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Gman8r

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

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https://gman8r.itch.io/nitorinc Sorry for posting here again, my game seemed to be missed the first time and I heard you're adding more, so reposting in hopes it was just a bug.

https://gman8r.itch.io/nitorinc

As your local TouhouxWarioWare specialist I'll say for sure that the first microgame doesn't explain itself well enough, but i like the second! With more games and a bit more breaking down of tasks the player has to do (think really bite-sized) this could be polished up pretty well.

Ok so heads-up, this game visibly doesn't have anything to do with Touhou besides basic gameplay, but the rules of our jam require you to make a game that has something to do with the Touhou characters/universe. I'll let this stay up but next time you can't submit something like this since I told you this.

Anyway, the game was pretty straightforward but dragged on a lot and I wish the enemies took way less hits to kill so I could get to more rounds quicker. And the rubble looked a lot like bullets on that plain background so watch out for that. The title screen was very neat, so my biggest recommendation is that you take time like that and budget it into your core gameplay.

Just needs an airhorn rendition of that title theme.

For some reason this weirdly captured the feeling of playing an Atari game you don't 100% get but still want to fiddle with. So I had fun.

Wow this was a great concept for a danmaku game! Once I got the hang of how it worked it became super fun. These was a shocking amount of variety in the game too, so the simple presentation must have really paved way to a lot. Great job!

Judging by the jam version yeah the game didn't totally piece itself together in time, which happens sometimes. looking at the newer version (despite breaking some kind of honor code) there's a lot more fun to be had. I feel like going forward with the idea of twinstick danmaku my big complaint is you can fire as fast as you can click (and no auto-fire) and the bullets have a really short range, which made things a little awkward in turn. Either way, putting this together solo takes a lot of work so nice job.

The art and writing was very lovely, and this was a good twist on the danmaku formula. Though I wish the execution was more about getting the money under stress rather than waiting for more of it to show up, like the UFO's. Also I'm not sure if I was missing something because a lot of the later bosses just did nothing but let me pummel them. Either way this was a fun quick one to breeze through, and it was cute.

This idea was neat and proposed an interesting concept at its core, between exaggerating and not making sales (from what I could tell), but of course in the game world there's not much of a reason not to lie. My immediate first place of inspiration to recommend is Papers Please, where you'd often have to make decisions that could save your own skin but clearly come at the peril of other people you could have helped out. Some clever writing setpieces that highlight how hard it is to actually be a good person could really sell this. That being said this was a good start to something so nice work!

This had a great concept going in and it played smooth as butter in certain areas. It's the other areas however that hold it back so much that it's a shame, which is understandable for a jam release. It's mostly execution though, the hitboxes were a tricky thing to fiddle with and the combos didn't seem to have any rhyme or reason, so doing attack math got hard at times. The game built itself up like it was going to be fast-paced slashy fun (with the dash-after-kill mechanic) but got severely hindered by how little stamina you get. With a couple of anti-frustration features though I can see myself dumping a lot of time and addiction into something like this. Nice work!

also they gold nuggets go Learn some folklore

I mean they are in the sense that they give you points. It kinda hardly matters tho

The ambience and environment was nice to be in, and grazing for bonuses is always welcome, but i wish you could do more with the knives, and the movement itself jumps heavily from super slow to mega slidey when focusing. You can get used to it but I'd definitely prefer harder patterns over that. Still a nice experiment though.

Short and sweet and oh-so unique in its medium. The writing was stellar and I liked the addition of the lost woods esque gimmick, lots of good ideas in this one.

This was cute and fun all-around! It was definitely just stitched together boss ideas and that's fine. The only real nitpick for what it was trying to be is i wish reimu ran a bit faster and the attacks were just a bit harder to dodge in turn.

This was a neat little time-killer clone of a game. I think it was balanced well between each difficulty and that's what really matters here. It would've been nice to see it tie into the theme though, even just changing the characters to their folklore version would have added a lot of character.

Oh I like the trivia idea a lot! On the other hand though dang this game is hard for a pac man clone, or you at least run too slowly to feel super empowered. It was also a little hard to get into some hallways, so investing time in copying more of that pac man behavior might've helped. The enemy AI's are all distinct and that's a lovely touch, and the presentation is solid and makes the whole thing feel complete. Nice job!

That was interestin'. I like the storytelling idea and I don't think it needed too many "fun" mechanics behind it. Movement was a bit slow though and chipped away at some of the tension. I really like the spaceship transition and sudden spacesuit controls with the tilt and everything. Little touches like that that push the medium while telling a story are I think the best takeaways.

after taking some time to learn about the items they were all thought out and the puzzles made sense for them, but the whole thing felt a little empty which lead to me not having enough feedback to make it through the puzzles. Puzzle games are hard for jams, so you usually want to break them down to be as simple as possible. Still nice work though, and the music was real good.

Smooth and lovely, I liked it a lot! Everything was the right amount of simple to work out and the attacks were real creative and non-frustrating. The last one I admittedly cheesed by standing right next to Yuugi the whole time and reaping the graze benefits <_<

I like the little 3D models a lot and the game idea is nice and thought out! I do think the control choice for it may not have been best, considering I was fighting with the camera looking most of the time. Maybe just a top-down game with the 3D graphics but 2D gameplay would've simplified things nicely. Or maybe letting the player throw the potions would add a lot of depth and gameplay strategy, since you can operate faster if you aim well. The bloom was also definitely too high as nice as it looked, made things a bit hard to parse at times. I had fun though so great work!

This was cute, it's a simple RPG so there's not much to say outside of the writing which was fun enough to keep me going. I really wish there were less enemies and just more exp per enemy, it got really grindy. I also kept getting items I didn't really want since all I wanted was healing for the most part and there were no skills for it. Still enjoyable though, nice job!

I like the idea this is going for a lot! On top of that the 3D models are nice and the 3D shooting translates pretty well. I also like the neat transitions, that had a lot of character. I think the unfortunate downside of it all is the resource management system might not blend into all this too well. Maybe it's just my experience but it turned each encounter from having fun dashing around enemies and thinking of which shot to fire into reluctantly approaching each group of enemies and firing random shots into the abyss to manage my resources, slowing the gameplay loop a lot. Experiments are experiments though and I'm just one person, I really like what you've put

Your stuff's always a joy to play through in these jams, I'm impressed! I never played robotron so judging as it's own thing it's a really fun smaller-scale danmaku game. I would've liked to see my hitbox in some capacity but i functioned ok without it. It took me a while to get why the rounds were going by so fast sometimes but it made sense to me soon enough and organically. The RNG could be a bit non-forgiving sometimes in terms of putting the rabbit-eating enemies too closed to the rabbits or just summoning too many skull guys in a wave (dunno if that's RNG). Didn't quite make it through all 40 unique stages but got close. Great job!

This looks like the start of something nice! Obviously there wasn't room for much besides a basic progression and test of mechanics but I can see it going a lot of places. I'd love to see some mechanics combined, like levitating a platform and then doing a moon hover from it. Or even levitating enemies as a way to solve a puzzle. Good job!

Hey this is a nice idea and it's put together well! I like the upgrade system, though I feel like what's really missing for replayability is some reason not to just do the same action, like obstacles that aren't candy or you're not supposed to jump over because they pass under you. Anyway i liked getting into the zen of playing it once i got the hang of it. The eating timeframe seems a bit small and arbitrary and I just started timing it with when the candy gets to the horse's horn, but that's not bad or anything. I do wish the UI for keeping her upright was closer to the head so I didn't have to play funny eye games the whole time, but I adapted to it quickly enough. Anyway, great job!

This one is unfinished from what I gathered but i definitely like bits of what's there. Particularly the art and music, they tie together wonderfully and make me wish the game was more complete. And I enjoyed the idea of a ferris wheel set for danmaku-dodging. Treating it as a survival game, the bullet spreads were ok but hitboxes felt unfair sometimes and that combined badly with having to juggle moving platforms. And the wolves did basically nothing but make the floor unusable after a while. It definitely needed more time focused on designing the gameplay but lessons are learned in jams. I look forward to what's next!

Simple and lovely with a very impressive scale! Honestly pacing-wise this felt perfect and I'm shocked. Nothing overstayed its welcome and the progression of getting items was super fluid. Also the coins were never in terrible locations that made finding all them a pain which i was worried about. The music was nice, maybe a tiny bit repetitive over a long playtime but the battle music added some ncie variety. Maybe a couple more enemies on the overworld would've helped too, so the platforming and combat weren't totally separate most of the time.

Great job!

even if they're real jerks?

This game looks like it had a lot of content I wasn't able to make it to, but the lack of really understanding what I need to do besides not retrace my step made that hard unfortunately. It seems like there were a lot of rules, options, and complications right off the bat, so maybe it would have benefited from being a lot simpler and self-explanatory. I can't fully judge since I couldn't see any of the dialogue, but it looks like there's a lot of effort put in so I'll judge based on that as well. Nice work!

Maybe one day I'll get VR. Or maybe one day you guys will learn. But the former is probably more likely.

Oh interesting, a randomly generated endless runner that's also a collectathon of sorts. As fun as this idea was though I feel like the way it's mashed up could be improved. The game doesn't enforce any fast pace, so you might as well meticulously try and collect the mask that's onscreen, so in that regard it feels like a collectathon but it loses that charm when you have to retry the level after one mistake (and since you can't go backwards). And dying happens pretty easily because sometimes you aren't even sure where you'll be landing and whether it's safe. A more zoomed-out camera may have helped that a lot. But yeah, this was a good idea to make into a little game, and it could definitely be improved by focusing on what pacing you want to go for (fast or slow). Good work!

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Oh don't worry about it haha. I'm just giving my own perspective on it since you gave yours. I've been in lots of game jams, and most of the time it's really hard to keep the theme at the forefront of development so I always prefer using it as a diving board instead of a bible and focusing on making a good game. And in our specific case since our game has a sense of humor we just decided to be tongue-in-cheek about the gay stuff and enjoy ourselves. By no means do you have to follow my opinion on this, so sorry if it seemed like that was where I'm coming from, it's important for everyone to add in their perspective. I'm just letting you know that from a host's perspective I don't want anyone to feel like they're not using the theme "enough", and that's my own thing. It also helps me argue that adding LGBT rep to a game is really easy no matter what your background is haha.

So FYI since I see you fixing game bugs in the comments. You generally aren't allowed to do that until ratings are over in 15 hours, to be fair to the other jammers, but since your game is entirely story-based I'll allow you to only add in changes that fix bugs preventing the player from progressing. I did mention before to only add  translation and not change things, so please don't do anything else besides fixing progression bugs and doing translations without asking me about it.

Anyway, review time now that I can understand it: I was blockaded from progressing eventually but I liked how this was building up. It's an interesting story that I'd definitely like to see revisited after the ratings period. It's nice to relax and spend some time in Gensokyo as an RPG setting, and the plot it was building up seemed interesting, so hopefully I can find some time to come back to this even though I'm really busy right now.

So I didn't know there was a copy ability going on until I read the description after playing, which confused me because nothing seemed to be different the whole time. Either way, this jam has some cute looking artwork and interesting enemy designs, and I really dig how some of the music gets remixed at later levels, but I've got a handful of nitpicks. For one thing, Kokoro moves painfully slow, particularly when trying to jump since you have to be right near the end of the platform.  The enemies were pushovers until the boss stage so it didn't really feel like I was being prepared for it beforehand, despite that probably being the intention. The cat enemy was a little overboard too, and I was only able to sort of guess how to outmaneuver it. Also it's particularly odd how the enemies flash and then get hurt, including the player. If you wanted the enemies to pose a  threat for longer, making them take two hits would probably communicate better to the player. Also the presentation had some issues like music jumping in volumes between tracks and the background cutting off and looping in strange ways

I got to Koishi the third time and nothing happened so I guess I finished it? Either way, this had some nice ideas and was probably held back by a lot of time constraints but it was a very good jam effort so nice job!

Doesn't seem like there was any end to it or way to lose but that was really fun! I especially love the visuals and the presentation of the attacks. There's nice effects and feedback everywhere, and I love seeing Marisa go absolutely over-the-top and zoom around the screen to do all sorts of shenanigans and fire bullets. The idea of an open-space fast-paced danmaku game is presented super well here and I loved playing around with it while pretending that the game's consequences are real haha. Great entry!