So, looks like you found the jitochine gun
lapspider45
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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.
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.
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.
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!
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.
Nice take on a classic. No music or sound is a bit disappointing. The gameplay is incredibly RNG-dependent. My first few attempts got me only a few meters, but then... well, as I'm writing this Renko has been airborne for 10 minutes. If this ever ends I might try getting some upgrades with those points!
Interesting horror puzzle game... There's a few things I don't like but a lot of things I like, like the spooky atmosphere, the puzzles (I think I almost solved all of them) and the stealth mechanics. I don't like that you can only see 20cm around you in a top-down game, even the lightning flashes are too short to be able to get a sense of your surroundings. When you're caught, you don't lose any progress, which is good because there is a lot of luck involved in staying hidden. But it feels weird to get stabbed and wake up with the golden key still in your pocket. Item management is a little awkward but I got used to it. The music box wasn't worth using though, since it felt so buggy to use. For a jam game game this is very impressive and well made!
Game looks fantastic, and I like all the callbacks, and the 4th wall breaks... My one criticism is the difficulty. Sure, I get it's supposed to be hard, but the hitboxes are pretty unforgiving. So when you should be barely making it, or you're even doing pretty well, you're actually taking hits left and right. Also there aren't many SFX, so you have to rely a lot on your eyes.
Awesome aesthetic, the lowrez CRT style is perfect for a game like this! Combat system is good but doesn't have a lot of strategy, just strafe and click until the amount of enemies starts to lag the game. Would be nice to have more weapons, bosses, etc. but for a jam it's plenty. The menu music is nice but there isn't any music during gameplay... weird. Also, maybe the flashlight would be more useful if everything was in total darkness, which would make the bonfires safe spots.
This game has an interesting and versatile mechanic - creating spiderweb. It's truly impressive how many ways there are to use it. The puzzles are very good for a jam game, but because checkpoints are pretty rare, I found myself getting softlocked a few times in a puzzle and losing several minutes of progress every time I had to reset and make it all the way back there. The art and music create this eerie mood which is really nice. The controls and UI feel super solid too, which is not a given in game jams.
Finally, it took me a while to figure out that the song title was 'The Dark Blowhole'. Maybe spell it out more clearly, otherwise you'll probably get a very low rating in in the theme category...
Very nice! I played the MGGJ version a while ago, but the updates you've made since then made it worth coming back for me. The biggest change is the addition of tutorial chapters, which help you settle in with the game, without even feeling like a typical tutorial. Plus, Aurum is a great character! (and a fun fight) I'm noticing many other smaller improvements too, like the distinct colors for high and low knives, added healing stations, updated dialogue/story... Not to mention, Song got a new ability! (which is useful in a lot of situations)
So in conclusion, I'll be eagerly waiting to see what you do next!


















