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Kiroko

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A member registered Apr 18, 2022 · View creator page →

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I've never been credited as kikoro before, so that's new. (opening credits)


Anyway, I couldnt make it past the forgive/dont forgive screen. Shinki's theme failed to load and kept stopping gameplay to ask to attempt to reload it. Couldn't even see the fairy I worked on ;-;

I thought I was done and then I wasnt... and had to start all over again. I recognize that that is part of the point and message of the whole thing but like FUCK

External circumstances definitely hit hard as you mentioned in the ending room. the first room puzzle took a bit to click for me. I thought all the character sprites were cute

Hello! The version I played allowed you to type singular highlighted words instead of whole sentences. Recall hearing that the og version required you typing everything hence me clarifying. I will be commenting on what I played, which is the single word version.


A fun and silly typing game that goes off the rails as you continue playing. I liked how random critters like the fish would invade you mid-dialogue and force you to type them away alongside your regular typing. Not too demanding and a fun romp of a journey

I actually really enjoyed the game's gameplay loop, my first playthrough I completed it on day 10, my second on day 9. The plot is simple and straight forward and the gameplay loop reminding me of a golden age of endless flash runners. I dont really have a lot to say, it looks on the rough side at first glance but it's gameplay sinks into you and its art grows on you over time, reflecting that era. I did two whole playthroughs! Good job!

I encountered a few points of friction in my time playing; first off, I think that I having to select each  seed individually every plant was... Id prefer if selecting the shovel or a seed type acted as a tool that remained selected until I ran out of it. Another thing is some things like the hisami dialogue did not scale properly with my screen and was visible at the start of each day because my screen is greater than 1920x1080 resolution. I also encountered the dig puddles appearing even after a plant was harvested, but I could not reuse that hole to plant new seeds so they would eventually accumulate.

I do want to say, the flowers look amazing and I appreciate any game that includes morning glories, was surprised to see them treated like a bush though as I'm used to them being vines that act like wall flowers. Still, love to see them and they were cute here.

Very simple and short horror scenario. Executes it's concept well even if quick. I wish there was more of it

Holy fuck, renmari yume nikki style dream sequence vibes immaculate. Gaaaah~
Thank you.

Art is cute and game has chill vibes! I noticed that I couldn't give seija's partner her drink. think that might be a bug

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Well, I was unable to clear stage 1 of week 4, even with exploits. I suppose I'll be giving my feedback now.

First off, it's always impressive to do a lot within one week with such a lean crew of one person. This isn't your first foray doing it and I imagine time constraints got to you this time more than some of your previous times. I do not know what it was like behind the scenes and can not imagine. That said, I can only comment on what's present, moving onto the feedback..

So, I'll admit, your concept definitely caught my eye but I suspect the game lacked some time it deserved. I ran into... more than a few bugs, from simple ones like the UI doesnt scale with my screen size, so when I full screen it everything gets fucked up and I can see menus I shouldnt be able to covering parts of my screen and that I can only open and close the pause menu once during gameplay. These do not prevent me from completing the game and did not hinder my experience. What did was that I found that a lot of the jumps in the game just... required a lot more than expected. If my dash clips a wall at 1 degree, I lose all my momentum, some blocks (on progression path) that look like they should be able to be jump-able or jump into dive-able were not. I do not know if this was a framerate locked to game logic bug or merely lacking time to test, but my fps is always locked to 60 anyway so Im unsure. This made what should be basic jumps much much harder. What also did not help is I would always respawn at the start if I fell. I'd suggest perhaps keeping track of last stable ground reisen is on so she can respawn there if she falls, helping some traversal at greater heights and reducing frustration from the already demanding jumps. I'm actually not sure if some of those later levels are even completable legit as I stopped being able to make some jumps as intended and had to start jumping up slopes in week 3 that were not supposed to be traversed like that and using the bug where jumping at a wall after hitting that wall resets your dash. These techniques helped me make it all the way to week 4 stage 1.  There's a section there in stage 1 by the second futon where you have to jump up one block and then a second before doing a wrap around thing. Both of these jumps could not be done for me with a jump nor a jump into dash at peak jump with distance to ensure maximal height from the dash. I had to use the infinite dash exploit to dash between two walls hoping for necessary height. the first, an angle of 180 degrees, the second a rougher 90 degrees. Despite this successful climb I could not find a way to traverse around the bend safely. I was already making extensive progress relying on glitches to succeed and ran out of tricks. I can not imagine the execution requirements on keyboard. It is unfortunate that my run went like it did.

However, things are not all doom and gloom, as I had said, I love your concept and find both the 3d models themself cute (reisen is lovely) as well as finding how you framed each week's stage select on the main menu just... mmm... GOOD SHIT. lovely menu design. I wish I could of played a more polished version of this idea.


UPDATE: version 1.11 made me able to get to week 4 stage 3, but the new respawn mechanic marks ground you cant climb back up from (ei the rose table and lower section) as safe ground, making soft locks easy

week 4... this... I can not imagine doing this without a controller...

Will update when I finish, but this is... kind of frustrating to do without a last stable ground position saved. Respawning at level start whenever I miss any jump is pretty brutal, especially in week 2.

Visual novels are notoriously hard to rate and this entry is definitely leaning more novella than visual novel, making that even harder.
I can see that the resources you dedicated this week went entirely into the writing, writing of which I enjoyed, and which is heavily in theme and big lesbians. You accomplished what you set out to do and you accomplished what you were trying to do well at that. I also enjoyed how you picked yukari and sakuya for this ship. A pretty rare ship of which I believe you gave enough time to breathe into the development you were going for.
Overall, I'm glad to have played this entry and am curious what you might do next jam.

I have beaten your gauntlet. Why was it so hard. I enjoyed my time with it but holy shit that was demanding. I enjoyed the bosses a lot, think they've got more going for them than the stage parts, but daaaaaamn, that was difficult. I enjoyed my time though. Was fun, but also holy shit that was hard. Maybe make reimu's basic shot shoot wider or farther? one of those would make the fairies in the exploration section less pain. Fun bosses. Damn.

I got ending 2 and have to say I really enjoyed both the concept of this game and the execution. It does everything it needs to all while managing the limited resources one week provides. The random event deck system for life events and the meta narrative across lives is great. I wish it was more intense on queer themes being a pride jam entry, but I recognize an exploration of life itself requires a more subtle approach, from my adventures as a tengu in a doomed relationship with kosuzu leading to my death, to my platonic life long friendship with yuuka, to many other tales. Good shit.

I'll be honest, I got skill checked. the fact that the yellow bullet hits you if it touches the ground at all instead of just bombing near it and the fact that it can be launched pretty fast in the opposite direction as you with no time to reach it to grab it means you are running on a timer to beat momiji. with the fact that red bullets lock onto you and that I couldnt consistently grab the yellow, while I got close a few times, I could not clear the game. It's too hard for me.

It looks like you were using some variant of scratch for your engine though, which is impressive on it's own right, but I could feel some of the limitations your engine gave you. Still, even with those limitations you did a lot, highly impressive for the engine. Good job

I actually really liked the character portraits. I had some trouble with the menus and learning the mechanics though. A lot of the menus were a bit funky for me to control sadly, the pink food preparation menu especially as it had it's exit button half hidden behind another menu. I also learnt that when I bought produce 10 at a time I would not receive a full time of those items and instead would receive some lesser amount while still spending money on the full set of items. This made it hard to gather the materials needed to woo any girl within the 3 days given. Music was nice, I enjoyed it.

"YOU HAVE UNO IT CAME FREE WITH YOUR XBOX FUTO"

Had a lot of fun, fake uno was a good blast, scenarios were comfy, had a glitch where it showed me having one more card than I actually did at the end, but it worked out in the end. Had a good time.

Thank you for playing our game, Im glad you liked it! Regarding the player 2 game over, player 1 clear, can you go into more detail on what happened when that occured? Id like to be able to fix this when we get around to a post jam update and being able to replicate that bug and then test a fix would be quite helpful. Usually player death is only supposed to be finalizeable by player 1 but sounds like that isnt happening here, weird ass bug :pensive:

The switching between homing and applying magnetism is novel, the patterns range from lovely to mesmerizing, and I *almost* beat it without having to use a continue. Those patterns must have taken a while to setup, I like it, thumbs up

Normal; Final Score: 462

So uh... I initially thought this tabletop game was multiplayer and ended up gathering a couple friends for it only for us to all slowly realize... wait a second, no it aint multiplayer, and all kind of just fumbled about doing other stuff for the night instead...

Anyway, to detail my playthrough: I kind of just set things up so I could ignore basically everyone after a point. I was playing on normal so I could kind of just ignore tsukasa from the get go since her relationship up requirement is kind of hard to achieve and she couldnt decrease her relationship ever, and with her starting at 0, well...  that was one person I could just ignore. Next, momoyo's relationship, it never ended up going down because any time I tried influencing the market, Id try to influence it for positive increases across the board, banking on the stock divisions and making sure I always had at least one stock in everyone for those divisions to matter. This meant the only person I needed to "care" about was chimata, which uh, I just kind of let rng roll for the first few turns so she's like me and dated her a bunch until she liked / loved me. Those free stocks of my choosing from chimata were really useful and let me never worry about the "buying" part of the buying and selling stocks again. I just kind of coasted for the second half of the calender selling some of the stocks I have fuck loads of just so I can try to influence all stocks to be closer to splitting up into more stocks. Honestly, if I read ahead into the calculations for a winning score and knew that multiple loves influenced it I might have spent the last 4-5 months trying to maximize the other's relationships instead of coasting on my fat stacks of stocks, but eh well. Cool board game, wish I didnt mistake it for multiplayer and gather a bunch of people for it

"Where do you want to go for the 'date'"

>Regular sounding option, regular sounding option, gambling den, regular sounding option

Fuck yeah, gambling den, leeessss go.


On a more serious note, I enjoyed my time, rare to see entries lean hard into novel and rare for it to not be a treat. Only ran through for two endings, but still a fun time.

Another solid game from ferdy, I love katamari.

The game seems to be a bit overtuned or at the very least seems quite hard as someone who's beaten xcom and played a bit of advance wars. Dont know, perhaps its unfamiliarity but difficulty ramps up fast and just expects perfection in tactics and rng. fun concept though

Tew is a gremlin, I love her. Shes great. Dont really have much to say. Great game. 5/5. Amazing job

The art and the movement mechanics are the best part of this game and I loved them, however I did take issue with a few small things that I imagine came down to time constraints. I didnt think kogasa's primary attack had much of a chain to it, only having one attack and would have liked a combo of a one-two-three or something. I think if it wasnt for the stellar presentation everywhere else I wouldnt have even thought about that, so thumbsup for that. Also, I think that the fans that you use to rise hurting you feels kind of... not great when you pass through them constantly in fan elevators and they dont hurt you there. Legit was half of my damage my first run. on a related topic, I feel like there isnt enough tell of whether or not a pit is a secret pit or a spike pit and I cant move the camera down to check, relying on blind faith jumps to determine which it is. Lastly, I dont feel like nue did much out of pressing switches, was hoping she had more like perhaps being able to be used as a ranged attack. Anyway, I enjoyed my time and it looks great and the movement feels great :thumbsup:

Take your five stars. You've earned it. I have nothing more to say

The controls take a lot of getting used to and I liked the boss fights a lot even if I never beat marisa. Any curved surface of terrain or jutting piece of geometry can be jank and get you stuck though which makes marisa rotating lasers paaaaain, especially for someone who has not mastered the control scheme of the game. Plllllleeeeeease, if you have a game where mouse is important for lots of fast clicking and moving either force fullscreen by default or lock the cursor to the window, I accidentally closed the game in the marisa fight and had to watch my friend go through the rest. Fun game, fun concept, I would not want to collect all three keys again but would of liked to go through the bosses again since I closed my game accidentally :(  . Once you realize that you can parry bullets, the game gets *so* much more manageable. Thumbs up

It's not every day you see a tactics game for a two week game jam... okay Im not sure the touhou jams have had a tactics game yet, so big props on doing it. Game good, however I did have some issues with pathing, both in my character getting stuck on terrain and preventing the game from continuing, as well as my unit overshooting my target point a bit ruining the shot I was lineing up. Also, I couldnt seem to keep any shotgunners alive as theyd be nearer to the front than most and the enemy ai seems to aim for the unit closest to them, causing everyone to auto target the shotgunner. Looking forward to what you do next, you're always trying big ideas and getting them made

A boomer shooter jam entry that has a solid set of base mechanics down. I like how the game controls with the shifting between weapons going on while dashing around, I wish there was more to the game both mechanically and stage wise, but that's more so just wanting to play with this kit in a more dynamic stage layout. It should be noted that it's pretty easy to dash out of the map or trigger a death that forces you to slide outside the map but that doesnt really hurt the core loop that badly. Real neat game!

It's hard to write a comment when Ive already talked about the game previously in private during testing but yeah, sometimes life just does stuff and it's hard to get anything done in the time span given and you have to fight for time back with the deadline so close. I like the change you made to swapping between physical and ranged shots, I think the range shot graphic feels nice and it's cool to see the background finally come in. Curious to see what this will look like finished.

I liked the art but encountered a bit of a bug that effected my experience a bit. So first off, I couldnt find how to fire with controller as neither trigger would fire shots nor could I get controller aiming working. Ended up switching to keyboard mouse because of that but for some reason the mouse also wouldnt effect where I was aiming and Id constantly be aiming to the bottom left regardless of where my mouse cursor was. I imagine it worked fine during testing but broke during web export, web builds be cursed sometimes :pensive:. I ended up beating it regardless and the bug did provide an interesting challenge in itself, so *shrug*. There was also no sound for me, I imagine there just wasnt time. The boss patterns were cool and definitely made me go "damn, I really should have made fancy bullets that decay and make new bullets when they get destroyed for my entry"... I kind of forgot to do fancy bullet types this time around. whoops. Thanks for showing me a cool thing you did in your entry that I forgot to do in my team's entry. You seem to have a habit of solo deving and I have to respect that, solo deving is rough and having no one to lean on during development is also rough, you're doing good, be proud of what you've done

Yeah... sorry if I was too harsh, just, it's so close to being amazing because of everything else that its frustrating that it didnt hit that for me. The overscope problem with jams is definitely something I myself am still struggling Ill admit and I dont really have a good answer to it... 

like, Im torn. The game looks nice, it sounds nice. The writing, I like the writing, but the gameplay... it's hard to find a place to start. just to be clear, I didnt finish the game, I made it to hatate, but... I wasnt going to go through another 30 runs of the the section, trying to get good equipment rolls and hoping rng blesses me with good item and enemy encounters for that run. I guess this is a case of making sure you properly test your game which as the jam page itself states, was not something that really happened. Regardless, might as well sum up my thoughts.

The game goes hard into making every equipment you pick up, every item you grab, rng, rolled from a table, which, by itself, isnt bad, it could work, much harder to balance and tailor an experience to but workable, HOWEVER when the game lacks enough ways to get stronger *outside* of rolling equipment, well, you're just trying to redo floors until you get good equipment, went soooo long before nitori started having damage numbers above 1 or 2 and from my friend who was also trying it it seems my experience was not solitary in that regard. There doesnt appear to be any leveling so the *only* reason you'd want to fight enemies is for money or for the fishing drops, however you lose half your money when you die so its not very reliable. A response might be just "dont die", but past the first floor, the RVs dont backtrap to the lobby, the only place you can heal, you dont get another heal point ever and aint no one climbing down the whole tower just so they dont eat a death which will likely come anyway with the amount of encounters you get climbing down, better to just climb upwards and take the death when it hits you and hope the RV checkpoints will be enough. Now, one might think you can circumvent this rng slightly by stockpiling items. Youd be wrong, all items that arent equipment are taken from you on death / lobby visit so you better rely on whatever the rng table blesses you with. This and the fact that enemy encounters vary so wildly difficulty wise and are also so rng dependent means that just making it to a boss fight isnt enough, you have to make it to a boss with GOOD rng otherwise you'll just die because you lack the hp and or items for the fight. Just the act of placing a healing fountain before each boss would help soooo much to make it so less painful, hell even just allowing hina's heal to be used outside of battle would be a blessing.

Now, there are other things I could get into like how speed affecting accuracy fucks over encounters like the hoop snake (because again, speed is an equipment stat and even then it might not be enough), or how it's possible to get your money to glitch to "a lot of money" and you never know the money you have again, etc etc, however Id rather return to my opening train of thought. If the game wasnt so heavily rng focused, it would be a much better game and its frustrating that a game who excels in every other aspect is held back by its gameplay. I may try again at a later point save scumming every encounter and chest for a good run just to finish since I feel I was so close and if I do that I may edit my post, but for now I hope my words are sufficient.

It's been so long since Ive played pokemon puzzle league and it was really fun to see it appear again in a jam entry. I love the beat of the writing with how reimu bounces off the goofiness of everyone else and the twist reveal that no, this is actually just what dating is. The levels may have been a bit too hard since my friend couldnt get through to the end and I had to stream it, (the yukari spell card in the beginning basically removes you from play and instakills you if you arent already managing the board well by that point), but the game was a lot of fun and it's clear that a lot of time was put into making it. I may be a bit early in playing through the entries, but it's a banger of a jam game for sure

It's a solid attempt for one's first attempt at game development in general. I noticed you even got a save system working which a lot dont even attempt on their first attempt at a game. Id say what was really important to me here is that there wasnt enough feedback for me whether or not I was hitting enemies or the boss. You can add sound effects when bullets hit the player or enemies and or do a visual effect, while having their sprite flash is a fast way of going about it, having white circles that grow and then shrink coming off the point of contact is a simple but effective visual effect that adds a lot. Of course your solution is up to you and Im just throwing my two cents, you need not take it and there are many a ways to improve feedback for any action in a game. Also, I found the boss's teleporting to make it hard to attack and kind of annoying with how often it was doing it and how slow my bullets moved compared to how fast they were teleporting was something. Anyway, a solid first attempt at game dev and you should remember that everyone starts somewhere and dont let the thought that it wasnt perfect get in the way of learning or doing cool artistic outlets like game dev. I look forward to seeing you two improve over time

Yeah, in retrospect regarding controls, I should have allowed an option to modify how much your mouse movement corresponds to player movement (like a dpi modifier for the game that you could edit). Having some sort of indicator for the center of the map may have helped a lot too to avoid the getting lost or ending up sticking to a wall as I saw some people doing, which is pretty important to communicate since getting lost is not part of the experience and takes mental load away from dodging, also it'd be pretty good to show the center since hugging the walls is not how you dodge or do damage for the majority of the fight and not knowing where the center is makes not doing that harder.

I think one of the main problems is I was basing these controls off a previous bullet hell I had played and as such was already familiar with the control scheme more than the average player and found it personally more natural than keyboard or controller. Anyway, I ended up balancing things around what I was consistently able to perfect which uh, turned out to be WAAAAY TOO FUCKING HARD for most people. Its not like I didnt play test the hell out of a lot of the patterns, its just that my pool of play testers was just basically just me which was a big mistake. Now, I would like to use a similar control scheme in the future for something, but it's quite clear that I should dial back on a few things, clearing up positioning a bit better, communicate some things better, and at the very least include a lower difficulty version of the fight so more people can actually finish the game. It was a mix of bad choices that I didnt catch since it didnt effect me as much as others and a disregard for accessibility that I didnt realize was as needed as it was.

Thank you. That means a lot to me. I ended up uploaded a post jam fix that might alleviate some of the jank people were reporting. Regardless, Im glad you enjoyed the game

fish

If you want to avoid the blur issue going on, you should set the filter mode on your sprite import settings to point. Also, if the issues still persist with the weird phantom pixel lines on the tile map after the filter change, having each sprite be one pixel thicker on each side / extruding it one pixel out can help avoid the sub-pixel displaying issues that are unique to the tilemap feature (there are other fixes though, just cant recall them off the top of my head). fun opening scene