OK I've played it now. So good. This is the best game. 10/10. Runs like crap on Linux through WINE but that's not the game's fault.
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Oh my gosh there's a game based on [Mimi's] Delivery [Rush]! Oh wow I love that film so much and now there's a game of it with the cutest pixel art I've ever seen I haven't actually played it yet but I love it already aaaaaahhhhh!!
This is so cool! I haven't even finished the game yet and I'm having a blast. Just crashing a party and smacking the living daylights out of people with a bright orange strat. Hell's bells is it satisfying.
The biggest complaint I have is the controls. It's not that they're not responsive, it's that the default binding is dreadful. I thought we all agreed on Z being jump and X being attack?
Putting jump on Space and S on attack prevents me from playing the game without straining my wrist. Either I keep my arms straight and put unecessary pressure on my middle finger, or awkwardly hug the air with my arms and lean forward just to put my hands in a more comfortable position. As I type this I realise that I could use my thumb for jump and my index finger to attack, but I shouldn't have to interpret them like this. It gives me whiplash.
The game looks great though. it's certainly got that old-school anime charm with colourful, chunky pixel art with tonnes of hitstop and particle effects to keep things feeling juicy.
The combat feels excellent, but only when you're doing well. It's a shot in the dark as to whether you'll actually hit anything because with so many enemies on screen and so few animation frames to go around it's difficult to tell when to pull back, and hitting things feels so good you don't want to stop. A few defensive options like a parry, dash or block wouldn't go amiss. Right now, it's be quick or be dead.
It's also a shame that Sylvie never plays that guitar of hers. Sure, it's probably completely broken and there's nowhere for the sound to come out of, but some hot licks at the beginning and end of a stage wouldn't go amiss (or just a button I could press to really bring the noise to stun enemies or buff myself).
Overall, I think this game is epic. Shine on you crazy diamond.
This is really good. I like the title, the visuals are simple but effective, I really like the music (though the transition between the normal song and the "thinky" one could be better) and it's just really satisfying to play through. Really inspires me to work on my current game and get better. I hope you do well in the jam.
The major complaint I have is that the teleporter wouldn't work correctly for me, so some levels are probably way harder as a result. Also when I click the mouse, I expect the character to instantly transition into slow motion so I can plan my next move, but there's this cooldown that stops you from spamming it.
In theory this makes the game more skillful as you have to plan your dash usage ahead of time, but in reality it makes the game less responsive, causing a tonne of unfair deaths, at least in my opinion.
I'd seriously appreciate some proper difficulty options in a similar manner to Celeste's assist mode; removing the cooldown on dashing, gameplay speed options, making it so that spikes bounce you or reduce a life total, all that jazz.
Also I couldn't get the "skip level" cheat to work, but I realise now that you probably meant "Press the 1 and 2 keys on your number row at the same time" and not "Press mouse 1 and mouse 2 symultaniously". My bad.
Hey, that was neat! The use of swearing felt really out of place (especially when it's like, one character who does it) the story isn't gonna be winning any writing awards any time soon and the way the dialogue boxes were set up meant that I accidentally ended up skipping ones with choices because they look so similar, but that visual presentation is sublime.
Make more stuff please!
I'm glad I played this game. A fun, spooky ol' time. It's not without issues though.
The presentation was very good overall. While I liked the character portraits (Sheriff Lahey wears sunglasses 24/7 that's hilarious) and general environment art, the actual character sprites bear so much of a resemblance to the ones from Mother 3 it's distracting. I also think that the monster wasn't threatening enough in certain scenes. Whenever it's shown it's just some faceless sprite. I don't tend to like full-screen jump scares, but I feel we at least need to get one good look at this thing to understand why it's so threatening.
The game played fairly smoothly, movement felt pretty great even though sometimes the game wouldn't inspect the thing I though it would, but the puzzles were the real kicker for me.
Take the first real puzzle in the game; entering Lisa's house. The door's locked and you need a key. OK, I find this suspicious patch of dirt underneath the garden gnome which I can't dig up with my bare hands (Rachel's paid to investigate crime scenes you'd think that getting some mud on her hands wouldn't be too much hassle but whatever) and I immediately think "shovel". Guess where it is? In a tiny corner of the map way too dark to notice without the flashlight!
There's quite a few moments like this where I was having trouble finding things. The part where you have to answer the telephone is particularly annoying. The ringtone is just a flat sound with no positional audio or visual cue and plays on a constant loop until you find it. And when you do find it, it's in the washroom. The washroom! Because we all get lonely when washing our clothes...? Whenever I got stuck I just ended up checking each room of the house in sequence, which took way too long and I ended checking some rooms twice or missing certain doors. The game could really use a map.
The one puzzle I did like was the combination safe. When I saw all these old VHS tapes with knock-off brand film titles on them, I was sat there thinking "that's lame", but then the note on the safe mentions the films and I managed to remember them all and felt kinda smart. The safe doesn't indicate you can type in letters though, which got me a tiny bit stuck after trying to translate the initials into their alphabetical index (A = 1, B = 2 and so-on which would be the cooler solution in my opinion) but I got there pretty quickly.
The sound was surprisingly good, for just 10 days we get a whole score with build-ups pay offs, and even a leitmotif I noticed in one track. There was this especially cool effect where the ghost is breathing and it sounds like it's right next to you, and I don't know why but I kind of felt it beyond just hearing the sound? That's worth a mention.
I'm not sure I understand the ending though. Did Lisa really kill herself? What was the deal with that ghost at the end? I hear there's a true ending you get by not taking the gun, but I don't want to listen to that telephone for another second.
Good luck to you guys and thanks for making this game play in my web browser. Always appreciated as someone who mostly plays games on Linux. I hope to see more games from you in the future.
Yeah, I just ended up running the Windows version through WINE in the end. To this day, I haven't been able to beat Skullsquid. I just get keep getting overwhelmed by flaming skulls! Also, please update Legend of Xenia 2 to have an ending. It doesn't have to be anything fancy, just let Xenia say goodbye to the ghost of her father or something in a final cut-scene. Your work really inspires me, by the way. I just thought I'd mention that.
I love this game, and fancied playing it again on my Linux machine, but it wouldn't start. When I tried executing the binary in the terminal, I got the following error and no game window:
"./Legend of Xenia: error while loading shared libraries: libcrypto.so.1.0.0: cannot open shared object file: No such file or directory"
I get this message even after installing both the libssl and libcrypto apt packages to my system. How can I get the game to run?
That's because Chromebooks are just glorified web-browsers at the end of the day. There would have to be a port to HTML5 for this whole thing to work on your computer, so try asking for that instead.
This is a promising project, but it's really not responsive enough. I've held physical typewriters, so I know they require a lot of force to actuate the keys compared to my Cherry MX Reds, but honestly I think this would be much more fun if it registered my key press instantly.
Thanks for making this game. I've been following your video series and it looks like something really special that I wouldn't mind spending hours getting good at. There's just one problem however; the game's too dark! Is the experience just that cool that my character needs to wear shades to stop my face from melting?
This is really annoying as it makes all the enemies and goals difficult to see. It does this no matter what screen mode I'm using.
Here are my stats:
- Gigabyte B450 Motherboard
- Ryzen 5 2600 Processor
- 8GB of Corsair Vengence 2400MHz RAM
- ATi Radeon RX580 Armor Graphics Card
- Ubuntu 18.04 LTS
Why didn't I play this sooner? This is the highest rated game on Itch for a reason. The characters, dialogue and overall design are so good it hurts. I must say that having the characters use different alphabets when speaking words in foreign languages was a weird choice (occasionally they're subtitled in English, but it'd be nice to have the original words romanised so a language dropout like me can read them), and I occasionally found some of the baseball stuff hard to follow (I don't have baseball where I live) but the sheer quality and soul of this game shines through any flaws it might have.
Are you a fan of Darkstalkers? I couldn't help but keep hearing that one sound effect Lord Raptor makes when one of his attacks is parried.
Regardless. This game is awesome. You'll be damn sure I'll be first in line for Butterfly Soup 2: Soup Harder...
Here's a fun thing: you forgot to remove the uncompiled scripts from the regular executable. They're all still there in the version I have. Still, thanks for making a separate download. I wish you all the best!
This made me laugh out loud. This is the exact kind of stream-of-thought nonsense that comprises my sense of humor. The worst jokes honestly were where the game tried to parody anime and visual novel cliches. It was just a little predictable.
I played the web version which had multiple issues, but didn't impede my enjoyment all that much. I'm up to 2000+ clicks in the clicking contest and nothing is happening.
Any chance I could get a hold of the source code?
It's all right. This is one of the nicest looking Twine games I've ever seen, but I can't help but feel that something somewhere is... lacking. The game play is really easy without a lot of variation and I didn't really care all that much about the characters.
Speaking of which, the way they speak by giggling to indicate who's talking is a little off putting somehow. Also the font size is really small making it difficult to read comfortably.
Glad to hear it! The fact that you made this all in Ren'Py is insane. I can imagine that limiting your options somewhat. For something like this I'd personally reach for a generic game engine like Godot, but that's just me.
I could give you general help when it comes to programming some of those features, but when it comes to specifics, I really have to look at the source code to be sure. I've always used Ren'Py wholesale and never felt the need to modify it, so I'd have to look into that as well.
I really wanted to get into this one, but it's just far too frustrating for me to enjoy. It's great to see that you're actively supporting this game with new cards, but in my opinion you should really try to fix more core problems. Issues are listed in order of severity:
- Little to no interaction with the opponent. This is a massive missed opportunity. It may as well be Solitaire. You can't see their board or desired fusion either, meaning that it's impossible to know when you're winning. Having them play first would solve this issue.
- Any successful fusion instantly replaces your active one with no option to cancel, even if it's objectively worse than all other cards in your deck and fusions in the game. This has lost me dozens of matches.
- The game doesn't track what fusions you've tried so far in the current match, and keeping it all those variables in my head is really frustrating. I shouldn't have to break out a pen and paper for a digital game.
- The punishment for getting a combo wrong is way too harsh. Right now, the second component becomes active whether you like it or not. This has the undesired effect of not making me want to experiment with my hand, since if I get it wrong I could potentially lose the entire match. Either let me pick which component I want to keep on the board, or just discard the components altogether and let me move on with the game.
- There are no card effects beyond a flat appeal bonus. This is sad, as weird, card specific rules are half the fun of collectable card games to begin with. Without a way to draw cards, search for cards, or mess with your opponent, the whole thing just feels flat and lifeless. Why bother customizing my deck when all the cards are functionally identical?
Look, I understand you're not trying to create the next Hearthstone here. It might sound like I'm taking this all too seriously. I probably am. But even as a casual game about smacking cute bits of cardboard together, there's just lots of little things that get in the way that I can't just switch my brain off to.
The art and visual design are stellar as always, though.
Eh. Wasn't really feeling this one. I was playing it without sound, so that might have something to do with it, but otherwise I just really didn't like it as much as I wanted to.
It's really short, and the fact I can run back to my car before the monster starts chasing me shows how predictable it is.
Then again, I was playing casually without sound, so that could have spoiled everything...
I've seen this kind of thing before. I didn't find it particularly frightening or impressive. I can't help but feel that most of the experience was lost on me because I wasn't wearing headphones and was out when I played it.
It just needs more, you know?
Hi. We've cracked the code. All of our findings can be seen in these two documents here:
Be sure to join the Discord if you haven't already and show some appreciation to the people who solved this mystery!
I just played through EYE.exe. It was a short walk through a wooded town onto a pier before drowning in water. The character was holding a dog lead that seemed to be attached to something far in the distance. Fell off the pier and a video tape fell onto my screen after I drowned.
Clicking it played some Blair-Witch-esque shots with titles talking about a break up and the word blue capitilized. Dated to 1975, the year John went missing. Not sure what it means, but the video tape had that eye symbol on it.
I tried e-mailing John about this. I got the following automatic response back:
"Due to personal grievances I am out of office from 03-31-1975 to 06-02-1975.
Lead Networking Engineer
ENUIT LTD <o>
The Enuit Games website is down, but the itch.io page seems to work. Interesting.
There's that lamppost again. Still no Linux build. Can't get it to work with Lutris, either.
The plot thickens... *ahem*.
Could you post a Linux build for this update? You had a native linux version for the previous build, so I find it odd that I need WINE for this version. Is the networking API Bikrosoft-specific or something?
Ehh... It was OK. The visual aesthetic, while a little cliche by this point in history, was done legitimately well. The CRT shader used was particularly impressive. I found myself actually kind of creeped out the first time I played, but the minute I discovered you could use the Konami Code to reset the game in order to play it dozens of times in the vain hope that you solve a particularly hard alternate reality puzzle to achieve the final ending, it kind of lost its luster for me.
The story was also really goofy. The minute the dev character started saying this game could "restore the souls of the dead", I immediately thought of "Commandment" whilst speaking fake Japanese over his lines. It fit a little too well.
Hopefully someone solves the remaining puzzles, because running your own ARG is no small feat, especially for a small game jam entry like this.
This is totally rad! The store page doesn't do it justice. Looks great, sounds great, feels great, I can see myself being glued to this one for a while. My Japanese is pretty terrible, but I was still able to understand the game through clever design alone. That's pretty impressive.
Though it would be nice to have a proper translation with all the UI elements in full English, but not entirely necessary.
Can't wait to see what you'll make next!
This was a nice installment. I think what you're doing here with this series is super unique and I hope it continues. I have some questions that I'd be glad if you could answer:
- I found a rabbit in the Brick Witch's house that was around twice the size of Mochi, who wondered what it was like to be "stuck in animal form all the time". Can you elaborate on this?
- Will you release a map of the world at some point? I vaguely remember the names of places, but it's sometimes hard to understand where they are in relation to one another.
- Would you permit the creation of derivative works based on, or inspired by this series?
Thanks for reading. I'll be sure to play part 7 the second it releases.