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dhavatar

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A member registered Feb 27, 2018 · View creator page →

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I like the uniqueness of this game, didn't know there's such a genre as keyboard stomping, but I guess that makes sense. The visuals, effects, and the music is really nice and adds the the atmosphere, but gameplay needed some direction to it. As far as I can tell, eternal kronii automatically takes damage after a set amount of waves you survive, so this is really just a survival mode with some hidden keywords to help you. However, the waves at the end become impossible to beat because there's more of them, they have more health, and they do more damage to you so you basically die in a wave. To save my hands and keyboard, I had to write macros to clear the board and reach the end.

I did notice a Nier influence and I thought there would be assistance, but besides the keywords, I didn't see anything else. There also seemed to be something with the word Time revealing itself and it might be related to the Nier stuff, but I never unlocked T so not sure. It's a cool concept.

I'm not sure if there's an end to this game as I was warping through the level randomly at times and dying from the enemies touching me. I did run off the edge of the map when I went left immediately in the beginning. The enemies really need some sort of attack other than trying to touch you as your kick is slow and small ranged that you tend to get hurt trying to kick them unless you get them stuck and slowly kick them to death.

The difficulty for this is quite high. I think it would've been nice to have the plusmates not be as squishy as they felt more like a body shield that baits the enemies then dies. I'm always a fan of tactics type games and you did a good job implementing the system in two weeks.

The game started off strong with the cute illustrations and the music, but unfortunately, the rest of the game isn't playable with the bugs in the UI. The game seems to be stuck after finishing the level and it'll forever repeat it with no way to exit the game or progress other than force quitting and restarting. The esc/skip button doesn't seem to do anything. Bugs aside, with how high quality the illustrations were for the cutscenes, I was mostly bothered by how pixelated and compressed the chibi versions were for the dialogue sections. The game has a lot of potential with the art and maybe this can be turned into playable game.

The first gap is definitely the hardest part since it's slow to build the path and you can't go up, but once you get past that and a bit of the ways up, there's not as much of a challenge as it's pretty easy to speed upward with the unlimited pebbles. It's unfortunate the level design didn't give much variety as I just stacked straight up. I did notice that sometimes I couldn't jump for some reason. It could be some input delay after placing a block and ate the input. I did have fun with it though and beat it on hard, so good job.

I like the rush of trying to get the product before time runs out, though the fuzzy text didn't help things. From what I can tell, I think your text has a transparency issue as the parts that were supposed to be empty were colored in, which is what was making the text hard to read. If that was fixed, it would make the game much better. One improvement could be different types of mini-games you have to quickly figure out to get the product, similar to Wario Ware games where you have to decide quickly what to do. Good job!

You know, with the level ending with lava pouring into the flooding waters and turning into obsidian each section, does that mean the world is gone? :P The gameplay had a good balance of difficulty in making you feel the pressure of time, but it never felt like you didn't have enough time to complete the level. I never deleted the pieces as it felt like it took more time to do that than to put down new blocks. The boss mechanic does change up the strategy slightly, but only downside is there's not really anything different between the levels in terms of strategy. Overall, simple and effective design.

I would like to give this a fair shake, but I can't seem to advance past the very beginning. I can see what I need to do, but I'm unsure what I should be doing to get to the next area. I tried clicking around and moving the girls to different areas, but they seem to be stuck in the first room.

I like the idea of creating a skill deck with the cards until you get some combination to beat the final boss, though I noticed that only one card takes effect and the other cards don't do anything. It seems like the last card chosen will be the one it uses, so even though I had 3 cards giving me health, the last card that had negative health was the only one that took affect, so I had 2 health instead of 6. However, this seemed inconsistent because sometimes I would get more than one effect, sometimes a card got duplicated and I had 4 cards with two of them taking effect.

I did beat the boss, but nothing seemed to happened. I also clipped through the buildings and got stuck a few times and couldn't get back out. On the second attempt, the game crashed.

I liked the fast nature of this game, but it wasn't clear when you were going to get hit with the turret as sometimes I would dodge and die at the end, or the line would be on me and before I can do anything I died. It did feel inconsistent the with the timing of when it actually fired, but that might not be an actual issue. The spikes in the last level also wasn't clear when it would go off. I guess it's a second after something is on it? I think some indicator above the turrets that show when it's about to fire would help, along with an indication of when you're still invincible when dodging. Overall it's not bad and for some reason makes me want to write a quick TAS to play this game, haha.

Game has the old school shooter feel to it which was great when it leaned into it, but my main complaint is the Shiori fight is not clear that you can shoot her directly and I kept running out of ammo. This was also the slowest of the fights compared to the others where you were always moving around, which I think is what makes the game fun, so having to sit around in that fight didn't feel great.

I can't advance in the game as I can't equip the skill and F key doesn't do anything, which I think is needed to equip it. There also seems to be a large stutter whenever I first hit something, so I think something is taking a bit to load. I wish I could see more of what the game had.

Very innovative game for a gamejam! The game kept freezing up for me though, which made it more annoying to play through, but I did get through the game. The only hint I needed from the walkthrough was after getting the watch as I was too busy clicking around that I missed the solution since it required me to stop advancing. I thought everything else was pretty intuitive, though the second window that opens I feel like should be more like a lens and less of another instance of the game because it wasn't great trying to resize it and it eating my inputs on the main game. It's a minor nitpick though. Great job with the idea.

Not too bad as a very basic vampire clone game. The camera shake became a bit too much later on since it was constantly shaking the screen.

I felt very powerful with all the test cards I had. :P I think it embodies Haachama's cooking pretty well. One thing I noticed is the deck isn't reset if you start a new game, so I still had all the cards in the previous run.

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Somewhere along the way, I yeeted Gigi into the void and she never came back. Not too bad for a 3D platformer, though I wish there were more parts where you combined the two of them with the mechanics, like more small puzzles where you have to throw Gigi somewhere in order to allow Ceci to continue and vice versa. The second level had a few parts that felt nice, but the rest of the levels was mostly playing one or the other. Oh yeah, the intro cutscene was pretty funny. Good job with the game!

I was confused how to start the game in the beginning because the UI buttons were way off in the corners. I do wish I could see the stats on hover instead of holding down the mouse button, but the art was cute and the music was very relaxing even though the otomos were blowing stuff up.

I need to dig up the project and recompile it, but not sure how well it'll work given how much things have changed since then. One of these days, I'll redo this project with modern libraries.

I was going to remake them myself, but I have a copy of NintendoLand and pulled the models and maps directly from it. I still have to clean up the models, retexture, and code everything, but at least it speeds it up.

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It's something I was considering along with Sweet Day. Those 3 are probably the most played minigames in NintendoLand. I'll have to do some more work to get those working.

You can make a room, it used a room system where anyone can create/join by entering the same room. I've updated it to be more a traditional host/join system.

This prototype is meant to be played with friends, so you need to get some people together online to play it.

Nice take on card games mixed with a tactics. An undo option before ending your turn would be great to add as it helps prevent accidentally playing a card you didn't intend. I also found it hard to tell how much damage the enemy would do to me as there was no indication until I was hit and no information on how far they can move. Minor nitpicks aside, well done!

Thanks! As for the upgrade time, did you try running over the enemies after the first upgrade? I thought we balanced it so it wouldn't take too long, but maybe we didn't make it easy enough to get out of the starting area.