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LightningGrey

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A member registered Nov 10, 2019 · View creator page →

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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 on 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 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.

That’s understandable, I look forward to seeing what comes out of a new game then!

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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!

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This was a fun little game, simple and straightforward but charming. All the art was really cute (and not just because I saw a cameo of my kamioshi together with another of my oshis).

Unfortunately I ran into bugs with the selection of tasks. If I ever moved the mouse off the play area, the task in my hand would desync from the grid and can’t be returned to a square to interact with. This can happen to the music box, which softlocks the game. I don’t know how to reproduce it, but at some point in my runs I would be unable to move objects of a specific type, and that also softlocks the game once you hit a deadline with a higher tier.

I didn’t get that far cause of aforementioned bugs, but it seems like the primary strategy is click the music box as much as possible and you have enough time to not worry about matches, making things feel a bit too easy. I’m not entirely sure how you would handle improving difficulty game like this, maybe scale the difficulty a bit with a timer.

Edited: leaving what I originally wrote, but another comment did help me figure out the grid desync isn’t a softlock. I also didn’t hit the prior bug (I think it’s related to grid desyncing? but not sure how to replicate), so I did run into a natural game over. I don’t think a timer is my suggestion now (maybe a goal system might be better), but I do think maybe something else to change up the gameplay loop would be a good place to start if you were to expand the idea.

Good work on the game overall!

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This game was really cool, I enjoyed the unique spin on a find-the-difference game! It took me a bit to realize the goal (perhaps denoting the first round as loop 0 would help), and unfortunately I was not good enough in the short time I played it to find the better endings, but I still had fun. The art and music were really nice, it felt cozy despite the void of the background and the impending doom.

I think maybe something I would have liked would have been a more visible display on what area you were investigating. In the 3D space it wasn’t so obvious, and because you (understandably) have a limit on number of checks, I did accidentally waste one or two because I didn’t realize I didn’t angle it properly.

A loop counter might be nice, I don’t think it’s a huge flaw but it does help mentally when you are when you’ve already been through several loops.

I also noticed the minor layering issues with Ame and Gigi’s bed, but that’s a small easy fix.

Great work!

I like the idea of what you have, reminds me a lot of Needy Streamer Overload in the game style. I understand that the complete gameplay didn’t make the deadline, looks like there were a lot of systems you had to cut, but what you did have was really nice aesthetically, I liked the pixel art for the members and general visuals.

I did try to progress to an end, but the tasks weren’t updating and there seemed to be no deadline, so I wasn’t sure if there was a completion state.

One design comment I have that is indepdendent of the incomplete build state is that I think the scheduling screen would benefit from some display of your current stat before and after the event changes it. It was a bit annoying to swap between the schedule and stat screens every time I needed to check to see what my current stats were like (i.e. checking where my mood level was or who I needed to raise relationship with still). Displaying the new totals on the screen displaying the day’s results would also be nice too.

Good work regardless, being able to put the game out in any state is worth celebrating. I would love to see an expanded complete version in the future!

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Cool game, I’ve never played anything like it and it was fun typing the commands mid-game. It’s a very pretty looking one too, I am always a sucker for the low poly models.

Unfortunately, my laptop keyboard isn’t great now, and has a few keys with problems, so I couldn’t play the game to all the endings, but I did have fun.

I assumed you’re supposed to outlast Eternal Kronii and she automatically takes damage, and reading what you said it seems like it is, which didn’t feel obvious and makes me wonder what the number values are when you hit enemies. I don’t know how long I’m supposed to be spending when it feels like I only chunked a bit of her health after a good 3-4 minutes. I would probably suggest balancing out the length of the fight maybe, because I think the battle is already quite tough even with a change like that, especially when enemies get pretty tanky later on (or adjust the enemies).

Edit: I found the T ending after writing this comment, and even with what was basically God Mode, the battle still felt like it took forever and I got close to dying. I can’t imagine how you’re supposed to deal with those patterns with base Kronii. The secret itself was still really nice, on an aesthetic level I really enjoyed it.

Great work!

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The game was really cute, I liked how chill it was. The art scenes were nice, I think even the unfinished graphics had a lot of charm, so that wasn’t a problem for me.

I like the gameplay concept, though it took me a run or two to realize the tasks were in the corner and what I was supposed to focus on. Even a small explanation in the game description could probably help alleviate some of the issues, but an in-game explanation would be good too. I would have wished for more feedback when you lose, because I’m not sure if I’m losing due to low stats or picking the wrong otomo.

I personally would have liked the stats to always be displayed, as sometimes I would accidentally wind up the otomo instead. It also might help make the stat changes feel more obvious, because I couldn’t focus on them as they were.

Question I have, what happens when you consume all motivation? I never got that far and only got as far as Liz’s event which I couldn’t beat, but I got pretty close to losing all motivation on all otomos. The randomness does concern me if some runs are just unbeatable.

Good work overall!

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I enjoyed the game’s gimmick a lot! I think the character switching was cool, and there were some neat puzzles. I was really impressed with the 3D cutscene and animations too, it was entertaining. RIP to that grem at the start.

I appreciate there not being a big risk with getting hit because of no health bar, but the attacks felt slow and the slowdown hit effect when you get hit makes things drag out more than they should (though maybe it’s partly the framerate issues too?). The final room in the second level especially felt egregious with how many jailbirds you had to beat, and it’s even slower because they can combo hit you and slow things down immensely.

Minor comment but I noticed you could jump after being hit off the ground, related to the coyote time that normally exists. I don’t know if that was intended but it did save me several times.

The lack of SFX and VFX also did end up affecting me. It made the hits feel even less impactful, and sounds for some level occurences would have helped me feel a bit less lost. For example, sounds from interacting with the crystal keys or the final stage book (spawning them, placing them, the event that triggers after them) would have been nice to get player feedback from. Even an animation or cutscene for those would be useful too, though I understand if you might not want to point to those changes as directly.

I had fun overall though! If you continue adding to the game later on, I would love to see what you come up with!

I think the concept of the game is cool, I’ve had similar ideas for game jams where you have a lot of parts you have to interact with and piece together and I think it’s fun when it works well. I know it can also be really rough to make as well though.

Unfortunately, I wasn’t able to figure out how to perform any of the pranks in the short time I tried it, and the number of incomplete parts made it hard to figure out what I tried already and could try. I’d love to see a more complete version in the future!

One other comment I have was the text looked really blurry when I played, would be nice if that could be looked at.

Was not expecting late night fish jumpscares, but that was a cool game. Very nice feeling in the atmosphere, it was easy to get immersed in the world. It took a while to get used to the movement, and the lack of noticeable cooldown timer on the dash (unless I missed something) didn’t help me either. I also wished that the minimap also made the fish more obvious. In a sense it’s part of the challenge, but sometimes you don’t see it behind you and get punished. I wasn’t able to make it far enough to try the upgrades but I enjoyed what I played, great work!

This was fun! Once I fully understood how the game worked it was a cool idea to deliberately take hits to build up to one dodge. It’s a concept I could see a lot of mileage out of, and I’d love to see more variety and more complex patterns outside the current three waves, great work!

I wasn’t able to experience the full game unfortunately, but what I did play was fun, the atmosphere is really nice and chill and I liked the goblin movement animations. It was well put together in that regard. I didn’t realize I had to hit interact multiple times to get the full dialogue at first, so I wasn’t getting quests at first and wasn’t sure what to do. I would have liked some more obvious tells for that, or a stronger effect as mentioned before. Great work overall!

Cool game, the water looked amazing and there’s some really cool concepts to expand on. I would have liked some form of minimap as while there wasn’t a need, it was easy to get lost and lose track of islands or have no idea what enemies are remaining if they’re offscreen.

I also felt like enemies weren’t a noticeable threat, even the waves didn’t do a lot of damage that I would tank them and heal later. With the low damage of enemies, I never felt like I needed to balance between driving and shooting, so I also was rarely on deck mode and then never changed after upgrading to the autofire. I saw mentions that more deck options would be added so hopefully those will make the game loop more engaging. I’d be excited to see a future update to this with more polish, great work!

I wasn’t able to play with anyone but it seems like a very fun game to play with someone else, chaotic in a fun way. I think I would prefer if a kill reset the world state, so projectiles wouldn’t linger into the subsequent rounds or you wouldn’t be stuck in an attack for a few seconds, but otherwise well done!

Nice game, the aesthetic was cool and I like the concept of the game. The movement and combat did feel on the sluggish side though, I think the game would have felt better if things moved a little quicker. I also feel like it was pretty easy to make it to the end without summoning the big spawn of enemies, I only experienced it two or so times, maybe I didn’t notice them though. Great work overall!

Love the atmosphere of the game, the cutscenes were cool. I didn’t get to spend enough time to get used to the movement and progress too far, the propulsion felt a bit too fast and I didn’t like how the clam would reset its direction after movement, but I understand if it was the intent. Well done regardless!

Thank you! We’ll likely make adjustments to the targeting on the cannons in a future update, which should fix those problems.

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Thank you! We plan to work on the difficulty balance in a future update but we’ll also keep in mind the possibility of a hint feature as you suggested.

Thank you!

Thank you! We originally intended to have a tutorial but had to cut for time constraints, we’ll have one in a future update!

Alright, thanks for letting us know! We’ll keep that in mind and fix it.

Thank you, glad you enjoyed our game a lot! As already said we intended to have a tutorial and we’ll be adding that in an update in the future. Also interesting softlock, I assume the fish was just stuck in that spot and couldn’t move for some reason? We’ll try to replicate and fix whatever happened.

Thank you! The build menu issue is something I forgot to handle, that will be fixed when we update the game.

Thank you!

Thank you!

Thank you! We plan to put out at least an update to fix bugs, add everything we originally wanted, and balance things a bit more.

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Thank you for playing and for the feedback! We intended to have a tutorial that had to get cut because of time, which also affected any deeper playtesting. We’re also aware there may have been some issues with the upgrade menu, so that will all get looked at once we come back to the game. Definitely proud of what we accomplished overall though, thank you again!

Thank you! If you have any details on some of the bugs you encountered, feel free to let us know and we’ll fix them when we get around to a new release!

Thank you! I’m glad you appreciated the tooltips.

Thank you!

A solid game even if it was only somewhat fitting of the jam. I think the chaos mechanics are cool, though it felt like it was too long before the effects triggered. I had to play through a few times to experience some of the other effects. The enemies also seemed to be too tanky, and combined with the lack of interesting terrain, there wasn’t much in the way of interesting movement or combat. Lot of that can be chalked to time constraints, but the bulky enemies still felt a bit much, I think weaker but a few more enemies would have worked beter. Good work regardless!

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That was really fun, the gameplay was cool and a nice twist on traditional turn-based. I got the hang of it fast and really wanted to keep playing after I was done. The attack animations were really nice too.

As some other people said, it would have been nice to have more items that weren’t only useful for Biboo. Even if they still had non-damaging effects it didn’t feel as good to pick them up most of the time.

I had a small issue with a few rounds where Kaela and the opponent moved off screen as a result of using attacks/knockback, usually to the right. Maybe that was only because I didn’t switch off the web version though, cause it doesn’t seem like anyone else commented on it.

Great game, would love to see more if you want to continue working on it!

That was really fun, a solid gameplay loop and a fun gimmick. I’d love to see the concept expanded, lot of ways to incorporate the dice into a game like this. Maybe I didn’t notice it but I wish there was a direct benefit to rolling a higher number outside challenging yourself, something like Bae taking more damage to encourage faster clear times off of harder fights.

Another thing I would have liked was louder audio and sfx, even pumped up to the max it still felt a bit too quiet, though still it’s better that it’s not blowing out my eardrums. A sound effect for Bae getting hit would have been appreciated, and maybe a damage flash effect for her as well because it wasn’t always obvious when I was hitting her.

Great work, I really liked it!

Thank you for giving the game a try! Hopefully you enjoy the finished experience when it’s done!

Thank you for playing! Hopefully you enjoy the post-jam version!