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David Wu SoftDev

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A member registered Jun 14, 2020 · View creator page →

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Banana

Yeah, I'm aware of this bug.

It's part of the bug fixes for the next update... but it will take a while since I'm currently busy with other projects.

Oooh, that was intense!

Didn't get lucky with a golden egg but I had a fun time playing!

Nice game! :)


Interesting challenge. Good luck!

She's doing her best, okay? XD

I liked the pixel art and the overall looks of the game, nice work there!

I got confused at first when I was sent back to the beginning after meeting Calli but then I noticed how there are more and more obstacles and at the same time Kiara gets stronger jumps and speed. Nice balance.

Music was a bit loud, but luckily you included audio settings in the game!

It's funny how you can activate the dash animation while staying perfectly still without moving or how you can "walk" in the air. XD

Some improvement suggestions:

- You should highlight interactable entities and show a little [E] on top of them to tell the player what button to press.

- Kiara's feet hitbox seems to be off. Sometimes you'll fall from a platform even if the feet are aligned with it. Maybe it's a bit offset?

You're supposed to press "E" to start an interaction there. Same with some NPCs that appear in other parts of the game.

Wow, this was an emotional game. Those moments together with the talents who are no longer here and Kronii's thoughts about being an eternal entity really hit hard.

I felt like the dialogues were in character for each of the talents and the writing was well done.

I loved the music and the sound design. The little sounds each talent made when talking was a great touch.

Oh and seeing Kronii bump into asteroids and fly away was so funny! XD

Some improvement suggestions:

- The team seems to have spread too thin between the different minigames, with the Moom one feeling a little too barebones. Planning the project and organizing a team are also important skills to practice and learn during these jams!

- Art felt a bit inconsistent across the different parts of the game. A coherent art direction helps the game feel as an integral experience instead of fragmented parts.

Very nicely done animated cutscenes! Definitely my favorite part of the game.

The corrupted mascots as enemies were really well done and the dungeon atmosphere was great too!

I liked the attack combos you could do instead of just having only one attack animation over and over. Good job.

Some improvement suggestions:

- Text in dialogue boxes. Consider a 2 step approach to the button press when showing texts. First press to display the text in its entirety and second press to continue to the next text. Currently it just skips even if the text wasn't fully displayed and you end up missing it.

- Tutorial chapter 2. I swear I only found Chapter 1 and Chapter 3... was there a Chapter 2 somewhere I missed?

- Text spelling. If it was only once or twice I wouldn't have mentioned it, but there were mistakes in almost all texts and it distracted me from immersing myself in the game.

- Attack direction. I was expecting my attacks to go in the way the camera was facing, but instead they followed ERB's facing direction. This wouldn't be an issue if turning was instantaneous but since turning speed is relatively slow, it doesn't allow for changing attack direction quickly during combat. Alternatively, a lock-on feature would help to keep attacks from going off-target.

- Enemy AI. I imagine there wasn't enough time to flesh out a proper enemy AI during the 2 weeks of the jam. I noticed the enemies stopped following me after some time and just stood there idling. We took some nice selfies! I tried to do a pacifist run without killing any enemies at first, but since the last room can only be accessed after killing all of them, it was not possible. :(

- Some enemy attacks healed me? Not sure if that was intended or maybe some kind of bug with the health system.

- Add the "hololive" tag to your game page for improved visibility!


Great work!

Wow, this game was such a rush to play!

I couldn't stop trying again and again to learn each item's effects and plan my day by day strategy. Definitely spent a lot more time than I expected playing this.

The game loop is very addictive once you get the hang of things. At the beginning, when I first started playing I just ran around and bought anything just to fill up the bag and quickly found myself searching each corner of the map for money. On my later runs, with a clear strategy in mind, it was much smoother and money was not an issue at all once the correct combo of merch items synergizing with each other did the job.

Great use of the smol 3D models! Very nice ambience and effects!

The inventory space management aspect, combined with the resource management, and the rush of escaping Calli's pursuit while avoiding sharks and phoenix explosions makes for an adrenaline pumping experience.

Improvement suggestions:

- Add an exit button (I would expect ESC to be used to bring up the pause/settings screen)

- Make the exit door only activate when pressing SPACE, instead of on touch, to avoid accidentally ending a day when running around from hazards or picking up money (this last one happened to me).

- I didn't try it, but I think this could be fun to play with a game controller.

- The inventory key is very far from the WASD keys used to move. It requires either stopping moving or stopping turning around to move either hand to press the I key. I would suggest changing it to something closer like the E or F key.

- I couldn't see if the game was running at capped FPS, but at some point my GPU started spinning the fans and I don't think this game should be pulling that much GPU power. Maybe consider V-Sync if it was not enabled.

- Some UI buttons were labelled "button". XD


Great game! This is what my final merch bag ended up looking.


Oohh! Short and entertaining puzzle/adventure game!

The presentation was really good! I liked the cinematic sequences and camera framing you used. Good job!

The dialogue UI looks great and I guess the only improvement there would be to have higher resolution talent portraits so they don't look so blurry.

The puzzles were simple but entertaining and I managed to get the good ending on my first try! I had to go through the whole game again (speedrun time!) to try the other ending. XD

I think my favorite area was the swords "forest". I'm guessing it's a Fate reference?

Oh and one of the puzzles definitely reminded me of something I saw in DMC4.

The only issue I had on my playthrough was that the UI doesn't scale properly on my ultrawide monitor. This is a commonly overlooked aspect in jam games, since nobody thinks of weird aspect ratio monitors when building their project. Luckily it was easy to fix by forcing the game to run in windowed mode and 16:9 aspect ratio.

Good job on the game!

Very fun and chaotic game!

Really polished presentation too, with the animated intro and ending cutscene, as well as all the little animations on the UI and the gremtomo sprites.

I like that the game has multiple endings depending on your choices. Very nice touch.

The grems are definitely weaker and it's like going into hard mode. I think the otomos have better aoe attacks and the ones using lances are kinda OP with heals and long range attack due to their lance.

I'd also like the game to slow down a bit when you're holding a gremtomo, so you can aim properly before you're hit by an enemy in the middle of the chaos. Maybe even buff the atk power of a flicked gremtomo versus a regular right-click rush.

Overall a very fun experience and a great jam entry! Great game!

Funny story and engaging combat!

It took me a few tries but I finally beat Nerissa with the trusty shoot and dodge to the side strat.

It's also nice you included 2 languages in the game!

Some improvement suggestions:

- Audio balancing. I felt the music was a bit loud. Volume settings would've been very helpful, although I understand not including this due to the short time of the jam.

- Boss counter to ranged attacks. Spamming ranged shots and dodging to the side was all I needed to beat the boss. It would be interesting if she had some kind of attack that countered or discouraged the player from using the ranged attack too often and invited them to get closer for melee combat.

Nice work!

I liked the little voice clips you used for the dialogue sections. Very nice!

The spaceship controls were interesting and the UI pointers very helpful for navigating!

I wish there was more to the game than just shooting Pebbles, selling their remains and trading it for mayo.

I think I stopped playing after delivering 10 mayo as the gameplay got repetitive quite quickly.

Could be interesting if you manage to expand on the game with more storyline/quests and spend some time to polish it.

After getting the bad ending I had to replay to make sure I see the good ending. That was satisfying!

Very cute character and nice range of expressions. The music you chose is appropriate to the scenes and the mood.

The story is very on theme for the jam and I think I only found one bug with character sprite overlapping.

I wish there was more to the game besides a handful of dialogue choices for the branching paths, but I understand you had only a few days to work on the project.

Hopefully you join the next holojam and have the full 2 weeks available to unleash your true power! XD

I liked the music and the art. Everything looks so nice!

The puzzles were challenging and the coin earning aspect was also interesting.

However, the game bugged on me and that soured my experience.

Bugs that happened to me:

- The puzzle got locked after a takodachi round where a single spot was left blank in the grid, stopping the game from progressing into the next turn. This blocked me from getting more stars and unlocking other talents. :(

- Upgrading the bedroom didn't seem to do anything. The heart/coin gain stayed at 10 each in the bedroom even after I managed to raise it to level 27. This made the game extremely slow to collect enough for the next money earning room. Even after leaving the game running for hours, I was waaay too far from the 5 million required.

- Upgrading the break room did increase its power, but the level indicator on screen stayed at Lv 1. However, leaving Nerissa's purple thingy fill up to 100/100 didn't seem to have any effect on the game, so I couldn't figure out what was the point of this room.

Hopefully you get the game working properly after the jam. I would love to get the full experience!


Fun game once you get to understand the rules and play with the upgrades.

I liked that some card effects are related to the talent, such as Kiara's "resurrection" effect. The base is there, it just needs some polish to be an amazing card game!

Some improvement suggestions:

- Audio. A silent game takes away from the fun. Add a background music track and sound effects for the cards, for winning or losing hearts, passing or losing, upgrading cards, etc.

- Tutorial. The current version of the tutorial is basically a wall of text. Adding some images to show examples would be much better! Also explain how the numbers under each round work. I understand that's the opponent's card number range, so in the last round it can go up to 27 (!) but this is not explained and I only found out when I lost to a lot of 20+ cards in a row.

- Bug: After playing the game multiple times (I think I lost 4 or 5 times), something went crazy in the game and I lost and passed the first round at the same time and then I was sent to the 5th round instantly. Very weird.

- Bug: The game stopped and didn't go into the next turn when I played Rissa (17) first (with her effect activated) and then the PC played a 16. I had 3 hearts so my hearts should've gone up to 5 and I should've lost but nothing happened and the game just got stuck there. (see picture)

- Bug: I don't know if it's intended but the card upgrades and available upgrade points are not reset when you lose. On my 4th run I had a ton of upgrades on my cards. XD

- Don't forget to add tags to your game page! Especially the "hololive" tag to improve visibility.

The game was short but I believe showcased a good number of game mechanics, so it works as a good starting point to build a bigger game.

I liked the cute character sprites, the short dialogues and the references included.

It would be nice if the game can be ran in Window mode, maybe at 2x/4x size. The pixellated text looked very bad on a big monitor when in full screen.

Good luck with the project!

This entry stands out from the rest for doing something very different: a flight sim!

I liked the plane model and how it reacted to the player inputs. Very cool!

Unfortunately, I couldn't get too far in the game as the controls were extremely uncomfortable (I use a trackball) and the enemy was glued to my six so I could barely get them on screen to shoot a missile their way. I would've loved to see what else was there in the story by following more of the dialogues.

Improvement suggestions:

- Change the controls. Preferably implement gamepad controls or keyboard for pitch/roll, so that it's easier to keep turning the plane in the desired direction. Moving the mouse is not a good idea for this as there's a limit to how much you can move it before you have to stop due to running out of table.

- Tone down the enemy AI. They need to give the player a chance at aiming at them. It got increasingly frustrating to turn endlessly without seeing the enemy plane and getting constant missile warnings.

- Additional info on the HUD. Offscreen markers and distance for enemy planes would help identify which way to turn. A compass would also be a nice touch.

- Add the "hololive" tag to your project page for improved visibility!

Learning how to plan your scope and project time is part of the jam experience. It's a pity the game had to be cut short.

I like the cute character sprites and the concept of having two playable characters that feel very different to control. The time travel mechanic felt really nice to use once I understood how it works!

Some improvement suggestions:

- The dialogue box felt a bit too big. Maybe having it a bit smaller and making it fit on the bottom of the screen instead of covering the character sprites would look better.

- Some pixel art elements appeared blurry in the game due to scaling. Try changing the scaling setting to nearest color instead of using other types of interpolation.

- Audio! A simple looping BGM and sound effects for the main actions give a lot of life to a game.

- Maybe this was planned for later in the story, but I feel Gigi's abilities were not fully used in the available levels. Especially the high jump.

- This is just me nitpicking, but having Space activate the special ability felt wrong. I'm too used to jumping with Space and kept messing up. XD

Wow... this game was quite the fever dream!

The godot loading screen, the title screens (all of them!), the dialogue box design... really cool art!

I like how the cut story due to the short time you had to work on the game plays so well with the rest of the crazy story. XD

I lost it at the squats too. It's just so funny. XD

Fun game!

Short and sweet Autofister story.

I enjoyed the funny banter between CC and GG and the different situations they got in. The pixel art is great and I like you included multiple expressions for each of them.

The save/load system is welcome (I'm guessing this is part of the engine you used?)

The only thing I missed was having a CG image for each of the different endings, to complete the experience.

Beautiful character art and animations. Great UI aesthetic.

The cutscene animations and the music elevate the key narrative moments.

Wonderful story. Loved the little cameos of other holoEN talents.

The puzzles are just right and don't distract from the narrative. However, I have to say it took me some minutes to grasp how the "portal" blocks worked.

That ending got me staring at a black screen for a while... processing what I had just seen.

Wow.

Some improvement suggestions:

- After completing the gear puzzles, I left the blueprints panel open so it kinda blocked the workbench later in the story. Would be nice if the panel automatically hides after the cutscene.

- As others have mentioned, sometimes the dropping area for the parts in the core puzzles became a black box, but it didn't affect gameplay.

- The "puzzle complete" sfx felt a bit too loud.

Great game! You accomplished a lot in just 2 weeks! Good job, team!

The game concept is interesting, with Otomos having better coordination when near CC.

However, the game was too buggy for me to make things work and complete a level properly.

The pixel art is good, though!

I would love to play this game again once it works as intended.

Improvement suggestions:

- Character positioning doesn't seem to match their visual representation on the map. Sometimes I would be stuck in place against an invisible wall or attack air and hit an enemy placed somewhere else. Make sure to update and hold their position data properly. Also make sure to reset this information when starting a new level.

- Player turns are not clear. I recommend having a visual of the turn number and character action order somewhere on the screen, so that the player knows who's turn it is to act.

- Tutorial could be improved with some example pictures.

I enjoyed playing this rhythm game.

The highlights definitely are the character art and animations. Very pretty!

Some improvement suggestions:

- The core of a rhythm game is to get the note timing right and in this game I noticed some desync, so that definitely needs to be addressed.

- Player feedback. Tell me how well timed was my hit. Was I off by a little? By a lot? Was it perfect? Play little sound effects that communicate if the note was hit, missed or hit perfectly. Add a small text pop on top of the note showing the timing! (miss, hit, good, great, perfect, early, late, etc.)

- UI. The UI needs to feel more alive. Add bounces and zooms when scoring. Make it animated to the rhythm of the music. Change colors depending on how well/bad the player is doing. Add some effects when doing a long combo. Make the player feel hyped when playing the game.

- Background art. The pixel style floor doesn't match well with the detailed and fluid character art. A cohesive visual presentation is a great way to make your game look a lot better.

- Ending. It would be nice to have an animated end screen.

I don't think I've played anything like this before. There's so much data to check at the same time that it overwhelmed my brain.

The tutorial is a nice and simplified way to explain the game mechanics, but once you face the real thing it's a whole different world. The manual is very detailed but also scary when you see all the math going around. XD

I found the grems little bio funny and the overall objective interesting although I have to say I didn't enjoy too much the gameplay as it's not the kind of game I'd play. (brain hort)

As expected, I got zero perfect matches and my maching skills rating at the end of the 5th day was... "unqualified". XD

Simple but fun detective game!

The stethoscope is very OP. Managed to do over 10 guesses in a row just using it.

I enjoyed the dialogues between the talents that show at the intro and during the investigation.

Some improvement suggestions:

- Add sounds to each of the tools and UI interactions.

- This is a bit of a stretch but it would be cool to have the dialogue sections happen in a visual novel format, with proper talent illustrations showing their emotions as the scene plays out and fitting music in the background.

- A ranking system based on how many tools and guesses you used. Higher score for using less tools/guesses. 

Good game!

The writing in this game is so good! I really went in expecting a simple "pet simulator" game and was blown away by the rich story and the very different feeling each ending gives.

The ambience was also excellent, with the musical pieces following the changes in mood as the story progresses with a rollercoaster of emotions.

Those sad endings were... really sad! Poor Otomo... ;_;

On the visual side, I really liked the little Otomo sprite, especially when he goes !! for an event. :)

There QOL inclusions in the game are very welcome, such as the speed acceleration and the option to check a different path in one of the endings without having to do it all over again. Very good job!

I only have one improvement suggestion: Add a delay after showing an event screen before the player can press any of the options. I accidentally double clicked on the otomo and selected one of the options before I could read.

Oh and don't forget to add the "hololive" tag to your game page for improved visibility!

I really had a lot of fun replaying the game to get all the endings and was greatly rewarded with the true true ending. Great game!!

It seems this game ended up incomplete? I could move around and select actions to perform using the 1,2,3 keys but couldn't figure out how to activate them or if they were doing anything when pressing space.

I hope you come back to this project after the jam and turn it into a more complete game, because it's looking interesting!

Very cute plushies! Great work turning the Friends 4 U plushies into 3D models!

The puzzles were relatively easy and fun to solve... except Kanade, which took me a second try to clear. XD

The NPC dialogues are also funny and I loved spinning the plushies around in the collection screen.

Good job!

I liked the 3d models for the takodachi!

The boss level was scary! Sneaking around was tough and the platforming was okay. Took me a couple of tries to clear.

Fighting the huge owl-takodachi in the first level was funny. Just go around it and keep hitting until it goes down. XD

Some improvement suggestions:

- I kept getting lag spikes when taking damage. I'm guessing the game is trying to load an effect on the fly. You should consider caching the material or effect scene to improve performance.

- The camera sensitivity should be a little lower. Of course, having a customizable setting is a lot better.

- Consider adding sfx to give the player feedback on their actions, when hitting an enemy, starting an attack or taking damage.

- As others have mentioned, to make the platforming more accessible, add a shadow below the player's character.

- I managed to "ride" on top of an enemy and attack them from above. It was funny. XD
 

I recommend adding the "hololive" tag to your game for improved visibility!

Great jam entry! :D

Wow, I was not expecting an RTS! Really fun and well done game!

I liked the prologue story, setting up the game's goal and helping with the immersion. Gigi's lines (including the descriptive lines telling what's happening)... I can imagine her saying all them outloud hehe.

"Click to see something interesting"... LMAO

The game is on the easier side of RTS games since the enemy is passive and won't come after your base (phew) and the farmed resource seems to be infinite (yay, infinite mallows!). It felt nice to build up your army and go head to head against the enemy forces! GO GREMS GOOOOO!

Improvement suggestions:

- Individual unit selection was a bit difficult to get right. Probably something to do with the hitboxes.

- Related to above, targetting a single enemy was difficult and often resulted in grems just walking next to it.

- Pathing could be improved. Many times I saw my grems get stuck trying to reach their target position/enemy and get stuck behind another unit/enemy, just running in place and taking damage. Of course that also works against the enemy, as I could set up a grem wall to protect my stronger ranged units from melee attackers.

- Would've loved to have a full screen button. The UI is a bit tiny on higher resolution screens and I couldn't fully appreciate the unit icons. XD

Very impressive for a 2 week project! Great game!

Very well done action game! Very fun!

The slow down ability feels so satisfying when used near a large number of enemies. You just go zap zap zap and boom they're down!

The chatting on the side is so cute. I think I missed some lines while I was focused in the fighting but it was a nice touch.

The game is also well polished! Very nice work!

I think the only addition I'd suggest is a small tutorial screen showing at the start the controls and the crystals you're supposed to break to open the way out.

Great game!

Beautiful game!

The platforming was just right, with some especially tricky jumps in the slanted roof section, since they require Mumei to be standing exactly at the top, where she won't slide down. Took me a few tries to get those jumps right and make the way back home.

Mumei's sprite is super cute and the intro/ending sequences were a really nice touch. However, the star of the game is the BGM. The way the music changes as you progress in the game is a great addition to the storytelling and ambience! Great work!

Some improvement suggestions:

- Making the "safe" area on top of the slanted roofs a bit larger and blocking off wrong paths on the way back home would help a lot to reduce player frustration. XD

Wow, it's like shiritori but with talents! XD

I got a good number of ships on my first try but found myself stuck when getting to the newest talents, such as FLOW GLOW.

Getting a high score requires planning ahead and mapping the best possible combos while jumping around branches. Really interesting!

My best score was 27k! I was sure I'd get a ship with Nenechi, since she's friends with basically everyone. XD

Fun game!


I liked the art and the minigame. The story is also short and sweet.

However, when I reached day 06/04 Saturday, the game got stuck in this screen. If my memory doesn't fail me, I selected Iofi, Risu, Moona, Iofi, Risu before this happened. 


I restarted the game and this time I focused on just one talent, getting a regular ending.

Improvement suggestions:

- I had to read the game description to figure out I had to use WASD to move during the minigame. Would be nice to have those instructions in the game screen, maybe on a corner.

- Save the player progress. Since the game got stuck for me I didn't feel like doing everything again to see how the story ends. If there was a save that would load the start of the day before my game got stuck, I could've continued more easily from there.

- Skip button doesn't work. If you want to try all routes, you have to go through repeated dialogue that would be faster to just skip.

- Bug? If you talk to the same talent a 4th time, she repeats the 3rd dialogue. Maybe consider not showing her again on the map if the maximum number of interactions has been reached?

- Bug? As mentioned at the start of my comment, after I reached day 6 without clearing the 3rd minigame with any of the talents, the game gets stuck. Probably a missing ending when the player doesn't reach the required conditions to get a heroine ending?

Good game! :)

Is it me or the game doesn't have a proper ending?

I managed to uncover "the door" but unfortunately couldn't open it. I'm guessing there was more planned but due to the time limit it wasn't implemented?

Nice writing on the books! And of course, it's always interesting to explore for hidden stuff!

Nice puzzles too!  Poor chicken! XD

Oh, unfortunately it's possible the game won't run because you're using a limited account, such as the one provided by your school.

They may have limited other settings in the browser that prevent the game from loading or accessing your local data (which is used by the game to store and read the save file). :(

Wow. Minesweeper with a twist!

What a painful way to hit the jam theme. Those pictures that are revealed as the puzzle is solved really made me emotional. ;_;

The music choices were great. The unique abilities from each talent are useful and differentiate the game from a regular minesweeper. Good job there.

I have to admit I didn't read the "at least 3" hint in the page and only noticed it after I cleared one level. Thanks IRyS for the extra lives. Oh I also forgot she had a special ability and only used it the second time I chose her (in the final level). XD

Some improvement suggestions:

- The X icon and the !!! (3) icon are both red, which reduces readability. Try changing the X to purple or yellow to make them more unique. During my playthrough I confused the !!! with an X a couple of times and it cost me some lives.

- Include the explanation about the !!! marker in the game, maybe with an example image to make it clear to the player this is not the same "3" as a regular minesweeper.

- Small bug: The help text background disappears if you hover over different elements on the left too fast. It's most likely caused by the "hide" animation from the mouse exit that keeps playing simultaneously as the "show" animation from the following mouse enter. Make sure you stop any previous animation before playing a new one.

Good game!