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go-yukkuri

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A member registered May 01, 2024 · View creator page →

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Thank you to the judges and organizers for giving us the opportunity to participate in this Jam.

I'd like to take this opportunity to quickly respond to a judge comment about my creation.

- RPG Maker isn't limited. I used a technique that wasn't well-suited for gameplay. This is my fault, not the engine's, which is fully capable of emulating this type of mechanic very smoothly if used correctly and "without plugins". Thank you for judging my work, not the engine. I have nothing else to say because I agree with what you said.

Aside from that, my sincere thanks for your time, your involvement and for playing all our games. Look forward to the next one. Cya. :D

ps: If others want to use this topic, please do so.

Same thing as Muck mage just below. Except that I would add that for certain shots the characters are a little disproportionate compared to the scene. Otherwise it plays quietly.

It's not that I have trouble understanding. It's just that my level of English doesn't allow me to say if it's good or not. The scenario is nice. But I'm not able to say anything about the style or the level of writing. I'm not an English speaker either. Just a few notions that allow me to survive + Google translate that corrects my biggest mistakes.

I didn't count the number of attempts, I struggled to understand how to start it.

Record 4:45:791

Good:

-Cute art with character.
-Simple and effective story.
-Comprehensive interface.
-Complete gameplay
-Music and sound effects well suited to the game.
-Simple game to play

But:
-Difficult game to understand at first.
-As muck mage said just below. Inverting the controls would be really beneficial.
-When you press A, it automatically sends all the employees downstairs to get a cash register. I would recommend revisiting this feature. Because sometimes you only want to send one employee back, or you want them to wait while you send others.
- I don't know if the game is completely randomized regarding the weight of the crates and their levels, but if so, you have to rely largely on luck to speedrun. Which isn't fair.

Bug:
Windowed doesn't work right away. You have to exit and return to the options for it to be taken into account.

The game is pleasant and quick to play. It's pleasing to the eye with a good sound identity. Frustrating at first, but you find yourself wanting to perform.

It's a good game, and keep it up.

Not my kind of game, but it works well. Easy-to-understand mechanics, tutorial, short and effective story. Only negative point, there are no stakes because of the gameplay loop. Well done.

Really not bad. But it's not my kind of game. Well done.

I understand the principle. It's really not bad. However, its lack of tutorial is annoying. And its camera flaw destroyed my head. I couldn't finish. Sorry.

Easy and amusant.

Lack of structure in the game, like a way to lose. Also, review the speed of the bottom bread. Otherwise, it's nice.
-------
The girl already existed before the jam. Were the art pieces done during the jam, or were additional versions created for the jam? No answers needed.
But based on this, I think your participation deserves discussion. (Only from my point of view. And I am nobody.)

I prefer to put it here rather than in full view on the Jam test screen. Sorry, I tested your game but being bad at English I have trouble understanding everything.

The story is nice but having to judge it mainly on the writing because that's all that's there I can't say anything more.  Except it's too short.

Easy to play and nice art. Be careful with music copyrights.


Bug: Spamming about money during the stream report can make the girl leave the frame.

Not bad. I like the Windows 95 graphics. But the controls are lacking in fluidity and make the game complicated.

(1 edit)

Fail. Wrong review. I will modify it later, I haven't played it yet.

Hello, thank you for playing this game and thank you for your feedback. 

Normally every 50 enemies (killed or not) the game pauses, gives you a summary and a short description of the scenario. The score screen normally appears no matter what happens after 200 enemies (killed or not). 

Can you tell me how many enemies you had when it stopped?

-As for the money, it's just one point of view. I saw the 5 silver coins, and I also understand the idea of creating a scoring system. Overall, what you did isn't bad, on the contrary. It just bothered me, in terms of score optimization, to have to go through smaller mini-games and not go straight back to Bronk'r. With better balancing, it would have been less disruptive.

- Of course, I completely understand that without a tester, consistent balancing is very difficult to create. That's why I put all these parts under "To review, improve, idea." I didn't want to burden you with this aspect, but to give you information that I thought was important to help you with this.

I hope my post wasn't unpleasant. That was absolutely not the goal.

Hello. Thank you for testing my game. I will now take the time to test yours. Please believe that this review will not be intended to praise your work or to belittle your efforts. My goal is to give you a useful and general opinion. (This part of the text was written before the review.)

Let's begin.

Game Statistics
Play 1
18 min 20 = Forgot to rate at the beginning
Total 68
Weight 4/5

Play 2
22 min 30 
Total 59 levels
Weight: 5/5

Like
-Original and pleasant graphic style. A little refinement of your lines would make it extremely cute.
-Nice music. I would especially note that it seems well suited to your game and that your vision seems to have been coherent. Which makes it a wise choice to showcase it. (Watch out for Nintendo. Even more so if it's for a Kink Games game. They have no mercy.)
-Good SFX that doesn't overwhelm while remaining coherent.
-Well-crafted mini-games combining luck, logic, and reflexes.
-The world is pleasant and satisfying.
-The "travel" theme is well-exploited. We're in a time of perpetual transition.
-A logical way to see the character's level with the mirror.

I don't like
-It lacks a little story. Too bad because the world lends itself well to it.
-The money always goes back to 5 coins at each station after buying the syrup. It's a somewhat clumsy attempt to force you to play games that are less profitable in terms of coins (see below).
-Despite the well-crafted music, it's almost out of the game, in my opinion. Of course, I'm not going to blame you for this. But it's borderline. It was created outside of the game, for commercial purposes, for a company that makes lawsuits easier than dying in Dark Souls. You should already think about changing it. It's a shame because it fits really well.

Review, Improvement, Idea:
- Giving the player the choice to tip would be more interesting for them, even if it means adding some sort of multiplier coefficient if they decide to put in more coins. Encouraging them to tip will be less frustrating. It's better to incentivize than to force them.
- The winning balance between the mini-games is uneven. Plinko is almost the best to do to have a chance of progressing to bron'k. Spell has a winning level that's too limited compared to spending.

Plinkomust:
Must do if you don't have all 8 coins. It completely eclipses the utility of Sort'm.

Sortm:
-Interesting gameplay. I'd seen it before but never tried it. It seems to me there's a balancing issue between the speed of the elements to be processed and the speed at which the elements slide across the platforms. This is just an impression because I'm not familiar with this mini-game. In any case, its rewards are limited, and it's common to win back as much as you invested. Maybe review the rewards.

Bronk'r
-The speed of the ball when you restart a game is indexed to the speed of the previous game. So the ball can start quite fast at the beginning before reaching normal speed.
- The angle calculation in the middle of the brick breaker bar is too linear. This allows you to make shots in a completely straight line. It would be interesting to reduce the dead zone in the middle of the bar or increase the reflection zone so as not to allow the player to readjust the difficulty during the game by reducing the angle of attack. Conversely, the angle on the sides is extremely capricious; it creates a balance that works but is extremely slippery.

Bug = Bronk'r
If the ball can exit the screen from above if it bounces too quickly on an obstacle near the ceiling.

Final point of view:
To get the best score, you must mainly do Plinkomust to get the 8 coins and chain the Bronk'r. We quickly find ourselves with a partner to follow for performance. A little balancing would seem appropriate to give all the mini-games a chance to shine. And not just by relieving the player of their money. I know gas stations are expensive, but the taxes really hurt XD. That doesn't stop the game from being very enjoyable with a friendly atmosphere. The art is also very appealing, and the positions in the mirror are original. They stand out from the usual straight-as-a-board character. I keep saying to be careful with the music. The chances of getting you back are very slim, but never zero. Anyway, I had a lot of fun and had a great time in this colorful little world.

Thank you for submitting your work. It was fun and "almost" satisfying (the bronk'r is stressful sometimes). It's a beautiful project you presented to us. I hope the judges' feedback is commensurate with your efforts.

Wishing you continued success, and while you wait, "Good work!" :D

PS: Since English isn't my primary language, I can sometimes have very poorly done turns. I apologize if this is the case.

Thank you. Yes, I messed up the gameplay. But it will give me more experience for next time.

-Heroes 3 is a magnificent game. You have the chance to play a gem. I hope you enjoyed it.

-Absolutely. The game was created with RPG Maker. However, the challenges (which I always set myself) are to ensure that games created in jams never resemble RPG Maker games and to avoid using any plugins or elements created by someone else. Normally, I don't even use the pull screen. But since I don't use a plugin, I couldn't skip it. The same goes for the save screen, which I refuse to use because I consider it a form of cheating. I didn't create it, I don't use it. The same goes for the database and all the elements already introduced by RPG Maker. Hence the fact that I deliberately opted for an old-school method.

-Yes, I deliberately chose not to launch the game directly after a reset. Because when I got to the mud, I was too tired to apply a complete reset system that wasn't that hard to implement (I was coming off a sleepless night). It's easy to make a critical error when tired. So I decided on this method while thinking about the ending of Mario Bros. 2 and its "The End" set to a song that I like. I understand that it seems lazy, but please believe that it's not 50% of what was planned, and that time and fatigue didn't allow me to do better.

End of "Mario Bros. 2".

-Other creators don't take the time to make their own music, in addition to drawing and programming (which I did alone). So yes, I'm offering my logo. My goal is to please everyone, including myself. All of this can be seen as a waste of time. Creating a game can also be seen as a waste of time. At this level, everyone is the judge of what they feel they should or shouldn't do, and what is a waste of time. For me, signing a game is a way of bowing at the end or beginning of a show. Sorry you didn't like it. But it's part of my identity as an artist.

-Okay. I didn't understand that statement. I take it into consideration. But that doesn't change my way of seeing things. I don't think this game deserves to continue if the only reward I can give isn't to the author who meets the standards expected by the audience. Don't worry, it wasn't your message that made me want to stop it. It just reinforced my decision. I myself am not satisfied with the result. I'm not defending myself against your comments either, but I respond according to my own feelings during the creation process.

Your feedback is relevant and will be taken into account for my future creations. I, of course, invite you to continue to give me feedback because it is relevant. However, there are certain things on which I will not compromise because it is part of my identity as an artist (because for me, creating video games is an art, even if it may not touch you). I completely understand the recurrence of the logo appearing with each new game as disturbing. I hadn't thought that someone would be interested in playing my game more than once.

Thank you for your multiple runs and for this feedback. If by any chance the tone of my message, like the previous ones, is offensive, I apologize. I'm still recovering from jam, so I'm in a very bad mood. In addition to having a lot of problems with English which is not my native language.

ps: Sorry, this is a long message, but let's just say I don't have many people to talk to about my game. ^o^;;;;

-As I expected, it was an exceptional error.
So I won't make any changes without more information.

-I wasn't asking you to replay the game; I was just trying to figure out where the error was and see if I could send you the image if necessary. Too bad it wasn't worth it. This makes me feel better about not improving this game and leaving it as is.

-There's no way to replay the game without going through the rest of it in its current state. It only took two weeks to play the game. What you think is "just" a convenience item may take longer than you think. Even if in this case, it wouldn't have been very difficult. So no, there's no way to replay the game directly, and there won't be one in the future either. This feature can be TERRIBLY ANNOYING but it's a nod to the 90s video games that forced you to turn off your console when you finished a game stuck on an end screen. So wanted as it is. Same thing for the logo that appears at each startup without any possibility of avoiding it. F5 being the basic keyboard shortcut to reset the emulator.

Hello again. Thank you again for testing my game. I'd like to share my thoughts on yours. I'll make every effort to give you the most objective review possible, without any intention of attacking or praising you.

(Message written before the review.)

Here we go.

Run state:
Playing time: 30 minutes
Ending: Game finished

What I like
-Very interesting gameplay. You've transformed reversi with a little rule that gives it a certain depth. This time-based game aspect is really very strong.
-I really like the art.
-Menu transition with screen tracking is nice.
-The resolution is very practical. No need to go back to Windows to write the review.
-The theme is used in a way I didn't expect at all and it's excellently executed.
-Very well-crafted sound effect.
-I don't think this was done on purpose, but the game asked me to play with time in another way that I found ingenious. (See below)
-A beginning and an end with a sympathetic story (a nod to "Life is Strange"?)
-Embellished with a functional title screen and gallery. It doesn't feel like it, but it's a reward that is always welcome in our community's games.
-Perfect playtime. Not too long, not too short. The 30 minutes are mainly due to my inability to give up.

What I like least
-No music despite the option.
-The pixelated background doesn't work in the game's favor. A blurry effect would have been perfect.
-Very difficult game because the time doesn't increase between each difficulty level.

Bug = None

Improvement point idea.
-Perhaps review the difficulty.
-With a longer story, some additional skills could be interesting. In addition to rewinding time, there could also be:
*Stop time = stops the timer
*See in time = Show a random dish
*Scroll through time = Resolve a duo.
- The game can be stopped when you exit the screen. This provides a possible resolution that seems seemingly ingenious in its role-playing aspect while also breaking a gameplay wall.
-Some foods are confusing. For example: The yellow pie slice and the one with the red dot are hell. In my opinion, it would be more appropriate to really use extremely different foods. Having a short-term memory close to a goldfish, I had a lot of trouble with this. ^o^;;;;

Final Vision:

I'm not proud of it, but I half-cheated to finish the game. In windowed mode, you can click outside the screen and stop the game. I used this to write each solution and complete the final stage. In a way, it's also a game of playing with time. I don't think this was planned, but it gave me the impression of having to break the four walls to resolve the situation. This particularly stimulated me. A bit like the character who breaks the rules of time. In a way, I found my own way to solve your game. Add to that the fact that your game has very interesting gameplay and appreciable art, and you can say I had a good time. The main problem was balancing, the rest being rather minor. Although a little music wouldn't have gone amiss.

This is a very solid project you're proposing. I would like to congratulate you on your work while thanking you for honoring us with your participation.

I can only hope that you are judged on the merits of your efforts, while wishing you good work and continued success.

P.S.: If I used an unfortunate turn of phrase, I apologize. English is not my native language.

Thank you very much. As for the drawing, I used a bad technique. I'll know for next time. Glad you like the game. I still have work to do on the drawing, but if it starts to please, I know I'm on the right track. Thanks again. :D

(1 edit)

After the 4th, the game should give you the end screen which gives you your score + credit and allows you to move from one image to another among those you have won. So you have reached the end of the game. I would check for a possible new version.


Did you hit all the enemies? Did you see the last image?

Hello.

Thank you again for your feedback on my game. I'd like to give some feedback on yours. Whether it's complimentary or negative, my goal is to provide objective and comprehensive feedback. (These lines were written before the review).

Let's move on to the review.

Built:
- Stomach capacity: 0
- Digesting capacity: 3
- Pumping upgrade: 3
- Cramp resistance: 2
- Playing time: 48.33 min
- Number of turns: 3
- Max money: 1661
- Money at the end: 1661
- Number of challenges completed: 22 (approximately)
- Total number of challenges: 87 (approximately)
- Hardest challenge: 6 pizzas in 45 seconds (no overeating)
- Ending: Game closed

What I like:
- I really like the graphics. They remind me a bit of "Advance War" (think about making the car go in all 4 directions)
- The dialogue interface reminds me of Windows 95/2000 game interfaces (nostalgia is taking a hit).
- The theme seems Well-executed.
-The character is well-crafted. The pixelated 3D gives him a vintage feel, somewhere between 2D and 3D.
-I'd even forgotten this type of gameplay existed. Well thought-out!
-The interactions and storyline are solid. A slightly minimalist feel against a rogue-like backdrop. It reminded me of "choose your own adventure" games.
-The boosts are very well thought-out.
-Between a board game and a visual dexterity game.
-Good idea to play with the shape of the "ingredients."

What I disliked:
-Too long and repetitive. The time between each challenge can be very long.
-Silent.
-The refill animation is too random when you're maxed out (activation and time).
-You can only finish the game by losing or closing it. A final goal or the ability to retire in glory would have been nice.
-I would have liked a reminder of the remaining resources. Money is Reminded, so it's okay. But for stomach capacity, it's more complicated to know if you have the capacity to attempt a challenge. The same goes for overstuffing, the difference between air and food, and the increase level of each upgrade.
- Swallowing air is more penalizing than swallowing food. If there's too much air, the rapid reduction of the bar is stopped. A little mini-game of belly massage to empty the air would have been nice and useful.

Possible improvements and ideas:
-Interface.
-General layout (title screen, music, sound effects)
-Make a real victorious ending.
-A scoring system would have allowed the community to share their runs.
-End of games
-The event with the pump would have been nice with a mini-game. Relying on luck for this is a shame when the game is meant to be technical.
-You can take a while By no longer doing challenges and accumulating all the bonuses, he'll always ask you what you have left. And so you can chain them together for $1.
-The price isn't representative of the challenge. This can add to its charm, in the sense that some big prizes are given for challenges. So I'm putting it as an improvement point.
- Make the map more interactive with specific places to stop and the choice to choose your route. With specific events at specific locations and rivals in addition to random events (for example).
- Play with the size of the ingredients (a slice of pizza, a whole pizza, for example).

Bug:
-The fill bar can bug when you go beyond the maximum. It gets stuck above 100, and you can no longer see if you have space left before it's full. Maybe it's due to the capacity being exceeded. If that's the case, plan for a bar with overstuffing or something to understand.

Final vision:
Your game plays very well. There's a real graphic identity reminiscent of Windows 95/2000 games, which is really appreciated. The sprites are also very cute despite the rather empty map. The various events are nice, but you quickly get used to them. A few additional mini-games to add depth would have been welcome, but overall it's good. The lack of music and sound effects takes away from its dynamics (I would have played the MS-Dos map with 8-bit sounds to push it to the max). The game ultimately feels repetitive and ends in defeat, in my opinion, no matter what. Either you give up when you quit, or you lose. The world also lacks life, in my opinion (or even improvements and ideas). In any case, the foundation is very good and deserves to be refined with a real story, adventures, and a more extensive map. I'll finish by saying that the randomness It's good, but you have to know how to set limits.

Thank you for this project and thank you again for your feedback. I can only hope that your game is judged for its true worth and that this participation is as profitable as it is enjoyable.

Good luck and good work.

Ps: English is not my native language, I apologize if my tone is not good at some times. I am bad at it.

Thanks for this feedback.

1- It would have been possible to make the position recognition system cleaner. But with the time allowed, I opted for a click position system rather than a mouse position system. I also set the verification to occur at the moment of the click rather than individually. This adds a very long verification layer that generates dead zones where no additional input is possible. I didn't realize this until too late, so I preferred to leave it as is. The limitation doesn't come from RPG Maker but from my lack of discernment in the technique used.

2- Thank you. Even if it's only half of what was planned. Each scene was supposed to be animated. We could have seen the breathing and moments where she speaks. But in two weeks, it's a bit too short, adding the music and the backgrounds. Fortunately, I lowered my standards, otherwise it would have been less... over, if I may say so. Glad you enjoyed it.

3- Thank you. I admit I was afraid it would be considered inappropriate given the current Itch controversy. Glad it wasn't misinterpreted.

4- I can only plead guilty. I wasn't particularly inspired by the theme. But that wouldn't have been an excuse for not suggesting anything.

Thank you for the time you spent playing this game. I hope it wasn't too difficult or unpleasant given my lack of judgment during its creation.

-Red cross?  Every windows since millenium i guess ... or seven. I know that on Mac it's at the top left, but I don't think I see a Mac or Linux version. At worst, it's not a problem. I did it like that because it was a Jam. For the next version, there will be a quit button, a real disclaimer screen, and a personalized menu. (still without a plugin).

-Opening : Thank's. But hey, it was good for a first Jam. But it ages badly. The next version will have animations. My attempts at this level are quite conclusive.

-Crash :  Maybe. I don't remember getting any feedback on that level. But since it was my first Jam, it's possible.

This Jam version is unusable as it is because it was created on too many errors due to the lack of time. The technique used is also completely outdated compared to my current knowledge. But an overhaul and a complete story is planned. If you haven't finished it, it's not a problem. This version, although it allowed me to create a license that is close to my heart, is now only a shadow of what is planned.

This is my only jam game that should lead to a real project in the future. 
But as my child, I must be ready to welcome him as he deserves.

Thank for playing, good snack and good night.
(1 edit)

There's no longer any connection to the jam. I decided to withdraw my participation because a judge didn't bother to judge my work. 

The only remnant is the empty 7th place of the 2nd preggo game jam and my post on the forum. I left the game for a while and then removed it.

From my point of view, it doesn't even deserve a 16. I'd give it a 12 at the most because it's not a kink game.

I prefer to give it an 18 to avoid any problems. This game took the theme of motherhood in the literal sense. Not just the fact of having a belly full of babies.

The next version will follow this same principle. For me, motherhood is there to create beautiful stories. Not kinks games.

-I'm going to try this stress test to see what the potential blockers are.

-I created a block with the cinematic system that doesn't unlock in certain situations. I'll double-check the gameplay blocking protocols.

-Thanks, but no need. I don't plan on modifying this Jam version. I'm mainly taking the information to see where I made mistakes.

-I can open the project, don't worry. I'm an RPG maker teacher. I have 12 versions of MV and 2 of MZ if needed. It's just that I'm not satisfied with the result of the game. Not for the Jam. It's cool to get to this level in a week. But I don't feel like this project has piqued the interest of the players. So I think I'll just move on to the next one and leave this idea for later, maybe.

Yo. Yes, it's an RPG maker game. I forgot to add it. It's now in the information on the Itch page. If I rework the game, I'll directly refer to it in-game.

But in a way I like your comment because my goal is to make the player forget that he is playing an RPG maker game. Not to monopolize the work of the software creators, but to show that we can go further to make our own games.

My last test allowed me to finish the game in 10 minutes. I didn't have time to work on the balance, so if you level up all the PG (gestation point) increasing abilities, it's much faster to finish each new level than the previous one.

The save wasn't planned because the game was supposed to be very short. I included it just in case, but I should have followed my instincts. I wanted to create my own save system, but I didn't have the time.

Regarding the additional mana gain, can you give me more information? I've never encountered this bug. Have you increased your maximum mana capacity?

The cheat button is mainly used to allow you to enjoy the different levels of the game and the story without playing too much. In this case, it is mainly used for players who wanted to save but cannot resume their save. However, it is not normally necessary to complete the game.

(1 edit)

2 games have only 3/4 vote.

https://go-yukkuri.itch.io/chronographia/devlog/936242/edit-i-cant-modify-the-ga...

I posted two links, one of which is in Zip.

Not yet because downloads are blocked until the judges' scores are complete.

Why? Do you have a problem with rar?

Yo

This is the last game I had left, and frankly, it's excellent. It's among the top games in the jam, if not the first (well, that's just my opinion). I made a list of games to keep for last, and yours was at the bottom of the list. When they said you should save the best for last, I have to say I had a hell of a nose. I couldn't choose between the project I played just before and yours. But let's move on.

-Awesome story
-Real work on the sound effects
-Sprite quality superior to other RPG Maker projects. With a dizzying array of different sprites.
-Excellent cartography
-Living non-game areas (I'm talking about the dormitories to the south. It's small detail, but it makes all the difference).
-Well-thought-out phase in the conduits. -No Plugging

Disliked
(joke)-Given the promotions at the beginning of the game, I see that futuristic society is still as patriarchal as ever. lol
-Sitting on the chair in front of Venus is really very abrupt.
-No music

Bug:
After Jenny's cremation, returning to the door continues to show the message for the next day. And when she goes back to use the machine, it still says she was almost successful.

Tip:
The reminder for the crew members to check the room could be changed into an item in the inventory that recalls the note.

Etc...
-"Beyond the Limit" (Bang)
-I saw the monster in the city. :3

Period.
Your project is complete. Not in the sense that we can finish the game, but in the sense that everything is there. An excellent and thrilling story. I let out a "ho shit" when I saw the emptiness on the men's side. An extremely solid soundscape that's the most polished of the Jam. Mapping and sprites that EXPLODE the level of mapping in the RPG Maker competition. It's undeniable, from a graphical point of view, your project is a must. The only downside is the music. Why isn't there any music? XD. Aside from that, it's a real slap in the face to play. Plus, there are no plugins. I'll stop there, otherwise I'll never finish...

Truly, this is a crazy result you've put together. I don't know if you came in first, but in my heart, you're at least second, and vice versa with the other project just before. Thank you for your work. I had a great time playing your games, and believe me, I'll be following your work. Thank you for submitting your project to us, and great work.

Yo.

It's a pleasure to see you participating this year. I admit I kept your game in my last to test. I think I wouldn't be very objective since your game was already one of my favorites last year. But I'll do what I can to give you a useful review.

I like
-Still as magnificent a story. I knew it was going to end like this. But it was still very enjoyable to see it.
-Priceless music.
-Always magnificent staging.
-The animals that appear in the forest at night.
-Very clever first card with the horizontal loop.
-VIVIENE!!!!! I almost shed a tear when I saw it. <3<3<3<3<3<3<3<3.
-Excellent combat system. I admit I didn't use the Passive because I wanted to challenge myself. Few fights, but each one is important. It's refreshing to encounter quality fights rather than just quantity.

Like less
-Music too loud compared to the sound effects.
-The village mapping isn't up to par with the rest of the game.
-I'm not a fan of Pluggin. In my opinion, it's anti-gaming in a Jam. But that's just my opinion.
-The character of the Gold Spirit reminded me of Doctrix's problematic husband.
-If we don't remember the spirits' powers when we fight them, we have to figure out how to remember what they do. Knowing that there are no intermediate fights or training sessions, we might have to try out fights to remember these skills. I'm just saying that, but I haven't lost any fights.

No bugs encountered.

Final point:
I only have one more project left to comment on after yours. And even if I don't like plugins, I can't imagine a project other than yours winning this jam. A more than decent playing time, original gameplay, a captivating story, and endearing characters. I have nothing more to say than that I'm captivated by your creative universe.

I'll stop there because I'm not going to shower you with praise either. I'm just sad to see plugins there. I hope to see you again next year since you don't seem to be releasing any projects outside of this jam. Thank you so much for sharing your project with us. I wish you all the best and good luck with your work. <3

Yo.

This project is extremely interesting. I admit I left this game for the last few games to try because the graphics told me I'd see something interesting in it, and I'm not disappointed.

I like:
-The character design is very good. It reminds me a bit of the illustrations in children's books that tell stories and legends.
-The gameplay is really refreshing. In a way, we really are the protagonist, we progress at our own pace and search in our own way. We look right and left and go back and forth. We wonder if we've forgotten something and turn around. I really saw it as a little illustrated book.
-The storytelling method is very enjoyable.

Like less:
-The only thing missing was the music. If you're having trouble putting it together, you could have directed us to some music on YouTube that would have put us in the sound ambiance you wanted to create.
- The story lacks transitions. We start from the fountain and walk our way, but the adventures are missing? In such a hostile world, I would have liked to see a little more of the life in this world.
- I could have played it much longer.

No bugs found.

Final point:
From an originality standpoint, I think your project surpasses many of the projects in this Jam. It's beautiful, interesting, and lets itself be played at our own pace. It's just missing something in terms of its story to make it a true story. I'm not talking about a prince or a prophecy. But a spark to touch the dreamlike story. I can't say what. That's just my point of view. But I'm not saying that to say your project isn't up to scratch. On the contrary, I really liked what you did.

It's a wonderful demonstration of your ideas that you presented to us. I'm looking forward to seeing the rest of your creations because I'll be following your work. Thank you for sharing your project with us. Good luck with your work, and I hope to see you soon. :3

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Yo.

I'm sorry, but I've reached my limit. I've lost count of the hours I've spent testing, and I've only just finished the first day and am stuck. I'll stop there. I'll come back for a follow-up version. In the meantime, I'll give my feedback on the first day.

Likes:
-I really like the writing style.
-I didn't know this interface. It's great for creating "choose your own adventure" stories.
-The map is really practical. The possibilities are truly varied, and you can feel the depth of the research for the scenario.

Likes less:
-The scenario really lacks direction. Not knowing the software, I've already spent over an hour trying to understand it. My poor English didn't help. A tutorial wouldn't have gone amiss. A few hints for the first one would have been great.
-There are a lot of omissions that can make you feel stuck in the game after the second hour. And since it's a game with so many possibilities, it's even harder to wonder if we've missed something.

Bug

-Marie field: Error running script: Error compiling expression '"Progression: " +Marie.Marie107+ " weeks"': Unknown object or variable 'Marie'
-Stuck at 11 a.m., I had to start over. If you take care of Mrs. Bedeaux and ask her to leave before going to inspect the wanks, both rooms are empty, and if you leave, she remains permanently stuck.
-At the end of the day, when I went to my computer to do the research, the message remained stuck on: "A small animation shows a door unlocking. Better head over to prep and head downstairs. The future of humanity awaits" and nothing more.

Final point:
I don't know if I missed something, but I admit I'm tired of trying for so long. And yet it's really a shame because I really enjoyed the beginning of the story. I really went through everything and took the time to understand my surroundings. Honestly, I'll come back because I want to know what happens next. But right now, I'm tired. I don't want to start over for the tenth time trying to figure out what I missed.

I gave it my all to try to go as far as possible, but I'm tired now. I just hope I made a mistake. Don't hesitate to tell me, and I'll modify my review. Even though I admit it was a struggle, you still put a lot of work into it. The attention to detail is obvious. And as I said, I'm hooked on your story, so I'll come back to see what happens. Thank you for submitting your project for this jam, and I'll see you soon. Good luck and good work.

Yo.

Interesting. There aren't many games in this Jam where the protagonist is a man. And one who's responsible for the situation.

I like:
-The direction of the story. In a way, I almost feel like we're Kate, following the story of this little jerk who can't control himself... I mean that affectionately. lol
-The pregnancy seen through the eyes of a man involved is interesting.

Dislike/Not Dislike:
-The 3D isn't my thing, but it's still well done. It's more a question of style. Everyone will like it or not.

Dislike:
-No music. I listened to the Costa del Sol theme throughout the game. You might like the style, given the scene where the game takes place.
-It was quite long, but it left us wanting more. Personally, I want to see more.

Final point:
Well thought out for the story. The development is quite long, but if the game that follows is as well-crafted in terms of its storyline, it only bodes well. Just a small note about the writing. Sometimes we get lost between the protagonists' words. And reading every 3 lines of "I said" / "She said" breaks the writing style a bit. I invite you to check out the lexical field of the discussion. It would add a nice depth to your story.

In any case, I want the sequel. I want to know how this nonsense will end. I had a great time chatting around this table by this luxury pool. Now I'm thirsty and I want to go to the bar. lol. I wish you all the best and see you soon. Yes! I'm following you because I want the sequel. XD. Thank you for submitting your project for this Jam. Good work. :D

Yo

I really liked your game. It has a few minor flaws, but they're more beginner's mistakes than real problems.

I like:
-Very interesting story. The apprehension of being a mother is a good theme.
-Really well-crafted character.
-Magnificent main character design.
-The use of speed to emphasize the physical state and increase the difficulty.
-Simple gameplay.

Like Less:
-Lack of music
-Lack of a short tutorial for the gameplay, even though it's easy to get started with.

Bug:
On the penultimate day. The girl on the middle table asks for milk, but we can't give it to her until the next day.

Details:
-Your events that indicate a location for an action change appearance when we press the action key on them. Don't forget to set "fixed direction" in the event options. Unless it's done on purpose.
-Lots of small details to adjust, like the direction each protagonist faces in each cutscene. Sometimes it's good. Other times it's not.
-It would be better if, when offering dishes to our customers, the choices only offered us what we have in hand.

Recommended
-Setting food items as variables and not switches is better suited to making the player take the same item multiple times.

Final point.
Milterina is adorable. Having played almost all the games in the jam, yours is one of the only ones that truly takes into account a mother's feelings for her children. Even rarer, there can be a real fear of becoming a mother. Which makes it a rather touching story. Add to that the fact that it's really well drawn, we can only appreciate it. As for the use of RPG Maker, there are a lot of careless errors, but it's not serious. We still feel that you wanted to put some detail into it and that you worked on your scenes. The gameplay is good, but its layout needs to be revised to make it truly enjoyable.

Anyway, I had a great time following Milterina's adventures. Congratulations on your project and thank you for sharing it with us. Good work. ^_^

Yo.

Glad to see you again for this year's Jam.

Interesting game, but the physics has some issues.

I like:
-Very well-animated pixel art!!!
-The gameplay is interesting. It's up to you to find the different games across the map and play little games left and right.
-The character model that moves is well done.
-The music fits well with your world.

Like less:
-Very short games.
-The speech bubbles that remain before and after the game.
-After finding a mini-game, you have to move slightly, otherwise the indicator doesn't appear when you press the action button.
-There's a slight acceleration phase when moving, which makes moving around unpleasant.

Bug:
If you're on the edge of the screen when you finish a mini-game, there's a chance the next mini-game will appear outside the play area. This happened to me near the top of the screen.)

Final point:

Interesting concept and easy to learn. A bit short, but fun. A bit awkward when moving around, but otherwise, the rest works well.

It's a well-thought-out game but needs some tweaking. Thanks for submitting your project, and good luck! :D