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Kazuki_T126

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A member registered Sep 29, 2019 · View creator page →

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It was fun game by concept alone and its action stealth combat was a fun way to incorporate combat. The baby losing health seems realistic considering babies are used to fighting. As for the bombing the furnace in the upper left of the map it should trigger the event by interacting with it once you have the bomb. Also the ending, if you unite with the parents without killing monster they should have their reunion in that cell because it feels jarring having the reunion out in the open if you don't kill the monster. Overall, it was a fun game jam game with a few bumps but overall it is a pretty polished game.

Your welcome. I am glad I am able to help you improve.

As far as rock is concerned when you initially use the shovel on the rock, the rock moves 2 spaces down .

Is your current game a play on Cyberpunk 2077 or was it a coincidence? Sometimes when I name things that sound cool its somewhat disheartening to see the name has been taken. XP

Sorry it so long to play this game. Anyways, it was fun self-aware romp. Based on his expression I thought he was going to be a little aloof. However, he feels more calculated however,  but not calculated enough to outsmart the bandit. A bit of criticism would be the rock in the cell moves after to a different tile without turning off. Also when you are supposed to spend your currency you forgot to implement that so you keep the money and are able to get your items. There is also making the entrances of the stores set to "Player Touch" so it feels more natural to enter doorways unless there is a door in front of it. The ending of the game seems abrupt but, considering this was a game jam game it is somewhat understandable. The battle was short and not difficult however,  having add a skill or two could add a bit of spice to the battle system. 

I apologize if I was a bit nit-picky though. It was a fun little game but needs a little more polish though.

This game was so wholesome and I liked how it explored the sense of belonging. You did a great job with the short amount of time making likable characters.

I like what I saw during the demo. The mystery of Nikanor's house, the horse thing and characters have me interested. I will definitely keep an eye on this one.  

Thanks for the comment about the game. These types of comments make game development worth it for me. 

That's good and your welcome. What happens when you collect them all, just wondering? 

Real life can sometimes be exactly what you need to make a good story. However, you could bend and twist it to fit your vision.

This does a nice job of mixing pure wholesomeness and sadness. Putting two opposing moods together is quite hard and both of you did a great job making them work together. 


I am working on a game that is a horror and a RPG, sometimes trying to balance the two genres is quite a challenge. My brain is quite used to. Did you have a similar experience balancing the happiness and sadness in your own game?

I feel bad for the boy because he is the scapegoat for the father. I think it was the monster that caused all the misfortune in the family unless that thing is symbolic of something else. I like how you left that plot thread up to interpretation.

Despite the subject matter the story drew me in, I realized that is one aspect of horror is when done well it can pull you into its thralls. Its something I learned when I made my own Horror game for a game jam and play through Pocket Mirror.

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Okay, I must have overlooked it when  I started a new game. I found it, thanks for letting me know. 

I was wondering how  I continue with the story with the story. I downloaded the 3.2 version then I finished the first chapter. Now whenever, I hit continue it goes back to main menu.

Thanks, I am glad you enjoyed the game. It’s my second favorite game that I have made next to my first long term game, “Path of the Martyrs”. That’s why my next long term project will combine my favorite two together.

Yes, so it doesn't ruin the pacing of the final section of the game. Also for the bonus area can reward people who find all the skystones. Think about it like gathering heart pieces in Legend of Zelda. It is advised you get more hearts so you could survive but isn't required.

I just beat the game, I enjoyed the game overall. However, the endgame quest somewhat put the pacing of the final confrontation to a grinding halt. I would maybe would do have of the amount of Skystone or save the rest for a bonus room where talk about your experience with the game. 

Hi this is Kazuki (the guy from the Harold Game Jam) The setting is quite interesting, where it takes place in the sky and people mine rocks with their bare hands.

I like the unique concept of preserving your resources (what your hands can handle) it make you think strategically about what rocks to break. However, I somewhat got softlocked out of the story progress on the third chapter because I can't get my hands high enough to break Onyx and I can't get enough to get more Balm for my hands. Am I doing something wrong?

As a point of criticism, you could add another herb guy on the third chapter's side so it doesn't feel like you are gathering them for nothing. You could inflate the price a bit more like, 15 herbs this time. However he gives you a balm that heals a little more than 25. Other than the softlock, that is the only criticism I have for this game. 

I  did submit it to the game jam. I was inquiring so I don't break the rules unknowingly.

I was wondering if I could use a game  I have on here, It's a demo  I made for 7 day game jam, I feel its unresolved. 

I'm glad you enjoyed the game. I had my reservations for the games when some people ran into some of its blemishes earlier this week. I still think its a worthy tribute to Harold. However, Harold's Journey Beyond is the MVP in this game jam in my opinion.

Thanks, I always look for an excuse or reason to implement custom artwork in my games. It helps with giving it its own identity.

I know the premise of Harold running away from MZ is the premise but, he descent to villainy was to abrupt, it could have been done a bit more gradually. Also the combat seems too stacked against you, there is no way I could win even at full health and MP.(which I had to converse) You could maybe give Harold at least one less expensive combat skill so you aren't you Spark as a last resort and just spamming attack the whole time.

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Player choice is very important, so it feels like their choices have weight. That is true about games, if they are immersing us in their world I think they are doing a good job.

I'm more inspired by story-focused games (not much of a surprise con side this is the type of game I like to make) JRPGs usually hit this balance for me. However, sometimes the gameplay can fall behind in this genre but I usually stick around for the story, if its good that is. 

I have made one full game "Path of the Martyrs" a RPG,  which got published and will be live on Steam on the 18th of this month. Then I have two other jam games entitled "The Heart's Fallacy" and "Variant Accord". The first is a horror game and second is somewhat visual novel but you can move around the map.

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I was a bit surprised by its reception as well, both good and bad. (the satisfied feeling others had while others ran into alot of bugs.)  

I was somewhat was inspired by Final Fantasy 7 Remake's boss design so I wanted to incorporate that in my own games. The game was okay but the bosses were my favorite aspect of the game.

What types of games do you usually make, if I may ask?

I am glad you liked the game. I was originally make the time shorter so you have to prioritize your time. However, giving the player option to do everything also a nice option. Also I always take any opportunity I can to make custom assets because I want to personalize the game to my liking.

I'm glad you enjoyed it, the bugs people mentioned did somewhat damper my confidence in this game though. As for the custom assets, I always like to add my own personal flare to my projects considering my artistic nature.

Thanks, I am glad it gave you a satisfying experience.  I primarily make story focused game (the story for the game was a bit too simplistic looking back) but I think its serviceable.

It did this when you choose Main Menu after you lose then you exit out of the menu.

This game was quite a character filled gauntlet that made you used your resources carefully. However, In the hole in the wall you could have put 2 to 3 items to heal MP so characters like Lucius and Marsha don't become obsolete once they runs out of MP.  Also when you retry after you lose the gauntlet starts over with all your characters HP staying at one. You could of have a normal Game Over or completely healed the party to make them try again. During this sequence you could also reset the assets so they are back in place.

I was wondering if you were free if you could send me a bug report with screenshots of the game. You could send it to kazukitakamura126@gmail.com if you are up for it.

I just updated the game to 1.1. I was wondering if you were free if you could do a bug report with screenshots of the game. You could send it to my email, "kazukitakamura126@gmail.com" if you have the oppurtunity.

Did you play the 1.0 version which I had up yesterday or did you play the 1.1 version which I had up today?

I was wondering how do  I resubmit my game project because I made some revisions to the original file and deleted the original file here on Itch. Now  I can't upload until voting is done.   

Harold: I liked how Harold was a fantasy hero in the real world I liked Harold's interactions with the other characters. Reverse Isekai are very rare.

Fun: The character were brimming with personality and the actors stark contract to their characters was quite entertaining to watch.

Creative: There  weren't many plugins but the ones you did you helped enhance your game's overall experience.

Overall, I liked the game and enjoyed the characters. However, the maps were to spacious with nothing in them and have the edge of the map visible was jarring.

Harold: I liked that Harold is a veteran adventurer in this game. It does show his experience.

Fun: It was relaxing game that let you experience Harold's forst day of retirement. 

Creativity: The use of RTP was nice homage to MV as a whole, although you could have had a title screen that made the player think Harold was going to go on a grand adventure.

Overall, this was a relaxing game that paid homage to MV.

Harold: Harold feels like he is dead in this game, giving the spotlight to his 3 other companions. 

Fun: I liked the clever puzzles and hidden secrets you would find if you looked hard enough. I like putting hidden things in game, that way you find things where you wouldn't expect.

Creativity: I like the custom art especially the title picture and the final boss. Although the arms are bit too short on the title picture.

Overall, I like the game and the nice selection of music at the end of the game hit me  because I have been using this engine for a year and 8 months so I have grown fond of MV.

Harold: I like how you used an avatar character as the pseudo main ccharacter until it was Harold's time to prove himself. I liked how you taught the player to be confident yet use your head.

Fun: The game was pretty fun however, I would add a few more options in combat to make it more engaging. Of the character interactions and Harold's reckless were funny but like what I state above it was there to instill a lesson.

Creativity: You a nice pool of plugins to tweak the general feel of the game.

Overall, it was a charming game with a good lesson however, you could spice up combat just a little to make the complete experience more engaging. 

 

I was wondering if my game could be an origin story for Harold. The story ended up that way as I developed it. 

I think this game was quite the experience. It started to get unsettling when the game started acting up. I like how you end the game ambiguous and yet left a little hope. Its important to remember the past not discard it.

I was wondering how would prevent the game from crashing whenever all the party members are not present when the plugin checks how equipment affects your party’s stats. It doesn’t crash when all the party members are present though.

I liked playing through this game. It was pretty meta with trying to "make" a game with Harold. Add the audio despite it being the robotic tone it made the moment unsettling. I liked the game overall, despite the fact I struggled to pick the correct combination to get the perfect ending.