I did it both to pass the time and get those numbers, as a gift for a friend (you). I also did it while in a Discord call with friends, talking with them while my boyfriend was drawing commissions.
FlameMane
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This game is a lot of fun. I feel it best excels at the animations and the balancing of the enemy types: Yellows are moderate speed and moderate health. Reds are slow, but have the most health. Blues speed towards you, but have the least health.
I love Boykisser, but if this game is ever finished, you bet your ass I will be playing it.
oh yeah and I also know the Boykisser VA you sampled, personally.
is this game like, doxxing someone at the end? I hope it's just a random set of coordinates you put in there, because this is such a weird choice to put in these random coordinates in Romania.
Other than that, I should have realized this game was a horror game. You've done it before, this was released on Halloween.
It took me a bit to realize the guy was supposed to be the villain of the game; at first I thought, "bro that looks nothing like me. Yeah, my teeth are yellowish, but other than that, no."
It's all right for what it is, and the scares definitely caught me off guard the first time around. Took me the second time to get the hand scare and a later time for the bathtub, also getting to see the body variations was cool..
Like, it's a decent, short little game. Though I def don't get the point of the ending and why it's providing coordinates in Romania.
In regards to the story so far, it's a mixed bag.
On the side of the main characters, I understand dropping more hints towards the ending plot twists. And the flashbacks throughout the game are greatly appreciated, mainly so we see a lot more of Yui than just some meek, innocent girl and more of Kirumi's personality. But at the same time, leaving them more ambiguous makes the surprises more, well, surprising. Especially for those who haven't played the original version.
As for the villains, really appreciate adding more of them and giving them more personality. Adds more to their scenes, and gives them more to do than just being eye-candy. Makes it easier to go into which ones are more interesting and unique, other than the obvious best girl (Mistress).
This is nine months later, so it's a late reply, but...
I am happy to report that the May and Beedrill guy fights have been appropriately nerfed. Same challenge, but nowhere near as frustrating. Can't say the same for Tracey: still got the limited, infuriating move pool of Spikes and Circle Throw, combined with Recovery. Only reason I managed to beat him, this time, was by stocking up on healing items.
Also, I find it funny how Jigglypuff has forgotten moves, despite you capturing her just by interacting with her in town. And I dunno, it seems impractical to have the Stockpile moves all forgotten, that you'd have to combine all three of them to make each of them viable.
Also also, I say you got me good with Clefairy trying to learn Hyper Beam, only for it to just be a full restore Rest in disguise. That said, one of my Clefairys would NOT stop trying to learn Rest, even after learning it for the first time.
Crazy I got legit invested in an April Fool's game. Wouldn't be the first time it's happened. But I do have my criticisms:
1. With the forced loss battles, maybe give an indication that you're meant to lose? Like, is it possible to beat the preds after the catgirl quest and the Noiv rescue that end with cutscenes instead of game over screens?
2. Maybe make that fight with DaBoss clearer? Specifically, when her minions are defeated, they do have the "Weakened" status, but they can still be damaged. If they serve no more purpose at that point until DaBoss needs them for healing, how about giving them death animations, or at least make them no longer selectable so a player doesn't waste a turn.
Was talking to JMC about this on DeviantArt, and he's interested if you have any feedback on what he has publicly available for the adaptations of your work.
This is the song he published for Mutkifer: https://soundcloud.com/nikita-efremov-865151319/fnf-notmk-20-non-potes-fugiendum...
Note on the song, from JMC: "the vocals there are temporary, one person will help me make new versions, in general the song can also be slightly reworked. And yes there is a reference to SMB3 Game over sound effect"
And here are the renders for Sophie and Mutkifer, which he provided me with


Well in that case for Punisher, sounds like a "skill issue" on my part. I acknowledge that fact, because I even suck at the original Super Mario Bros., which is what a lot of these horror games are based on.
As for Toad... I see your point. After I finally figured out the turnip thing, I managed to beat Toad just after that.
I don't think Millie's Nightmare is winnable. Or at least, I can't tell if it is. I manage to find the first three pages, but then I am wandering all over the map and no sign of the last one. I checked every burrow, and still nothing.
Other than that, there's really nothing to complain about. Other than, well, how annoying this game can be. The presentation of this game gives off serious NES Godzilla vibes, and the sprite art is all the better than before. Really loved smacking Toad in the face with a rock.
But the difficulty... I don't find this game particularly scary, but a game becomes less scary when the feelings of fear get replaced with frustration. The timing of the turnip throwing for the Toad chase, and how you have to wait for the complete end of the Punisher eye animation before you can move again. And that split second is the annoying difference...
Other than that, I do really like this game.
This might be one of the annoying Pokémon things I've ever played, and yet at the same I enjoyed my time nonetheless. I do want to ask you about this game's difficulty, for a demo, though.
I get the Level 25 and Level 45 Metapod battle being annoying on purpose, since all they can do is use "Harden" even when they cannot raise their defense higher. But I found the fights with May, the Beedrill guy and Tracey particularly annoying. May is annoying because of the limited but still cheap movesets of Torkoal (Snore, Ember, and Rest. Mainly Snore and Rest for how often it puts the Clefairies to sleep, and regains Torkoal's health.) and Torchic (Mainly Double Kick's sheer power, with the occasional Protect.). The Beedrill guy is annoying because of the Beedrill's repetitive use of Fury Swipe, due to its frequency to hit a lot no matter the Girl ability's usage. Tracey is annoying because of the spamming of Smeargle's Circle Throw to damage the team and force a switch every time, alongside the additional spamming of Spikes that doubles onto that damage count, all combined with how you have to repeat that pain six times.
I know this is more or less a shitpost game. I do. But I do have two things that bother me.
a. Tank controls for everyone, and the S button is useless because you can't move backwards
b. The jump is really slow, both when getting off the ground (which can result in you hitting a spike anyway), and when in the air it's like they're on the moon (the coins will probably despawn by the time you get down).
I'm sure these things were intentional, but regardless.
Actually, hear me out: what if instead of the villagers getting a craving for flesh, it's Hamtaro who does?
In a remake by your team or someone else, instead of the game revolving around MissingNo., have that line about Hamtaro deciding to not eat that first day have more significance. Give us the option of whether Hamtaro should eat any of the meals he cooks, or just gives them to the villagers.
Give us a happy ending if the player can satiate both the village and Hamtaro himself, throughout the game. Give us a bad ending if we either keep all the food to ourselves, or only feed the town. And it could all be done with an alteration of the canonical ending:
When Bunjamin invites Hamtaro over, the result depends on how you played. Have Bunjamin try to be nice if you did everything right. Have Bunjamin get angry at you if you deprived the village. Have Hamtaro have a bad feeling about this, if you deprived Hamtaro, leading to two different scenarios: 1. If you choose not to go, Hamtaro will die of starvation. 2. If you do go, Hamtaro will end up eating Bunjamin, and maybe three different paths could occur: Hamtaro loses it and goes on a killing spree, Hamtaro simply covers up what he did and moves on, or Hamtaro admits to his guilt and is punished.
This was underwhelming. I hoped that there was an option to just race like normal, before you had to do the whole "search for a secret" thing. But that's all you can do.
By the time I got to the block room with the glitchy bodies, I was more annoyed that I was having so much trouble finding an exit. And the ending jumpscare, while well animated, doesn't feel all that scary to me. By then, I was already numb to the scary stuff.
I knew going in that this was a horror game, thanks to ToadBup's video on Kitty Kart 64. But even so, I was kinda surprised by what I saw, both in a positive and negative way. On a positive note, I appreciate the gradual buildup to the whole town desiring Hamtaro's flesh, as the static infects their minds...
But on the other hand... why is the monster just...MissingNo.? I think you could have come up with some other glitch-themed creature to serve as the villain, because it being MissingNo. just feels off to me.
And speaking of glitches, there is this one glitch if you get near a bridge on your scooter, resulting in Hamtaro and the scooter splitting from each other until you get off the scooter. And worse, at one point during play, I got stuck in a corner between a hill and a bridge, meaning I had to start a whole new game because of how this game saves wherever you chose to quit.
Everything else, I appreciate. I enjoy zipping around and bouncing off of hills, and the bonus of the scooter time trial was nice. I just wish there was more to it. I even enjoya engaging with the dialogue, including with Bunjamin. I hate that guy.
However, I do have a piece of criticism to offer: if you intend to make more games like this, as in visual novels that involve boss fights, maybe try to not make them luck-based? I know it's multiple choice, but it's why I can't say the final boss is all that fun, because of the limited time combined with having to guess at every screen before the ending -- and getting even one screen wrong sends you back to the beginning of a phase.
Either you figure out the pattern through trial-and-error, and have to memorize the exact choice for the exact screen, or you cheese it by saving whenever you get to another screen and continue to load the game until you get it right. That's how it went for me, anyway.