Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

AngryCow

156
Posts
22
Followers
2
Following
A member registered Jan 20, 2019 · View creator page →

Creator of

Recent community posts

Well, that is certainly one way to take a stale meme and turn it into one of the most emotionally gripping stories of the jam. Flawless, just as Sakuya would like it.

For the gameplay here, I am not the target audience at all. Block pushing and stealth are some of my most behated mechanics in video games. But the cutscenes and the writing are so good here, I was quite motivated to work my way through them even despite some technical issues. There is a lot of personality packed into the models and their interactions on top of the script is both serious and got me to crack up a few times. A fantastic dive into Mokou's character and how Keine might have come into her life. All parts of the UI are stylized, from the title screen to the cute loading animations. Highly recommended.

The animations were quite fun here. Especially mashing the sword swing after a jump so Youmu flaps frantically in the air.

A very cute VN. The portraits capture the main duo well. That timer though... definitely too short. Barely enough time to read the options, must less process what might be a good one. It leads to needing to save scum, which defeats the mechanic entirely. The writing is humorous and it feels like a nice day in the life of Marisa. Just a day where she needs to be her best for her bestie.

Oh, fun to see a little card gaming here. This one could really use a tutorial, or at least some instructions. I wasn't sure at first if the number at the bottom of the card was its cost or the number of that card I had in hand. I had no idea there was a limit to cards played until I saw the upgrade screen. And a heads up that you aren't supposed to even beat any encounter until a few upgrades would be nice. The ability to undo cards played could also be cut, as it gets very confusing when you undo cards that drew other cards that you also played.

But once I understood what was going on, I liked that each of the encounters brought their own deck and strategy needed to beat them. Different upgrades were better for each. That's good design, and this concept could be expanded upon.

A visual novel lives or dies on its writing, and this one is very much thriving. A most pleasant read over a very appropriate cup of tea. Lovely character portraits too, with lively animation to match the scene.

An impressive entry right here. I am grateful for the added tutorial because you really need to know how to drift. These cars turn like whales otherwise. But once you get going, it is quite fun working through the absurd turns. Seriously, whatever insane civil engineer designed these roads need to be shot in the interest of public safety.

The plethora of screeching tire and car crumpling sound effects is great, since you will hear them a lot. And of course some nice eurobeat for the downhill drifting. I always like seeing 3D visuals in a jam game. That's some work right there.

The game's difficulty is quite high, and some bugs preventing progression amplified that. A shame the story doesn't seem to end either. I expected some final race after I cleared 13/13, which was already a fierce challenge.

At first I was quite confused and Meiling bodied me several times. But eventually I understood what the nodes were doing, and I noticed the exponential scaling. 100k Agility solved the game pretty well. At first I was put off by the lack of explanations. But it is actually nice to have a game where you have to explore the system and learn by failure. No handholding, just figure it out. And that is fun.

What a fun concept to play around with. And there is great variety with the wingmaidens you can bring along. Yamame is above my skill level clearly, but Nemuno's giant cleaver worked well for me. Bonus points for not nerfing The Boss when the player gets use them. A nice reward for playing through.

I really appreciate the writing here. Love and couples are not all sunshine and rainbows. Relationships are complicated and don't always work out the way someone wants. The message of the story hits better when it is grounded as such. And being friends is fine too.

(4 edits)

A journal to keep track of important information the player has gathered was a planned feature from day 1. However, we completely ran over our time getting core game systems going and it is still on the ToDo list, if we can manage it.

As for the lack of motivation, you are correct that a game needs to give the player a reason to investigate. But our intent in the writing was that "Being Stuck in a Time Loop" itself is itself an existential threat to Mizuchi.   We didn't feel any further threat was necessary to get her motivated to action. The movie Groundhog Day is based on the same problem, after all.

Besides that, thanks for playing. I am sad to report KogaBanki was something our cover artist Hippppo just wanted to add and they are not planned inclusions in the game proper. Something about Keine and Mokou, though, you can discover.

Build-your-own tetris-match-3 blocks is quite the concept. The time limit makes it hard to really set up combos, but is effective at keeping me on my toes. The sound effects from getting a 6+ combo are really satisfying.

These are some excellent chiptunes. I like this very active take on breakout, getting to juggle the ball and enemy bullets. However, the difficulty is not here to make it challenging. So it's more of a vibe bouncing around and doing sick tricks. And enjoying the view, of course.

I absolutely love the concept of being a fake horse rigging a horse race in progress while trying not to get caught. Sadly, there isn't as much a race here as bouncing around. Trying to calculate angles of multiple bouncing things is pretty rough, and I beat some levels by just doing nothing and waiting for the right horse to hit the goal by luck.

Ubame representation is what this and every jam past and future needed. And its actually pretty dang fun. The bullets from Marisa add just the right touch of difficulty. There is so much more that could be done here with different tracks for the stones, different tracks for the fairy throwing duo, or of course more bullets.

I was already sold on the Tail or Maid pun, but the game is hectic, learn-on-the-job fun and the dialogue is delightfully stupid. And just when I thought there wasn't going to be any conclusion, the final screen explains the whole plot. Brilliant.

This is a fun little concept that expands on blackjack. I like the strategy involved in deciding where to reveal or place cards. And it naturally ramps up in difficulty as the number of columns decreases. However, I noted the same issue has Medal and Rggcd where the final column boss is too much. I beat it on my last life, but I absolutely got lucky to just roll the column's number before the other numbers piled on too many cards for the third time in a row.

A simple, cute game. The art is just adorable. The movement and animations are snappy and satisfying. The gameplay seems to fall into just moving the Aunns about as fast as possible, which doesn't feel as strategic as it could be. But most importantly, Aunn inevitably loses and the Yachie horde is victorious.

A simple, well executed little bullet hell. I really like Misamaru's animations and how her eyes follow where she is shooting. The patterns are pretty light until the third stage, so I didn't need to engage with the matching mechanic that much until then.

The opening cinematic is delightful here. The gameplay is clean and simple. But every sword disintegrating immediately, even if you don't hit anything, didn't feel so good. I was hoping for some big 360 spins as from the source material to really rend some grass.

What an interesting way to implement turn based bullet hell. Rather than fearing the oncoming wave of bullets, it feels good anticipating them and rushing headlong at them. The player is so powerful in this context, and that makes it quite fun. Given the player's infinite time to react and their abilities, the challenge is not quite there in this version. The game was just starting to play with enemy variety and density towards the final floors, but so much more could be done. The music set a great atmosphere, and worked well for something turn based and more cerebral in gameplay.


Also, it sure felt like stopping time every turn. Combined with throwing knives, the similarity to a particular maid cannot be denied.

A simple concept cleanly executed. The gameplay is fluid and all aspects are quite polished. I quite enjoyed the soundtrack to squash fishies to. Without a clear goal and with only a few fish types there is not a lot of drive to play more than a few times. I would recommend it to anyone with a few minutes to kill.

Thanks for playing our game! You are not the first to find Ending #3 first. A bug prevented it from being available in the jam version, but maybe we made the conditions too easy after fixing it. In the original design we were going to have oni and kappa lives as well, but they had to be cut due to the usual jam time constraints.

Incredible use of RPGMaker to make something that plays more like a movie. And the writing is top notch heartwarming. Well done.

Everything about this game is fantastic. The gameplay is simple, yet all the movement required means there is plenty to keep the player busy. The scaling of the chaos is just right, with how advancing the stage trickles in more enemies to dodge. The sprites are detailed and the backgrounds, particularly for stage 3, gorgeous. The soundtrack is is great, especially to me since it uses instrumentation I normally don't jive with. And it doesn't slack on its story cutscenes either. Just an incredibly impressive jam game all around.

On a side note, it seems to be half-compatible with a controller? I could move Aya around, but not take pictures on the controller. So I played with one hand on the controller to move with the stick and one hand on the mouse to take photos.

An interested idea, and I can see why the team explored it. You really need to pace yourself, and try not to let the clumps of fairies get too big without some blue ones to remove them for good. I think it is especially cool that on level-up you both increase the player's strength and also add more complexity to the enemies. A fun game with simple, clean visuals and soundtrack.

This game does everything well. The visuals are fantastic from UI through the intro comic. Distinctive sprites making keeping track of the hectic action easy. The music is catchy and sound effects give the extra punch where needed. The gameplay is smooth, and the swapping mechanic is well implemented. The two styles provide variety, and with swapping being how you deposit points it prevents you from camping on one for too long. I was consistently surprised with how many enemy types showed up. About the only issue here is the game lacks a climax. No boss or final challenge, and no victory comic either for the rabbits to celebrate.

Dang, this was so much fun to read I am mad at myself for not jumping in when Megapig offered. The stories run a gamut of emotions. Some are simple and wholesome and others leave you really thinking. Some have a clear message, and some are a bit murkier.  There is a lack of any unifying theme though, making the experience disjointed. 'Original Character' doesn't work much as a glue in that regard. The music is fantastic, and all over the art is charming. A special call out to Molly for making me laugh so hard I had to stop reading for a solid minute.

A fun little Suikamari Damacy game. The music during the boss fight is great, and the character portraits so wild and expressive. The story is cute too. Solid all around, besides the non-boss stages lacking difficulty.

Breakout, but you can move freely. Also, you are your own worst enemy. A funny concept, and pretty fun. Wanton destruction never fails to bring amusement. I especially liked the ball that grows until you use it. It encourages you to play riskier, waiting and dodging so you cause more calamity. The music is pleasant and the presentation solid overall. The one part that annoyed me was was the balls stopping all momentum quite suddenly, making it hard to predict when they are a threat again.

At first I was completely confused how to even craft what the customers wanted. And once I got it was just the match-3 part, I was still mostly just pulling from tall stacks and hoping it worked out. This game blends two genres I don't really enjoy so it was going to be a hard sell. The presentation, though, is great. The character artwork is incredibly cute.

What an all-star team. And the results match up to it. Just a very clean, responsive, fun game. It is a nice change of pace from panicking about enemy spawns in Heavy Machine Bun to spawn-camping them with the rampaging vampire. And a lot easier too, I think. I beat this game on the first try without getting hit once. Very generous on that dash invincibility. The music ramping up to Flan's theme is great, and the cutscene art is just fantastic. My only real issue is the extremely limited palette not looking great during gameplay and making the sprites muddled as they move around.

There is a great framework for a strategic game here. You've got dice rolling, you've got map painting, you've got a deck un-building mechanics. Everything is nicely presented, apart from fire and village dice being pretty hard to tell apart. The real issue is there is not quite a game to be had yet. There isn't really a goal to be going for, other than higher numbers. Nothing to unlock or to change up the gameplay as it progresses. Nor is there any time pressure, either for number of turns or number of cycles through the deck. So the optimum thing to do is play as slowly as possible, placing maybe one die per cycle through the deck. With some goals to shoot for and some way to shake up the board besides what the player does, this would be a lot of fun.

I am a big fan of Groove Coaster so this game is an easy fit. The songs are actually pretty numerous for a jam game and diverse too. It even seemed like there was even more music available on the menu. The charts matched the songs well, and being able to set my own calibration made it line up nicely. The overall presentation is great, and I like how the fairy character is the icon on the track.

However, I am going to join the chorus of people saying the notes cluster too much. It can be near impossible to see what is coming next, especially for a rapid series of inputs in the same direction as travel. And distinguishing between a short hold and a triple tap is difficult. The option to speed up the track would help a lot in pulling those clusters apart.

Simple controls that are hard to get the hang of. Something of a theme going with Iced_Lemon projects.  Kagerou's adventure is adorable. This game is nicely polished and any mistakes fall pretty squarely on the player. However, the way power works here does cause a death spiral where getting hit reduces power so you lack firepower to clear the screen so you get hit again. You either get a perfect run going or you crash and burn. The stage itself is the enemy here, as the final boss is cute but easy in comparison. Overall, a fun experience worth a run through (Swim through?).

An incredible amount of polish for a three day jam. I usually don't like matching puzzlers, but this one won me over. The visuals from menu to shop screen to gameplay to credits are all top notch. The music hits the theme, of course, and one extra track snuck adds adrenaline at the right moment. There is plenty of time to think and consider moves, and then also consider future moves on top of it. And as the upgrades progress, so to does the gameplay loop. What starts as trying to just make big chains turns into trying to find ways to hit enemies and get rainbow gems while avoiding ending in safe spots. The final upgrade surprise added a whole new layer just to cap off a great experience.

This game is great and I am so bad at it. Needing to calculate recoil and dash distances spins me for a loop. However, some of the weapons are very satisfying to use and the dilemma of picking weapon over score or hp is constant. I enjoyed all the music tracks included, and the art design here is slick. This game is really nice to look at and its great seeing the polish on the UI in addition to the main gameplay.

A beautiful visual novel from start to finish. The writing is too direct at times, and there are a fair many typos, but those quibbles don't detract from the raw emotional power in the words. The art and sound back up the writing perfectly. The shift from a jazzy, casual date to the somber tones as the end draws near transition the mood. The repetition of the central mechanic sets up the finale as well. The player becomes comfortable with the routine, making that last game all the more bittersweet. Kudos to the team on this one. Much like a certain magician, it won't be forgotten.

I do wonder if Koakuma might view Marisa differently after the ending...

I really like the visuals in this game. The background is gorgeous without getting in the way of the action. The sprites are clean and stand out well relative to their individual importance.

(1 edit)

There is a lot of depth here for a two button game in a classic genre. Shotgun blasts to take out asteroids and eyes alike feels satisfying. I am not as much a fan of the floaty movement, making lining up shots on individual eyes a pain.The visuals and sound match the retro arcade vibe well, and despite the limited palate everything important is easy to read. Embedding information into the center of background is appreciated when all the focus needs to remain at that center.

As it turns out, I like time mechanics so much reverse super hot is also quite fun. With a core mechanic this powerful, it is good to see the enemies being relentlessly aggressive. The reloading mechanic also stops this from being a cakewalk. Even so, I would have loved the ability to pick up knives in midair to partially reload. A good maid wouldn't let a single missed shot go to waste.