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kano // 💾

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A member registered Apr 04, 2023 · View creator page →

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Woah... this gave me some of the same vibes that Nameless gave me. Chills, but also an undertoned and (somewhat) relaxing randomized dungeon crawler, of sorts. I actually strongly appreciated the lack of music in the midst of these rooms, with little but the sounds of primordial machines meandering about at the edge of nothingness. Just as Mumei was, trying to remember things. The deeply personal touch to that dialogue of hers with herself through the notes left me in quiet contemplation, as did the epilogue once you acquired the pieces.

I actually really enjoyed the top-down perspective, though the tilesets for traversable wall segments did make it confusing. Tab might've been a better shortcut (or configurable) to get to the memory bank, but I thought it was a great solution to the core mechanic there. The light mechanic didn't really threaten me, as I was able to complete all three corners in one go without taking too much damage (just the occasional tower shooting at me). Balancing what to memorize with switching rooms strategically was actually a ton of fun, though I found I didn't need to remember rooms at all -- just swapped between rooms until I got a pathway I needed forward, or an item that let me keep moving.

This could develop into an awesome journey from start to end, of Mumei remembering things, events -- friends -- and I'd probably end up shedding tears by the end.

This was a solid entry! I don't even need to speak for the UI and graphical elements, you've got seasoned hands on it. The movement had weight to it, and I liked the dual-split ability mechanic between the two sisters. The chaos orb was quite uh, interesting to learn the effects of and die multiple times to undo LOL, but quite enjoyable! It could've been explained somewhere, maybe with a passing remark about something chaotic when one of them picked it up.

Boy, was the level design tough! It took quite a few tries to clear that upper area, and even then I had to take a second to think about some of those nuanced jumps. I like the skill ceiling in that respect, gives you something to chew on! The lack of audio is definitely felt, I can picture some fantastic music that fits this metroidvania platformer-style beat (ayo where's ludo). Loving the capture of their bau bau banter, too!

Say what you will, but I genuinely really enjoyed this. I don't know if it's some kind of brain worm I have, but the core loop of being on a monopoly board and cracking combinations of numbers to outwit your enemies is extremely satisfying. I couldn't say if it would be the same for our mathematically-challenged virtual tubers, but this was worth it. There's plenty to be said about UI/UX improvements and polish, the ability to see a game board, or perhaps to spin a multi-stage progression out of it... or even a head-to-head timed PvP battle 😳

The Tokino Sisters, Takodachi, KFPs, and Enemy A (all of whose dialogue made me laugh a touch) stood no chance in the face of chaotic math. The music I think also helped, since it captivated me for the entire duration. I'm not kidding when I say I spent about an hour playing this and would consider coming back a third time.

I like the base for this! It gives off cozy vibes where we are now, I would like to see what the power level will do (currency? power ups?) -- and for timeless zen mode that this currently is, I think that a fun challenging mode on time or some chaos blend of random effects could be interesting. Looking forward to seeing how this develops!

I was having issues getting it going with an ultrawide monitor (the UI does *not* work at this resolution LOL), but I eventually resolved it and really enjoyed the premise. The plot really thickened... I think you have a great base to really flesh this out! The plot was pretty straightforward to follow and then point fingers at the darn culprit once they gave their reaction, so I feel like threading an element of intrigue to keep me the player on my toes will make this really pop. I super enjoyed the stylized nearly Persona-style UI and felt like the dialogue fit the characters alright.

Please do continue this!

This was awesome! It was difficult to see at times in these caves, but I did enjoy the progressive upgrades every time I died. Felt like I was getting stronger! Poor Jeep took a heck of a beating, but I'm sure it'll be okay. I enjoyed jamming out the music as it seemed to get more and more chaotic with every level.

I was able to find that each time I failed a level and came back to it, I'd have the ability to free-form float around, as though gravity steadily rotated its way upwards. The more times I failed, the stronger my ability to float upwards aggressively, which meant some wild movements as I engaged in dogfights with the flying pebbles!

For sure! And ooooh... I'm definitely curious to watch that development pan out 👁

Oh wow, I actually clutched out the Ollie fight with a lucky set of cancels lets GOOO -- but anyway, this was an awesome little game! I really like the visual detail you put into these, as well as the ambience (which I think could've used a solid music track!). The dynamic interactable dialogue was pretty good, the way it lets you move around, and the dialogue itself was on-the-nose and made me laugh. I do enjoy the core loop, and it was pretty satisfying to nail combos that just absolutely destroy rocks, prove cats correct, and teach the undead how to sleep (wow does Ollie hit hard with her charge rifles).

Was a touch glad I could just skip selecting halu for my fourth item LOL, which let me appreciate everyone's ??? artwork. 690 hours is no small feat... Biboo will need to retry fighting Kaela for at least that long to stand a chance of beating her. Please do continue this!

Welcome aboard, and nice first game attempt! Even if you didn't quite get the references part, I'm glad that you enjoyed being part of it!

  • I like the chaos effect mechanic, I think it is a cool way to liven up the classic top-down shooter -- I do think it should be faster though!
  • I was playing on an ultrawide monitor (2560x1080), so the UI felt pretty big and crushed together.
  • A crosshair would help for aiming, especially if you added other weapons in.
  • Enemies beyond a certain boundary, if I got far enough away, would stop trying to move towards me... is that intentional?
  • The music was a nice touch. I'm a fan of the main character, too... I see you have good taste in combat assassin types too, huh? Reminds me of a certain hitman and a certain metal gear enjoyer...

In all, not bad for a base! It could be fun to expand on it, add objectives to the world, more weapons and characters and possibly even world-changing effects as time goes on and the chaos timer goes down.

This was a dope directional shooter type beat! I like the boss mechanics, and the way that the difficulty was modified by the dice roll was a great touch -- though I think I got lucky with getting her to re-roll to 1s and 2s consistently. The judgement cut ability Bae uses is pretty terrifying at the max blast, hard to dodge!

Really enjoyed the witty dialogue and the little portrait sprites to boot, as well as the sounds and music. Additional touches for VFX and more sounds would really open up the immersion factor. I could totally picture following Biboo through her Vergil arc through a myriad of scenarios! 😋

I'll admit it uh, took me a bit... but I did like the mechanics that progressed as the stages went up. Pacing entirely depends on the player in these games, but the element of chaos kept it just frustrating (if spicy) enough to leave a mark. The lack of response on jump input combined with that do make it feel almost arbitrary at times, as though the input timing doesn't matter -- which some may like, but some will definitely develop a pure hatred for.

I dig the style for the art and like the way it evolves, too. Where's the music at though? I think it would help a lot to make it a smoother experience! On top of which, I do agree with Zoid's smooth-screen remarks about making blind jumps... it exaggerates the difficulty in a few spots, though that may be by design too.

And uh, well... I miss her bros...

Bearing in mind the enemy attack bug, I thought this was a neat concept! Spinning Slay the Spire into a Hololive theme has lots of room for funny quirks, cards, and other sly references. The core gameplay flow from a user perspective felt pretty straightforward, though it would be nice to see that encompassed in a tutorial battle so it's more intuitive to follow and "commit to memory" per se!

I wish there was some kind of music for me to jam out to as I walk around and slap bad takos for violating the 4th Wah, but I liked the pixelated art base that you had. The swirling transition shader is a neat touch (though I'd recommend delaying the overlaid UI display until after the transition completes with an event -- or have the post-processing apply to that as well), and I think you should otherwise flesh the concept out more! Get it so you have playable runs, even if it's just one character and a couple of enemies to start. Slap some more UI in there, maybe some save state. This could be dope!

I love the environment ya'll have set with the music and the artwork! I think the platforming mechanism is pretty straightforward too, and I can see where you want to go with it -- great for a first start, hoping you'll implement novel mechanics on the potential that's here to make it spicy fresh. I'm also a fan of the dialogue window, though the text is a touch hard to read with that font color.

Just wish it had more gameplay substance, but I understand the time constraint! Looking forward to the post-jam updates, this could be born into a fully-fledged little indie game 😌

ahh thank you! yeah I deliberately made it so that Sanas merging give dummy big points and disappear >:D


it's been on a bit of a pause since I've been so busy, but the multiplayer component is still being built! I'm hoping to implement a different backend for my end target (nakama gets stupid expensive and locks basic things like backend clustering behind that wall), so I can prototype that head-to-head mode soon 🙇‍♂️

thank you ^^ -- next item on the agenda is getting a head-to-head multiplayer mode implemented >:D (almost there, I've got the server logic mostly down), so stay tuned!

Rock-solid entry! You've got the game core and talent for rapid planned assembly of these things, happy to see you bring it here and help out the gang frfr.

  • The visual tutorial was very helpful, the UI is clean and smooth!
  • Grabbing the jailbirds was pretty intuitive and forgiving (like knowing whether I'm about to grab one, though I agree a minor UX improvement re Zoid's thread would be good), and it was fun to figure out strategies for the jailbirds... didn't know you could put them down outside the circle without making them move!
  • The music is Angry Birds-level catchy, which means it won't leave my head for a while, and the scoring feels pretty based.

Makes me wonder where else you'd take it, with more time!

This is solid, team! Nails the theme on the head, the art and animations are cute, and the music fits the vibe so well. I love WarioWare-style games like this, so I hope you'll come back and add more minigames some time!

Just echoing what the others have said! This could become something really cool. I could almost imagine something Darkest Dungeon-style, depending on which way you go. Looking forward to it!

Honestly? Not a half-bad space invaders-like.

Beyond that, this was extremely fun to break. I was laughing the entire time because of how much I had broken the game. Like Let's Game It Out levels of broken. LMAO

  • On level 2 towards the end, I was able to keep shooting at something up there... and netted myself 40,000 sweet buckaroons to spend on a lot of nice upgrades at the shop.
  • On level 4 (between Fubuki and Mel boss fights), I did the same thing... but with my enhanced abilities, I managed to break it somehow firing up there... so much so that this loud terrifying buzzing sound emerged. Once I stopped shooting and pressed space again to go back to the main menu, I had enough money to buy myself a couple of Lamborghinis (~690,000). LOL
  • With the extraordinary amount of upgrades I could unlock (I'm kinda glad it wasn't capped), and bullets for eons, I could zero-shot Mel by spawning an ungodly tarantula and unshackling the ace up my sleeve: Eternal Demonetization Beam: Final Form. Within the course of microseconds, Mel had -6 health out of her measly mortal 100... and I was straight back to the menu with an extra 8,000 Haachama-approved bucks to my name.
  • Level 6? Not a chance. Elder God Haachama could now shoot Unlimited Gift Works Beam: 9th Breathing Technique and emit an otherworldly BRRRRR sound while the poor enemies descending from the heavens disintegrated faster than IRyS's Nephilim Beam could ever dare dream to fall.
  • Aki? Gone, reduced to ashes.
  • The level after, on the stairway to heaven? A bountiful slaughter for Elder God Haachama, who could now rival Saitama's Serious Sideways Jumps and collect uncountably many hearts to sate the higher beings. I decided to see just how long I could go with the Level 4 Break... so long so, the "You Win!" screen actually quivered in fear, cowering and freezing every so often as it dared try to cover the screen and interrupt Haachama's exceptionally seiso ritual to acquire millions of dollars. I caved in and went back to the tune of 300 million yen.
  • Defeating God and completing the game earned me another billion yen, just to support Haachama's transcendence. Amen.

also, music and sound effects for sure 😌

This is a really good base! I really like the perspective and movement. You should definitely keep working on this frfr... could become an awesome experience!

  • Echoing the others, please do add the ability to skip through the battle log via button press! That would make the game flow faster and feel more engaging
  • An easy way to see my health vs the active enemy's health would be a great UX addition! Same goes for previewing what my different abilities and items do
  • When engaged with Shrimp McQueen Jr. (or any of them, for that matter), I'm able to steadily move away from them, and they aren't able to do anything to me... it really holds onto that turn-based mode! ww --> spamming the movement lets me get multiple steps and even diagonals in in a single "turn" of that
  • interaction with ame and team doko... LOL

Cinematic. I really like the concept of having almost flashback-style minigames in the overarching storytelling being done by Ina! That's a fresh idea.

The UI didn't resize with the window, but the 3D viewports at least did, so I could see what I was doing. Having the ball immediately stop was odd at first, since I was expecting the inertia to keep it going. The Nemu section was cute, though it felt voidful (heh) without background music and possibly some interactables. Smoother transitions between the minigames and Ina's room could be good, too! With some extra time and polish, this could definitely be a cool little adventure style.

This is a cool concept! I could definitely imagine this going deeper and deeper with more time. The level designed around the movement of the two states is a pleasant touch!

  • My only gripe for what you have was not being able to resize the game window! I was playing on a 4K monitor, so it was a little hard to see. 

I made an group of mindless gem-faced pebbles and a gem-faced pebble boss for the office, a widely varied set of burly, old, and kinda grumpy-looking pebbles for the cookery (including Gembeard), and a pebble named Jim for the mine.

The lore is deceptively deep. Phenomenal cast. 10/10.

  • This was great! I can't tell if I was crazy, but the web version wasn't playing any background music (if there was). I could spend three more hours in the pebble creator listening to some jams!
  • When will I get to duel enemy pebbles in an auto-battler? That's the vibe I was starting to get with the gems having different stats... and I think you know what that means :D

This was very cute! It was quite fun navigating the obstacles and taking in everyone's neatly-decorated houses. I'd like to have a house like those...

  • The pixel style and sound font are on point! Room transitions were sleek... very nicely executed.
  • My favorite mechanic by far was the kronies. They're almost terrifying! Some of them will even chase you into the next room, making you hustle a bit... gave me some good laughs as I skirted around the room like a (chaos) rat. You didn't get me with the last one, nice try!
  • I think animated indicators and/or more impactful sound effects for the lasers and the massive hoomans preparing to open their eyes would be a great quality-of-life improvement! Would feel more engaging.
  • I played this on a massive 4K screen, so the game not resizing with window size forced me to really lean in to see what I was doing lol (tip: stretch mode oughta do it!)

Very nice! Instantly sold on the art style, and you + Zoid captured the majority of gripes or QoL I had that would elevate this even more! I could picture the gang making noises when you pick them up too. I spent quite a bit of time playing it... got into a nice flow!

I could also totally picture this being part of a WarioWare-style party game, now that I think about it. Great base for future content, too; a time-trial sort mode, for example. Also makes me wonder what a 3-way or even 4-way sort would look like... probably difficult to design for! You did fantastic with this submission as-is -- ome ome!

glad it was totally worth but pls don't sacrifice your basic needs too much (┬﹏┬)

This was a pretty fun base! I like the aesthetic and the ambience of the music and sound design.

I'm sorry, little bau baus...

  • I think I managed to break it a tiny bit with my laptop's massive 4K display... any time I'd die, a big orange screen would appear that I'd just click on, and I could respawn right where I was and keep fighting -- even when my sanctuary was destroyed LOL
  • Moona's machine gun staff shook the screen quite a bit! Might be a tad much, but the impact is very apparent either way.
  • More variety in the enemies and in the players would be dope future extensions to this! I could also picture earning points or some kind of currency to unlock other characters with unique abilities and possibly even upgrade them or the sanctuary to provide bonuses -- almost turning it into a roguelike, of sorts.

Solid base for an RPG, I really like the aesthetic! Played via web/HTML5 on Chrome/Windows, I didn't have audio... not sure if there was?

You and the team definitely should evolve this into a whole story progression, with the ability to go into (some) houses, read signs, travel around, fight monsters, party members (if desired) and the lot! I might be getting carried away with the features there, but the base is really there.

Throwback to Club Penguin and my olden Flash game days... I thought it was alright!

  • The deafening silence in between pours and the befuddled complaints of the Infinite Patron could use some gentle and soothing music!
  • The gameplay loop does get repetitive very quickly, relaxing as it is. This is probably crazy, but I could imagine an interesting progression of different pouring machines, progressing through days instead of the timer, acquiring points (as money?) that you can use to buy more machines or decorate the place!

This is cute and simple! Nudge the Tempus companions into the pen... easy? Not exactly -- I like how each companion had a different mechanic that flavored up the levels.

Phantom, the little rascal, was probably my favorite... despite trying to eat my cursor. The inertial lag to mouse input wasn't very fun to fight, but it did put up a fight. The music will probably haunt me at night, having listened to it for a bit too long. The lack of text in the UI made for weird-feeling UX that could have been improved with guiding text... buttons and drawings are useful, to a point!

A solid effort? I think so! It's not very replayable, though. It would be fun to see more variety in levels (and music, *please*) both in layouts and in themes, and improving the UI to make the sanctuary somewhere you can navigate to and view your unlockables (perhaps a grid, with unknowns for the locked items).

For as difficult as this version was (this is like clearing E12S Savage in FFXIV I swear), I honestly really enjoyed the challenge! Bear in mind I'm not one that usually rages at these sorts of games. How long did I take? No comment.

Could actually be good to have the difficulty toggleable / selectable?

  • The dual-directionality of the gravity plates towards the end tripped me up a bit! Not used to a platformer that does that... I like it!
  • The dialogue is just pitch-perfect. Chef's Kiss. Probably could have trimmed some of the dialogue FX clips even shorter for the others (or have them cut the previous one), but was hilarious.
  • Shiori save me... Shiori... save me Shiori... (I had no pebbles, and spent another 10 minutes working to save a pebble to clear it)
  • The very retro font on the music & SFX (and Mumei headbanging to the deranged but catchy tune she was humming) was very touching.
  • I'm not going to be able to unsee the faintest shadow of Nightmare Mumei looming behind my computer screen for a while...
  • If you had more time, I would've loved to see more dense art in the parallax or across the levels! Would keep me from going insane tackling the same sequence 324 times, anyway.

TL;DR: GOATED 🗿

If you have a Twitter, making a light gameplay trailer would be fantastic to pitch across Biboo's World... I kinda wanna pitch her to play this in a SC I'm ngl LOL

This is dope!

  • Progress through randomly-generated runs in the Mine, trying to meet quotas... honestly a solid game design pull!
  • The move-towards-mouse movement threw me off for a bit, but I eventually got used to it.
  • I like the mounting pressure of needing to complete wishlists from our friends (thank you Sora :D), and the mechanic of having your return path blocked by a zombie because you went too deep and getting zenloss'd is actually really funny -- you learn quick!
  • The UI is a bit unwieldy to click around, so the UX flow could be better! But all the icons and items are clear, and the inventory/crafting system are intuitive to use. I found myself trying to press buttons to shortcut-open menus, could be a thing :eye:
  • More creatures for sure. I want to be terrified to go too deep, but I want to be in awe when I find amethysts and ancient moai statues and Moona's secret base, and...

In all, solid base for a cool game concept! You could take it in many directions. Your art style always captivates me, too -- that main-menu sanctuary is badass.

(I didn't finish my first sentence's thought, oops 😂)

Of course! Thank you again for being part of the world first legendary jam, one can never get enough of Qronii so I appreciate your work frfr 😌🙏

Ahh gotcha -- totally understandable. I did notice the mirror mode felt harder, I think. But seriously, great work with this! (also, are you in the disc? wanna make sure you have the HJ1 role if you do ^^)

I worked around the bugs I found in your script (reported them in your DM ^^) -- but this is a solid short novel! I enjoyed the atmosphere and the deep sense of reflection that Ina had on this particular Halloween night.

(spoilers below)

I actually felt quite a bit of empathy, like I understood why Ina was feeling "blah" about the specialness of Halloween. There really is a specific vibe to the season's end and the festivities that follow, that can sometimes get "lost to the wind" so to speak. Being in that state and seeing it around you, and subsequently feeling disconnected from that special circumstance (especially from your friends) can be isolating, and certainly induce some reflection about it (clever!). Can say I've been there... but being able to see what the festivities represent -- to induce a spark of excitement and change of pace, if even for a moment, in an otherwise-mundane or perpetual cycle of daily life -- is what makes it a special occasion. Even if the occasion itself comes year after year!

As for the actual substance and story flow of the novel, I thought the dialogue was witty and pretty robust! For context, I read all text out loud with what I perceived to be their intended inflection. I enjoyed the visual flairs and the distinct font effects, and I really appreciate Jonter's direction with the artwork (very tasteful!). The references were cute and sly, too... and those riddles, hoo boy!

In a couple of parts however, I felt like the pacing of Ina's thoughts, and also some of the transitioning dialogues, was a little off or abrupt (including just a bit the very end), and some dialogues could be split into different lines for better pacing -- but it didn't too significantly disrupt the flow of the narrative. I do feel like the high-level tracking of Ina's reflections on Halloween was a tad tricky to follow as a result, but I also feel like I did reach the end of the rollercoaster and the intended conclusion you set up pretty steadily (bearing in mind I'm a seasoned VN reader).

I did enjoy seeing Ina bounce off of her fellow Myth members, and feel like they did increasingly contribute to that underlying pace as they were introduced -- but Kiara by and far was the most impactful character to following Ina's headspace progression, by a huge margin.

--- In all, this was good! I would've loved to read more✨

Bro, this is a sick game base! This has a ton of potential -- I was hooked doing the whole dodge gamut, tossing the trident and running around like a madman trying to kill the squeebs as quickly as possible. Letting too many enemies spawn on screen turns the game into a crazy bullet hell, so that was fun to adapt to! I also really enjoy the pixel art aesthetic and the animations, as well as the bullet-timey hits that felt impactful and reactive to how I was doing.

I didn't know there was a mirror mode until I died the first time, and then once I figured out how to switch (dash into mirror? something like that), I stayed in that mode because there I could recover health from some of the enemies I killed, which let me last way longer! Not sure if that mode is supposed to be timed so you could recover some health, but that really piqued my interest and I enjoyed the theme take. I would've loved to see an extra UI indicator beyond health bars, like the current run time, just so I had extra sensory input from the game as to the current run.

Very curious to see if/how you would develop this further! I could totally imagine more levels, more enemy types, Binding of Isaac or Vampire Survivors-style pickups, and so on.

Though deceptively simple, the increasing frantic pace at which I have to gamer-reflex react to Qronii in my peripheral while beholding the reflected beauty of my oshis in the mirror (whose art is fantastic, by the way... you're really good!). Once you clear 1000, the hard mode makes it more and more difficult to keep pace. And boy, you feel it! . . .

. . . I got to 1050. GG! A pretty fun experience, though I could probably only play it a few times before YAGOO's illustrious charm finally dulls my senses (I know, crazy as that sounds). I wonder what extensions, such as having additional faces on the wall, or modifiers, random events perhaps, could increase the "glued to the screen" factor that I found enjoyable LOL 🎉

That was fun for a single playthrough! Clever take on "reflect" imo 😂-- I'm glad you dialed back the beta-stage speed of the warriors, cuz those made it really hard before... once you get the hang of the reflect directing, it becomes relatively easy.

The introduction of new enemy types was interesting, but I felt like it lost its touch after a couple of levels -- (this is opinion, but) it would've been fun to see a multi-stage boss fight with some more bullet hell-style mechanics, like spiral circles! A cooldown ability (e.g. "nin-nin" dodge or like radius-clear/save) on top of that to make Iroha's skillset broader could be spicier for the player, too. Great little game in short!

Tyty leafo 🙇‍♂️ very much so! We definitely aren't leaning on the calendar for promotion, but we do appreciate the sating of our curiosity around the process.

Nevermind 😂, seems like we are actually on the calendar... what timing!