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lapspider45

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A member registered Jul 27, 2020 · View creator page →

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Cute VN, love the portraits. The story is maybe a bit safe/predictable, but it gave me a warm feeling. As for the ending, "<You have reached an ending>" is a bit too vague, don't you think?

Interesting story, definitely more dark and psychological than the typical mahou shoujo. I only got two of the (bad) endings. Also, looking into each mirror gives some nice foreshadowing...

These girls seem kinda shady, you don't think they're... anyways this is an amazingly well polished game. The gameplay is no joke, and that's good because the story... anyways the aesthetics are excellent, there's even pacing between combat and story. Combat system is not perfect, but it does enough things uniquely, and takes inspiration from just the right places. I got to the end (nice bossfight btw) and sure enough the story went exactly where I expected it to. However, since you did not include a full karaoke minigame, I am forced to remove two stars in the "Fun" category.

I'm kidding. How did you even make something this good in a month? Seriously...

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I didn't know I wanted to play a witch alchemy puzzle game until playing this... Reminds me of the alchemy minigame in Oblivion. I like the thought that's been put into the character and all the different effects. Don't really like how slow the world is to traverse. That parkour platforming section is basically unforgivable in a game jam... Speaking of, that's where I got stuck. Maybe missing an ingredient somewhere or just not finding the right combination for the levitation effect. As expected, there are bugs and weird behavior if you backtrack or play with the wrong combinations in the wrong places. However I did like the calm feeling of just wandering around without being explicitly told what to do. By the way, it seems you can't hit the enemies so having different attacks is basically pointless... though I appreciate the thought.

It took me over 30 minutes to reach the point where I got stuck, that's my main complaint, how long this game is. Luckily I didn't have to backtrack much but having to walk 10 minutes to near the start of the map would really suck. Otherwise it's mostly a calming and pleasant experience. With enough polish, I could see a game like this being really popular! Maybe release some updates for it? hint hint

Cute game! Reminds me of the game Kiki Kaikai. Not a fan of the level design though, at least add a run button :(

How did I not play this earlier? (Well I know the reason, it was because there is no browser playable version) I've played many a shmup made for game jams, and every time I have had lots to complain about. Not this time.

I don't know how you did it, but this is a proper bullet hell game. The hitboxes are good. Basic movement is good. Bullets stand out clearly against the background, as do the bosses. Your own shot pattern leaves room for high level play. Bullet patterns are made with care. There are 3 bosses in total, each with a standard amount of patterns, and each boss fits a theme. Again, the patterns are good.

Firing it up on maniac mode, you can tell this is actually a proper maniac mode. If I'd have to start with only 3 lives, I'd have trouble but I'd be motivated enough to learn the patterns, dodge the bullets, stream the streams, and beat maniac mode on one credit. As any well made shmup should motivate you to. Right now I got a game over to the final boss, but I will be back and hopefully clear it after rating more games. This is a good shmup. The story isn't the most impressive, but it's clear where the focus went.

For how polished this game is you deserve all the praise. the aesthetics are also incredibly good. If you win first place, you will have deserved it!

I'm sure I've heard the song that plays in the credits screen somewhere... what's it called?

Ahhh if only you had scoped smaller! The amount of sprites alone in this game is crazy for 1 month, and the amount of levels it looks like you planned would in my opinion have been impossible for almost anyone. The playable content right now is at least 90% testing rooms with NPCs that have no dialogue. I managed to find the bossfight and it's actually a pretty good one. Sadly it's just so incomplete right now, so apart from 5 stars in Aesthetics, for the nice sprites, I'm giving this game a pretty low rating. If you finish this game though, I'm very much looking forward to playing it!

Loved the story and characters, the movement felt a little floaty though. Seems like the last boss phase is bugged for me, her health won't go down :(

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Did not expect actual good story. With all the "DNA of the soul" this game has, on top of the memorable characters, this is looking like an MGGJ classic!

Saw that this was an RPG Maker game, so I didn't expect it to be a shmup! Not to mention a pretty good one!

I like the main character sprite. Would have liked some music though, and the level design was pretty random.

Fun game! It's hard to hit anything.

The visuals are really cool, sick battle music, and the battle system is interesting. But this game just confuses me. The enemy changes moves constantly so you have to redo your strategy. Sometimes it's not clear what happened (did I get attacked just now?) or what the enemy actually did (attack, guard or what). I love a good stagger system in a RPG but when I don't even understand what is happening or why it's a little hard to learn. How does magic work? Why do I get staggered all the time? Why can the enemy clear their own moves but I can't?

And then there's a bunch of weirdness that I honestly don't know if they are bugs or me not understanding how it works. For example, sometimes when attacking the open enemy, my own HP goes down? Somehow I seem to have won a battle when my own HP reached 0. And later I ended up with 131/100 HP.  When I win a battle, the "battle won" screen appears multiple times. Sometimes, I win a battle randomly for no reason??? Now when I enter a battle, I instawin? Or I get hit **after** winning a battle? Thankfully you can cheese any enemy by spamming 5 "healing rays" whenever you're starting to get low on HP.

All of this is probably explained on the page, but did you seriously expect me to read anything beyond skimming to the controls? It needs a good ingame tutorial, or at least some help messages.


This game made me ask a lot of questions. You know I actually like the ideas here, so hope I'll see those questions answered in a future update! Thank you and my apologies.

So, looks like you found the jitochine gun

lol

Great art, funny story, length is just right. Maybe a little heavy on the jokes, and the different gameplay segments could be more polished. But overall really impressed by what you've managed to do!

What's this? An extremely polished game in MGGJ? Unbelievable.

I was pretty sceptical towards the aiming mechanic, but you made it work. There's not much content, just a few minutes of dialogue and levels, but it feels well thought out. Maybe you should add a few more levels? It could turn out really nice

Well well, if it isn't Shibey's game. Really impressed with what you've done, as usual... The gameplay is pretty tricky, you have to dodge bullets while aiming with your mouse and chaining together enemies, which isn't all that easy; bullet players will know your central vision tends to be mostly locked on your own hitbox. But the challenge is what makes it so fun! Did I mention, not one, but two puzzle bosses? SunnyChow's music fits really well too. I'll be back when the full game releases :)


PS: My  speedrun strategy is to get up close to every enemy and take them out with rapid fire. This is also a fun way to play.

Legend :D

Wow, really cool music! I like the art too, but the gameplay could use some polish... You die in one hit, and the jump feels pretty... floaty. The map doesn't have much sense of direction, so I died a few times without knowing where to go and ultimately gave up.

Interesting idea to play as a rabbit instead of a magical girl! Some music would have been nice. A score counter would also have been nice.

The idea has potential, but it seems like it's not working properly. If you accelerate even just a little bit, your character goes offscreen. Also, it's pretty quiet...

Which version are you on, and what language is your browser/computer set to?

Really cool character designs, sweet music, gameplay... well it's a VN... but this game has some of the densest most over the top shit talking I've ever witnessed, it has to get some bonus points for that alone

Really nice art, I like how you control the camera. The gameplay is a bit too cryptic for me though...

There's infinite continues though! But thank you for playing and the nice comment :)

I really enjoyed this one! Feels a lot more fleshed out than your "Typical G4" game. The story, art and worldbuilding really shines here. Gameplay, well there is not so much to do as of writing... But the concept is really cool and it feels almost like a demo for a serious RPG that you'd pay money for.

What can I say, this game plays, looks and sounds amazing! Tight.

Simple but fun little game! Just about short enough for a jam game, and the art is really moody and cohesive. I like the sound design of the boimins, the random pitches makes them harmonize sometimes. Walking speed felt a little slow though, while the throwing mechanic felt too fast. In a future update maybe you can tweak those more. Finally, "Magical Girl Concept" didn't feel that strong as we don't get to know much about Amanita's character besides she throw good.

Thanks for reporting this bug! I forgot one export setting on the desktop version...

Will be updating the file with an otherwise identical build, hopefully that should fix the dialogue!

Decent shmup. I don't have much to comment on, except for some thoughts on the gameplay:

  • There's only one card in the whole game?
  • Hitboxes feel inconsistent. I'm used to shooters where you can literally graze the bullets, here it's more like keep a bit of distance from regular bullets and don't get anywhere near the enemies themselves. Or you will get hit.
  • The laser eye thingy enemies are assholes. I can't figure out how to dodge their beams normally, their existence alone justify playing on easy or with autobombs on. Maybe they shouldn't be able to track you that precisely...?
  • The homing bullets also track you very tightly. It's bordering on unfair. Well, it's pretty typical that in a jam you don't have time to balance the game perfectly, but my advice is to try to make it "easy" rather than "fairly challenging" so you have some margin for error.
  • Also I'm running the game on a 120Hz monitor. Just letting you know in case there were bugs that affected my experience.

Game looks really cool. Sadly there are a few frustrating problems. The UI is confusing to navigate, it's not obvious that to interact you have to press the same direction twice. There are also random stutters that slow down the game for several seconds. Once you figure out how to get into the first tutorial, well, all I know is for a simple tutorial it goes on for a very long time, almost making me think the game was glitched. So if the tutorial ever does end, I can tell you it's a bit too long.

It's really a shame that I lost my patience in the tutorial, from the page and animated screenshot it looks amazing. If you update it and fix some issues I'd love to try it again :)

As usual, the art is amazing. Wish there was some music and sfx, even stock would have been fine like in your last entry. Turn-based combat is alright, not too complicated but not much depth either. From the way the genre mashup is handled, I suspect you probably didn't care much for the idea of having to follow two genres...

Interesting concept. I didn't like not knowing what cards you're going to get, often you get ones that are completely useless in the situation. This goes especially for the final boss, which is pretty unfair. Of your offensive spells, 2 are basically impossible to hit the boss with, 2 of them only do a tiny amount of damage, 1 does slightly more, and 1 actually does some decent damage... but that strategy involves you taking at least 5 points of damage in the process... Also hitboxes are too unforgiving. Other than that I think this could be very fun if you were more likely to roll a useful hand.

This is unlike any rhythm game I've ever played. I wouldn't call it a platformer-rhythm mashup, more like a rhythm-puzzle game. You have to figure out how to move your character to be at the right place at the right time. The element of timing is less important, but it's a good tradeoff for the concept. I would really like a hit sound for the notes, in most of the songs I feel like you're meant to hit them on the offbeat so that would help you feel connected with the music.

The biggest flaw I see is the difficulty. That is, I'm not even sure it's humanly possible to hit all notes, aka doing an FC, on all levels. The first level is the only level where I can kind of understand how it would be possible, the others just seem impossible to me. If they're not impossible, I'd say the game fails to teach you the mechanics properly.

In conclusion, I liked the music, the graphics are clean, and there are some brilliant ideas being used, but the execution could be better. Basically, give it some polish!

Her name is Melony, she likes to commit...

Very surprising and weird game! I like the abstract storytelling and multiple secrets to find. Combat could have had more impact, it felt a little floaty.

Visually a great game, working controller support is a big plus. The player character feels underpowered; her movement speed is slow, killing enemies takes too many hits, the dash takes a long time to recharge and is slightly too short. The grasshopper enemies have about as much range as you, and when you dodge past them, they turn around and hit you from behind. Not fair!

Overall it's fun for a prototype, although a pretty conventional way to genre-mash.