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Jyunaut

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A member registered Jan 12, 2020 · View creator page →

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Really cool puzzles.  I'm not a huge puzzle game connoisseur, but I enjoyed these puzzles a lot!  Not too difficult nor tedious at all.

While there was clearly no time to polish up the aesthetics, the gameplay, concept and theme itself was absolutely solid!

Thank you so much for playing!  And thank you for the detailed feedback :>

The banana anvils on level 2 definitely needed to be nerfed hahaha.  And I also should have been more explicit with what to do on the tutorial statues like "Remove objects by clicking and dragging them."  This could solve so many potential cases where people would get stuck right at the beginning.

Thank you so much for playing!  Level 2 was actually way overtuned (it was meant to be a joke level until it turned into a real one) and we kinda' forgot to nerf the banana anvil LOL.  But yeah, educing the overall solve time by around 10-20% would have improved the game a ton.  I appreciate the feedback!

Thank you so much for playing!  When I realized that the type of game we were making would require a decent number of 3D assets, we tried to be resourceful and reuse some of our previous VTuber-related models (the monkey is our own little guy) haha.  Our goal is to focus on the community when it comes to our games, so I'm happy you noticed :>

Thank you for playing!  There is definitely some room for improvement regarding the size of the objects, so thank you for your feedback :>

Really amazing game in its scope, art and concept!  Everything was so polished aside from some gameplay-related jank like the hitbox being a little too big for the player, so the spikes hit you when it feels like it shouldn't.  But other than that, awesome stuff!

Thank you so much for playing!  I'm glad you had fun despite the bad hitboxes haha.

Thank you so much for playing!

Yeah the balance in the second level may have been too rough and some of the object hitboxes definitely need to be added differently.  Thank you for the feedback!

Oh man, I'm really glad you enjoyed!  And I'm happy that there have been no major bugs so far :>

Thank you so much for playing!

I'm glad you enjoyed!  :>

I was one of the people that got stuck for a few minutes hahaha.

One of the main things that made me stray from the correct solution was that I was trying to relate the number of birds that are outside of the sun vs. the number that are inside the sun.  I thought this way because I also saw the feet of the chairs set up so that some are inside and some are out (which is actually for a future puzzle...)  So yeah!  That was my thinking process on how I made myself get stuck until I noticed that the wings were deliberately different lengths.

Thank you so much for playing!

Holy moly, this really challenged my ambidextrous capabilities.  I had a good amount of fun with this one!  I would definitely understand if this sort of game be difficult for a majority of people to play, but I thought it was super innovative.  

I'm really glad you enjoyed!  Yeah the hitboxes really sucked for some of the objects...  I appreciate the feedback :>

Thank you so much for playing!

A vertical platformer with tetris blocks is certainly something I haven't played before, but your execution of it was extremely well done!  I understood the concept almost immediately and it was fairly straightforward to play through.

Played again after your updates and the game was a lot more playable!  The locked camera definitely felt better to play.

Because of the locked camera, I believe that the level design would need to reflect the camera changes.  For example, the first section of level 5 was really tough because there was a lot of vertical movement which made the game even harder due to the lack of screen real estate as opposed to horizontal sections.

And I think I would have preferred the dodge to just have the player stop at the wall instead of bouncing because there were a few moments where I would dodge towards a wall and then my character would move the opposite way because of the bounce.

But yeah, very nice improvements to the game!

Thank you so much for playing!  Yeah... the hitboxes suck on some of the objects.  I realized only after the jam that I could have prepared the statues in a less complicated way where the hitboxes wouldn't be so jank.  Oh well, you live and learn haha.  Thank you for the feedback!

Holy cow I got an S.

Super clean and simple!  Even though I only played for a few minutes, I really enjoyed this jame.  Nice work :>

Super cool puzzles.  I do think the very first clock puzzle was a little hard to get, but other than that, it was a super satisfying game overall!

Short and sweet game!  My main feedback would be the floaty controls.  It's not bad, but you could increase the gravity when the player is falling down to make it feel a little more snappy.

Nice little game!  The gameplay was fair and I enjoyed the dialogue.

The game would have benefitted from more Hololive-themed references, though.  Overall, nice work!

So I managed to finish the game and would like to first say kudos to the team for making a 3D action game for a jam!  It's super impressive to make one in around 2 weeks.

That being said, as a game itself, it's super jank in terms of the moments when the enemy attack hitboxes are active (I'm talking about the boss' attacks).  There should be a good amount of anticipation before each attack with a recognizable pose.  Even a little amount of hitstop and noticeable VFX would make the combat a lot more fun to play. I think that removing the big enemy at the back and just keeping the boss fight as a 1v1 would have made the game feel better to play as it was already hard enough to parry the enemy due to the lack of anticipation.

For the player controls, I would suggest making the dodge transition back into the run a lot more smoothly by making the run input cancel the last few frames of the dodge where there is still movement so you can keep up the movement speed.  I would also consider further making the run input cancel attacks even more shortly after the swing portion of the attacks end since that typically feels better to play.

For the level design, it largely consisted of very open streets which made it difficult to know where to go.  I would make the levels a lot more focused and linear.  This would help make developing the game feel a lot more manageable and also help with keeping the scope low.

As for bugs, I would find that the enemy I wanted to target (usually the closest one) wouldn't be targetable at all.  Not sure why this would occur.

I really hope this feedback helps and that I was able to explain it properly...  I really enjoy making combat-heavy games so I love seeing how others make theirs.  Nice work, overall!

Thank you for playing!

Thank you so much!  I'm glad you enjoyed the intro :>

Thank you for playing!

I love the music and presentation!  The gameplay is good but the camera look ahead movement really messes with my aim, especially when you have such a small amount of time to react to things.  It probably would have been better to either center the player and not move the camera or pan the camera based on the cursor position, rather than the direction that the player's looking at.

But other than that, nice work!

Holy shit a whole roguelike for a game jam.  Super cool stuff!  I also enjoyed the boss fight at the end and the amount of polish is insane!

Pretty cool game!  The hitboxes are definitely punishing, and I think a feature that would improve the quality of life would be a small period of time where the player can swing their weapon after hitting the ground to save themselves.  This would sort of be like "Coyote Time" in platforming games.

And I think checking side hits on the player might be a bit too punishing, but that's just my opinion lol.

Overall, nice work!

I love the pixel art and music!  I think what the game really needs is SFX to really give more impact to the experience.

Thank you for playing!

Yeah we tried to find a good balance for it haha.  Thank you for the feedback :>

Really good match-3 game!  It's been a long time since I've played one, so this was a fresh experience.  Nice work!

Super fast-paced and fun!  It took me two full playthroughs to really enjoy the game since the microgames were VERY quick, so you kind of always lose on your first run.  I think if the speed of the games, including the part where the difficulty spikes is reduced by like 10-20%, it would be a pretty good experience from beginning to end.

Thank you so much for playing!  I'm glad you enjoyed :>

I'm not certain, but I believe it was the Cali outfit microgame.  I hope this helps!

The polish and presentation on this entry is great!  The art is super nice and clean, which completements this sort of game very well!

I ended up bugging the game after pressing the action button after one of the microgames during the transition.  It resulted in a success in the calendar (before I even played the microgame) and then it got stuck at the end of the calendar transition.

Super fun entry!  I loved the references and the polish is superb.

I didn't realize what to do in the superchat screen until I fully read the game page description, though...

Okay, so this game is insane in the fact that it's so innovative and unique.  My main gripe is that it lacks severely in  providing the player enough info to figure out what to do next.  I really loved everything about it when I was following the walkthrough.

*Spoilers ahead*

  1. If you use the wrench on the vent first and it breaks, I think you end up softlocking yourself because you can't open the cookie jar with anything else.  So as a new player, you wouldn't know this and be stuck for a long period of time.
  2. I also would have never known to use the pop up to grab the key from the cutscene (maybe I missed a part where the game mentioned it?).  But after this, I thought the game was amazing.
  3. The popup screen should not be resizable as I tried to make it the same size as the main screen and didn't realize that I would have to always overlay the popup on top to transfer some items over.  So the popup screen would end up always showing over my main screen after I clicked on the main screen

Overall, I thought it was amazing, but I had to follow the walkthrough in order to really appreciate the game.

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I tried really hard to understand where I was supposed to go... I managed to find Cali but I didn't know what to do next! T-Posing Gigi gave me a feeling of dread, though LOL.

Once I understood the gameplay, I had a good amount of fun with it!

I would definitely recommend some sort of short tutorial, even through text, just to let the player know what to do.