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GuuchanCh

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A member registered Oct 15, 2024 · View creator page →

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Never played a fishing game with mechanics like this. Really unique!

Solid 25/25. I especially enjoy the adaptation of plants vs zombies but adding something extra to it. It was a pleasant surprise that you could actually throw fruit at enemies too (I panicked and did this). Great art and sound design as well. Played your game from a different jam too. You two are a perfect game dev duo.

I can easily see this being one of the best games of this jam. There is so much to respect about it. 

Great visuals, audio, the core game mechanic was fun, and its all at an extremely low 8MB. Amazing job!

Never seen someone use Live2D(at least I think its live2D) physics in a game and its pretty interesting. Making goofy faces was really fun!

Thank you for the insight, I did not notice that I nerfed M'lord in such a way.
Yeah I have a tendency to make games too hard so I made sure that this one was at least enjoyable by being more easy. I'll take notes on enemy variety and think of ways to improve it if I come back to this game (or use this as a base for a commercial project).
Thanks again!

Cute dumb floppy rabbits really sold the game's visual style
Thanks for the kind words!

Thanks for the insight! Yeah adding more juice and a bit more enemies to challenge the player scalability would have been nice. Thanks for the insight and I'll definitely take notes thanks to your vod. It's greatly appreciated!

Yup I wanted it have a survivors feel but encourage players to find the pals so that the game is a lot easier. Glad you had fun!

Nice that's good insight, I'm glad the sfx added a bit of weight to it. I especially like how it sound when there's multiple bananas flying everywhere lol. Thanks for the kind words!

Thanks! There was no way I was going to make a Cinnamoroll model that didn't have floppy ears.

Ooh yeah I remember that game from Doki Jam. The sprites were cute! 
I learned of this jam late so I only had a little under 3 days to get it all done but at the cost of sleep lol. Happy that you appreciate the effort under a small time frame and glad it was fun!

Thank you!

Yeah I made this game to be a bit easier because I have a bad tendency to make games hard. I didn't have enough time to playtest so I made sure the experience was at least enjoyable. Newer enemies and environmental challenges were something I was thinking about so thanks for the insight!

Thanks! A lot of time went into that Cinnamoroll model and it's floppiness so I'm glad its appreciated!

Thanks for the kind words! In the future it would nice if I could add a toggle where aim can be automatic or based on mouse direction so I'll keep that in mind!

One of the funnest games I've played in this jam so far. It deserves so much more ratings (probably lower ratings because there isn't a web build.)

Great job!

Nice, glad you enjoyed it! Ah yes I wanted to make the environmental obstacles and more things to collect, but deadline lol. Thanks for the suggestions!

I'll look it up. Thanks!

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Solid yet simple snake game. Only issue I found was that if you press inputs to do a U-turn a little too fast, you could instant game-over yourself since Doki will run into her own neck if the player ate at least one dragoon. Not sure if this is normal on regular snake games but I wanted to make a note of it.

Example:
If the player is moving towards the right, press W(go up) and then press A(go left) VERY quickly after and then it will result in a game over.

Thanks, glad it was enjoyable!

Yeah its a noted issue for the web version, still unsure how to preload vfx in godot before loading screens pop up but its a learning experience.

Thanks for completing the game despite the lag and difficulty, glad you enjoyed it!

One of the most unique gameplay styles in this jam. So good that I pressed "Continue Playing" with no hesitation.

Amazing visual and sound design! I liked the option of having different playstyles and even heals. Chaining a bunch of targets together was super hard but the payoff was worth it.

Great job!

Love the art style, very similar to PSG. All the visual aspects of the game were great. especially the intro and ending cinematics. My only complaint is that you can use the flaming bullets to shoot at the tomato banners to win, despite the tutorial stating that that should be impossible, but I assume its like that due to the dev time constrictions.

Would have been great to see more!

Thanks! Glad it was fun and fit the theme in some way!

Nicee glad that it was funny and thanks for sharing your experience!

Glad it turned out to be fun and thanks for completing it!

The tutorial artwork and the 3D environment was great. Even though its a little thing, I did really enjoy the idle animation and the neck raise.

Wasn't sure how to use the fire, water, and chandelier drop to win the mint stage so I didn't complete it, but the game was still fun overall!

I felt that it would be a bit too cruel to reset progress with how difficult the game can be, so yes that is intentional. During the DAD fight you are supposed to pet by left-clicking on a space not currently occupied by DAD, but looking back it seems that I need to communicate that better since it goes against all of the previous mechanics of the game (shooting forward). The locking of the player's ability to shoot is definitely unintentional. I'll try to patch the fix in sometime soon.

Really appreciate the criticism, it helps a lot. Glad you still enjoyed the game!

Fun shooter! I would like to note that the enemies don't shoot high upwards, so its possible to sit on a hill and camp the enemies without taking damage. Not sure if its intentional but I definitely abused it lol

Yup, fun game!

Really liked the animations and the shift from strategy to action. I'll have to admit, the wisps broke my ankles a few times and I lost full clears from them haha. Its all still very clearable though since I got all 26 trophies.

Unique strategy game with the need to prepare a plan and then execute that plan in real time. I did notice a few of the Polygon Wild West pack assets, especially during the scene that plays if dragoons escape. Nice use of adding animation and smoke to the assets!

As others have noted, I'm also glad that the tutorial was thorough since it helped a lot and I also feel that an easy way to know the dynamite requirement for full clear ahead of time could make game progression faster. I overshot the requirement a couple of times since I didn't know how many to use.

Overall great game, super unique, and well polished UI!

Oooh yeah it was one of the many asset packs I bought from Humble Bundle deals way back just in case I would find a use for it in the future and this jam was perfect for it. Seems like we both had the same idea it use it haha nice.

Ah okay its great to hear that the slo-mo has its usefulness. Slowing down to emphasize the chain was why it was there and because yeah I thought it was cool lol.

Yup I wanted this game to be like Subway Surfers but a bit more active and challenging, but when the player gets unlimited ammo they can have fun with spamming and not thinking about strategy for a while.

So I originally wanted to add a score system and the score earned would multiple based on how many chains were active + a skin/character shop to use those points on... but I ran out of time to do that whole idea and decided to work on fixing other things instead of implementing a score, so that's why its unfortunately not there. Also nice, that boss was the 2nd out of 3 total bosses.

Thanks for the kind words and I'll check out how you used the Polygon Wild West pack soon!

Thanks for the kind words! Seems like a decent amount of players are not liking the solo so I'll make sure not to have flow-ruining stuff for future games since I don't think I'm allowed to remove it for this one(not a bug).

Glad you enjoyed the game and thanks for the criticism! 

If it helps, it happened after reviving at one of the earlier checkpoints. No problem!

Really dynamic game that felt pretty whole. My only complaint is that the enemies are still shoot-able after death and I encountered an enemy that could shoot back at me but it didn't take damage. That's just a very slight con to this game having many pros. Good job!

Loving how much effort was put into adding a lot of playable and unplayable characters. Game was really fun, kept wanting to play multiple times after dying so that I could see how longer I'd survive.

Thanks!

Ah I see. I didn't add sideways inputs immediately when in air (have to be in the air for a small bit of time) but didn't think too deep on how that would effect falling without jumping. The slowdowns I thought looked cool but I can totally see how it might not be necessary.

I actually don't know how to do that so I'm glad to hear that the fix is simple. I'll take time to actually research that next time lol.

Thanks for the feedback and glad you liked the aesthetics and story!

Nice, glad that it was fun enough to be repeatable!

I do tend to make games that are a bit hard so I have to be more conscious of that and give players more tools to understand how to win efficiently and/or tweak things to balance the difficulty.

Thanks!