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Lupu~Chan™

13
Posts
4
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7
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A member registered Jan 23, 2019 · View creator page →

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The game was fun, the art was nice, and the soundtrack was pretty well fitting and nice sounding. My only issue / bug I found with the game is that when I died the game over screen was flashing on and off rapidly and was really hard to look at.

I really like the aesthetics of the game, and I think that the assets all work together really well. the game was pretty fun and simple. I liked the mix ups of each level having different rules and ending with the bombs. I also want to say I think I encountered a bug on day 7 where the first banana peel I collected registered as a bomb and killed me immediately when I collected it, though it only happened the first time I loaded the day and I didn't encounter any other bugs at all. I came here after you commented on my submission page about us both having bombs as hazards and I see what you mean, I even think we both had similar ideas in adding rules / changing rules every day/level of the game and having to adapt to the new circumstances, though obviously we implemented those ideas in different ways. Overall really fun to play and well made.

that's really fair, I was trying to make the game super hectic on purpose but i can see where introducing too many things at once could definitely be annoying to learning. My thought process was introducing a new "Bin" per level and having gimmicks / stage hazards for some of the levels like the spinning bin. if I took more time to work on it I would probably shift some of the stuff around and maybe space the gimmicks out by a few levels or something or an indicator for bombs like you said.

my monitor is a bit darker than most i think because i have the brightness lowered pretty far down due to personal light sensitivity, Which in most games i fix by bumping up their brightness / contrast settings if i need them and its fair that your game jam game doesn't have those options. As for the red thing, honestly I can't recreate it now, I think it was when I took "damage" by letting a flower die but If I remember correctly it staying red after for the rest of the minigame after. 

I like the concept of moving forward and managing inventory quickly a lot. I think the UI on the crafting menu could use a bit of work as the drawings on the paper background make it hard to see and read what I'm making, also the completely random nature of the spawns made me die nearly immediately the first time i played by spawning 3 metal barriers in front of me with nothing i could possibly do to combat it. I think if you reduced some of the randomness and made obstacles only spawn after a bit of time passed/ added cooldowns between obstacle spawns it would make the game a bit better to play.

the idea is interesting and the art is very nice, one thing i noticed when playing is that the worms are pretty hard to see on dark backgrounds and even harder to see when the screen goes red.

I really like the visuals and the idea behind the game, the dialogue was a nice addition and the fact that the game was mildly challenging was actually very appealing to me because it made me have to plan out a route around the house to actually win which made the game more fun for me than just winning on first try.

Softlock probably wasn't the right word. mainly I had no way to win that encounter. At this point it was my second run and I hadn't seen the Cleansing Flame item yet. but I do see how that would've probably let me win yeah

softlock against an enemy with spikes, had a chain of 3 queen's cleavers and 4 regular cleaver's. no way for me to damage the enemy enough to actually kill it before the spikes damage killed me. really fun game so far but that loss was slightly disheartening since I was absolutely demolishing before that encounter.

scary basement wall

I hope the afterlife is this nice

I did it