Unfortunate to hear about that, but I understand it happens and it didn’t take away from the parts I liked. I’d love to give it another try after a new update!
LightningGrey
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This was really fun, I can’t put my finger on why (I think the model style) but the aesthetic reminded me of PS1 games, which I thought was cool. The time stop mechanic was cool to utilize, even if I completely forgot about it my first time playing. I didn’t get past Biboo, partly cause of skill issue and partly cause I wanted to move on to try other games, but I might come back to the game at some point.
I tried a run with everyone, I feel like Buffson’s tanking ability didn’t come in super handy as you were still quite frail, and while I see the use case for the bombs, they didn’t feel as good to use as the other two’s specials. I also assumed the boss would be affected by special weapons and put that down as another negative to Buffson, but it seems like it doesn’t reading comments, I do think it would be nice if they did.
Speaking of Danger and reading the comments, I had no idea what that meant or how it worked until I saw some other comments. It does explain why the pebbles kept killing me despite having bar still. I see the mention it’s getting adjusted though, which is much appreciated.
I didn’t get far yet, but at least with the first few levels, I wasn’t particular happy with the merakyat lasers. They’re fine when the merakyat has showed on screen already, but usually the first one spawns and shoots before you can see it, and even with time slow it feels rough to react to. I get that they’re frail, but I still would personally prefer a bit more preparation when they spawn, every time I see the laser first it feels like a cheap shot.
Small visual bug, whenever I load the game for the first time, the resolution is broken until I zoom into the game, not sure if this is just a me thing or an odditiy of my browser.
Overall though, I enjoyed the game, hopefully I’ll find time to play it a bit more!
I love the Crazy Taxi inspiration, I’m not very good at the game (wasn’t at Crazy Taxi either), but it’s really fun to drive around and wreak havoc with no consequences too. In fact, I really wish that was even an option, but I understand it doesn’t fit with the theme. The world just feels really fun to roam around it and catch all the references, and I really like how everything is put together.
Really, the only thing that comes to mind on suggestions is things you can add rather than things I didn’t really enjoy. Perhaps another incentive to get ice cream to your destination on time would be cool, like some extra time or extra score. It was fun to mess around but just a little bit extra to get me to focus on ice cream delivery would be nice.
Other than that, great work, it was very fun!
It’s a cute little demo, I enjoy the art. I acknowledge it’s part of the incompleteness of the game but the enemies aren’t very threatening and can be slowly maneuvered around before you move forward, would love to see the concept explored further with enemies that require different tactics or maybe some kind of puzzle to solve utilizing the ink. Good work on getting a game out!
It’s a nice Vampire Survivors base, I think it’s cool to be able to put out something at all so props for that.
Most of the comments on where to go from here were already said, but I do have to reiterate on how the screen shake was way too violent, I couldn’t play for too long cause it was painful to look at.
Also, some of the ground obstacles blended in with the floor, so I was bumping into floor obstacles I didn’t even notice and was confused at what was I hitting, would be good to make them more distinct.
Nice work, keep learning and improving!
That was an incredible experience, I’m not a horror fan usually but the ambience was perfect for it, it felt very polished for a jam game. The puzzles were super cool, once I realized how everything worked with the other book it was a great feeling.
I will admit I had to use the walkthrough a few times especially for the time crunch I’m running on, wrapping your head around the gimmick can be rough going through all these games. I’d be willing to invest more time into solutions with a future more-complete title that I can sit down with for longer, though more hints like you’ve mentioned you’d do would be helpful.
The crashes also were a pain because I would constantly forget they would happen every time I reloaded into the scene to test new solutions, but I know that’s been acknowledged and will be fixed.
Great work!
The cutscenes in a game jam were really nice, that was super cool to see. I’m not a Soulslike player so my experience was probably hindered by that but the game seemed quite faithful and was cool to play.
In the second part, I got pretty lost while also struggling with the platforming a bit, everything being dark made it hard to tell where I was supposed to go. It didn’t help that the roll seemed bugged and half the time it would launch me in a different direction than the one I was holding, flinging me off the building and making me redo all the platforming if I considered using it. I was using controller if keyboard doesn’t have that issue.
The boss fight I knew would be hard, but I had no idea how the mechanics of the big otomo attacks functioned and it wasn’t super obvious when the boss was taking damage, so I didn’t know how to handle the fight during the several attempts I tried before I gave up and had to move on.
Great work overall though, would love to see it improved more!
This game has a really cool idea, I liked the idea of having to control multiple characters and balancing them out to complete the task. The low poly style was really nice, very cute-looking game.
Once Fubuki joined though, I didn’t have the mental capacity to keep up with it. I was running all three control schemes at first because I didn’t understand how to use commands and assumed you were supposed to use all three. When I realized how it did, it still felt really hard to keep up with the direction I was sending Fubuki in. I might have missed something on how best to do it, but I only made it to the fourth stage with those three.
Great work! I’ll see if I can give it another try later.
Really nice aesthetic, the models and world were done really well. I haven’t played many games like this but it was fun and seems quite promising, having to consider time over ammo was cool. Unfortunately couldn’t get to finishing the game after dying several times but I think I’ll try to come back.
At least with my experience of the jam build, the combat to me didn’t really hold my interest well. I think it was mostly on the lack of enemy variety and quality, so I understand that’s recognized and already in the works at least, but I spent most of the time walking backwards away from enemies and shooting them without having to consider much else.
Not entirely a critique but at some point I had six enemies trap me behind a pillar facing the camera and I honestly thought I was just trapped, but I got to shoot my way out. I also saw a few of the void blob enemies get stuck on the altar steps though, not sure if you intended that.
Great work!
Fun game loop, having missions to get the roguelike boosts were fun even if some of them felt way harder than others. I think there’s a lot of potential to expand even further with more power-ups, attacks, enemies. Didn’t end up getting the ending sadly, had a good run after many tries and then an attack spawned on me in the third phase out of nowhere when I had one heart left. Would love to come back and try again some day though.
The basic attack felt a little unsatisfying to use, maybe cause the low HP and one of the hit sounds made it seem really weak. I also had moments where it seemed like the attack spawned a bit away from the direction I intended to attack with my mouse.
When you start, I notice you spawn behind a UI element, I would suggest moving your spawn location further away from that. The timer also was a minor screen block on the player character and enemies a few times when I was up in that area.
Also had a bug when I died while I had Ina’s mission active. When I restarted, it spawned the zone for her mission and I was able to walk into it and gain the tentacle ability despite not having the mission for that run nor the assumed intent to have an upgrade in the first room.
Otherwise, great work overall!
The concept was really cool, I really liked the idea of using the random Tetris-like blocks to climb up, and there were a lot of cool ideas in the upgrades and bossses to keep things fresh. The sprites and writing were also quite charming.
Note that I completely forgot about the rotate ability so maybe some of my complaints might not have that in mind, though again that is also something probably worth reminding people of. I would have loved to finish the game, but unfortunately have other games I need to play and I got stuck on Fauna’s boss which felt way too punishing for me. It’s already enough that the elephants fling you around, but destroying the blocks as well made some moments impossible to continue from which felt more unfair than challenging at times. I also thought Suisei was really annoying for that same reason but the comets were less frustrating to go around than the elephants.
I also wish it was easier to see what was up ahead like some kind of low-scale diagram of a bit above you, sometimes it’s just not possible to escape a situation where you climb up underneath a platform and that didn’t feel great.
I was only able to buy a single upgrade and no blocks, I did skip what I thought were only one or two coins and still never could upgrade my initial set, which did drag down the game a bit for me. Maybe it was me playing bad but I think very slightly cheaper prices would have been nice.
Great work though, I’d like to come back to this game later!
I like the concept of the game, the attack method was fun and the idea of setting your parameters on the waves was cool.
Unfortunately as per everyone else, I couldn’t get too far in because of not being able to get past the skill objective. I also experienced the brief freezes when hitting enemies for the first time, I’ve had BSOD issues in the last week so that genuinely scared me for a moment, but that aside it is worth looking into what might be going on.
Nice work, would love to see it expanded on after!
Fun short game, simple minigames but easy to pick up. Respect for working with the constraints of RPG Maker.
It was a bit hard to figure out what was interactable with, the names help but it felt like it could have been a little more obvious. Also, it isn’t immediately obvious you get the book after the crow fight, a pop-up for that would be nice because I was wandering around for a bit trying to search for it.
Good work!
Cute little base for a game, it’s fun to move around in and grow stronger. Really nice Biboo sprite too.
I noticed you don’t get anything for killing enemies and always get the same amount of upgrade points after a death, which doesn’t really incentivize you to grind in the game. You can probably win with pure skill, but after a couple runs and realizing the cheese method, I went straight to dying to upgrade my attack until I could OHKO enemies. I think adjusting the boost by number of enemies killed would have helped, but there’s a lot of ways you could go about it.
Also, considering the scope of the game, I think adding walls would have been good to not let you wander out but it’s not super necessary and I understand it was likely limited by jam constraints.
Good work overall though, would love to see the game get expanded on later!
Fun platformer, I always like the idea of using an effect to alter the landscape of the level so it’s cool that is was done here. It was fun to run to the end of the level. Nice use of the assets as well.
The ground pound felt awkward to use, a lot of times the time bubble wouldn’t come out, I guess cause I wasn’t always holding down? Having to use that command to go through elevators felt really unnecessary, especially because you have what looks like a time a penalty every time you accidentally spawn the bubble instead. I think you could have afforded to use other keys/buttons for these actions.
The platforming also felt a little floaty to me, would have preferred something a bit tighter especially for the many single tile halls that were really impossible to get into if you had to wall jump into them. That was where the bulk of my time was spent on some screens and it was frustrating at those times.
A minor thing but I think the main menu buttons should be on the foreground layer, looks weird to have them covered by image elements.
Good work!
Despite being a huge Mega Man fan, my Battle Network experience is very low, but I did enjoy the concept of the game still cause of that base. I still didn’t get used to the controls even after making it to the end of the current build, but I also blame that on my own lack of comfortability with keyboard. The art and music were also really nicely done.
It feels a little too fast-paced to keep up with right now, even with intended strategic options. I understand that was mostly due to a lack of being able to work on it (I do hope your health issues are better now!) and everyone has already repeated what I said.
I also think I had some oddities where sometimes the Fire Bomb was not shooting straight forward (to the enemy grid) unless I was turned around. That might have been me not paying attention to the auto-targeting but I swear it happened, unfortunately couldn’t recreate so take with a grain of salt.
Great work, I’d be excited to try a more complete version in the future!
That was really fun, I’ve played a few Vampire Survivor-like jam games before but it’s one of the most polished I’ve seen aesthetically, great art and audio. The weapon system is also really fun, the spell pool was enjoyable to work with. My favourite weapons to use were Wrath of Nature and Void Pool for the wide effect range.
I swear sometimes it picked random spells for me other than the one I pick; if that is an effect related to sanity (which I assume is the timer/health at the top), I don’t think the game makes it clear that an effect like that or anything else will happen, I think the mention would be nice if that is the case.
I also agree that some enemies can be really hard to spot against the floor, would suggest giving them more of an obvious shadow or altering some colours.
Great work overall!
I like how fun and fast-paced it was, a lot of nice references and I’m always down for WarioWare style gameplay. I unfortunately didn’t have time to get the good end on my runthrough but I still had a lot of fun.
I did experience the issues with the dragging games not being the most responsive, might have been a bit better if the timer wasn’t so strict on it as well. I think at one point I also might have cleared a game that I lost? Though I can’t replicate it so it might be me imagining things.
Great work!
There were some decent ideas in this one. I liked the intro sequence a lot, well done on the pixel art. Even though I hate jumpscares and was not happy with the ones I got, I do think the aesthetic still works for those into it. Unfortunately, I ran into a lot of issues that hindered my experience and only got me to play up to collecting a few roses. A lot of issues were already touched on but I have a few I wanted to expand on.
The bland room design and lack of notable setpieces made it really hard to keep track of where I was, I struggled to even find Subaru and Kanade to start because it was easy to get lost. Then it made roses hard and also boring to search for, especially with no real threat. Very thankful about that too because I wasted all my shots on the gun talking to Subaru and Kanade as mentioned, so I couldn’t try out the gunplay.
Side related note, tried controller on this game, right stick camera control was impossibly slow so I went back to mouse + keyboard, and getting out of dialogue is impossible on controller cause the only interaction button for it is subject to the reset bug mentioned before.
I also felt I was clipping through a lot I shouldn’t have been. My first playthrough I walked into the stairs room through the glass, fell into the glass floor-like area, and was able to use the crouch to clip into the void below and out of bounds. On that note, jump and crouch seemed pretty useless to me.
Minor bug I noticed, if you run out of time and the game resets, the objective list doesn’t reset so it keeps “collect roses” in the objective list instead of what I assume is intending to refresh it.
Overall, it does seem like getting all the systems in took over testing, feels like there’s a lot of things that should have been checked to make sure they’re playable. Getting a game out at all is still a worthy accomplishment though, so I do hope you can be proud of that and consider putting in the time to clean up the project if you desire.
Even with only being a proof of concept, I think it really captures the Pizza Tower style well, especially for how silly grems normally are. Great vibes on the music and it’s fun rolling the grem around.
The grem’s slippery movement also was a bit of a hinderance for me though, not my personal preference with the precision of some of the spike-lined walls (though it didn’t cause too much of an issue to complete the level). I understand if it’s deliberately intended, but in that case I think the level design should be a bit more accomodating around the sliding and momentum.
Well done overall though!
Congrats on releasing your first game! I liked the use of the theme for the gameplay loop and the art was cute. I do agree it was a bit repetitive once you had to grind (especially for speedrun mode, I feel that should come free from completion), but the controlled environment is nice for the speedrunning too.
On paper, speeding up movement to help you get through the dungeon faster was nice. However, even at speed 2 it started to feel a bit fast as to be hard to control for me. It is necessary to have the speed boost be high but maybe there might be a way to control the speed a bit more.
The hitbox on the attack felt a bit tight, a lot of attacks felt like they should have hit slimes but didn’t.
I think the sound effects were nice but I think collecting a pebble also should have had one, feels like it’s noticeably missing with everything else having a collection sound.
Good work overall!
Fun game, the idea was creative, the polish on art and music were really nice (the rooms looked very good especially), and it was cool to have a fairly complete little game. The ending got me real good, I wasn’t expecting that and gave me a genuine laugh.
I generally enjoyed the gameplay and didn’t mind the deaths at first cause bosses keep their HP loss, though by the final fight I started brute forcing with how bullet hell it gets combined with almost non-existent i-frames. It was tedious farming at the end without having read the tip though, so I would suggest adjusting the cost at the end (maybe after you’ve done it once) or making the info more obvious in game cause I didn’t know you could leave the corpses to loot later.
Nerissa’s fight felt really easy where you just stand in a certain spot under and can’t be hit by her while spamming attacks…until the sixteenth notes drop around you and you get comboed to the bottom of the room and just die. Unless I missed someting obvious, I would suggest a change in her battle style to be more engaging.
I also had a few minor comments, one is about the camera in the Shiori battle room scrolling down, it gets kinda weird on the second phase when Ceci spawns and immediately gets hit down to scroll the camera to outside the room. Second is while I think the inventory mainly being flavour text is fine, it feels like it should at least be some kind of pause screen since it locks all your controls anyways but you still can be attacked while it’s up.
Otherwise, great work, I really enjoyed the game!
The aesthetic and polish on this game is crazy, very impressed with how everything looks and feels for a jam game. The models were super cute. I enjoyed the game concept a lot too, time limit felt tight at first but the fast pace was better once I got the hang of it. I played once on web and it was a bit slow which didn’t help with me fumbling around to figure out everything. I tried once on desktop and it was definitely smoother which helped me do a lot better the second time.
My main critique is same as everyone else’s, the object snapping wasn’t always the most reliable which caused a few points of pain. The bananas in level 2 were also way too punishing, but I see that it was an accidental balance issue. I was also a bit confused with the tutorial at first; I do like the hands-on method, but I didn’t realize you could grab the paper, and the model view didn’t help me there cause I thought you could just place the banana there. Then because of that, I forgot about the model view and wasn’t sure how to place down the pebbles correctly for a bit. I can admit it’s a skill issue on my part, but might be worth looking into making that a bit more clear.
Honestly I think I would really like a more cozy mode without the timer too, even though that wouldn’t work with the jam’s theme, but maybe something to consider later? Either way, really great work, enjoyed this a lot!
Reminds me a lot of one of the WarioWare Gold side modes where you play games back-to-back, this one is slightly different but still has a similar cool gimmick and I had a lot of fun. My highest score was 60, biggest pain for me was not knowing the trivia and having to just remember the answers.
The minigames were quite fun. I did get stuck on the cheer game for a while that I only figured out after checking other reviews. It’s a place where the lack of audio really affects gameplay too, because I had no victory fanfare to tell I was doing the right thing.
Two suggestions I have, one is that I think it’s worth putting the controls outside of the game window. I had the control icon completely cover a piece of merch once and didn’t realize it so I lost a life, plus there’s already a lot of unused space in general. The other is that having to dual wield arrow keys and mouse together (i.e. doing quiz and advertising together) is more uncomfortable to switch to than the other combinations. I get only certain games can line up anyways due to the gimmick, but I think that one should be edited or not be used because it felt awkward to me.
Great work overall!
Congratulations on your first game! It’s not easy, especially starting in raw Vulkan over an existing game engine. While I wouldn’t recommend that path, it is cool to see someone try it, and there is a nice RTS foundation here to work with.
I was not a fan of the control scheme, maybe a personal thing but the Shift and Ctrl modifiers weren’t really intuitive and I would constantly forget how to select mid-game. It was also hard to tell what jailbirds I had selected which didn’t help with that either. At the same time though, I also saw little reason to not select every jailbird at keep moving them in the first place. My second playthrough where I beat the game, I selected every jaibird I spawned and brute-forced towards Nerissa (after not realizing she was even there the first playthrough), never used the deselect. Compounding that was the slow camera speed, which made it really hard to keep track of everything in such a large map. I zoomed out the camera for most of the game to keep an eye on jailbirds deep in and jailbirds I just spawned, and it meant I was mostly looking at dots scurrying around.
On my first playthrough, I also noticed jailbirds stopped spawning at the base square at some point despite having points to spawn them. That effectively softlocked me, though I can’t pinpoint what was the cause of that sadly.
Again, congrats on making your first game in general though, hard to put something out there even in an incomplete state. Good work!
One of the most fun games I’ve played so far in just pure story and references, it was a treat to see all the small gags. While I haven’t played Undertale admittedly, the gameplay was fun and I like the spin in the Raora battle where you collect the coins (assuming that’s new). Even if the game wasn’t fully complete, I still got a lot to enjoy out of the gameplay style and general aesthetic.
Some of the attacks seemed to have some unforgiving hitboxes. Kiara’s flame attack was already mentioned but I swear the chattino wave also kept hitting me in places that I thought it shouldn’t have. Kiara’s explosion attack being unreactable was also not great but you can at least just tank it at the cost of one heart.
I also noticed a bug where the battle menu is interactable underneath the gacha screen, so clicking on the battle menu area while the gacha screen is up can send you into enemy attack phase while the screen is still covered, for example. That happened to me once and confused me as I heard the audio in the background despite being on a different screen. While not the same bug, a related issue I had was being able to interact with the battle menu as soon as the combat phase ended, which was a jarring cut. It is a polish thing mainly and I understand you didn’t have time for it, but I would prefer the menu transition finishing first before you can interact with it.
Great work overall though, I’d love to see a finished version! It’s cool you put in a mention of all your planned ideas.
That was a fun little game, admittedly I was another person who got stuck on the clock because I didn’t realize I could interact with it even. Everything after that I got without too much hassle though, there were some really cool puzzles and I see a lot of potential in the time rewind mechanic.
I do agree with some previous comments that I kinda wish there was more to do when going back in time. I did spend some time trying to interact in the past and while it wasn’t a long time spent, it didn’t feel entirely obvious that I was only supposed to use it for hints.
Overall though, it was a great game! Would love to see what more you might do in the future.
That was a fun little game, admittedly I was another person who got stuck on the clock because I didn’t realize I could interact with it even. Everything after that I got without too much hassle though, there were some really cool puzzles and I see a lot of potential in the time rewind mechanic.
I do agree with some previous comments that I kinda wish there was more to do when going back in time. I did spend some time trying to interact in the past and while it wasn’t a long time spent, it didn’t feel entirely obvious that I was only supposed to use it for hints.
Overall though, it was a great game! Would love to see what more you might do in the future.
I did realize this after I wrote the review. I probably lost too much focus as it was late and I was quitting out the game over screen fast but I did recall seeing how far you went and just forgot about that, so my bad on that. I do agree though that something more formal would be cool too. Thank you for replying!
I’m a fan of Fire Emblem so I enjoyed the idea of the game, even if I agree with people that it’s more puzzle-like right now. I do understand making an SRPG on a crunch is hard, I have first-hand experience, so it’s cool for what it is. I think the concept of using the rewinds to help snowball the player stats is really interesting. The art and music are nice too.
I didn’t end up beating the game though, unfortunately it was grindy to get to a good position to win, and after a few tries even getting to a point where Laplus could kill, I didn’t use the plusmates well enough on turn 1 (which I couldn’t return to on my final reset) and lost. It felt a bit too punishing for the scope of being a short game for a jam, but I recognize you have plans to change it after. In terms of map design, I think it’s generally solid, but agree that the whole right side of the map is not really doing much right now with how fragile the plusmates are, so I would recommend adjustments there if it wasn’t already in the plans.
I also would suggest a confirmation prompt for exiting out of the game, as I lost a run halfway through because I misclicked it instead of end turn.
Great work overall, I’d like to see the idea expanded on!
I had a lot of fun with this game! Reminds me of WarioWare which I’m a big fan of, and mixing it with and endless runner was cool. The aesthetic, art, and music were also really cute, the polish on all the assets feels really nice.
It definitely feels a bit rough before getting double jump because of awkward spawns you can’t evade, but it’s smooth after that. I also should have read the description cause I couldn’t figure out the recording game for a bit, but I got it eventually. I admittedly did not pick up every uprade so might have missed something, but I got most of them, and I do wish there was some kind of scoring system in general but especially for once you collect every upgrade.
Great work!












