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LogicalFish

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A member registered Apr 10, 2025 · View creator page →

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Cute art and presentation! The gameplay was fine, but the game really throws you into the deep end immediately.

I would've preferred some keyboard shortcuts to switch between ingredients and customers. Clicking the arrows on the side each time felt a bit tedious.

I love the Touhou-esque vibes from this game, and I greatly enjoyed the combination of a runner style game with a bullet hell. In the end, I managed to defeat Shiori and get to 1200m.

Some of difficulty did feel a bit unfair to me. 

  • Attacking Novelites has a very precise timing that's not readily apparent. 
  • The slow motion hourglass has a cool effect, but during it you can't really tell orbs and different kinds of hourglasses apart anymore. 
  • When Shiori stops her Touhou-phase, she might spawn some additional bullets in the field- and since you're stuck to one of three tracks at that point, dodging becomes nigh-impossible.

Finally, the deadline felt a bit inconsequential, though I definitely did not mind that.

Nevertheless, I had a lot of fun with the game!

Cute little platformer. The platforming abilities felt good to use, and the bosses felt very fair with their telegraphs.

I enjoyed the little details such as the various ability names, and I liked how the portraits changed depending on the character's role.

I wanted to see if I could build a team with only my Oshi, but unfortunately I couldn't! Oh well.

It's also rather unfortunate that the game would always stop battling at wave 3, so I was unfortunately not able to clear it.

Short platformer with some cool mechanics.

It's unfortunate it feels quite unfinished in the art and music departments, but there's definitely potential!

Fun, meta concept that gave me a good laugh!

It's short and simple, but it does what it wants to do well.

An incredibly lovely Escape Room style game! The puzzles were great and creative, and when it ended, I really wanted more.

Everything worked smoothly, and I never ran into any trouble, so well done.

I enjoyed the lovely Hololive Office renders, and the game does feel quite polished overall.

At first, the game started out rather slow, without noticeable changes, which made me feel like I was being pranked somehow. Later on, I managed to get a game over with 3 out of 0 anomalies found, which I found quite special.

I don't think I'm cut out for these kind of games.

Once you get a game over, you can see how far you've ran, which counts as an informal scoring system.
Though I understand this could be expanded on!

Great spritework and style, unfortunately the execution of the game itself is a bit lacking.

Baelz' kick animation feels a bit 'feeble', and it's rough to rely on it. Combine it with the fact that it seems enemies just have to touch you to deal damage, which means you'll die real fast in melee, without any way to counter it.

In addition, I'd personally prefer if the attacks weren't mapped to the mouse, but to the keyboard instead.

A bit of an odd but interesting platformer. 

I greatly enjoyed the time rift ability, and the graphics were great, I loved the Powerpuff style Kronii.  

The jump physics were a bit odd at times, which made maneuvering a bit awkward. In addition, maybe this is just a local problem, but audio would stutter a lot for me.

Honestly, the fact you needed two playthroughs; one to gather all Kronies, and one speedrun was very unclear to me. My recommendation would be to simply remove Kronies the player has already gathered on subsequent loops. That way, going faster makes sense and would feel natural.

(In addition, if you do the speedrun first, Dark Kronii still tells you to go Faster, instead of telling you to gather all Kronies.)

A excellent game, and one I'd love to see a finished version of! 

While balancing felt a bit strange here and there, I managed to get to the end of the demo without too much trouble.

One improvement I like to see is a gameplay tutorial. Right now, the tutorial does throw a lot of information at you at once. I think if all those abilities were introduced a bit slower, it would feel a lot more manageable. 

Balancing issues aside, the game is lovely, and functions really well as a proof-of-concept

Thank you!

Everyone always talks about the skills required to be a Hololive Idol, but most people don't realize the importance of Triple Jump on your résumé.

An excellent Survivors game! I love the visuals and the style of the game, and it is very fun to play. I especially like the idea of putting pages in your spellbook to determine what abilities you may get.

The only thing I was uncertain about was the effect of Health/Sanity. I am guessing that it can go into the minus through spells and drain, but if an enemy hits you, it's game over?

Short little RPG-maker style game! Simple and easy to understand, though the final (and only) battle is rather one-sided for both sides. Either you win with one hit, or the enemy casts Blink and you'll never hit them again.

Interesting premise and demo, though unfortunately it does feel quite unfinished. Camera movement feels slow, and the Jailbirds do not always feel very responsive. Despite that, the game definitely has potential.

I also found some rapidly changing black lines on the field, I wonder what is up with those?

Cute little game! I enjoyed the Christmassy atmosphere, overall very chill. (Aside from those Takodachi).

Finishing your work at the last second before the deadline is a time-honored tradition, and one we are glad to represent in our game! Of course, since minigames give you coins, there's a case to be made for trying to finish as many as possible.

The signing minigame is indeed the odd duck, but I personally like its quirkiness. Don't ask me how we would add controller support...

If you want to make it more obvious that time is passing, and you prefer something more diegetic than a timer in the corner of your screen, what about having a sound effect go off every minute to signal time passing? Alternatively, perhaps interactable clocks could work, or perhaps other 'props' that change depending on the time that has passed. (Candles going out, for example)

Fun little platformer! I enjoyed the different routes throughout the level, as well as the different skills at your disposal. (Although Bijou was kinda... dubious)

I also read you switched roles for this project, which sounds like a lot of fun! I hope you learned a lot from the mistakes that were made, ahaha.

First of all, absolutely love the intro cutscene, it was very charming and stylish. To be honest, it was good enough that the 'recap' with text felt quite unnecessary.

Unfortunately, since the game wasn't quite finished (undercooked, shall we dare say?), it's hard to judge the rest of it. I was unable to progress through day 1, and the various characters were quite unresponsive to controls.

Short, sweet and simple!

I like the platformer action with different characters. Each feels unique in their own way.

Interesting deck building-esque game! I am not sure if I really understood most mechanics really work, but it was fun regardless

An interesting Point and Click game! I think I got until the end in the neighbor's apartment? The puzzles weren't too obtuse, nor hampered by UI/design, so this definitely has potential.

Some feedback:
The text auto-advance is a bit too slow for me, which was especially apparent when I found Mumei's hidden diary.
In addition, I didn't realize there was an actual time limit the first time around. Perhaps that should be made more clear.
And finally, randomly falling to your death whilst jumping, whilst VERY funny, is also quite aggravating.

It seems to me that, with the time limit, 'random' deaths, and slow text, the game punishes exploring more than it rewards it. If that is intended, that's fine, but I am not sure if it is?

I'm glad the inbox jokes are well-received! We aren't giving you a lot of time to read them all, after all, haha.

You have to have something to work for, after all.
Fortunately, the first jump upgrade is pretty cheap!

Thank you very much! We had to do all our programming in just 4 days, so I'm very happy with the result, even though my mind is still racing with ideas for improvements. 
I'm glad you liked the reverse signature. I must admit, I was grinning whilst thinking it up. :^)

Fun little deck builder that gets quite hard quite fast. I could not for the life of my get past Day 4, though mayhaps I had the wrong cards in my hand.

Absolutely great game! Loved the style and very innovative gameplay!

If I'd have to have a complaint, I could've used a few more levels ;-)
(And a volume slider)

Thank you, I'm glad we could capture that hectic nature of facing deadlines!

Thank you very much!

It's funny, on paper I thought the signing may be too simple. After all, you just have to press the same buttons every time.
In practice, it's actually pretty hard to manage! But personally, I find it exactly the right amount of tricky, haha.

Very addicting little game! Very fun, and I was not expecting to see that Final Boss, haha.

For future projects, when you're dealing with large numbers please include a thousands separator. It's hard to keep numbers like 10000000 and 100000000 apart at a glance.

Very impressive! I did not expect to see a racing game realized to this extent. Really fun, though I may have totalled a few cards.

As for feedback, like others have said, performance could be better, and controls a bit smoother, but overall an enjoyable experience.

A nice idea of something to add would be a map: It'd be nice to be able to see what curves are coming up.

Cool intro and UI design! Unfortunately, the horror elements didn't really hit for me.

As for some concrete feedback, I feel there's a few simple improvements that could be made:

  • Some more user feedback on the roses collected would be nice. A simple counter, or perhaps some visual indicator of where to find them would alleviate some of the tedium in trying to find them.
  • The mouse sensitivity felt really slow. It took a long time to turn the character.
  • Clicking anywhere fires the gun, even in conversations or menus, which was quite awkward.
  • Speaking of which, the main menu was missing elements for me: I could not tell what any of the bars did.

A cool little visual novel with interesting ideas. If you're looking for some quick ways to improve it, a prettier UI and some BGM would go a long way!
In addition, this is more of a personal feeling, but it'd be nice if you couldn't 'accidentally' skip forward if there's an option on screen.

Thank you! We wanted to make a simple, but fun game, and I think we succeeded!

Thank you very much! We strove to capture the hectic nature of facing many deadlines. Properly dividing your focus is often the key, both in real life as well as our game, I'd say!

We allow you to skip it at first.... But later on it does indeed become mandatory. 

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No worries! I have pretty thick skin, so I'm not bothered. Let's hope it can be a good learning experience for all of us!

Heya! Thanks for the feedback.
To clarify: The intention is that, the longer you play, the harder the minigames get. At first, you are allowed to skip the . in T.KIARA, but as you go on, you're no longer allowed to. (And it gets even worse later on).

If we do ever make a second version, I would like to clarify the thumbnail minigame some more. The point is to choose the 'correct' thumbnail, of course.