Really good job at capturing that retro PC aesthetic! Though the time limit felt really tight if you wanted to read the emails and digest what was happening. Other than that, overall great job!
i*Jiro
Creator of
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A cute and ambitious auto-battler! Really impressed with how much was made in 10 days. I would love to play and see more where this goes if development continues! Definitely would like to see to more interactive mechanics during battles. I could see the Fashimon also striking poses and you have to mimic them to outstyle them maybe!
Great work overall!
This game was a pleasant surprise! The charm and personality really oozes from it and I just love it. The one button really adds to that charm and it just works. If it was your standard platformer controls it just wouldn't be the same. It was tricky at first to understand but was totally fine with it once I got to used to it. Was able to reach the end at the horseshoe kingdom with no issues.
The music, art, and vibes overall was great (:
I really like the concept of the game! Raising fishes as gacha capsule to see what they could become was exciting. A nice polished experience overall. Though the notification text pop-up and music could be tweaked a bit as they started to bother me the longer I play.
Other than that, it's still a banger of a game! Would love to see upgrade system that can automate some mechanics. Maybe an auto-feeder or bubble collector?
Great work!!
Fun rage physics game! The controls could feel a little tighter and be a bit more responsive. Had trouble trying to steer and control where I wanted go, at least for me could be a skill issue on my part haha. I guess that's part of the charm of it!
The jumping dolphin level was my favorite.
Congrats on releasing your first game!
On the stream! Would love to see you try our game out!
https://i-jiro.itch.io/virtual-pet-overload
Love the art and aesthetic, they're eye catching!
Some additional visual and aduio feedback on interacting with things would help it pop and be more fun. The UI for selecting Nimikins on the bottom-left should be bigger to help emphasize to interact with it. Almost glossed over it .
Overall I think this is a solid base that has potential to be more (:
Hi! Thank you for playing!
I have thought about adding more features as you mentioned but since it being a jam it was tough to fit the full vision in time. Was mostly focused on getting some of the core loop and visuals there to be playable. If people so far like the overall concept, we'll expand it more with more tamas. mini-games and mechanics (: The systems are in place for it.
Also thanks again for writing a newsletter for the game! I really appreciated that and it made my day.
I had some fun playing this one! It was a bit tough in the beginning with the amount of mechanics thrown at you in the first couple of battles. Though once I was able to get a hold of things, overall gameplay was pretty fun with its depth. Just the sheer amount of thought and content you added shows how passionate you were about this. Loved the art too! It reminds me of Toriyama's earlier stuff.
Overall a nice game that was presented well.
Wow! Pretty amazing smash clone on the Pico-8! Game feels REALLY good to play. It has almost everything you'd expect from a platform fighter! Though gravity is tuned abit too high. I feel like a sack of bricks when I get pushed off the stage haha. The high gravity makes it really difficult to recover imo.
Overall a great game and an awesome entry!
Loved the pixel art on this! Visually well done. Really reminds me of Neo Geo / SNK games! Character movement felt pretty nice and cutting down trees to traverse across pits was a cool concept. The music was also a straight banger! Props to the composer.
I noticed there was lack of a coyote time/input buffering, making the jumps feel pretty stiff.
Attacking felt a little off. The hitbox seems small and stubby compared to what is visually represented in the animation. I had to get close to register a hit. I believe adjusting the hitbox would make the game feel a lot better. Also adding a little a bit of combat feedback would be a nice touch to make it really pops!
Pretty cool puzzler! Loved the atmosphere and the interesting teleportation mechanic. Kinda reminds me of Dishonored. I managed to get to the end!
Just had some issues with the Katana not sticking to surfaces and had to make multiple attempts for it to finally work. There's also a bug in the last part of the game with the poles. When you fall off, it soft locks the game where I can't access the menu and have to force close the game to restart.
Overall a nice game!
I enjoyed the blocking mechanics in this one. Telegraphs were very clear on where to block. Though sometimes the enemy can register multiple hits on me with one swing. I also recommend making the enemies less spongey. Kind of removes the impact of successfully landing the parry by only seeing that I only did a tiny bit of damage as a reward.
Just needs some balancing and a bit of polish and this would be a great game!
Love the artwork and the animations done here! It's beautiful and oozes style. Everything feels cohesive visually. I didn't realize they were 3D models (maybe wrong on this)! Combat feedback feels and looks good.
The character controller feels good and the movements are tight! Had a bit of an issue at times when I jumped up to a platform from below, I clip through the platform sometimes.
I suggest in the future to add a checkpoint system because it's a bit brutal to start all the way when you die. Also maybe adding a bit of a pause between the big ogre's attack. It's a bit tough to fit an attack in when he's constantly attacking back-to-back with his large hitbox.
Overall I enjoyed my time playing it!





