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Enalye

39
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62
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A member registered Apr 02, 2016 · View creator page →

Creator of

Recent community posts

Yeah the map transitions and enemy spawnings are pretty rough, I concur ^^ Thanks for playing our game !

Thanks a lot for playing our game !

Thanks you for playing !

Glad you liked it ! I agree that the game sometimes has pacing issue with enemies, and a failed throw may be inconsistantly punishing for the player. Thanks you !

The intended route was having iframes, but its implementation was forgotten during the jam (The uploaded postjam build does have iframes). I agree that foes are a bit too much on the aggressive side. I think at least a little spawn animation/delay would make the game smoother. Thank your for playing and your feedback !

You’re right, I didn’t check the needle’s hitbox to keep being used after the first hit. Tbf there is lot of trivial stuff I forgot to add ^^. I’ll keep that in mind if we do another update. And thank you for playing !

Classic Junji Ito, executed in a simple yet effective formula. The hit detection is not perfect but it works. Good game !

Finally got to play the game (on the web version since the linux one still do not play any audio).

First, the art is reaally cute, and it’s a really good game overall. Balancing this kind of game must be really hard, although the fire is quite frustrating.

Once you have more than 5 tiles on fire, you have already lost ’cause the fire spread too quickly.

Maybe the fire could progress by one tile per turn ? Or just preventing the player from smithing without at least one fire tile being used ?

Otherwise, love this game !

Just got access to a windows machine, tried the web version on firefox and chromium, then tried the standalone. Each time I got the same result.

I’m starting to think it’s a me problem.

I am on the jam server, feel free to contact me. (Bear in mind that I am on a linux machine right now)

(1 edit)

I’m using Firefox. I just tried using chromium just in case, I have the same issue here. I also tried the windows version through wine, same result. I don’t understand at this point.

I don’t know if I did anything wrong but the game does not seem to work correctly on my hand, be it the Linux version or the Web version (+ the linux version does not play any music nor sound).

After starting the game, I only got the following screen:

I may be dumb idk, in that case sorry in advance.

Man, even by cheating this is not easy, this really needs checkpoints.

This concept is great and adding progressively more tools like rotation/scaling/croping of the patterns could add a lot to the depth of the game.

I liked it !

Shanghai is so cute ! Also, nice tutorial. Everything is well-made and thought out. I don’t know how you did to fit all that amount of work in 3 days, with all the animations being polished, and with a fair amount of levels. Congrats !

I love SSiB (Reisen2 best Reisen). The Reflowering mechanic may be a bit underused when you can just shoot down everyone, haha. Overall good game !

The invisible hitbox bug was found, but I don’t know about the W key not working ? What happened ? Did you change your keyboard layout ?

We are currently working on a postjam version with, at least, all the bugs that we already fixed.

And thanks you for playing !

I somehow forgot to add any iframes in the rush of development. And it only took like 5 minutes to add, it will be added to a postjam version.

The initial idea was that threads were becoming alive tsukumogami-like and were making clothes/hats move around, that’s why Sukuna is able to control her needle remotely. (A bit similar to DDC story-wise).

Thanks you for playing !

We found the source of the bug caused by yukari’s gaps, same with the damage bug. We will publish a postjam version with with the bugs fixed.

There is no health drops, although it’s a good idea. But at least, you only restart the current level when you die, so it’s not too punishing (without the bugs at least).

Thanks you for playing !

Did you use the Z key or A on a controller to use the lantern ? Without the lantern, you are blind and can only rely on the audio.

AAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAAA

If she touch you while moving toward your last known position, she can still spook you even with your lantern off (the lantern will be toggled on for the animation). I quite like the idea of you being the chaser. And a more fleshed-out experience even with a really simple objective would have been a lot better.

It was either kyouko (as she’s echo-based), or one of the other sound-based youkai (luna child ?). Yeah, had I started earlier with that idea (and been more motivated), then making a fetch-based objective would have been a logical choice. I started with this idea of an echo system, but didn’t know where to go with it until much later when I started making the horror mechanic.

Be careful she can bite.

It’s hardly a game, there is no objective so yeah. You just move around around with your lantern or try to be sneaky by using sound reflection to avoid Kogasa. I wanted to make a game based around echolocation but didn’t have much inspiration.

We ran out of time to properly balance the difficulty and to add a proper retry system. Glad you liked the animations and movements !

Nobody seems to like the landing recovery, we’ll change that behaviour in a future update. Yeah some places are harder to see, I think that’s something we can also address later on.

I still hear the echoes of our level designer laughing frantically while citing Getting Over It when he implemented that level. He even asked me to raise the map size limit of our map editor to 200.. brrr

We already did some updates, Idk if we’ll add content but for now, we are patching the game’s biggest issues (like objectives, key mapping being unclear, being lost in the level, softlock caused by an unslidable spot on one particular map, etc). The retry system is next in that list. And I want to redesign Suika’s fight.

The single life issue comes down to only have 1 hour left for playtesting, already too late to implement a proper retry system. This seems like the biggest problem our game have, we’ll surely add one in a postjam update.

Thanks for streaming our entry ! Yeah we’ll definitely add that retry system. I also think Suika should be reworked to have clear phases.

I agree, the truth is the ennemies are using the explosion sprite as projectile, we didn’t have time to make dedicated bullets. That really hurts the game’s clarity. And yeah, a retry system for each stages was also planned, without it, the game seems too difficult (and also suika which gives the player no break).

Thank you ! Animations were done by the amazing PC_Volt

Powerups were planned, but not included, and lives were also planned to be gained but now lives are reset on each level.

The eternal frustrating problem of dependencies on Linux. Next time, I should find a way to ship a game with its libraries or using an appimage.

I agree, during playtesting we planned to add at least an arrow pointing at the objective but unfortunately, time was running out. I think i’ll add something in an update soon.

We tried to remove every single corner like this before the deadline, but this one got through. We will update the game in a postjam update to remove this spot and add a way to ungrab by pressing down.

We found the crash, we will update the game soon !

We didn't update the build, it's the same build. We just forgot to indicate that you can swap dolls in the tutorial.

We forgot to write it in the game but you can switch between dolls with the mouse wheel. Most dolls are not doing anything, but you have the one that shots bullet, the shield that reflects shots and the teleportation one. You can use that one to teleport on top of the hill.

C'est pas un Crypt of the Necrodancer dans les faits. Tu peux te déplacer quand tu veux, les ennemis agiront de même, mais tu as un temps limite pour agir représenté en haut à droite.
La seule restriction est que tu ne peux pas effectuer la même action deux fois de suite.