Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

Dracoraz

80
Posts
15
Followers
1
Following
A member registered Jun 12, 2019 · View creator page →

Creator of

Recent community posts

That's a fair suggestion! I honestly didn't know initially if the puzzles were even going to be a challenge (hard to know as the game dev unless you get playtesters ahead of time) so safety nets weren't really something I considered. Thank you for playing though!

Glad you enjoyed! 

Hey thanks! Not sure if I'll get around to expanding on this honestly, but I'm at least glad I could put the concept out there for other people to maybe take inspiration from

Fair critiques all around! I may see if I can write up some instructions later when I get a chance, even if it's perhaps a little late :P

Wanting better tutorials does seem to be a common gripe with this game; though glad you still managed to enjoy it regardless!

Bugged as in it replayed the music track after the second round (which kinda doubled/echoed the music) then when it booted me back to the title screen it played the music once again without stopping the previous 2, which was a little cacophonous (once again, not a big issue given you can just restart the game entirely at that point)

As for the health bar, I thought it was a cool idea! I just also think the health on both sides should have been a bit lower to make things snappier. If it means anything, the health was so large I think I actually had mint top out at some point which did a lot of damage(?) but also cleared the tower she was stuck on, so the amount of health made things longer in that case

Super solid! Really my only gameplay complaint is that the healthbars felt a little too big which lead to the matches feeling quite long (maybe that's just my own comboing skill issue though...)

The music also bugged in a couple of spots after winning the second round but it's at the end so it's not a big deal tbh

Otherwise, this is great! It's puyopuyo, it's fun, it works well, has fun character art, just good all around! I enjoy

Creative concept, unfortunately got stuck in the same place everyone else seemed to. If there's any way to progress after Nimi joins I'd be happy to revisit this, since this looks really promising

This is cool! I think my only gripe with the movement is that acceleration felt SUPER slow, which had me stuck in the first section past the tutorial for quite a while (I only even knew to continue by looking at your response to klophe's comment). It made that first wall jump corridor really brutal since you barely get any runway at the start which makes you too slow to wall ride most of the time from my experience

Honestly though, apart from the acceleration problems, the movement is really crisp and enjoyable. Love the style too. Solid

very cool, I think my only gripe is a complete lack of checkpoints in a game where it's so easy to die with little to no warning

and before people say "skill issue" or w/e, my best run died because a really long lag spike force-held my movement keys which sent me straight off the tower and into the void. losing a 6 minute run that way was kind of a bummer and I didn't bother retrying after that. might just be a web issue though tbf

everything else was really nice though! the movement and controls are really polished for a jam game, and I loved the presentation all around. solid!

Cheers for that! I tried to design the levels to teach the player a some of the mechanics by showing them, but obviously in some cases they were still a little unintuitive

this was fun! I kept going for a while just to see how much it would speed up and was surprised to see the end screen (I don't know if I failed somehow or if it just appears after a while? was cool still)

probably biggest issues as others have brought up is variation in the microgames (even the existing ones can be a little stagnant at times, such as the puzzle and ban ones being the same every time), as well as a little bit of general bugginess. still really liked this though! very charming

cool! the puzzle design was solid enough that I did have to really think for a few of the later ones. only concern with this one is just what other people have mentioned with the minecraft assets in terms of copyright. some of it (particularly certain sound effects) may be able to be licensed if you could track down the original sources past their use in minecraft, but the graphics I'm not so sure about

still, quite fun!

surprisingly tricky! it took me a couple of attempts to figure out what the numbers meant even after reading the how to play, and not being able to go back and re-read it after seeing the gameplay didn't help in that regard

still very cool though! for such straightforward mechanics I really haven't seen a game like this before, very unique and a lot of room to expand on the concept too

very solid! at first I thought it'd just be and angry birds clone but there are interesting changes to that formula (with the different firing perspective, having to beat the timer, among other things). references were on point too! 

if I had to critique something: the chain reactions felt a little inconsistent at times; and the differences between different dragoon types felt kind of negligible for the most part, but I can see the vision for sure :)

neat! a little more innovation would have gone a long way to fit the jam theme better, but overall a cool little snake recreation! really appreciate the idea of her neck growing longer too LOL

best score I got was 2420! very nice faithful recreation. probably my only big critique is that the relation to theme wasn't super clear at first, as I only realized on my second go around that the feathers from shot dragoons could hit other ones. even after figuring this out, I couldn't find if there was a way to somehow influence the direction/amount so it more so just felt like a random bonus. still cool though!

I definitely wish I could have taught the mechanics a little better, unfortunately just something that had to be missed due to time constraints. Thanks for playing!

Hey thanks! Honestly this is my first time designing puzzle levels for a game like this so I'm glad to hear you enjoyed it

That's understandable, I do still wish I could have added encounters with more/different enemies before the jam submission

Appreciate the kind words! Not sure if I'll get around to expanding on this concept but I'm glad just to have it out there

Poison and splash do combo, though admittedly splash probably should have been more powerful on its own

Cheers for that :)

Enemy variety definitely took a hit due to the time constraints, initially wanted to add at least 1 boss too but never got around to it. Thanks for playing regardless!

That's fair! If I were to continue this I'd definitely like to add an option to make that less jarring

Honestly I'm glad to hear this because from my testing +3 damage was still a little underwhelming, so it's good you found success with it! Thank you for playing!

Thanks for playing! :)

Obviously has some balancing issues due to the lack of scaling, but still enjoyable! Good aesthetics in particular. The placement range seemed to be busted for me and allowed me to create structure masses - seemed to happen by leaving the collider of one building while still hovering over the collider of a different building?

Was fun to mess with though, my favorite creation was the, uh, YabaiRyS summoning circle??

Lots of room to expand on this concept :)

Extremely good entry! Love all the art, the alternate and more casual outfits are a nice touch! If I had to really nitpick just a few small issues: 

  • I think the delivery bag looks more like a box, but I'm not sure if that's just my own lapse in knowledge (idk if the name and appearance are both canon). 
  • Also, if we're going by Minecraft standards (which the logs are pretty clearly referencing) the oak and spruce logs are mixed up (spruce is typically the darker one). 
  • The gameplay is serviceable, but of course leaves a little more to be desired in its simplicity. If this game were to be developed further I'd love to see some more mechanical depth, such as maybe choosing what to stock.

Still, for a jam game this is super nice! I replayed several times to try and find new outcomes and had a blast :)

Interesting concept, but I was unable to beat it. I feel like it wasn't super clear what counts as an anomali, and I feel like it would have been a lot clearer if the game had started by showing you what a normal layout looks like. That would make it way more reasonable to figure out since you'd have at least some point of comparison. I also got stopped prematurely; the page says the halls are endless but I ran into an invisible wall around 6 rooms in and couldn't continue

Overall still a cool idea though!

A radio would be cool indeed! Thanks for playing :)

This is a really good entry! Very nice ambience and use of the theme, with interesting innovations on minesweeper. The addition of the Nousagis in particular are super nice for solving 50/50s which are normally just pure chance in default minesweeper

I have only a couple of gripes:

  • Audio balancing needs a little work, the explosion sound (especially when there are multiple explosions at the same time) is really loud and jumpscared me at first lmao. The obvious solution would be to just prevent the audio from stacking. The ingame BGM was also slightly too loud imo
  • The controls feel pretty unintuitive to me. On top of UIJKL being kinda uncommon keys for games, K not being used outside of the menu leads to this sort of odd arc layout:

    I don't really see why K was exempted from the gameplay controls anyway since I don't recall any situations where pressing K would be ambiguous between the menu or the game (only one is active at a time, so there's no conflict that I can see)

Overall this game is still fantastic! Neither of my gripes are anything really game breaking and I really enjoyed this one

Pretty cool concept! I think the enemy aggro range needs a little tuning since it's way too low, and you can just destroy each ship without them even starting to move. I'd also suggest adjusting the audio, it's currently a little too loud and doesn't loop. Still a solid entry!

Very good use of the theme! My main gripe is I feel like there's a lot of missed opportunities to have additional references to other holomembers, since the NPCs are mostly just rando civilians

Good suggestions for sure!

Well done! And thank you for playing!

Hey no problem! Thanks for playing; I'd definitely love to rearchitect and then continue this game in the future :)

This was a really fun little game! It largely reminded me of a classic Roblox obby (in a good way; I don't play it anymore but I no-lifed Roblox as a kid) with the platforming mechanics and some of the visuals. Very charming! My main complaints would of course be the complete lack of audio; and there was also one time in Calli's level where I accidentally collected the HoloToken without getting to see her dialogue and couldn't go back to check (I ended up replaying just to see it though)

Quite fun! It wasn't initially clear to me that resetting would let me keep the items so I thought the good ending was like a pacifist run or something lol

Also as others touched on, the unlimited fire rate can make balancing pretty wacky. I found the game super easy because I have a reliable method to click fast and aim at the same time

Short but pretty nice! Not really any major issues, I only wish there was more or a bit more innovation