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Indrah LadyPotato

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A member registered Jun 29, 2017 · View creator page →

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This was a charming little game! I particularly enjoyed the little pixel prolog and epilogs images. 

It turned out to be a fairly simple romp, which I suppose should be expected, considering the time. If this was made custom in a  month, it's already very impressive. I just wish there was more and fleshed out with exploration like the Zelda it clearly is inspired by.

My one big nitpick with the game was the music: I didn't like it, but that might be just me.

I liked both endings, they both had their very cute moments. Congrats on the game! 

A beautiful little game. I'll be the first to admit that the tone and setup wasn't really what I usually prefer, being more of a melancholy solo thing, but I still enjoyed it ok. Not my favorite, but I can definitely see people who enjoy this kind of tone loving this one.

The presentation was by far what stood out to me: there was a clear love and attention to it. The graphics and music matched very well, and even the title screen had care. 

(Ignore this part if I'm wrong!) If the theme was figuring out and leaving a toxic relationship, it was a very sweet message. I would have preferred to have a lot more context and scenes with the sorcerer, rather than only the mc's musings when inspecting stuff. I believe part of my resistance to engage with poking around was that there were only so many contextually "distinct" objects, and most were generic skeletons or furniture/destruction with little visual appeal. For example, if more skeletons in the forest had had little touches like tools or clothes or attention-catching setups I would have been compelled to check them out. That's just my take, though. 

The little reminder of what you got at the end was a cool touch for completionism! My resistance to check stuff after a while costed me dearly and I only left the place with two friends. It's okay, I'll find a bakery near a logging camp to settle down and find a new, better boyfriend XD

Overall this was a neat little thing to me, mostly because the tone is too melancholy to match my specific taste, but I encourage people who enjoy short melancholy stories to give it a try.

I tried this out but it failed to connect with me. While there was a good amount of polish (very impressive, if it's custom!) in the presentation, I felt like it became a repetitive task list too quickly; almost like this is the testing ground and the game's content should be built on top.

For me, not having any really new stuff to do and the days playing so similarly was a loss. There was no real incentive story-wise (at least, up to where I got, there could be more later) so it just doesn't work well for me. 

If the art (I think custom and all nice) was all made within a month, I can see that taking a huge chunk of time, together with the coding/eventing required, but I think it has made the appeal of the game suffer: for me, I really need a bit more charm, a cute story, changing gameplay, something. The gameplay here was all I could find, and even that was too repetitive for my taste.

I feel like this would be an amazing prototype for a bigger game, but it's not fair to pin that on something made in a month. It's great effort within the time, for sure, but I really think nailing a good point of charm, hook, or something to keep you playing is important. 

In any case, congratulations in getting something this polished done! I'm not sure how complicated the engine is, but considering other entries made in it, I assume it's trickier than most. 

(your game starts at 50:57)

I livestreamed this game, and was enjoying it, but sadly I got soft-locked pretty early on.

  • Cool concept! I have no idea of how the map reveal function is handled. My best guess is some super-imposed layer? Good job on it anyway.
  • I rather enjoyed the exploration/gathering short rounds! It was neat and snappy.
  • It would be great if the exploration feature has a simple "retry" prompt instead of always sending you back on the town.
  • When placing wells it would be amazing if it showed he area of effect it will cleanse so you can plan the best place to put it and save precious space.
  • Without a way to move or destroy buildings, I got stuck once my bad (I guess?) planning prevented me from building anything else. I understand it was probably due to time constraints and coding. If nothing else, a destruction function would work wonders.
  • More work, but probably necessary QoL: when building a new piece, it should display the space around it it would make "unavailable" once built.
  • Maybe it's because I was streaming, but I did notice some lag in your base. Probably the code + the CPU being busy streaming, but it would be nice if that could be smoothed.
  • I did not get very far. Once I reached the northwest corner of the build map and headed down, I ran out of building space. Could not build houses, and therefore could not build any more wells for space, nor destroy badly-placed ones. I was not willing to have to redo the tutorial again, so I can't speak about the rest of the game.

I'm fairly sure I would have enjoyed this game had it had more time to smooth out the big problems. I can't blame it, since the short time frame and probably intensive coding might have been incompatible. It's a pity, but this might be a good project to keep expanding or at least polishing more. 

Played this to the end. It started charming, but I admit I lost some enthusiasm on the way, with conveyance being the main problem. I would not have beat the last boss if I haven't checked here for the way to.

  • Presentation is nice, but I did notice that navigation was a bit messy in some maps. More pronounced roads and border exits (generally clearer collision) would have been lovely.
  • The town and its inhabitants are cute, but in the end they don't do anything so I honestly have no idea why they're there. I half-expected to have to do little minigames for each, so it was a bit strange when that didn't happen.
  • I suggest adding a  notice of when you can go back to talk to the fire spirit. I was wandering lost with no idea what to do next. A simple "maybe I should go back to the spirit" or along those lines would have been enough, though honestly the best would have been to just have the spirit teleport to you and automatically give u the power.
  • The way you deal with the purple slimes wasn't obvious. I assumed I had to get another power for them later, when freezing then using fire didn't work. It was someone in the stream chat who pointed out I had to do multiple hits.
  • I had no issue with the boulder and switch puzzles, they were fine.
  • I'm either a bit dull, or the skull puzzle is lacking elements. Usually, I think, when you have the "who is lying" logic puzzle you'd have a few more clues to determine who lies. But here it seems each skull said stuff that was viable. Or maybe I'm being dumb and missing something. I just brute-forced the puzzle in the end.
  • The last boss...as others have mentioned it fails to really suggest how to beat it after the three orbs. If I had not looked up the strategy here, I would have given up. I was desperately trying to freeze parts of the "lake" behind the boss to "find the orb that sunk in the lake". The wording the boss gave had me convinced, but I could not for the life of me find anything from any of the angles I could freeze the water from. I think the execution of that part of the boss really need to be re-done to be properly hinted at.
  • On the boss again: some animation effects on it threw me off. I was getting really confused as to how the little purple flamelets worked, and what was removing them. For a bit during the confusion I thought it was ME casting ice that removed them, and then eventually I realized they were just a pattern. Overall just a confusing puzzle.  Finding out I had to do the orbs wasn't a problem, tho.

Overall: it started promising and had a neat presentation, but I found the part I enjoyed the most were the puzzles in the first half. The action didn't do a whole lot for me, and it was too short and devoid of the stuff I usually enjoy (snappy dialog, exploration) for me to really love it. 

TL;DR it was okay, but I definitely felt it missed a lot of its potential in its current state.

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Played this, started pretty interested, lost it a bit towards the end, but not bad at all.

  • I like the clicker concept and it's not a bad match on the engine (or at least It was not noticeably clunky)
  • As a suggestion on how it works, I would prefer if there was a way to "hold" to keep upgrading, a button to cycle though the party, and some way to re-read the effect of each skill (maybe by hovering?)
  • The story didn't mean much to me but thankfully it was tucked out of the way most of the time and easy to ignore.
  • Presentation wasn't bad, not too cluttered, and the little reviving people hitting the eggwas kind of adorable.
  • My hand did start to hurt once the time constraints were introduced. Overall I'm not a fan and I prefer clickers more as a relaxing side-activity, so here is where the game went a bit south for me. 
  • The last stage was too much for me. I wasn't super clear on what I had to do, so after a couple tries failing, I gave up.  I don't have enough attention to detail and snap judgement, it seems, and generally I do not enjoy time attacks.
  • I would have loved (tho not expected, its more work and a design choice) to have some sort of casual or relaxed difficulty mode where the time limits don't exist or are much looser. Generally my capacity to pay quick attention to many different elements apparently isn't so good, and I was noticeably stressed and annoyed by the later stages demanding so much of me, in a "physical" (sight/reaction) sense.

Sadly the game just didn't go in the direction I would have enjoyed (a longer and more relaxed thing), but fair enough, I didn't make it and it's not necessarily for me. 

Overall I'd say this is a success, at least in the mechanics of turning RPG maker into a decent clicker format.

I tried to play this but this was absolutely not my thing, so take my input with a grain of salt.

  • The maps were pretty rough, with the pre-made pieces strewn about willy-nilly. The town is especially bad.
  • I quickly lost all interest in the story, it really needs a better draft, as it fails to connect with the player (if they're anything like me, at least). 
  • First you give me text that advances by itself rather than let me click through it at my own pace, and later the stupid chest talks as slowly as it possibly can and I can't skip it. It feels like the game is antagonizing me :T
  • No Skill/Equipment/Status menu, huh?
  • Why would a character just have double then Triple hits? It's the same thing, give him something different. 
  • Why is their skill command called "Normal"?
  • The battle music being a slowed down thing is pretty bad, coupled by the fact combat is pretty dull, it makes combat a bad time in general.
  • The battleback being just black is one thing, but if you add in the tint on the monsters its just kind of hard to look at.
  • Some skill descriptions and menu words aren't translated.
  • There are almost no sound effects during cutscenes.
  • It's very weird to have to click accept, rather than just touch, the map exits just to move (Activation: player touch is the more coherent way to handle that).
  • Why did I talk to the elder in a black screen? For a moment I thought it was a transfer scene.
  • I give up, I do not care enough.

I'm sorry, ignore me if this is too harsh of me, but this game just massively fails to entice or engage with me. 

(1 edit)

Story is nonsense and the first encounter is impossible to win, the graphics are painful to look at.

Feels and plays like a troll entry, I honestly hope it's supposed to be. 

Tried this out, got killed by slimes while wandering around because the game forgot to tell me what I was meant to be doing. Left it there. Overall not a very good game as it is right now, to my taste.

  • Needs a cleanup on the text.
  • Why are the textboxes automatic instead of letting me just click through them normally? Nothing that is happening is that action packed that they can't wait for me.
  • The narrator having a face is very distracting. 
  • Once the "intro" ends and the parents leave, there is no guidance on what to do.
  • I honestly hope that the slimes (5 at a time, and the red one alone took 4 turns to die) are a bad joke. Because otherwise I have no idea what the point was.
  • The concept of seeing the protagonist grow up is neat, but the execution is a bit poor; the sprite for the child phase was especially bad. There ARE child sprites, you know, in the rtp, even. I would have preferred a simple child sprite with green hair over the pixelated shrinked adult sprite. 

Sorry if this sounds too harsh but games that don't even tell me what they want from me get up my nose. Once I was let loose and wandered outside without a clue it jsut dumped an impossible fight on me. I had no reason to want to keep playing.

This is of course just MY take and my personal opinion isn't universal or anything. It just didn't work for me. 

I tried this out, but eventually on the 4th character got bored and quit. It's just too barebones as it is now to be enjoyable for me.

Some of the ideas on display aren't bad, seeing small vignettes of character's lives focusing ins a single "mission" per screen is nice and all, but the fact that they are so empty and boring most of the time dissolves any interest.

The text (especially at the intro) is fairly rough and bland, and the mapping is bland and most rooms are pointless, to the point I have to wonder if the random dungeon generator made them. Combat was very boring, none of the skills seemed particularly interesting besides doing a bit more damage. 

Overall this is just too bland to be appealing. Maybe with a lot of work the idea could do well, but not for me, at least light now.

I tried this out but honestly it's too rough to play in its current state.

As the others have mentioned, the translation is too difficult to understand, and it makes it impossible to enjoy the game properly. The gameplay is not particularly great either so it cannot pull the game up. Mapping, balance, etc do not help, as they are very rough. 

As a learning experience I hope you had fun and learned a lot, but I agree with the others that it needs a lot more practice. 

Extra point: if you mean to use Romance of the Three Kingdoms lore, I suggest you give the players who are not familiar with that story some context. I have no idea who any of the characters are, and as it was presented, the story did not explain it either.

(2 edits)

I think it's not surprising to say this was very unimpressive. Overall it plays like someone who just got the engine and is experimenting (that, or a troll...) but I'll do my bit as always.

  • Text really needs a second pass to fix some pretty terrible typos.
  • Story was nonexistent and hilariously out of touch if it thinks I cared by the end.  Nothing happens for 4 screens and suddenly some nonsense clichés popped up.
  • Mapping is just corridors.
  • Why even have chests? It's not like I can spend money, and you don't find any gear (might as well get rid of the equipment menu entirely).
  • Why do I have TP if none of my skills use it?
  • Why do my skills not have descriptions?
  • Why do I get any other skills? 
  • Combat is plain boring. the best I can say about it is that it is not hard.
  • What's the point of changing the form of the player if nothing internal changes? At least give me a new skill or something.

Overall this was real bland and not enjoyable. the only reason I got to the end is because it was so easy and I escaped every single encounter after the second screen. I hope this was a good learning experience (and that's completely valid!) but as a game on its own, it has nothing to help it. 

Played this. I'm not sure if it's the case, but I'm never comfortable criticizing games if they are about someone's experience or auto-biographic, so I'll keep it as light as I can. Please feel free to ignore me, this is just my opinion and taste.

Overall, even within the simplicity, the game was too dry and not very engaging in the text (which is pretty much all it has). There was not a lot for me to get attached to character-wise since it's only a handful of isolated situations out of context. Conceptually I support it, but as a character for me to like, no one here did much for me, it was just too short and barebones. 

TL;DR as a game, I find it lacking. If it's mean to express someone's personal situation, it's not my place to criticize. 

Tried this out a bit but not really my thing. I tried the first...boss? On the ship, go a couple game overs and got sick and left.

My input, though keep in mind shooters are absolutely not my genre, this is just my own opinions:

  • Reloading takes too long and doesn't have a solid tell on when it's "done".
  • Missing was never really an issue for me, it was just the slow speed of the reloading :T There's no way (that I can tell) to hide or evade damage so I had nothing to do meanwhile.
  • The text overall needs a second past, it can come across as a bit awkward.
  • Considering the screen is wide and your textbox goes all the way across, the text only occupies like half, or even 1/3 of it most of the time. It makes it look really empty and awkward.
  • The "challenge" went from "brain dead shoot the things" to "ok now juggle loading this stupid slow gun" real quick. 

Yeah, not for me. I have no idea of how difficult a shooter would be to implement on MZ, so I'm not knocking down the effort here, but it just was hard to enjoy, for my taste.

Tried this out very briefly, but it just feels weirdly unfinished. There doesn't seem to be any story or motivation for me to do anything? A cold and mystery open is fine, but you have to do something with it. The environment and ambience don't signal to any mystery, just a run of the mill, poorly mapped generic adventure. 

My best guess is that this is an early dev exercise? If so, that's understandable, and not a bad practice round. However, as a player looking to simply enjoy a game, this lacks a lot. 

Tried this out a bit, but as others have already mentioned it's too early in development to be enjoyable, so I'll refrain from commenting. 

It's a nice start for the graphics (though I'm not sure why they were so crushed, I thought from the screenshots it would be a pixel style?) but I can't speak for the rest of the game. Hope you get to take your time and get it in a better state. 

I very briefly tried this out. The sheer lack of the barest minimum of testing and polish turned me off too much. It's just too clearly incomplete and rough as is.

  • Text needs a second pass in general and is void of any charm.
  • Mapping is pretty bad.
  • Lack of any sound effects during scenes is distracting.
  • Was my motivation explained at all? Why do I care about going to the castle?
  • Everything is just so unfinished. Why are enemy and actor names not capitalized? Why do skills not have descriptions??
  • The guard captain basically acts like he's going to fight me and instead he just falls over without a fight. That stinks of not even bothering to test your own game, sorry but I'm done.

Sorry but it just looks like this wasn't even tested, it was just a turnoff. 

I tried this out but had to give up, too frustrating for me. It was a pity because the banner image was interesting and the portrait very evocative and simple. 

  • The visuals are nice, the color palette is cool, tough I feel the sway effect on the combat is a bit hard on the eyes, but that could be me.
  • The gameplay in general was just not my thing. It seemed to go too much for either obligatory grinding or for the "I like my games difficult" type, which isn't my thing.
  • Poison that does not heal after combat in a game where 1-you cannot save everywhere 2-you are alone in the party 3-the goddamn slimes will actively CHASE YOU and are plentiful; is very nasty and I feel unnecessary.
  • I keenly felt the annoyance of not being able to save anywhere...my best guess is that you aimed to make this a somewhat hard style/retro game, which again, not for me.
  • I did not even make it to any real story, so I can't comment on that.
  • Learning from shrines had no special charm, at least what I saw. There was no choice, no fanfare, nothing, hell not even an animation when you "absorb" them. If there is some lore reasoning, I did not reach it, so it's hard to feel like the whole "absorber" thing had any interest.
  • I'm really nota fan of a single member party, especially when the game errs towards difficulty. It was just annoying being pitted against groups and getting wrecked or plagued by statuses. 
  • I made it to the slimes room. They kept killing me, and I definitely did not want to be grinding constantly so I gave up there.
  • The game felt very aimless and "just wander around", at least up to what I saw.
  • I did not feel that there was much in the way of strategy with what I had (3 skills at the time) coupled  with the single-member party, it made combat kind of dull.

TL;DR this does not match my style at all, after all, so feel free to ignore me. It's a pity I could not play more but I felt the game's style was just frustrating with little reward or hook. Maybe there's good bits later on, but I tend to dislike when a game will not make the effort to hook me or at least try. I felt very aimless. If nothing else, great work on the design of the protagonist, he is simple yet very interesting-looking. 

I briefly tried this out but it really was not for me. Obviously the effort seems to have gone to the art and that part is nice, but I feel that it shows there was not much energy in the rest of the game.

The story was delivered in a very mild, inoffensive way that failed to grab me early. There was no tension (at least the part I played) and I just wandered around.

The worst by far and what made me give up and stop playing was the controls. They really have a very clunky and bad detection, especially the environment big jumps via context arrow, don't work well most of the time. 

Obviously this is just my take. I really need a much stronger characterization for a story that is basically all "walk and talk" to work, and this just didn't grab me enough to continue. I will praise the art tho, that's a lot of work to complete within a deadline.

I streamed this with the dev present, so just for posterity:

  • I like the concept of the game (Soul Blazer! I see youuu) much more than the execution. I might have been unlucky but it became really tedious.
  • Presentation doesn't quite match the maps and sprites, and the mapping itself is very barebones and rough. The enemy sprites are cute enough.
  • Skill descriptions really need a good round of polish as they are not clear.
  • Some explanation of the mechanics of recruit/spare and how they handle KO would have been great.
  • I'm not a fan of the spirits disappearing on death, since a few unlucky hits can leave you alone against the high level party.
  • I feel like the game expects me to grind without making grinding really much fun. The combat is a bit slow and there are now easy "sweeping" combos you can quickly and mindlessly spam to get a few "levels".
  • The fact that monsters cannot improve hurts it a bit for me. Some of them also feel brutally unbalanced, some creatures like the lady holding her head had absolutely no use for me, while others were extremely strong. 
  • There should be some way to quickly circle back to the rest spot, specially in the cave.
  • I gave up after a couple pretty bad wipeouts that left me burned out, I was (I think) halfway through the big house.
  • The icons make what's happening in combat very hard to read, especially the status effects.
  • I would suggest making the animations snappier, I definitely felt like combat went by too fast. Additionally I did not have a good grasp on who was acting.
  • I'd suggest making priority skills like quick buff/debuff/status have a speed boost to act quicker, otherwise the order of attacks can dismantle your strategy.
  • I could not muster much interest for the story, the text wasn't exactly super engaging but I appreciate it stayed out of my way.

Overall I feel like this game suffers a lot from a lack of polish, which is harsh due to deadlines, but doesn't change it sours the experience a lot. Happily this all seems very fixable and with some more work should make a nicely enjoyable game.

I briefly tried this out but it was in too obviously of an early state to really give it much time. Considering what you mention in the game page, makes sense, and I mean no nastiness. I'll give my points but feel free to ignore me.

  • The setup is fine enough, nothing special, but we can work with that.
  • The art assets that are there are cute, especially the sprites, but the maps and content are too obviously bare and unfinished for me to like them as they are now. The quality of them isolated is good, so a fully furnished game with them I'm sure would be nice.
  • You are a liar, that cow (and the chicken and chicks) are cute.
  • When I talk with people often it directly slaps me into the confession/gift screen. In a cleaner version you might want to make a separate command to prompt it, as having to back down out of that choice every time you talk to them would be very tedious. For an example, the Rune Factory series shelves those extra options behind a button input during their dialog, eg >talk to the npc >press extra button > opens extra choices. 
  • I have no clue how to play the fishing game, and there really wasn't any instruction for me to manage.

Is this enjoyable for me as it is now? Honestly, no. Does it look like a good base you could work from? Yeah! The sprites are very cute and I can image a more complete game being very charming. 

Good luck and good job getting anything done at all! No matter what it's always hard.

I tried this but it was so utterly unhelpful in introducing me to the game I gave up. All my complaints can be summarized as such: the game does an extremely poor job at explaining WHAT THE HELL IT WANTS FROM ME. Please, PLEASE just briefly and concisely explain the very basics.

  • I have no clue of what is happening at the intro once I get fired. I went to another dimension I guess? Please bother to explain and set it up the slightest bit.
  • Aand I died. From a spike one-shotting me? A prompt to save so I don't have to redo the unskippable intro would have been lovely.
  • The fact that the cancel button (X) has been overwritten and only ESC is viable to open up the save menu should really be explained.
  • The functionality of the vacuum is very weird. It pulls some things towards me? Its very odd, and it does not help that I have no earthly clue as to what it expects to be able to move.
  • Why is every object saying "Hi" to me? It's not even a cute thing or anything, it looks like a placeholder leftover or something.
  • I picked up some yellow thing from behind a statue in the first world and...what happened? I have no fucking clue. PLEASE explain, or convey it in some other ways.
  • I found an upgrade for a mystery item...how am I supposed when to come back here if I have no clue what item it belongs to? Even a small hint would have helped, as it is it just looks like sloppy design. I'm a trash man, why the hell would I NOT scrounge all I can?
  • What's the point of having HP curing coffee? Nothing is damaging me here in the first planet besides the spikes, which oneshot me anyway.
  • When I leave the planet it says I Need 4 trash...and yet I can move anyway. Then I leave again and it says 20 trash. AN DI CAN MOVE ANWYAY. 
  • I enter the first planet, and immediately get killed in very quick and hard to react fashion from what I thought was an npc. I've had enough.
  • It almost feels unfair to say because it looks custom, but the presentation of the maps is fairly rough.

I'm sorry but I felt like this was extremely sloppy and unfinished. It might have taken effort, but the game did so little to respect my time and attention it almost felt like it was daring me not to play it. So I stopped. It just annoyed me, I'm sorry :T If the concept is a trash disposal operator doing stuff, that's a good enough concept, but you really have to execute it much

(Your game starts at 2:01:21)

I streamed this and had a lot of fun! It wasn't perfect, but I would not have expected it to be anyone's first project, that's for sure.

  • +I really liked the pixel aesthetic. If custom (I think it was?) it was a great achievement. There was a  good amount of little touches here and there for everything to be cohesive and nice, despite the apparent simplicity. The combat sprites were fun and the little flowers on the very simple environments were lovely.
  • +The text had its ups and downs, but overall it was fine with it. Had it run longer it might have gotten on my nerves, but it did the job. 
  • +I enjoyed the concept of planting flowers being key to the experience. It's a lovely sentiment and even better, it makes the environment interesting. In a perfect, longer game with more time I would have loved to see access to a lot more content via flower planting, even silly stuff like different flower types as tools or making shapes having an effect.
  • -The combat feels a bit strange, and it was not until much later that the NPC who EXPLAINS how it works appears. Even then, whether a demon would kill you, even with a state applied, was a bit of a crapshoot and up to luck. Once you got a single extra heart, the game was a steamroll (which is completely fine by me! I was not here for complicated combat).
  • -The game would have probably benefited from trimming down encounters in general. For how simplistic they are in practice, there were too many demons. You could trim 15-30 minutes of trying to sneak past encounters/fighting easily, and I feel the game would have been smoother. Since there's no leveling or anything fighting doesn't have a solid reward, and if it's for the seeds, I would have happily explored instead for more.
  • -The one single issue I had with environments (whose simplicity I enjoyed just fine) was how south exits were handled. They were a bit hard to see, and I think some sort of indentation to the north side of the same wall would have helped locate them.
  • -I found two endings, and both were very abrupt. I will take wild guess this was more from time constraints than the intention, but it was a pity it did not end with a bit more flair.

Overall: great job, especially for a first completed game!

Hey it's not MY game, I say my piece and you can take it or leave it, by all means. My take is simply my opinion! Feel free to ignore me XD

Still those sounds like very good changes that should help the game a metric ton, so great job! (does that sound condescending...? It's not meant to be, pls I'm sorry OTL)

Uhhh, sure. Whatever you say. You're free to get upset, by all means, make me the villain in your mind if that helps, but man you should hear yourself. Next time, if you feel like harsh criticism is not something you are ready to take, then either don't engage with it, or don't put your stuff to a fairly high-profile contest. 

I gotta add tho, I've given good rates to plenty of games, just not all. I am NOT obligated to. I'm not a judge, and my taste is my own. If you want me to lie, sorry, I'm not going to. 

Still by all means, sorry if this upset you so much, but I make a point to be honest in my feedback. Ignore it if you want, you're free to do so. In the same way, I'm free to dislike the game. 

Tried this out. Got up to the first (last? not sure) boss. it killed me and I had not saved for a logn time so I left it there.

  • The presentation is very clean. The sprite of the protagonist could do with a bit more animations, maybe. I did notice the mapping was very clean. Custom or not, the visuals were nice.
  • The game was very easy until the boss, which I felt had way too much HP. He could have had the decency to throw me a medkit at some point or smth.
  • I could be wrong, but if what I saw was the boss and the end was after that, the leveling up CHOICE feels hollow, there's barely any margin for error. Of course, if that was not the end, I could be wrong.
  • I missed having some sort of skill or consumable on a  cooldown even. Just shooting felt very basic.
  • The gameplay was ok, but it definitely helped I did not play too long, as I mentioned it was too basic in its current state.

Overall a neat little thing. If the art was custom (I specially liked the economy and elegance of the maps) great job.

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I tried this and it was a nightmare. The presentation is just such an overdone, blurry mess. The mouse cycles through multiple element icons, and lets off confetti for no good reason. The translation is spotty at best. The intro story is a joke. 

Once the "game" gets started I was not at ALL prepared for what it was, some kind of board game with little explanation. It just does too poor a job of introducing the game for me to bother continuing, it's just too much. 

Without looking too deep into it, it looks like you slapped in every single fancy plugin you could find, which ends up an incoherent mess, I just couldn't take it.

I tried this out but it really isn't for me. I got too frustrated by the poor conveyance and sense in screen 3 with the frog :T 

One thing I feel is ABSOLUTELY the wrong choice is X/ESC just dumping you into the title screen is ridiculous. It would not have been so hard to simply put you back to the start of the same map, or even on the LOAD screen rather than the title. The saturation was also a bit on the high side and made my eyes hurt a bit.

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I tried this out but it did not do much for me.

It had some neat presentation details and ambience, that was cool. But the rest is very rough and feels unfinished. The entire game suffers from a lack of polish in the eventing, everything that actually "happens" in an event falls very flat: long waits and delays on every action, no sound effect of snappiness on the "kills"...it just doesn't do a very good job on what makes a game like this scary or even interesting.

I had no real curiosity for what was happening, since it was not presented in an engaging way. It really needs a lot more work and care put into exploration and the choreography and audio details to work well, at least for me.

I got bored and stopped after finding the ritual room, but the only reason I got there was because someone in the chat knew the puzzles beforehand and guided me. The game doesn't do a good job of making a coherent sense gameplay-wise. Where am I taking the bunny, was I supposed to know that room? Why would the clock time be related to the doll room? It just doesn't feel intuitive.

Overall, just not enough for me. Good job on the ambience and sound tho! Those were cool aspects and hopefully the problems I had can be solved with more time.

I streamed this with the dev present so this is just my notes:

  • +Overall it was nicely polished and the presentation was clean. I had no big complaints in any particular department, which is a big win already.
  • -I know the game is just the prolog chapter, but that was SO short I don't have much to say about it. What was shown was okay, but it did not have the hook I would have expected. Maybe the hook would have been in the next chapter, but since that is not available I was left feeling just ok.
  • The rest I have are just minor niggles: 
  • *The execution of the time travel is a bit weird as is. I feel like a context-sensitive option would have been more useful and clean, but I have no idea of how it works internally.
  • *It feels like there's a little too many encounters when there are so few things you can really do. 
  • The In medias res used at the start falls a bit flat for me, because it gives so little context. Again, this would probably be expanded in a longer game, but as it is it just feels too short to make an impression.

Overall, it was too short and lacking a good hook for me. it was perfectly average and executed okay, but lacking any sort of critical "oh that's really cool/cute/funny/interesting" moment to get me onboard.

I streamed this with the dev present so this is just my notes:

  • +Overall it was nicely polished and the presentation was clean. I had no big complaints in any particular department, which is a big win already.
  • -I know the game is just the prolog chapter, but that was SO short I don't have much to say about it. What was shown was okay, but it did not have the hook I would have expected. Maybe the hook would have been in the next chapter, but since that is not available I was left feeling just ok.
  • The rest I have are just minor niggles: 
  • *The execution of the time travel is a bit weird as is. I feel like a context-sensitive option would have been more useful and clean, but I have no idea of how it works internally.
  • *It feels like there's a little too many encounters when there are so few things you can really do. 
  • The In medias res used at the start falls a bit flat for me, because it gives so little context. Again, this would probably be expanded in a longer game, but as it is it just feels too short to make an impression.

Overall, it was too short and lacking a good hook for me. it was perfectly average and executed okay, but lacking any sort of critical "oh that's really cool/cute/funny/interesting" moment to get me onboard.

I streamed with the dev present, so here are my notes for the record:

  • +Cute concept, nothing too complex but engaging.
  • +The writing worked well for me and had fun moments.
  • +The presentation is okay, nothing great or bad, but that in itself is praise considering the graphics are a bit of a mishmash of sources and styles.
  • +The combat system was a bit on the unfair side (especially with hitboxes) but it was a refreshing change from the usual. I did enjoy guessing what attitude the enemy was having, tho a few I had to kind of guess at random.
  • +The windowskin being script paper was a very cute touch.
  • +The music was cool!
  • -Some moves are clearly wacked out, to mind come the lady's attacks being a bit too harsh for being the first encounter, especially the cigarettes'. The second fight had two, the "pines" attack's hitboxes were a mess, and the consecutive blue and orange lines attack was UNREASONABLY quick and I barely had time to process what was happening. 
  • -The ending was fairly abrupt, but nothing I can really complain about considering this was a 1 week quick development.
  • -The lack of any saving system really screwed me over when I accidentally quit the game via misclick :T

For what it was announced to me as (a silly little thing with low effort in a week) was a lot more enjoyable than I expected! I could see this being longer with more polish no problem if that's ever the direction you want to go in.

I streamed with the dev present, so here are my notes for the record:

  • +Cute concept, nothing too complex but engaging.
  • +The writing worked well for me and had fun moments.
  • +The presentation is okay, nothing great or bad, but that in itself is praise considering the graphics are a bit of a mishmash of sources and styles.
  • +The combat system was a bit on the unfair side (especially with hitboxes) but it was a refreshing change from the usual. I did enjoy guessing what attitude the enemy was having, tho a few I had to kind of guess at random.
  • +The windowskin being script paper was a very cute touch.
  • +The music was cool!
  • -Some moves are clearly wacked out, to mind come the lady's attacks being a bit too harsh for being the first encounter, especially the cigarettes'. The second fight had two, the "pines" attack's hitboxes were a mess, and the consecutive blue and orange lines attack was UNREASONABLY quick and I barely had time to process what was happening. 
  • -The ending was fairly abrupt, but nothing I can really complain about considering this was a 1 week quick development.
  • -The lack of any saving system really screwed me over when I accidentally quit the game via misclick :T

For what it was announced to me as (a silly little thing with low effort in a week) was a lot more enjoyable than I expected! I could see this being longer with more polish no problem if that's ever the direction you want to go in.

I streamed this with the dev present, so just leaving my notes for posterity:

  • +Cute art and concept! 
  • +The enemy portraits during combat are very appealing
  • +The humor was cute (tho a couple of off-color jokes could go).
  • +I became more interested in the backstory than the hijinks of the current cast, which quickly turned into very shallow "hee haw joky jokes". It stung that I could not finish the game due to the last boss to see what happened.
  • -WHY is the resolution so tiny???? I don't think I've ever seen a game try to make such a  tiny resolution. Worse, ballooning it to any proper viewable proportion without me losing my eyes made the text rather fuzzy and hard on the eyes. If the problem was the pixel-perfect nature of it, just zoom your assets to a fixed x2/x3/x4 or the like and adjust the resolution to that.
  • -Text needs a second go to fix a few minor issues and sentence oddities. There's some places where the textbox is also partially used, or the line breaks weirdly between textboxes.
  • -The combat did not do well with me, it felt very unsatisfying. If it's trying to imitate the Undertale style it falls very flat, since none of the interactions are charming, and they are all capped to a single use before you are reduced to just slap the enemy around. 
  • -More on combat: it eventually made me rage quit at the final boss (i believe it was, the yellow granny). The game seems to expect near-perfect input. There is not much variation I can see, and the need to plan two turns ahead for every action (including the basic "oh shit" heal) was very annoying. I had to restart multiple times. I TRIED! But it was still antagonistic and with no margin for error. This feels like a mistake. I do not get the feeling this game is trying to be a perfect execution sort of thing, and in that case the difficulty and demands of no bad moves the game expects are entirely unreasonable. I'll be the first to admit I'm not the most tactical thinker, but there were MANY ways this could have been alleviated. The easiest among them would be to just make your defensive actions (Protect and Deny) always go first, no matter what. That alone would have probably allowed me to beat it after a couple tries. 

Overall the game left a bitter taste in my mouth due to the final boss making me ragequit. 

I streamed this with the dev present, so just leaving my notes for posterity:

  • +Cute art and concept! 
  • +The enemy portraits during combat are very appealing
  • +The humor was cute (tho a couple of off-color jokes could go).
  • +I became more interested in the backstory than the hijinks of the current cast, which quickly turned into very shallow "hee haw joky jokes". It stung that I could not finish the game due to the last boss to see what happened.
  • -WHY is the resolution so tiny???? I don't think I've ever seen a game try to make such a  tiny resolution. Worse, ballooning it to any proper viewable proportion without me losing my eyes made the text rather fuzzy and hard on the eyes. If the problem was the pixel-perfect nature of it, just zoom your assets to a fixed x2/x3/x4 or the like and adjust the resolution to that.
  • -Text needs a second go to fix a few minor issues and sentence oddities. There's some places where the textbox is also partially used, or the line breaks weirdly between textboxes.
  • -The combat did not do well with me, it felt very unsatisfying. If it's trying to imitate the Undertale style it falls very flat, since none of the interactions are charming, and they are all capped to a single use before you are reduced to just slap the enemy around. 
  • -More on combat: it eventually made me rage quit at the final boss (i believe it was, the yellow granny). The game seems to expect near-perfect input. There is not much variation I can see, and the need to plan two turns ahead for every action (including the basic "oh shit" heal) was very annoying. I had to restart multiple times. I TRIED! But it was still antagonistic and with no margin for error. This feels like a mistake. I do not get the feeling this game is trying to be a perfect execution sort of thing, and in that case the difficulty and demands of no bad moves the game expects are entirely unreasonable. I'll be the first to admit I'm not the most tactical thinker, but there were MANY ways this could have been alleviated. The easiest among them would be to just make your defensive actions (Protect and Deny) always go first, no matter what. That alone would have probably allowed me to beat it after a couple tries. 

Overall the game left a bitter taste in my mouth due to the final boss making me ragequit. 

I streamed this and the dev was there, but leaving my thoughts here anyway:

  • +Cool title screen! Not too overdone, but nicely animated.
  • +The 3d chase sections were a neat addition, in moderation.
  • +The music (custom, I think) was fitting and nice.
  • +The gloomy environment was well done.
  • -Niggle: when resurrecting (or generally spending any resource) it should show your current HP.
  • -The hp and key "finds" to open fires are way too close in graphic among themselves AND the particle graphic decor around the map, it took me a while (and the dev outright saying it) to realize they were meant to be different things. A massive improvement if they had distinctive shapes and/or colors.
  • -The game doesn't do a very good job explaining how defusing the fires work. It would be better to straight our explain it, or to make the first instance of it a controlled environment with no dangers so the player can process what is happening. As it is, there are ostriches everywhere, making processing what's happening calmly very hard. 
  • -Niggle: the display of "People saved" is bugged and resets the graphic to 0 when refreshing the screen, until another person is saved.
  • -The ostriches as an obstacle are extremely overdone and become VERY tedious. I go in depth during the stream, but basically there are way too many, they activate from across the map, and they lag the game a lot. 
  • -The tone of the game is a bit strange. The game page says its comedic, but the environment is mapped (fairly well) like a tense semi-horror adventure, but then the npcs have a somewhat aimless (i think mostly cameos from the dev's other game) semi-comedy text? You can join those themes if you want, but as it was I don't feel the switch felt natural. 
  • -Due to the ostriches being such a pain the HP recovery had to be abused, and it was utterly slow. I'd recommend making each orb restore way more, or place a camp nowhere where you can fill back to max, even at the cost of hauling back there.

Due to the severe lag I had to stop playing (maybe the CPU usage from streaming was the cause), but I did feel l would have enjoyed this game ok if the ostriches were less annoying. AS they are, I felt they got on my ass too much to properly enjoy it.

I streamed this and the dev was there, but leaving my thoughts here anyway:
  • +Cool title screen! Not too overdone, but nicely animated.
  • +The 3d chase sections were a neat addition, in moderation.
  • +The music (custom, I think) was fitting and nice.
  • +The gloomy environment was well done.
  • -Niggle: when resurrecting (or generally spending any resource) it should show your current HP.
  • -The hp and key "finds" to open fires are way too close in graphic among themselves AND the particle graphic decor around the map, it took me a while (and the dev outright saying it) to realize they were meant to be different things. A massive improvement if they had distinctive shapes and/or colors.
  • -The game doesn't do a very good job explaining how defusing the fires work. It would be better to straight our explain it, or to make the first instance of it a controlled environment with no dangers so the player can process what is happening. As it is, there are ostriches everywhere, making processing what's happening calmly very hard. 
  • -Niggle: the display of "People saved" is bugged and resets the graphic to 0 when refreshing the screen, until another person is saved.
  • -The ostriches as an obstacle are extremely overdone and become VERY tedious. I go in depth during the stream, but basically there are way too many, they activate from across the map, and they lag the game a lot. 
  • -The tone of the game is a bit strange. The game page says its comedic, but the environment is mapped (fairly well) like a tense semi-horror adventure, but then the npcs have a somewhat aimless (i think mostly cameos from the dev's other game) semi-comedy text? You can join those themes if you want, but as it was I don't feel the switch felt natural. 
  • -Due to the ostriches being such a pain the HP recovery had to be abused, and it was utterly slow. I'd recommend making each orb restore way more, or place a camp nowhere where you can fill back to max, even at the cost of hauling back there.

Due to the severe lag I had to stop playing (maybe the CPU usage from streaming was the cause), but I did feel l would have enjoyed this game ok if the ostriches were less annoying. AS they are, I felt they got on my ass too much to properly enjoy it.