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emptyhaven

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A member registered Jul 30, 2015 · View creator page →

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Sorry about that! Space is for a mechanic that was not implemented in time for the jam, unfortunately.. It was a shame that life got in the way this time; although, when the judging period is over I'll definitely want to return to this and finish it.

Literally right next to where the letter to Nerissa is (눈_눈)

This was fun and a really interesting idea. Some notes:

- I found that sometimes the grems/otomos are too excited to attack so it was a little tricky clicking on the small sprites to launch them bec they'd often either charge immediately, or they'd get rammed almost instantly getting stun-locked
- It looks like the otomos are more favoured bec they've got AoE bombs and they keep clearing my grems too quickly since i dont have any real defense against basically a carpet bomb going off every few seconds
- I wish you could earn more points when losing because the other side of the army seems to still gain a lot of points regardless of winning or losing, but losing for me makes me miss out on so many points so my army becomes severely disadvantaged by how small it is compared to the other side

All in all though, I really liked this game because it was new and felt really unique compared to the other games offered in this jam. The concept is very fun and I love the chaos involved. I also really like the love/hate style of variant upgrades.

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You had an interesting idea that only lacked time, and I only wish that you had more time because the dialogue was funny, and I could see the potential in the gameplay. Everything is understandably lacking, like, even the music and sfx never made it. But I did see the vision and the potential and for that I'm still scoring you up there :O Again: a lot of potential here. I hope you revisit this some time in the future :D

Edit: forgot to mention you really need to change the ability from Space. I kept trying to jump with it and it kept messing me up. You could get away with this in the late 90s and early 00s, but jump and Spacebar are both so synonymous to each other that it's hard to unbind that key in almost every gamer's mind.

No problem. I don't have a lot of experience with 3D development, but I'm glad I was able to help all the same :D Good luck with your future projects!

What da frig. I'm so glad you liked our game that much!

Our Sounds guy really did knock it out of the park with the instrumental tracks, and our programmers implemented it pretty well. Thank you for playing! 🪶

Ah, yeah. I figured it was for the camera. In my head the two cases that are possible are the same as what you already mentioned: to either have the camera have collisions so that it stays within one side of the walls, or to set up better conditions for when the wall turns transparent.

For the first case, the camera would have collisions relative to walls  (basically the way the camera works in Minecraft if you play in 3rd person POV). The advantage here is that while the camera is following the player character (PC), a wall will never come between the PC and the camera. The only problem I can imagine with this is that if the player enters an area that's too narrow it always forces the camera to be close to the player which will make it hard to look around, but I don't think that's a problem with your game since it's made of nice open rooms and it might only happen if the player walks through doorways.

For the second case, you'll have to figure out what the conditions are for having a wall turn transparent. What I think you want is something that checks whether there's a wall between the PC and the camera, and if so to turn that related wall area transparent. Because I noticed that some walls still turn transparent even though they don't have to; e.g., I'll run into a wall in front of me but the camera is behind both the PC and the wall so I can still see clearly, but the wall turns transparent anyway.

If it's the second case, the way I would do it (don't completely trust me on this; I notoriously hard code stuff because I'm not good at optimising DX) is I would create a large invisible cylinder that stretches between the PC and the camera, and then I would code it so that if that cylinder overlapped a wall it would create a mask and subtract the texture of the intersecting parts. Essentially, the cylinder would cut a hole in the wall so the camera can look through and see the player. IMPORTANT to note that the masking only affects the texture itself and NOT the geometry. Because you want the collisions of the object to remain intact so the player doesn't use this effect to jump through holes in the wall. Essentially, it will look like a part of the wall isn't there, but in fact the whole wall is still there. 

Also, if you have the time to do so, you might want to look at alternatives to just straight up making a wall panel transparent. I know some make like a gradient of transparency so it's fully transparent/translucent in the middle but it gets more opaque radially outwards. I've seen others use like a combination translucent and dithered effect, but I think that one worked for those games because they were like  voxel/3D pixel type games. Just look at what you can find and see what works for you.

Wait you can move Cece closer? D:

I do really commend you for being a solo jammer and still being able to make anything at all. I believe jank is all part of the jam experience. You're doing great. o7

Firstly, the game's concept is hilarious. Juggling all of the dates like that sounds like some hijinx Ollie would actually get herself into. It's ultimately pretty challenging but the difficulty scales upwards nicely that you have more than enough time to get used to the festival's layout and figure out what goes where. The minigames themselves were lots of fun. I found you can sort of cheese the food bits by queuing up the food even when no one's asked for it that way there's always food ready for when a person asks for it.

The art is really nice, and the sprites are cute. Everything is clear and understandable even at that size and so there were no issues in recognizing what each girl wanted. The pairings you folks picked are also pretty spot on. Nice.

I think the opening bgm could have done a bit more than just the few sporadic notes by a shamisen, but the music that plays during the level is okay; although, the sfx sometimes overlaps it somewhat awkwardly in some parts because of the similarity in sounds used so sometimes it sounds like the instrument is being played weirdly but in fact it's only sfx playing.

Overall, a great job from the team! Congrats on your submission!

Also nice job slipping that one helper line into the game's text XD

Really fun :D I was hoping a standalone .exe is in this game's future. I'd love to be able to archive it in my personal games collection.

Looking forward to it! :O

The game is so jank that I couldn't even finish it properly D:

Firstly, the tutorial just explains the premise of the game, but it never explains what the controls are or how you're supposed to do what it's asking you to do. But even when you get past that the gameplay itself was bare. Take the first level for example. According to the tutorial I'm just supposed to bring Gigi to Cece but really the only obstacle is a single Grem that moves half the rate you do so you can just sidle up next to it and punch it to death. And that's if the collision is registering correctly. I found the only way I could hit the Grem was to stand behind it and attack downwards. For whatever reason that's where the hitbox of the Grem was.

Second, completing the game is almost entirely dependent on RNG because of the angst mechanic. I can try to get close to Gigi, but the Otomo will move in a random direction anyway so it doesn't really matter which direction I choose for it to go. I'm sort of just there spamming the button hoping it wanders towards Gigi. And even when I get a hold of Gigi, I can't approach Cece because the spaces directly next to her can't be selected while I'm carrying Gigi, and I can only approach her from one specific tile underneath her. And when I brought Gigi nothing happened.

Another side effect of the angst mechanic is that if you're next to a wall, the randomised direction of movement will sometimes make me walk through a wall. Which is, y'know.. weird.

I kinda feel bad going off on this game because I can see what you were trying to do, and I acknowledge the effort you put into making this in the time provided. You don't have to present a complete game or anything, but at the very least I hope that it's something playable even as a demo or beta.

Don't take my comments too personally, I hope. I say all these things so that you consider these words and use it to help improve your game or your skills. God knows I too need harsher critics in my life to help me strive to be better. I hope none of what I said discourages you. You managed to get a simple (albeit broken) system down, created genuinely cute art, and tried to assemble everything that's there by yourself. If only for that you should still feel proud of what you made. So for that I say good job and congrats on the submission! o7

Honestly, really impressive work for a solo dev in the time given. The combat doesn't feel clunky at all and I felt like there was sufficient feedback for attacks, i.e., I felt like they were connecting properly. It felt really satisfying landing a dodge. I think it was a little more forgiving than I thought it would be, but I'm not complaining!

Ambience could have done with a bit more epic-ness, but still set the mood very well. 

It felt really satisfying landing the final blow with my gun and watching Nerissa fly and spin around as she fell to the ground.

That final scene was also nice 👍🏼

Overall, amazing work and congrats on the submission!!

Really short game experience with funny scenes and dialogue. I think the art does a lot here. Their school outfits from that one MV are so well rendered here. The only thing I felt was truly missing was better feedback when reaching an ending. I would read through the text and then abruptly realise that I reached an ending. Like, it didn't feel like I was reaching an ending. Especially with how it would also abruptly put you back at the very start to play again. That sort of UX stuff is important, especially for a VN, I think.

I think it's still pretty decent for something made at a jam though. Good job, and congrats on the submission!

I don't fully understand the points system underneath because the numbers it displays don't really match the points I gain for making that match. It's also pretty RNG dependent, because you can get a series of Grems with pretty incompatible traits and you have to make 4-5 matches in a row that are all bad and you're just trying to mitigate the amount of loss you're incurring.

The game also does a pretty jank thing with the elements on-screen unless you're playing on full screen.

Despite these issues the game was considerably engaging. It's fun matching Grems with each other, but I wish there was more when making a match other than just receiving money. Like after 5 or something good matches you get a window that shows an update on a previous match showing the Grems happy on a date or something (like, interesting scenes that add 'flavour' to the game) or even an update on a bad match showing Grems fighting (and then you taking a secondary loss in cash as they sue you or something, idk). I guess what I'm saying is the game feels a little surface level gameplay right now and there's a good amount of potential you can tap into if you ever plan on expanding it in the future.

One slight cheese that exists in the game right now is that the points seem to favour the player because I can shotgun the matches and still find myself generally in the positive. I think this may have been intentional because of the RNG issue I raised above, since there's a good chance that incompatible matches appear a lot so you might have scaled the payouts per match to not punish the player too much for something they could not control. I do like though the ability to swap traits around because it somewhat incentivizes a level of tactical gameplay.

Still had fun though. Good job on the game and congrats on the submission! :D

I'll admit that in my first playthrough I didn't immediately get it, but I played on and it's actually a cool concept wrapped up in a really fast paced game of resource management. I really like how as you play you realise that certain things are better in the start and later you have to re-spec yourself and adjust to the quickening pace of the game.

Everything was pretty good from the Myth hazards (Calli chasing you around was super funny and nerve-racking XD) to the way the items worked (although I'll admit I may not have gotten  the best look at all of them because of how fast paced things were going and I was stressed out just trying to buy the right merch).

My only negative comment would be how walls and objects tend to bug out when Ame walks too close to them. I think you were trying to go for the effect where the wall or object becomes transparent/translucent when it comes between the player character and the camera so that the camera can see through the obstacle? Or idk, I'm just guessing. Either way, it made for a weird visual bug that, while not hampering gameplay, was still annoying for me to look at. Also, maybe I'm dumb but I didn't quite understand how this fit in with the theme. 

But other than that, it was pretty fun. The gameplay is definitely this game's strongest suit. Good job to the whole team, and congrats on the submission!

I can see the vision, but there's just a little too much with it that's still not fully developed. For one, it's really hard to get a sense of timing when you don't have an indicator of where Gigi's attack lands. One might initially assume it's around the same area or in front of the car, maybe. But it turns out it's a whole area in front. That said though, the hit detection's a little wide and too forgiving that you can tap out of beat by a bit and still get it. Double notes are hit at the same time because I assume their collisions overlap and there's no hit detection counter/limiter that prevents this from happening. And speaking of the beat itself, the mapping also feels off in some sections, but I do think that for the most part it seems aligned with the song. The pebbles seemed unnecessary, but I know what you were emulating so I understand why that's there.

Overall, I think you have a good idea and were able to do what you could as a solo dev in the time provided so I can't really be too hard on you. Besides, we do this jam for fun, and I did still enjoy some of the time I tried out your game; and I hope you had fun making it too, and I think that's more important. Good job and congrats on the submission! :D

All the art is so cute and so good XD The music fits it so well too.

The gameplay's pretty short, but understandable in the context of the jam. Also, I don't know how much more you can get by doing this, but I found I can spam both A/D and Left/Right at the same time to sorta double the rate of spam inputs. At any rate, it let me get over 270(?) Xitter interactions and Nerissa was really happy >///<

Overall a fun and short experience. Great job to the team and congrats on the submission!

If you do manage to make a post-jam update, I'd love to check that out. When I finally have the time to, I wanna give this game a fairer shot and actually finish it. (Also, obviously I can't see the progammed side of things, so for what it's worth the game is still pretty interesting and fun to run through a couple of times despite the bugs, so good job and congrats all the same XD)

Really cool puzzle idea, playing off the idea of Love/Angst into Attract/Repel. I do question the pairing a little, because I feel like even at their worst they don't really repel each other. A pairing like IRyS and Bae (especially the early days of their ship) gave a bit more love/hate vibes than Autofister. But I totally get it if you just really wanted to make a game with Autofister. They're too good XD

I'd say this was impressive work for something done solo in 2 weeks. The main game mechanic is really solid, and its application in the levels, while still simple, is done pretty effectively. It's a shame we only got that many levels, but I understand because of the jam's time limit if that's all you were able to make (submitted in the last 2 minutes is cutting it real close, but good job on getting it in time all the same). My only negative comment might be that the movement doesn't feel properly responsive. There's quite a bit of delay between each button press/step and it just makes them feel like they're moving slowly. I don't know if that's a preference thing, but especially with puzzle games like this where I imagine the levels get bigger or you go around the level a lot setting up objects to solve the puzzles, it would really be nice to the player if the movement itself didn't slow them down. The longer you delay a player from executing their plan, the more frustrated a player can become that they still haven't yet executed their plan. You can try making the movement a bit snappier and see if that works for you.

Overall, I'd say a pretty great job though. Love the simplicity of the sprites and the general colour palette. Congrats on the submission!

If that's the case then I commend you all on properly limiting the scope of your game to within what's feasible for the jam. I personally am so bad when it comes to managing scope creep so in a backwards kind of way I get wanting to put more things that make sense but having to hold back to meet deadlines. I definitely will be checking out the game again, and I'm looking forward to seeing the post-jam release, whenever that will be. (No pressure! Y'all develop in peace now)

Again, congrats to the whole team! :D

I totally understand the issue regarding a lot of ships being NSFW in nature XD (save it for the 'paid' version of this game /jk)

Also, I figured the scoring was something like that. I agree Gelbooru is already pretty meaty if you're looking for data. Not really a complaint or anything, but I think it would also be nice if other forms of media were considered like fanfics, animations, other games, etc. But that's a whole ocean of work that's out there and you're just the one person doing this so, again, no complaints here. I appreciate the clarification for where the data was taken from and how the data was used in scoring, thanks. Congrats again!

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I couldn't get the True ending for a while and was going to rate your game despite this, wanting to move on so I can go check out the other games as well. But I decided that no self-respecting, self-proclaimed lover of VNs would ever stop playing without at least seeing all the endings, especially the True ending. So I kept going until I finally did it. 

And my score for this game actually went up because of it XD

That grind was so worth it, seeing the Truest of endings you had cooked up. That was really some journey and I'm really glad I kept going.

In reality I've no notes. I can't really score you any higher for gameplay and innovation since it's basically a VN with a simple resource management system, which I've seen done several times already. I understand that probably because of the jam there wasn't much time to iterate on the formula, but you sure as hell made up for it in the writing department which, I feel like, is more important anyway for a VN.

I won't say much about the story since I don't want to spoil it for anyone, but if anyone here who hasn't gotten all the endings is reading this then I urge you to go back because it's pretty good. Not groundbreaking stuff, but the tonal shift is wild and really feels like a genuine VN sort of True Ending, if that makes sense.

Final comment: I didn't know that Cece's first solo live will be held in the Philippines XD I'm excited to see it live! I wonder if I'm the Otomo she finds crying this time around ;>.>

Good work on the game. I super enjoyed it! Congrats on the submission :D


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I have to commend you on the incredible job you did in capturing the cheeky flirtation between ERB and Nerissa. It was spot on and was a nice touch to add flavour to the gameplay.

The gameplay itself was also pretty fun. It's pretty repetitive, but the increasing number of enemies and having to look for the crystals gave it enough of a challenge that it didn't feel stale at all. Dashing around felt really good, especially with the slow mo ability on. The game doesn't explain anything, but I figured out that sticking to Nerissa heals you, and hearts fly out of her when you do that which I thought was freakin' cute.

I found a bit of terrain you can climb on top of that I think is high enough for the enemy shots to not hit, which might be an exploit, but also really helpful for when I accidentally run out of stamina and need a few moments to let it recharge.

I think I share the sentiment with others in the comments that I wish this was longer XD Of course it would need to be further fleshed out as a longer experience but as it is now, for the purposes of a jam, it's pretty damn good.

Amazing work, and congrats on the submission!! :D

Edit: I replayed it a bit again because it's way too fun dashing around.
GOD THEIR PLAYFUL BANTER IS GIVING ME LIFE.
As a guy, people tend to doubt my reasons for loving yuri,
but I just really like seeing women happy.

I really wish there was a downloadable version. I'd love to keep a copy of this in my humble archives XD

I can definitely see the inspiration, it's pretty straightforward.

There's not much to comment on gameplay since you didn't iterate so much on the formula. But if the gameplay's not much then at least you have the story going on okay. You seem to have followed ENReco Ch. 2 well enough though to make your references, so you're all good on that front. And seeing the events of Ch. 2 from the perspective of the Princess while still fulfilling her administrative duties is somewhat interesting.

The only major flaw I found is an exploit where after you make a decision, before the person leaves you can keep spamming the Y or N buttons to further increase or decrease the Money, Happiness, and even Love/Angst meter. This can be especially useful if a player runs short on one resource where they can time the proper scenario and just re-accumulate what they lost from it. I do know that if the player accumulates too much of a resource then the game ends (as it was in the game this was inspired from), but again, with the right scenario the player can just manage that carefully.

Oh, and since I brought that up, you mention in the intro that going to 0 in either resource leads to a game over, but you didn't mention that if you go over some limit that it also triggers a game over. I think a player should be informed of that too so they realise they have to tank some of their points and balance it within a certain range for 15 days.

If I had more time, I definitely would have liked to try and make it to day 15 and see where the Love/Angst meter leads. I might revisit this at a later time, but at least for now these are my thoughts.

Nice idea, and congrats on the submission!

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This isn't the first doomed yuri Autofister fanfic I've seen this jam, and I pray to God it isn't the last.

The gameplay's largely repetitive. It's a little more than challenging to gather the resources needed to help out Justice while managing the cost of Cece's repair module, but I suppose that's the big decision you have to make. I don't know if there's some wiggle room in letting me skip a day of getting the repair module, but I'll be damned if I don't see Gigi punch a hundred rooms' worth of rocks to get the materials for the module.

I never got to see an ending though, if there was one. I think there was a memory leak somewhere (or something, idk, I'm not exactly a programmer) and I was cranking Cece's key in the morning like always, but after maybe seven cranks the game crashed and everything froze except for the bgm which kept playing.

If you all ever consider revisiting this post-jam, I'd love to see more variety in everything. There's so much potential for expanding on the ideas you all have already laid out here; i.e., more crop variety, more enemy variety, bigger and more expressive room layouts, attack variety (combos or the ability to buy them?), etc. Like I said, there's so much potential in this game. Would almost be a waste not to do more.

Edit: I forgot to mention here that it would also have been nice if there was a clearer indication of when I hit the enemy. I know the enemy flashes red, but they're practically coloured black so you can only barely see them flash at that point. I guess that extends to the rest of the appropriate areas of gameplay: this game would benefit a lot from having effects, e.g., watering the crops (and showing that a space was already watered), impact FX (like a small graphic to show you made contact), etc.

I think my only regret was having my game get cut abruptly because of that crash. Other than that, a wonderful submission to the jam, and congrats to the whole team! 

The click and drag hurts my wrist bit because of the camera sensitivity, and it's nigh unplayable while in fullscreen because right clicking the window highlights everything in this pallid blue colour. The platforming's a little tricky too because of how looking around works.

My comment on the art direction is usually in 3D platformers it really helps the player if the player shadow is directly under them. That way, if they're trying to view the player character from the side, they can see whether they're over certain terrain or hazards. I also think the models are a little flat in colour, egregiously so with the pebbles. They cast such a big shadow, but if you look at the area behind them that's supposed to be dark it's the same colour as everything else. This actually might be why the game was difficult for me when viewing top-down, because the pebbles dont have shadows on them they're sorta like a homogenous blob moving about and I don't get a sense of depth or distance from the pebble. One section was especially tricky because I could not tell if the pebble was above or below me. But I suppose that's why you can move the camera around, which would be fine if, again, moving the camera around wasn't such a pain. Skill issue on my part, likely.

Anyway, funny idea. Decent execution. It didn't really have a 'real' ending, but that's fine. It is in the nature of a jam that we can't always finish what we create. So in case you decide to revisit this post-jam, I look forward to seeing your game improve!

For a second I thought the jetpack was made out of cucumbers--probably because of how it's coloured, idk? I had an idea that I thought would be funny as an excuse as to why reaching the jetpack just unceremoniously teleports you back to the first checkpoint. What if the jetpack was made of cucumbers, and that *oofs* the Chattino and that's why they reset to the start. I dunno, food for thought XD

Good work and congrats on the submission though! I still had fun all things considered :P

Thank you for giving our game another try after the grace period update! The thing with double jumps off slopes seems to be a result of how the physics/friction is set up (not entirely sure; I'm just the artist lol), but I'm still really happy with what our programmers did in the time we had :D

Also, I'm glad the tilesheet revamp made it in the end. I think part of what made navigating back tricky was defining the platforms themselves as well as making them stand out against the background. The latter was especially true of the Ruins area. Based on the tilesheet I received, it seems our designer really intended for the ruins to use its own tiles instead of the hybrid forest and cave tiles in the first version. But they were able to finally implement it in the version you see now and I'm glad that navigating through the rooms is clearer now. To be honest, I mostly kept our designer's original tilesheet intact and I only enhanced the edges to make them clearer. They deserve most the credit for the actual implementation.

Thank you again for playing our game, and glad you had fun! :D

Thank you! 🙏🏼

I'm gonna get this comment out of the way: this game would go so hard if it had bgm. The sfx are pretty good already, and the gameplay is pretty solid, but with the right bgm this would have really hit a vibe.

But, like I said the gameplay is pretty solid by iteslf. It's nothing terribly new, but I did appreciate the indicator that showed the range you can link the balls to each other. It helps with planning my route across the board. I think you could have lowered its opacity a bit that way it's a little more subtle but still there. Although that's not really a big issue especially since the outline's already only a pixel wide.

I didn't get too far, in the game because I had limited time, so I didn't see if there were more complex recipes that required more than 2 combinations of talents. That's maybe something to consider in the future, if you haven't already implemented it. Also, probably worth working on making the game with scale-able resolution instead of imposing fullscreen gameplay all the time. I think the character balls are still distinguishable even when scaled down (good job on the art, btw) so I think the game is still pretty readable in lower resolutions and gameplay won't suffer.

Lastly, and this is maybe a preference nit pick on my part, but I think the range of the Holo Ball explosion is too big. It clears more than half the screen and gets rid of a lot of balls I was saving up for a combo. It's practically a board reset, and at that point why not just make it a board reset. I think you may have done it so that even when the Holo Balls sink to the bottom they can still hit the hearts that are stuck on the top of the board, and if so then I totally get it. So if you are looking to improve this game post-jam then that's maybe something you might wanna take a look at and see if there's anywhere else you can improve regarding the way the Holo Ball works.

But, I mean, if you're happy with what you already have and it's aligned with the vision you have for the game then don't let a single person tell you what to do, right? ;>u< I think you're game's still pretty fun as it is. Good job and congrats on the submission!

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I'm going to guess that maybe the best part about making this game was doing 'research' (i.e., poring through as much fan works as you can looking at all the ships). This was a very interesting idea that was very simply implemented. As a Holofan, it's interesting to see the strength of each ship (as quantified by the score, relative to the game's database) and it also really tests your familiarity with the fanon relationships within Hololive. I also like the bonus you get by making pairs across branches, and especially the bonus I got for a 'Rarepair'.

This is a really interesting and fun test for the general Holofan.

As a point for improvement: I do realise it would mean having to gain permission from every creator used or referenced, but it would be a nice bonus to see a random fanw ork whenever you make pairs, be it a fanart pic, a screenshot + title of a game, or the title + website/link for fanfic. You don't have to put it in the gameplay itself; it could also just appear in the end score screen. You can do a recap of the higher scoring pairs the player got, mention the rare pairs, and then hyperlink the fan works or have them appear when the player hovers over the pair. Just as like a bonus for getting those more interesting pairs right. Again, it would mean securing permissions from the original creators of the fan works to allow you to reference their work, but I'm sure most (if not all) would be happy to have you direct people to their works.

Edit: it might also be nice to show the player how they're being scored. Like, are they being scored based on a ratio between all fan works involving the characters to fan works of just the pair? Or are there other quantifiers that are being considered? Also, what is the extent of the database? Did you go through all the fics in AO3? Or are you just counting the numbers next to the names in paheal.net? Displaying examples of the fan work would also help the player see and know that their guess is valid and that there is a database being referenced after all.

Good job overall! Congrats on the submission :D

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Your explanation for each minigame makes sense now. I understand the limitations of working within the jam period so I know not everything can be implemented to its fullest, but again, I do appreciate where you've all taken the minigames and they were still fun the way they were so you all still did a great job on that.

Also, regarding the music, I feel like it was a gigabrain move to have the jukebox there XD I can see a situation where I just have it just running in the background while I listen to the music XD

Again, congrats to the whole team. Amazing work from you all!

This is pretty impressive for something pumped out in 2 weeks. I really like how you directly lifted lines from that one series of interactions with Shiori. They fit so well in this game. Or rather, you adapted the lines really well and created a game whose atmosphere is exactly how it feels it should be.

The gameplay is pretty good. Souls-like in a way. Attacks feel heavy and could benefit from a hit indicator, like a meatier hit sound or impact effects. You see this already with the large ones when they flinch. You can really feel your sword making contact when they stagger backwards. The smaller enemies for some reason are the ones that hardly react when you hit them, so sometimes I don't feel like my attacks are doing anything. I also think you shouldn't be afraid to make your heavy attacks feel even heavier. I found that you can practically spam the heavy attacks with little repercussion. You can get away with clearing a whole area using heavy attacks because the attack speed isn't that much slower than regular attacks and they deal more damage. Again, think of Dark Souls where the heavy attack windup is so sluggish, and the follow through is also so delayed. You can really feel how 'heavy' the heavy attack is. Lastly, I think the dodge seems to go towards the direction your camera is facing and not where the player character is facing. There were several times where I am strafing while keeping my camera on the enemy and I try to dodge in the direction I'm strafing towards but instead I find myself flying towards the enemy I'm looking at. I don't know if this was intentional, but if it isn't then that's something you can think about and work on if you want to keep working on this post-jam.

Anyway, great job you two on creating a pretty solid entry for this jam. Again, impressive work for the time frame provided, especially considering it's just two people in the team. Congrats on your submission!

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I try to avoid making direct comparisons but this one's literally just One Finger Death Punch but with Bancho. The reason I'm making this direct comparison is because the game itself gives too little for me to understand the vision. It's not really apparent where or how the theme fits into the game or gameplay. For that matter, the gameplay itself is a little lacking. The hit detection's a little tight on the distance, and the knockback constantly knocks me into the enemy in the other side. The game feels more like a test to try and see how much of this one mechanic you can recreate in Unreal Engine.

That said, it was a pretty okay recreation (sans bugs). Looking at it as a game doesn't do any of you justice if only because of how incomplete it is. Looking at this as a demo of your skills however, with what you were able to deliver in the time given to us, I'd say not bad. The basics of the combat mechanics are there and it (mostly) works. The character model is janky, yeah, but one might also call it its charm point >_< The game might not function totally as a game, but if you look at the pieces that make up the game then I can see the effort you put in and the skills you have to pull it off and I can acknowledge that. Good effort to you all, and congrats on the submission!

Edit: fixed minor spelling error

Really funny physics based puzzle game. There's quite a bit of RNG involved for a few levels (has to do with Gigi's irregular collision shape and the way she will just sometimes bounce backwards instead of towards the goal) but the game's short and quick that there's no real penalty for brute forcing the shot by doing it over and over again. For that I have to thank the indicators on the meter that shows the angle and power of your last shot, that was really useful. The Focus button was a good touch in helping find the target without fully revealing the layout of the level, forcing the player to still fire a test shot to sort of feel out the trajectory and bounce. I also really like the sound clips y'all picked out for Gigi. Nothing quite captures her energy better than the very words from her own mouth!

I know it's kinda ass, but I totally see the vision. Also it being ass isn't your fault (at least not entirely), like, a game jam has its limitations and deadlines so you did what you could in the time you had. Like, if there was more time for you to keep working on this I'm so sure it would be really good and hella funny. As it is now, it's not much, but I still gave you points for the vision.

PEAK CINEMA.

I was already sold when I saw it was Autofister fanfic, but for it to be DOOMED YURI AUTOFISTER FANFIC?!

The puzzles are not difficult to understand that with just a few seconds of fiddling around you'd immediately understand what needs to be done, but also they're still challenging enough that you won't blast through them all.

Maybe my only comment on the negative side would be a slight lack of sfx in places. The music does a lot in most scenes and in others the silence is warranted, but sometimes a scene is too quiet because there's no bgm and no ambient noise filling the gap, but take this comment with a grain of salt because it might only be me since I'm the type of person whose brain is thinking too many things and a little filler sfx or bgm is nice to fill in those spaces and helps me calm down/focus.

The art was stellar. I love the use of monochrome for the cutscenes. The overall colour palette is nice and soft. The animations and cutscenes themselves were pretty good. The writing?! 10/10. I started playing it and was expecting a short experience where Cece needed a little repairs, but then it started getting longer and longer, and more and more needed to be repaired, and then I was waist deep in emotions and I'm punching the walls with how beautifully tragic it all is.

Amazing work from the team, and congrats to you all!!

I think this could work really well as like a proof of concept. The air dash mechanic and air dash combos are really interesting, and I suppose if you only had more time you could have really fleshed out the level design around the idea of air dashing and breakable terrain like you almost did in the brief section before the boss fight. As it currently stands it's impressive work for a solo submitter, so I commend you on that. Even if not as a fan game, I think at the very least this concept is worth revisiting and developed into something more complete.

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This was actually pretty heart-wrenching. I was expecting a lot of games to focus on the romance kind of love, but this one is a deeper more thoughtful expression of love and you all managed to capture that bond that Council/Promise had for each other. It still hurts that 3 of this generation are already gone, leaving the other 3 to keep going. But I genuinely believe that the memories they shared with each other is exactly the reason why the 3 remaining keep going. You all have done so well to feature that in this game, in both how emotional and silly these games and dialogue are, and I thank you all for making me too remember all the memories I have of those beloved graduates..

I really like the genre-specific remixes of their songs. Also, a DOOM (MOOM?) minigame was the last thing I imagined any of these minigames was going to be. Amazing job having such varied gameplay experiences that felt complete and fun! Also also, as an artist can i commend the funky sprites for Kronii and Fauna's fishing minigame XD

Final comments:
- I don't know if there was a fail state built into the Sana minigame, but a lot of the time I was just tanking meteor damage to get by an area that spawned an unreasonable array of obstacles >.<
- Fauna's minigame naturally goes through the daytime cycle, and I managed to catch everything I needed in a single pass which made the option to change the time of day useless, at least in my playthrough
- Mumei's minigame would have benefitted from having some indicator that I'm executing a melee attack. Maybe a third of the time I was hitting it I wasn't sure if I was actually doing anything, and I would unnecessarily take damage.

Congrats to the whole team! Great work :D