checking out Crumble and giving feedback. Hope to see you there :D

Bummer! What's your computer setup like?

Slowly but surely :D

For folks who missed the stream, you can watch it back here!

Aw sorry, it looks super cool though and I loved your submission last year, keep it up!

Yup, as I explained in my video which goes with the SycnVR submission, I intentionally participated in 2 overlapping jams so I could get feedback in the one which ended first (the VR Super Jam) to improve the project for the second, and generally test it for feasibility/playability. The game was designed with both jams' themes in mind, and each submission respected the time contstraints of each jam. It was actually a lot of fun to try and fit the doubled constraints!

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DUNC

Ah thanks so much for trying it out and giving such detailed feedback! I agree with pretty much all your points, I'm very new to VR (this being my first game) which is why the movement and in-world text aren't ideal, I just wasn't sure how to properly handle those aspects. I find snap turning and teleportation super disorienting, but I suppose disorientation is better than nausea haha! As I keep working on this project, I think I'll let players pick the movement style they prefer. Thanks again, I'm really glad you enjoyed the game :D