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Jimlad

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A member registered Jan 06, 2020 · View creator page →

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Ooh, Fire Emblem meets time shenanigans!  I love it!  The characters are cute, the story is interesting, and it's very impressive you made such a robust Fire Emblem combat system in the game jam.  Fantastic work!

The in-game tutorial is greatly appreciated.  Always good to have clear instructions for a game-jam game, that's easy to get lost in the rush.

As mentioned, it would be nice if there were more options for how to play.  One idea might be something like Plusmate kills increasing La+'s health, while La+ kills increase her damage.  Or more variety in allies/enemies.

I hope you had fun this game jam!  Thanks for making this!

Very cute!  Despite the bugs and the lack of clarity, I really enjoyed the story, very good job on that.  And Lil' Mooms was really cute, too.

To future players: Once you're in the large area, just talk to the top-right shade a few times, and sleep in the house a few times.  The other shades are buggy and might make you unable to interact.

All that aside, I hope you had fun on this project, nice job! :D

Amazing.  That was extremely well polished, a lot of fun, and looked great!  I loved all the references with all the items, and I had a lot of fun.  And using time as your currency is such a cool idea, it works out so well here.

I was going to just make one or two quick attempts, and then write this because I knew I could spend a long time playing to find the God Run where I make all the stupid choices but get away with it...  But then I got the God Run and spent almost half an hour on that run.

I would 100% play a full version of this, it was a lot of fun, and I could get lost for hours.


Also, just a funny interaction, it was hilarious to activate a blood altar to get more time, only for Gigi's tail to go defend me and sic a Grem on it for me.  lol

Very cute.  I loved the art, the environments were so cute, the VN characters looked so nice, and the pixel characters were animated so well.  Fantastic!  And the music was just perfect, it made me not want to finish any of the puzzles, just so I could keep listening to them.

A shame it became just 3 riddles, but I enjoyed it anyways.  Good work, I hope you all had fun, and enjoyed working on this!

Very nice! I had a lot of fun with it, and the art was really cute.  I love the use of 3d art in a 2d environment like that, you made that look so smooth.

I did get stuck for awhile, until I saw you could stick Pebbles together to freeze them.  And then, only at the very end did I see you could stick pebbles to the sides of things, too.  But once I figured that out, it was a lot of fun to climb the tower.

I do appreciate the easy mode, I tried hard mode a bit and...  Man that water is fast.  I am not good at placing the Pebbles onto the sides of things, so I basically drowned before I even got anywhere.

That was really fun, the art was really cute and the gameplay was really fun.  I love games like this where you strategize and optimize over multiple runs.  And good job getting a progression system like that, fantastic work.

It was a great idea to add a speedrun option, although I think the price for it is rather high.

I hope you enjoyed the game jam, and learned a lot from this experience! :D

I enjoyed it, the music was good, and the powerups were really fun.

It took me awhile to realize you could damage Shiori, I thought it was just a distance race.  I think that's because it records your furthest distance, which just makes it seem like that's the goal since you can't reach Shiori herself.

Despite that, I had fun with both styles of play.  Fantastic work.  :D

Not bad, the art was cute and the concept is neat.  I don't often see close-range time stopping like that, I bet it could lead to some fun mechanics.  I hope you learned a lot, and I hope you had fun this holojam!  

A good foundation, I enjoyed just relaxing with it with the chill music and the simple mechanics.

I had fun, the art was good and the gameplay is a great start.  I liked selection of powerups, they were creative and very useful, and the periodic bossfight is a neat addition to a game like this.  

Fantastic work!  The puzzles were really creative, and really well done.  I could feel the Blue Prince inspiration with details that seem meaningless until I found the puzzle that's associated with the clues, and you did a great job making them complex but logical.  I think my favorite puzzle was the fish, since it showcased the time mechanic well, and I could see that leading to a variety of other really cool puzzles.

A fun game, and the art for the cutscenes are so cute!  Fantastic work getting all this made alone!  The story idea is hilarious, and I love it.

I would recommend adding controls or a tutorial to the Itch page, (you still can even after the grace period) because I started and had no idea how to control anything, and thought it was broken at first.  It didn't help that it stretched past my screen, so I couldn't see all the buttons.

(To anyone trying to play this: Press Q to make food.  Click a character to select them.  Click on the food to pick it up, a table to take the held food to the table.  And then while not holding food, click on a messy table to clean it.)

My head hurts...

A great Dandori game, I really like how you introduced things slowly and wove the explanations into the story. It all felt very smooth, I had a lot of fun!

I will say, for a game jam it's worthwhile to keep things easier, or having some difficulty options to let people pass even if they get confused or aren't good at the game type.

I like the music and writing, and the idea is really neat.  It's fun to work out exactly what I need, and how best to get those stats.

But I do wish the tutorial was a bit more clear about what the gameplay loop is, or what exactly the deadline is.  It was unclear what day I was on, or what days I was scheduling.  I also had no idea what was going on with the fixed days, or if I ran out of time or did something that decreased Mori's mood unexpectedly to cause me to lose.

Still, not bad for a game jam, good job!

The animations and cinematics are fantastic for a game jam, and the combat was really satisfying.  I really enjoyed it!  I ended up skipping past most of the otomos, which made my first crack at the final boss quite a challenge having a dozen otomos firing at me from afar mid-fight.

I do wish the hits had a bit more impact and range, I was always colliding with what I was hitting to make sure I hit, and especially with the boss I was never quite sure if I was doing damage unless I was paying attention to the health bar.

Very nice!  The art is really cute, and the story is fun.  I really appreciate you including "Here's what the story was going to be" at the end, that's really nice for a more story-driven game jam project.

Very impressive for a solo dev, fantastic work!

Well that triggered all my nostalgia, I enjoyed playing Fate/Extra years ago, and really enjoyed the combat in it.  Fantastic work recreating it.  Although, if there was a pattern to Marine's attacks, I missed it.

I like the writing, and the art is cute.  The choice of music was also really good.  I had a lot of fun playing this!

I liked the concept and the art was really cute.  Despite the bugs, this was a really interesting control scheme, and I hope you learned a lot from it.

I did find a funny bug though.  The progress bars are still intractable, you can click and drag on one to change it.  It seems to be purely visual, but still funny.

Fantastic work.  The minigames are fun, perfect for auto-piloting while focusing on dodging.  The changing difficulty of the minigames was handled great, just disorienting enough to keep things fresh.  The upgrade system is especially neat for a mini-game focused project like this, really nice job on that.

I feel like the signing game doesn't match up using the whole keyboard while the rest uses just two buttons, but I'm not sure what a better option would be.  

I do find it funny and ironic that a valid strategy is to hold off finishing your minigames until the last second so you have more time between them.

Fantastic work, the art is beautiful and cute, the sound effects fit perfectly, and the minigames are unique, but straightforward and fun.  The only thing I struggled with was Tea Time, I think it was just too narrow a window.

I'd absolutely keep playing an expanded version, it's a lot of fun and very well made!

A nice base, I had fun.  The sound effects are a bit too frequent, but if they were less common they're really good sound effects.  The hits are heavy and impactful, the pickup sound is nice, and the level up chime is great.

I had fun, and it's impressive for a game jam.  I know how time consuming writing can be, and figuring out how to make a game as well isn't easy.  The art was nice, even for MMD, and it's always fun to see passion in a project.  

Have a bit more confidence in your work.  The writing was fun, I'd say you successfully dodged the self-insert wish-fulfillment with the debate about saving her, and I'd certainly play more of this to see how you'd handle the others.

I do recommend looking for a team next time, or if you continue this.  The Holojam Discord is full of great people who are really welcoming and encouraging, I'm sure you could find a team there.  (Note:  This is me being a hypocrite, I sent one post looking for a team late, and immediately gave up and just made my own game because that sounded easier than talking to people.)

Not bad, a fun little project.  The movement is smooth and satisfying, and the abilities are creative.  I really like the golden sand concept as you have it.  I had fun.  Especially when I realized how OP the superdash was, and did a run through while time was stopped the entire time.

I would recommend adding some pictures to the Itch page so it looks more legitimate.  (Luckily, that's even something you can do after the grace period.)  

Very nice!  Although I was reminded why I never got far into One Step from Eden.  I can not play these games well to save my life, too many buttons I need to keep track of all at once, and I haven't played any enough to develop that experience.  But after a couple attempts,  I managed to reach the end still!  Fantastic work.

I really like the art and the sound track, and it's always nice to see the boys represented in the jam.  They deserve all the love.  

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Cute!  Fantastic work.  I loved the vibes, it's just so nice and chill. I had a lot of fun.  The art is really cute, and the story is really sweet.

I feel like the music restarting every time you enter or exit a building gets a bit jarring or gets a bit old fast, but that's a common issue in games.  Although I did notice that if I press E multiple times, it'll start the music multiple times when it loads the next level.  That was funny to discover, and see how many iterations I could start at once.  But that also cleared up on re-entering a door, so that's not even that bad of a bug.

Pure chaos.  Fantastic.
It took me awhile to realize the Brats can fix things on their own.  Maybe I should learn to read...  Fantastic job to manage all of this solo, it was a lot of fun, and the art and animations look great for a jam.

Sadly I never won, but I enjoyed the chaos, and trying out different strategies to see what did or didn't work.  :D

Very nice!  The environment was beautiful as you climb the mountain, and it was satisfying to figure out how to control the car well.  I loved realizing the sun was rising and night was ending.  I'm also always a sucker for a good song while doing anything, including driving.  :D

Some people mentioned optimizing, one of the quickest optimizations is to go through all the texture files and raise the LOD bias so that the game just doesn't pack the high, 4k version at all.  Especially in a speedy racing game, no one will notice if all the plants are at 1/8th the resolution, but they will notice not downloading hundreds of mb of files for a jam.

A cute little game, good job on the art.  And nice job keeping the gameplay interesting without focusing on combat in an RPG maker game.

I agree, it wasn't very clear I had to go back to the start in the at the end.  I got lucky with only a couple second to spare.

Ooh, this is a fun concept.  I really enjoyed it.  A shame you didn't get much of it functional, but I see the vision, it has a lot of potential.  And I loved seeing all the different forms of each member.

The tutorial was nice, but a bit of in-line aid can go much farther than a paragraph before you start.  Just listing the role beside each gen's rank would go a long way, like "Justice (Tank), Promise (Support)"  And then listing (NYI) beside each non-functional ability would make it clear what's working without needing to check the itch page on another monitor.

It reminds me of .io games, I think because of the simple background and the endless nature.  It's fun!  I didn't have any visuals for selected Jailbirds, but if I control-Click and then Shift-Clicked, they did move as directed.  And it's very amazing to do this in Vulkan as your first game.

I assume the lack of selection visuals is a bug, since they were popping up for other reasons.  So my recommendation would be to make the pan speed increase as you zoom out so you can look around the map more easily.

A cute game.  I like the art, sketches have their own charm.  And I like the idea of Yagoo in the stone age, finding talents.  

Good job getting as far as you did!  A shame you didn't have enough time to finish the story.

That was really fun, fantastic work!  I really liked the level design, it was really nice seeing all the routes and considering what's faster or slower as I went.  The story was good, and I really appreciate the tutorial level you made.

The main improvement I'd suggest is coyote time, far too many times I walked up to the very edge, and then just fell off rather than jumped.  

Doesn't seem Hololive related, but it's cute to see a game made by a family like this.  It seems solidly coded, nice job!  I hope you two learned a lot from this experience! :D

That was fun.  I really like the sketch art style, fantastic work on that, and the story is interesting and characters are well written.  It's kind of fascinating to see how the dialogue is written, too.

I wish all of it was bundled together into a zip for easier downloading since both the text and the exe are needed, but that's a minor gripe.  

The game is now properly up, so come rate it everyone!

Very well done, I love the pixel art.  It's so cute, and the environment art is very atmospheric.  The ending art is so pretty!  The gameplay is also solid, fantastic work getting this made in time.  And the story is sweet.

I'm glad you managed to get it properly uploaded for us!

11/10, an absolutely fantastic masterpiece of a game, nothing can ever top- wait, are the talking noises just six and...-

1/10, an absolute monstrosity that should never have been made, how dare?


But seriously, the chill atmosphere is nice and somehow even the "shitty" art is kind of cute.  And I'm always a sucker for a hopeful message.

I hope everyone in this jam can get the chance to show off and feel a bit special.  It doesn't matter if it doesn't meet expectations, someone's sure to find something they resonate with and enjoyed from it, or to see the effort put into it.  I hope everyone can find some friends to connect with and share with from this event.


Alright, I'm done being sappy now.  And don't think I've forgiven the Six Seven thing.

Still quarantined, but it's safe to run.

A fun game, the story is really interesting.  Great job capturing the personalities of everyone from EnReco, and it's a really interesting concept seeing them after everything happened.  The traversal is a bit slow and clunky, but not too bad.  And the skill system is impressive for the time frame.  Fantastic work! 

The art is fantastic, I love the Shiori sprite.  And I liked the story you managed to write.  I'd never heard that song, it fits so well!

A shame you ran out of time, I think it had a lot of potential.

The Zip file wouldn't start up at all for me, but the Rar did.  The screen size wasn't right, with text falling off the screen.  And the mouse sensitivity was really, really low even after setting what I think was mouse sensitivity to max.  (And it was inconsistent, occasionally increasing to normal levels for a bit before dropping back to zero)

Despite that, I tried what I could.  It seems like an interesting idea, and the atmosphere was really good.  The story sounds really interesting, too.

Fantastic work, the icons are nice, and the gameplay is really satisfying.  It took me a bit to understand how it played, even having watched Luck Be a Landlord, but once I did it was fun to experiment with combos and figure out how to get a high score.  Great job.