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A member registered Aug 05, 2023 · View creator page →

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I have tried that but maybe I'll try it again. When I did add it (before the jumping was added, that could very easily mess pixel movement up) and It just didn't feel right to me, there's something about the four direction movement I just like. 

What were the other bugs outside of The Wanderer bossfight?

Interesting! Any other thoughts on the demo or is that all?

I only just found out about that Wanderer glitch yesterday, I just never tested what happens when you lose it but it is fixed now. But that will be fixed in Patch 1.2 which'll hopefully come out in a few days.

I'm glad you enjoyed it though! Bandage heals 10% of the users HP, I might nerf that to 5-7%. 

But you played it on a Steam Deck...? Was it running Windows?

THOUGHTS (plus sign means good thing, minus sign means bad thing.)

+ The art style is unlike anything I've seen before and I love it! The only thing it reminds me of is OMORI's hand animated cutscenes.
+ The idea of using currency from battle to not only buy resources but party members is very unique!
+ I don't know who made the Grizzly Bear's boss theme but kudos to them. They cooked.

- Upon opening the game I noticed there's a save form about forty minutes in.
- Oyuun's sprite is see-through and it can make it hard at certain times to fully tell where he is. Just coloring him in with the bucket tool to be white would fix this.
- The sound design is very weak, the subtle ambience is nice but the lack of any real music (especially in battles) is very off-putting. It makes things that DO make sound (animations and such) feel like a jumpscare. At least the Grizzly Bear had music.
|- With all the custom art and assets, it's rather disappointing to see the font, textboxes, and animations to be RTP. It feels out of place in this very unique looking world.
- Not a big fan of a sentence starting in one textbox only to end in another. It's jarring. Some sort of sound effect for when text is being typed out would be nice as well, otherwise it's way too quiet when reading. I could hear a pin drop.
- There's quite a couple room transfers that have the player character's direction remember which can lead to the player walking into a new room, then walking straight into another trigger.

And that's my thoughts so far! I got stuck at the herb collection sequence at the start of CH2, and I don't have any commentary on the story because I was barely reading it as I was tired when I played. Depending on how much I enjoy it I might do a replay where I actually read. But I did like what I played! The combat was balanced, the art style is very unique and it's a fun concept that's decently executed so far! I very much want to play more, whenever I can figure out the herbs...

There's tons of games out there with similar (or even the same names) by pure chance. This is "The Flipside" but your looks to be called "FlipSide". I think those are different enough.

Whatever the case, sorry about that!

Not sure what I just played, but it was really cool nonetheless. I got the good ending. This game made feel... something. Not fear, not dread, just...


...something.

I'm glad you enjoyed it!

Thanks! I was worried people might not be happy that Mudfield isn't in it considering that was your goal the whole time. I'm glad it felt complete!

I did consider making jumping contextual for like two seconds. But then I realized that's just super lame, I'm glad you found it fun! Everyone's seemed to like jumping so far. Charms are what I'm most proud of though, I have some really fun and unique ones planned!

Thanks for playing!

Great stuff! Used this and Pixel UI in my game's demo :D

We got Bark Knight instead.

The Flipside is a story-driven, comedic JRPG following teenager Mira Fletcher as she enters a world where the biomes are like ours, but the inhabitants aren't! 

In this demo, you'll make your way through Toadstool Woods. A colorful and vast forest with giant mushrooms to jump across, living acorns to fight, and a snarky mage to help get you home! Just keep an eye out, you never know who might be watching.

If that sounds interesting at all, give it a whirl!

...Or don't. I'm not your dad. I'm just text on a screen typed by some guy obsessed with his own mind.

yo i don't have the answer to your question but i just had to say that DANG THAT ART IS GOOD!!!

I would love to play this game but my wifi is so bad and the file size is too large, thanks Lixian!

Would "YAN" or "yancharkin" be suitable for a credits name?

Darn! Oh well, thanks for responding!

(1 edit)

I know about CGMV and use it! I was asking if you would ever PORT any of your MZ plugins... such as the dungeon tools and manual which to my knowledge don't exist in MV form.

Nice! Also, I had a question regarding MV plugins...

As an MV developer I was wondering if you would ever consider porting some of your MZ plugins to MV? Stuff like the dungeon tools and manual would be really nice in my game....

Alright, thanks!

Is use allow for commercial projects w/ credit?

While this was very simple and didn't have too much going on, it was really interesting! I didn't win but I might try a couple more attempts. 

First, there's the timer. Unlike other games like FNAF where making it to 6AM is the goal; you've made it the opposite which is a fun idea. It forces strategic play where you chart the best order of getting the cubes which I like.

Second, the noise system. While being really simple I like it! It works well with the timer, you want to move as quickly as possible but you can't make too much noise or else your run will end prematurely.

Overall, I give this a solid 5/10. You've nailed the gameplay half of it, now you just need to improve the presentation as it didn't feel great to look at. (which i'm sure you're aware of)