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kellanmcallen

251
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6
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A member registered Sep 14, 2019 · View creator page →

Creator of

Recent community posts

Thanks for playing~ You were really close to unlocking Polka. I would use the Command system to Fubuki to follow another holomem by hovering over Watame or Flare and pressing Fubuki's key. This will make it easier as you'll only be controlling 2 groups instead of 3.

Thanks for playing~ I'm glad you enjoyed the models and dialogue. I'll try and tone down the complexity next time~

Thanks for playing until the end~ I kept going back to the models, thinking if I had done enough. I'm glad to have put in the extra effort.

Thanks for playing. I hope to make an easier game next time.

Thanks for playing~ A common strategy I used was to only control 2 of them and using the Command to get the remaining two to follow them.

The art is nice but it can be hard to follow. With better UI design and placement, it would be easier to understand what is going on.

The game is nice but the level design can be hard to follow sometimes. I feel that the controls could be a little more polished, like adjusting the Jailbird's jump height based on how long the jump button was held down for etc.

There are some cool time mechanics here but I think it wasn't showcased as much because its possible to clear the levels with platforming skills.

The pixel art was great and some of the spells were really cool. The use of the spells was a good concept but looking away at the spells could lead to the player walking into hazards. If it was further polished, it would be an amazing game.

The concept is pretty nice and the gameplay is simple. The pixel art is cool as well.

I accidentally triggered Raora's doom and cleared the entire map lol.

The driving is fun but I wish that drifting had more purpose as its possible to just accelerate all the way.

The rewind mechanic doesn't seem to do much. The only strat needed is to rush Gigi.

The art is really nice. I wish there was some sort of highlights when hovering over interactables.

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The sprites are cool but the gameplay is a bit unfair at times. There are a few instances where the turrets can shoot Biboo when they are not on screen. If their range was a bit shorter, it would have been perfect.

I cheated and still couldn't win.

I got wiped by the pebbles. I think the concept is good but it was a bit hard to figure out the correct tactic.

I ran out of ammo fighting Shiori. I do feel that there are some elements missing that would make it a good game.

The concept is really interesting. I didn't have time to get all the endings.

The game is incredibly polished and well done. My build is unkillable and I can keep picking up items without a worry. A point of improvement would be to add an interact key when close to the items. I was touching items and not picking them up at the beginning.

I got stuck in the 2nd level as I don't know how to clear the some of the balls. With more clarity and bug fixes, the game would be better.

The bomb mechanic was quite unreliable as it would cause Shiori to fly in random directions. The mechanic had all sorts of bugs which affects the gameplay but I'm sure the gameplay will be better once its all fixed.

I stood and was captured by Gigi the first time as I didn't know what was going on lol. 

The layout is a bit confusing and I got lost multiple times when trying to leave with Mori. I think some markers here and there could help in the navigation.

I think Immerofficeworker bugged out when I don't talk to her lol.

Swapping between the different Council members and using their skills is great. Like what others have already pointed out, the maps are too big which results in a large chunk of time spent on traveling. I managed to reach the 3rd level by using the speed boost but I will still run out of time in the end.

The pixel art is great and the gameplay is straightforward. Kanata's head has a bigger collision, so its possible to cheese the game by flying at the top of the screen and punching non-stop.

The game is straightforward and simple. Once the number of cards goes beyond a certain number, maybe certain mechanics can be implemented to peek at large groups at once. The used cards can also be taken away to reduce clutter as it becomes hard to see where everything is when there are too many cards.

The art and gameplay is great but it is difficulty to progress with the upgrades resetting each time. It would be good if players keep the upgrades between runs. For me personally, I would have liked the dash button to use the WASD for the direction as I'm always kiting the enemies, so I'm aiming backwards which makes it harder to dodge in the opposite direction.

The biboo sprite is cute and the gameplay is simple. A point of improvement would be to add some audio as I didn't hear anything when playing.

The controls and gameplay are good but it can be a bit hard to see the boss attacks. Especially for the 2nd boss as the camera is zoned out quite a bit, so everything is smaller and less noticeable.

The art is cute and the mini-games are fun and packed with references. The bee ame game was a little harder to play than the others, maybe the controls could be similar to flappy bird instead.

The concept is good but there is a lot of information and buttons thrown at a new player. The gameplay is actually straightforward but with so many buttons, it might feel like a complex game when it is not.

A suggestion I would have would be to be able to improve a few items at once since the player needs to upgrade the different members as well as improve an item to sell.

I think there are some technical issues. My game crash and when I try to start again, none of the controls work. So I had to delete the save file.

The concept is great but card system is a bit limiting as there is no way to merge cards or upgrade them. So the only the option is to wait and get a good card for your build.

The art is cute and the lore is nice. I wish there was other ways to progress the story other than to keep sleeping.

Lore accurate Gigi.
A point of improvement would be to add coyote time, allowing Gigi to jump after she walks off a platform, within a span of a few milliseconds. It will make the jumping feel a little more responsive and easier.

Its a fun and simple game. It would be nice to have a small portrait of the holomem that was chosen in the corner to show that they are working on the game, adding to the vibe.

The art is cute but the bat is too dark and hard to see. Like what others have pointed out, the jumping requires a lot of precision which could be a little more lenient with a little more distance.

The time rift mechanic is nice but the controls aren't very good. For me, the ground pound doesn't work unless I hold the down key. Using the ground pound to open elevators doesn't work well because there is a chance that it creates a time rift instead of opening the elevator. I would have preferred if the ground pound and open elevator were bound to a separate key.

Some sections of the levels are quite narrow which makes it hard to platform around as well.

Just like real life lol. Other than having to switch from mouse to keyboard, I don't know some of the captchas.

The art is really cute. I had minor issues jumping over stuff like the spikes or the switches. Kronii could jump a little higher to avoid touching them.

Like what many others have already pointed out, it cost to use abilities is too much. So there is not much players can do except to run around.