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David Wu SoftDev

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

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Really fun meta game!

Does a pretty good job at translating the gamejam dev experience into a game, including the unexpected life events and times when you're just tired and want to distract yourself.

I really like that you can share your creations with other players. It's a really nice touch.

I think this is the first time I've actually made pixel art that is displayed in a game. Wow!

Some suggestions for the game:

- Parameter tuning day (jump height, run speed, fall acceleration, etc.)

- BGM compose and/or selection from pre-made assets (something like dova-s.jp)

- Logo design (for a title screen)

- More vertical space in the level designer


Very cool game!

I really like the vibes from the art!

The story is really good! I like how talents are seen as mythical beings and the inclusion of holostars!

And then the origin story for Advent and ERB! Wow!

No... this can't be how it ends! I need... more!

Some improvement suggestions:

- Please consider adding a title screen to adjust the game volume before starting the story.

- There were only sound effects at the start of the game. Would've been cool to have more as events happened during the story, such as when magic is cast.

- I read other comments and see you plan to team up to make improvements to the game. Good move! It would be really cool to see it become a proper game, maybe with meaningful choices that can lead the player to different endings.

Great work!

I like the voxel style look and the character movement! Very minecraft like!

Nice ENReco references and Mint cameo.

I exhausted all dialogues with Calli, Ina, IRyS, Raora, Liz, CC, Kronii, Kiara and Mint. I spent arond 30 minutes walking around the map and couldn't find anyone else to try to continue quests so I just went back to Liz and spammed the chat until time ran out to see what happens.

Bruh, I should've just done that at the start and saved myself 30 minutes of clicking around. XD

Some improvement suggestions:

- Old text in the side bar should be a little darker, to differentiate it more with the new text.

- Try making the quests more obvious to the player. Hiding them in the "log" wasn't very intuitive for me. I prefer them showing on a corner of the screen at all times.

- It also wasn't clear to me what CC needed for her quest and I spent a while looking for IRyS' brother but couldn't find her. I feel these kind of quests need better markers for the player to have a better idea of what to do or where to go, especially with a large map.

- The game could use some sound to improve the ambience.

- Movement is a bit weird if you click again before the character has finished moving to the previous spot. It's especially bothersome with such a big map. Maybe consider WASD as alternative movement option?

Good game. Hopefully you can fix the issues.

I like the jailbird and enemy art you used and the general idea of the game about leading your army into a time limited rescue mission.

I'm wondering why you went with this approach to make a game instead of using a game engine like Unity or Godot. Was the goal to learn Vulkan?

I had trouble knowing which of my jailbirds were selected. Sometimes random green circles appeared on top of them and on top of enemies, so I had no idea which ones were selected.

I managed to get my jailbird army to about one square below Nerissa's box before they fell to the enemy forces.

Some improvement suggestions:

- Camera movement is very slow, especially in such a large map. Please consider having a camera speed configuration setting in your future projects.

- To navigate around the map more quickly, it would be a good QOL improvement to let the camera jump to a place on the map when the player clicks on it.

- Add sounds and music to round up the game experience!

- For your next game project, consider using a established game engine that does a lot of the heavy lifting under the hood so that you can focus on the gameplay. 10k lines of code is a lot. If this game was implemented in Godot, the codebase probably would be around 1k lines or less and it would translate into more time for you to implement other game systems and do balancing/testing runs.

Good work!

Wow! Very fun adventure game!

Loved every different item you can collect, the cute Biboo sprite on the side and all the different voice lines you included!

I like that you included a variety of enemies, each with their own personality and approach to combat.

The katana was so cool!!!

It took me a moment to get used to the controls as, at least in my experience, it felt like Biboo couldn't move or change directions until the attack animation had finished.

I also noticed I missed the 4th heart after reading comments here. I remember seeing a chest with a heart but it wouldn't open when interacting with it so I thought maybe I had to come back later or maybe I had already opened it and it bugged.

The boss fight was exciting!

Yaaaaaaaaaaaaay!

Great game!

Short and sweet game!

Cute Sora sprite and animations. I loved the ending sequence!

I like that the game didn't blast my ears with loud music and instead has a relatvely low volume by default.

Platforming feels solid. The 2-hit combo is a neat combat mechanic, with the second hit being stronger and pushing back the enemy.

The story was wonderful!

Some improvement suggestions:

- I'd love to see more variations to the enemies. They all seemed the same, just different color and HP. Some attack variations would've been nice. Maybe projectiles or different movement patterns.

- I wish there was a way to see below by holding the "S" key, as there are some blind jumps in the game. It ended up landing into an enemy in one of those occassions.

- Some attack and hit sound effects would enhance the experience!

- Volume controls would be nice. The music volume felt perfect for me, but apparently I'm in the minority since everyone else commented it was too low. 

- The UI doesn't fit correctly in ultrawide monitor. It's okay, 99% of gamejam devs don't check other aspect ratios different than 16:9.

- Kaela's design has changed. She no longer uses the long white suit.

Good game!

Cute Mumei sprite.

I like the small light effect surrounding Mumei.

Good use of DDOLBANG sprites!

The story is nice and I liked having Kronii appear everytime to help Mumei. Cute ending!

Some improvement suggestions:

- Looking at the console I see a lot of errors. Make sure you check them and fix the issues! Most of them were about missing or improper signal connections.

- There was a dialogic error about trying to start a timeline that doesn't exist. Make sure you've tested all your NPC dialogues before shipping your game! XD (I believe it was triggered by one of the two shades that are side by side near the middle of the village)

- Consider putting your game into an aspect ratio fitter control, so that no matter the size of the window, your game displays in the intended aspect ratio. This is important because I originally had the browser window in a square shape and completely missed the timer at the top of the screen as well as having HUGE sprites for Kronii and Shiori when they showed up in dialogue sections.

- I got a funny bug where I reached the memory item after time ran out (apparently I could still walk), so I got to see the memory but then got the "time rewound" message. It still counted as if I got it, which is cool. XD

Good job submitting your game!

If you learned a new skill during this jam, you're a winner!

There is a lot to learn in gamedev, so it's okay to go one step at a time! 

Take what you learned here into your next game project!

I liked the intro sequence! Nicely done!

I also liked the little voice clips you included as part of the conversations.

The manager's card as game UI element was very cool. However almost every other UI element looks very bland in comparison.

Good job on having the game display correctly on an ultrawide monitor aspect ratio!

Unfortunately due to the poor controls experience I couldn't spend more than 10 minutes in the game after I got to the "Rose Run" part of the game.

Some improvement suggestions:

- Please add a skip button for the intro and the dialogues!

- The game's controls should be explained somewhere in the game... it took me pressing every button on the keyboard to find that pressing F shows the phone and G hides or drops the gun.

- Pressing E on an NPC when a dialogue is already ongoing will reset the conversation. Make sure you check for open dialogues to ignore interactions.

- Consider adding a contrasting color border to the text to make it easier to distinguish from the background.

- LMB is used to advance conversations but also to shoot the gun. Talking to Kanade and Subaru after picking up the gun used up all my ammo!

- You're supposed to pick up 12 roses but I found no way to check my inventory and there was no UI to tell me how many I had collected.

- There is a time limit yet the player has no feedback about the time remaining. At least that was the case for me until I found the F key.

- The mouse sensitivity is extremely low. My hand got tired from all the movement required to rotate to the side. Please raise it or add a setting to change the rotation speed. This is the reason why I couldn't keep playing. It took at least 5 seconds to do a 90 degree turn while I frantically rolled my trackball.

- Speaking of settings. None had labels to explain what they do!

- Needs V-Sync or frame rate cap. My GPU fans spun up when it shouldn't be required for this level of graphics.

I feel this team ran out of time or tried to cram everything at the very end of the jam which is why a lot of parts feel rushed, unfinished or untested.

Good job on submitting, team! I hope you get back to the project after the jam and fix the issues mentioned.

(1 edit)

Funny character art. Good use of DDOLBANG's art for the dialogue sections!

I like the idea of a roguelike where you can select the aid of hololive talents to gain powerups. The powerups were pretty good and the various missions to unlock them kept the gameplay fresh.

That blue spinny thing enemy kept killing me in all my tries. They just went wild and killed me. I made it to the 6th room.

Edit: I figured out what was going on. It seems enemies go crazy fast once time runs out so I changed my strat to kill these fellows before the others and managed to survive until the end.


Some improvement suggestions:

- Maybe I didn't play enough or didn't get lucky in my runs but I didn't see a powerup to improve the attack power, cooldown or range. Most looked like they were going for heals. Edit: I found an attack related powerup in my next run after I wrote this comment.

- Using the trident to attack needs some i-frames as it moves you close to the target enemy and can end up in the player taking damage when trying to attack.

- It was funny that the player can still move after death. XD

- Please consider having the game's default volume to something closer to 50%. The default volume is very loud.

- It would also be nice if the volume settings were accessible from the title screen.

- I got a null reference exception when I spawned a tentacle thingy under the blue enemy and that froze the game.


Good job! 

I like the Shiori portrait! Nice watercolor style coloring!

Clearly you ran out of time to flesh out the rest of the art, but I can see the potential for a unique looking story.

Choosing flash as your engine of choice is, once again, kinda unique. I would suggest giving Renpy a try if you're specifically into making visual novels!

That ending felt too sudden! I need to know what happens later! What are those cards I'm getting from the different dialogue events?

I got 2 different endings... or so I think, because after the dialogue ended the game stopped responding to my key presses.

Some improvement suggestions:

- Add some audio to set the tone of the scenes!

- A clear "Game over" screen with a "retry" option would be welcome.

I would love to see you remake your game in a modern game engine and in a more complete form! As I mentioned above, if you're going for a visual novel, Renpy has everything you need. If you want to mix in something else in your game, you can try Godot and use the Dialogic plugin for the dialogues and multiple option sections.

Good game!

I like the visual fidelity and of course the song chosen as BGM.

I also like the night to day transition as time passes.

The track starts very hard, in the dark and with constant corners, which makes for a very frustrating experience.

My favorite part was near the end where there's this very cool straight track with beautiful scenery and you just can step on the gas and fly. Wooooo!!

Oh yeah and going downhill at full boost and jumping off road was the most fun part. LMAO

Some improvement points:

- The race timer keeps counting even after a game over. This should've been identified and fixed in early tests of the game.

- Volume controls are a config element that should've been there from day 1.

- The car should be able to reverse! Especially if the player is going to end up smashing into the walls.

- It's VERY hard to keep the car going straight. The steering felt too sensitive. The game is definitely not tuned for keyboard controls. I got a better feel of the car when playing with controller, but still the steering went hard into a drift quite quickly.

- Checkpoints should have a visual sign, not just an audio cue.

- A minimap would've been great. Going in blind into corners makes it super hard to measure if you're going too fast.

- A progress indicator would be nice too. Something like xx% of race done, or xxx/yyy miles raced.

- I would've preferred a slightly more compact build size that can fit in itch's website. 2BG plus is a bit large for a jam game. XD

The music slaps! I like the transition into a different tune to signal that time is running out. Oh and the funny voice clips add so much personality too. XD

Cool skill tree! I like how the powerup descriptions also tell a part of the story and lore.

The tutorial is a nice touch although I feel it needs some adjustment. I started shooting up without moving and basically killed a couple of enemies off-screen before even reaching that part of the tutorial so I was a bit confused. Adding some walls to break down the area would probably help.

While the combat is simple, it doesn't get old even after multiple loops, especially when you've unlocked a fair number of powerups. The start is rough as time runs out quite quickly but I focused on time extension first and things got a bit more manageable.

With a fully unlocked skill tree, beating enemies is a breeze and even the boss fight ends quite quickly. XD

I have to say, though, I completely forgot about the special abilities. Just attacking and dodging normally was enough for me to enjoy the game.

I went back after beating the boss and tried using the abilities. The speed up and freeze enemies felt a bit too OP while the invulnerability felt unnecessary when you have fast speed to dodge and high HP/defense to absorb a bunch of hits.

Fun game! Good job, team!

The visuals are well made! All character sprites are cute!

I like the UI and the input prompts that pop up to guide the player.

Exploring downwards kept bringing up new shops with goodies and upgrades. I like that too!

Played until day 7 and dug down until I reached some creepy place with bloody test pods or something like that. Saw some "Save us" signs at some point before that. Wow, wasn't expecting a dark turn in the game.

You really can keep grinding and grinding in this game. I wonder what happens at day 30.

From reading other comments I saw there's a boss fight below? I may come back to this game later and see what it's about!


Some improvement suggestions:

- I don't think I heard the music? Maybe I turned the volume down too much but I could only hear the clink clink mining sfx.

- I wish Kaela could mine while jumping.

- There needs to be a way to drop stuff from inventory to make space for other items. I found some uniquely different item but inventory was full.

- Somehow I ended up talking with CC GG at the office but there was no sprite visible? Same with the consumable shop, it's responding to clicks but not visible. Oh, I found Koyori in the next room below and now she's in the consumable shop spot.

- Inventory capacity is not clear when opening the Inventory window. I wish it showed a number that can be used to track how many more items can be picked up.

- I think there's fall damage? Somehow my HP was halfway down when I checked but I didn't remember getting hit by any falling rocks until that point. Would be nice to give the player better feedback when taking damage.

Very fun game!

The story setting is interesting!

I see how you implemented the time limit and the ability to rewind time to "change your fate". Cool!

I also liked the in-game instructions.

I was going to complain about the enemies being too strong compared to my team's squishy little guys, but after reading the comments here I see that the game is not supposed to be played as a tactics game but as a puzzle game.

The game seems to require very precise plays to be beaten. I tried a couple of times but lost my patience.

I wish there was a "story" mode so those of us who just want a casual experience can see what happens at the end of the story.

I also wish there were volume controls.

Good game!

Very nice, bite sized game experience.

Pixel art is great and the song arrangement really completes the experience!

I got hit by so many lightnings I almost didn't make it in time in Stage 2.

And I had a bad time dodging and punching in Stage 3 so I ran outta time 90 meters before the end.

Great game!

I like the CC illustration and the music you used.

The short story and the simple gameplay is nice too.

I think I managed to read all 3 different dialogue bits.


Some improvement suggestions:

- Please don't forget to add credits to your game. It would be nice to know if you did all the work yourself or if you used somebody else's work in your game.

- A little highlight on the circles you have to click would help as a "tutorial" for the first document, to guide the player.

- I don't know if it's intended but I started a conversation with 0 seconds left on the clock after I completed 10/10 tasks and after a couple of words she only said "..." and I couldn't do anything anymore.

- Any dialogues with her after getting an ending and restarting are locked to the "..." text and nothing else happens. The only way to fix this is to refresh the browser page. I think some variables may not be resetting properly when starting a new run.

Cute game. Good job submitting!

Really cool animated cutscenes!

The combat is also nice! My favorite movement is the dash/roll.

It was a bit hard to measure the landing spot after a jump. Some paths required kinda precise platforming which was a problem when I kept falling a narrow path and pummeled by projectiles. XD

Spent a good chunk of time lost in level 2 because I kept thinking the goal was to climb the tall tower.

I've never played Sekiro, but I watched IRyS play it so the battle UI looked familiar.

Gave the boss fight about 5 tries before giving up.

I managed to knock her down once but as the fight progressed it was hard to also avoid the energy blasts coming from behind.

The sound cue and animation for the wave was a good sign for me to jump to avoid the incoming wave, but I couldn't figure out the telegraph for the laser. Maybe I was too focused spamming attacks on the boss.

Some improvement suggestions:

- Enemy projectiles should hit the level geometry but they pass through. And apparently they don't fade away or they have extremely long range.

- Enemies should lose aggro when you're far.

- Got lost in the second level. There should be a goal marker, so that the player knows which way to go.

- Needs at least a small text tutorial in game to explain the combat mechanics for the boss fight.

Cool game, team!

Very nice visuals!

I loved checking out every little detail in the rooms.

Nice BGM!

Got two out of three endings after trying the game 6 times. Some of the differences were very tricky to see and there's one that I never found.

Inaaaaa nooooo!



Some improvement suggestions:

- Sometimes the investigation would fail when near the right spot. Probably pixels away. This lead to me running out of tries when there were exactly as many anomalies as tries available. Would be nice to have at least one spare in all levels.

- Volume controls are not very useful if the title screen has no sound for the player to check the volume. Never set volume 100% as the default!

- A loop counter somewhere on the screen would be nice.

- A skip button for the intro would be nice. You can spam click too but a dedicated skip would be nicer.

- It would be cool if the game tracked how many different distortions the player identified and fixed, so that they know if they've identified all possible places to look at or if there are potentially new distortions not seen yet.


Great game, team!

Very nice pixel art work.

Music is nice too!

I like the arrows pointing at enemy locations. Very useful when finding and defeating enemies is priority number one to keep the timer under control.

Very fun when the rooms layout and enemy distribution well balanced.

However, if you get bad RNG the game experience turns very bad and feels unfairly difficult.

I couldn't clear the second level no matter how many times I tried.

Some improvement suggestions:

- There needs to be a way to run faster. I spent a good chunk of time walking empty halls watching as the timer goes down without any enemy in sight to help replenish the time. Either that or make the corridors connecting areas with enemies shorter, so that the down time isn't as long and the player stays engaged in the action.

- The bottom UI covers part of the screen and makes it extra difficult to take down enemies located in that area of the screen. This is especially troublesome when facing the arrow enemy that hits from a distance. The player won't be able to avoid taking damage in this situation.

Great work, team!

With some tuning I feel it could become a really solid game!

I liked the game's introduction narrative and how it is presented in the itch page. It made me want to know what happens next in the story.

Unfortunately, the game was too hard for me. I only made it to 3/4 of the tutorial before dying from an aoe blast from an enemy and when playing the actual level I died after climbing a tall tower and failing a jump with no more Nerissa boosts to save me from certain death.

I couldn't figure out the right timing for the jump-kicks and had no idea if I was doing it right or not.

The Fuwamoco dash felt pretty good. And I didn't get a chance to try the Biboo groundpound, since most of the level I was trying to go up or forward, not down.

I also like that there were multiple paths to follow for the player to choose depending on their preferred playstyle.

Some improvement suggestions:

- Add some texture to the walls. Solid colors make the player easily disoriented. Especially in the tutorial where I couldn't tell if I was going up the wall or not.

- Add a sound effect feedback when a jump-kick is successful. Or even better, show a prompt on screen when jump-kick can be activated.

- Add a "story mode" where you you get 99 of every power just like the tutorial, for those of us who are there for the narrative and suck at first person platforming.

Good game!
(2 edits)

That's a pretty Shiori model.

I like that you can walk on top of the NPCs XD

The UI polish is nicely done.

I'm not a fan of "only up" type games so I only collected 2 of the 3 sunshine coins.


Some improvement suggestions:

- Shiori's position when entering a zone is not reset to the starting point, instead she's teleported to the last position was in. In my case, I fell to the void and the next time I went in, I was still falling for a while.

- Physics are kinda weird. If you jump near an obstacle, you slowly end up climbing it.

Good game!

Edit: I went back into the game to see what happened if I just waited for the storm without having collected all the sunshine coins and it let me go into the "boss fight".  I know it's unfinished, but it was funny going through that long long long looooong straight path to finally face the boss and have it end so quickly. Funny ending!

Fun little game with funny dialogues.

That cookie defender minigame got intense real fast.

I liked going around and spamming the decorations.

Happy New Year!!


Some improvement suggestions:

- You can still move while transitioning between rooms. Would be nice to have the game stop responding to player inputs (including the interact key) once a room change has started and only restore it after the transition has finished.

- The cookie minigame should only be available after talking with the takodachi, who gives the context for the game.

- Would be nice if interactable NPCs had a floating icon over their heads, to bring the player's attention to them.

- The dialogue box covers the characters when they are at the top of the screen. Maybe move the box to the bottom for this interaction.

- The UI doesn't scale well on ultrawide monitors. Make sure you set the right anchors for your UI elements, so they work on different aspect ratio screens. You can test them out in the editor by changing the settings for the game view.

I like the cute minimalistic approach to the character designs.

The pathfinding works nicely.

I got stuck on the second level and Mumei got stuck inside a desk. (?)

I wish there was more to the game but I feel you guys ran out of time.

Some improvement suggestions:

- Controls should be explained in game. Just a simple overlay on the corner showing "LMB to select, RMB to move/assign task" would be a huge improvement.

- The interactable objects in each level should have some kind of outline to make them more obvious.

- When moving the camera around, some of the closer objects start disappearing. Probably an issue with the camera render limits.

- Sound effects are loud. Please add volume controls.

- The game stops responding when it loses focus in windowed mode. Why do I not play it in full screen mode? See below.

- The game doesn't play well on ultrawide monitor. The dialogues don't show on screen. XD

The game is well balanced around getting the powerups and learning the optimal path in each level to get enough time to reach the goal.

I managed to clear the game with 2 speed powerups and 3 sword powerups.

Cute heart shaped pebbles at the end. :)

Solid pixel art and appropriate music.

The time limit/loop also fits well with the jam's theme.

I like that you can unlock a speedrun mode after beating the game! Nice replayability value!

Some improvement suggestions:

- Add volume controls

- A visual indicator when the "speed up" buff is on would be nice feedback for the player.

Good game.

Good job on submitting your project!

Short and simple game with cute character art.

Some improvement suggestions:

- Make sure you set the end screen text to the appropiate result by using flags. It's either game over or level complete but not both! XD

- Sound effects would be nice. There are plenty of free sound effect libraries you can use!

- In its current state, the "combat" feels very relaxing. If the intention was to make the combat challenging, I suggest increasing the movement speed a bit, to keep you on your toes when running away from the enemies.

I hope you consider continuing work on this project to share your complete vision of the game!

Fun explosive jumping time attack game.

Tried every play style and my favorite was Shiori's. Big jumps and dash to close larger gaps.

I couldn't figure out the Fuwamoco style. Probably was a bad idea to try them on Level 4 which was mostly vertical, since they have increased gravity.

It took me a minute to understand how to use the bombs and time them right to keep the momentum going. Once it worked, it was super fun to jump around!

V-Sync is huge! Thank you for including this setting.

The black hole effect is really cool! Nice work.

That final boss was funny. XD

Some improvement suggestions:

- It would've been cool to have the black hole not only grow but start pulling the player and environment after a certain time has passed.

- Sometimes when starting a new level, an explosion would trigger in the level. I'm not 100% sure but I think it's from a left over bomb from the previous level/try.

Cool game!

I can't remember the details about grems or trees.

I think I went 1 year back one more time to get my revenge... but now I'm not so sure anymore, since I spent most of my playtime fighting the bosses that were more in the past.

The pixel art is really nice!

The music is also well done!

The multiple self concept is also really well implemented. It was fun to discover, little by little, what had happened in the past that caused the end of the world.

For the boss fights, I mostly facetanked them.

In Rissa's one, I think I got lucky with the notes, because I just stood diagonally from her and kept hitting her for probably 90% of her HP. Then she changed to double notes and that was the end of me in that run. Next run I got combo'd before I could land 2 hits. Eventually she went down.

For Shiori's, I found a safe spot again diagonally from her, where I could sit and get her HP down to about 40-50% before more novelites spawned.

Fuwamoco's was the easiest as I just stood my ground and hit Mococo. She couldn't get close enough to hit me before my next attack pushed her back until her HP went down to 1% and switched with Fuwawa. The it was just about running around and waiting for another Mococo hit. XD

I honestly knew I'd have to die a bunch of times to progress, so I didn't mind the chattino bombardment or the flower room doing a touhou barrage on me. XD

The ending was great! I was too surprised to act, but I wonder if I could've ran away from CC or beat her and become "the one" CC.

Some improvement suggestions:

- I got combo'd to death by Nerissa's double notes attack. I feel longer i-frames after taking damage would help give the player a chance at dodging and getting back into the fight.

- I don't know if it was intended but I failed to defeat the big grem in my first timeline (got it down to 20%) and when I came back it was not there anymore. Every other boss-like enemy was there when I came back after dying, though.

- I think it would be nice to limit the number of explosion SFX that can play at the same time. I somehow managed to get an army of otomo with me into a boss fight and they all exploded at once, making a LOUD noise.

Great game!

Bonus: Look at all those bodies... what a massacre it was. XD


Very atmospheric game. The illustrations are great, it felt like flipping the pages in a picture book. And even the settings UI transition looks awesome!

And then I get to the part where the game surprises me with something I've never seen before. Wow! That gimmick with the browser windows is so cool!

Proud to say I managed to reach the ending by myself, even if I had to restart the game three times due to the crash.

Some improvement suggestions (and bugs):

- The game crashed on a null reference exception when I clicked on the toolbox after using the watch to jump. (happened twice, had to reload the browser - using Firefox, if it helps)

- Actually it also happened when picking up the bottle after I used the book.

Amazing game!

I liked the MMD renders.

I did my best to try follow the storyline but unfortunately couldn't get into it and had to stop after 10 minutes.

I think the game being completely silent also didn't help set the right mood.

I'm reading other comments here and it seems you put a lot of work into the game, which is really cool!

Congratulations on releasing your first game!

I liked the autoaim and that you included at least two different mobs and two bosses.

I managed to save the universe with less than 8 seconds to spare! Talk about clutch!

Some improvement suggestions:

- What is the green item that drops from enemies? Is it a heal? It's not clear from the "default godot icon" they have. XD

- The hitbox on moving platforms (boss 2) is was not very clear. I thought they wouldn't hurt as long as I wasn't below them or between two of them (avoid getting crushed), not that they hurt if I stood on top. XD

Good job!

I like how you applied the concept of "time only moves when you move" and looping the level multiple times to set it up for a final successful run (or to collect all clocks)

I really like what you did with the volume sliders!! Neat detail!

I wish there was a special ending after collecing all the clocks. Some required some planning ahead to collect as well as some luck with the jumps.

Some improvement suggestions:

- Tutorial texts looked a bit blurry. I think it's because there's not enough contrast between the face color and the drop shadow.

- Some levels matching open walls on opposite sides of the screen, giving the impression they're connected. However, going that way actually counts as going off the map.

- The jump height was a inconsistent. Sometimes holding the jump button for a long time would not trigger a maximum height jump. This means reattempting a jump multiple times, eating away precious seconds. After some experimenting, it seems that every 2nd jump is be limited to a lower height. If it's intended, the player should be made aware somehow. I played on web, maybe that's why?

Good game! I hope you can add some more polish after the jam!

Good use of premade assets! It's funny how the rest of the super simple art contrasts with them. XD

That PIN code... hahaha!

I liked learning a bit more with each loop, so I could get further before time ran out. I imagine there's different endings depending on your choice when talking with Mumei, but I only tried one out of possibly 3 or 4 items.

I like that you have plans to improve the player experience and also the visuals!

I may return to this game after the updates.

From reading other comments I learned that... you can fail the balcony jump? Whaaat? I guess I got lucky all 3-4 times I played through.

Some improvement suggestions:

- The default volume is a bit loud

- Please consider adding volume controls

- The balcony jump animation probably needs some fixing

Good game!

Short and little fun game!

Cute art and animations.

Controls are nice and responsive and the game loop is fun.

Here's my best score (after 2 tries lol)


Good job!

I liked the music!

Great use of DDOLBANG's portraits!

Interesting approach to the time limit theme and time loop!

I forgot to check the hint and was wondering what I was doing wrong in the second loop. I had to go back to the game after reading the comments down here.

Some improvement suggestions:

- There were some narrow spots where trying a walljump would throw Kronii away from the gap and make it really hard to go through. Maybe some adjustment needs to be done there with the hitbox or level layout.

- Trying to do a ground pound when close to a wall would do a wall jump instead.

- Sometimes ground pounding near a door would open a time rift and not open the door.

Good game!

I like the concept of the game. Multitasking to clear a level in time is a great idea!

I have to say the dual character controls fried my brain after a couple of levels.

I probably made the game more difficult for myself by setting controls to WASD and arrow keys. I think I should've gone the WASD plus mouse route instead. XD

I kept confusing the exit point with the coin delivery spots and lost at least 3 times due to this costing me valuable seconds. I gave up after the 4th time. I think I made it to level 4 or 5 (one with two coin drop zones). Never got Polka to join the crew.

The 3D models are well done and the overall level design felt good.

Some improvement suggestions:

- I would enjoy the game more failing a level only reset the current level and not all the way to the start. Maybe a "casual" difficulty toggle would help.

- The camera sometimes lost track of the characters if they were too far apart. May need some tuning.

- I think having the camera pan over the entire level before it starts to give the player a sense of direction and plan their route would help.

Good game!

It clearly is not a hololive themed game but it's a nice learning project. Good job!

I made it to level 4! Ended up hunting 20/22 slimes in that level.

I liked having to use my ears to locate the slimes. (headphones recommended! just turn the volume down before you blast your ears off)

It surprised me to find some slimes up in the shelves in level 4. XD

Some improvement suggestions:

- Make sure your game's default audio level is not 100%. It's very loud and the game itself doesn't give the option to change the volume.

- The attack sound effect is VERY loud. Consider lowering the volume a bit or using a softer sfx.

- Would be cool to have some kind of visual cue of where the slimes are. It could be a little arrow pointing at the nearest slime that you can activate every 10 seconds or so, so that you don't end up searching in the opposite side of the room and lose valuable time.

- ESC to close should have a confirmation dialogue, just in case the player accidentally pressed the key. (maybe thinking it would open the pause menu)

Great music selection! Already feeling the vibes from the title screen.

Your illustrations have a charm of their own.

I laughed out loud when I saw Fubuki's dialogue Fate reference. XD

Short and fun fight. However, I didn't see the appeal of trying to mix up different actions. I went full attack and got the enemy down to like 10% hp in my second playthrough before she used her "ultimate attack" and deleted my remaining hp.

In my first playthrough I tried mixing up some guards and breaks but I actually was defeated much faster.

Some improvement suggestions:

- Volume levels between music tracks needs to be equalized. I was chilling with the storyline bgm and then suddenly loud Ahoy! made me jump. XD

Nice work.

Very polished visuals.

Simple but satisfying gameplay.

Those messages in the end screen... aaaah my heart...

I couldn't figure out how to deal damage to Eternal Kronii. I'm guessing I just have to endure the waves as long as possible?

Also... I figured out the cheat code from looking at the end screen and wow, it's so pretty! 

I can't imagine beating the game without it. Some enemy units near the end were ultra reinfoced and honestly I think the player is expected to use that code. After all, the hint is right there. (and it's such a cool experience!)

I think my only complaint is the lack of a volume control slider somewhere.

Great game!