really chill and cool music, not even using it for anything just wanting to say that i love to listen to it casually, thank you so much for your vibes
Makaron
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The graphics are really polished but I don't know about the rest. At least to me, I didn't find it really fun, but damn the sprites are really, really cute, even if there isn't really a lot of them, they still rockin'! It does work well tho, didn't find any bug on my playthrough, it's polished enough.
Would love to see a full fledged game with that concept! I dig that kind of stuff, it's like Fantasy Life but with more care to the crafting part, maybe it could even use some more action from the player when roughing up the item, or maybe you could also assume the role of the shop keeper and give advice or at least see some clients going in and out of your shop. The art is good but I think it could really use some shading. Other than that, if it was ironed out, it could really be some good and addictive experience!
Wow, you really didn't make it easy on yourself to put together a VN in 9 days! It's kinda refreshing to see one in there, as a VN fan. I wish to say the bad before the good: the font really didn't help me to have a good experience, there isn't a lot of text still as it's a short one, but the shadowy-outline thing put me off sometimes, I do have bad eyesight but I think the reading would have been easier.
The text boxes are really simple, nothing too crazy but they do their jobs. And finally, the idea of mixing ingredients to get to a certain temperature, as it is, doesn't strike as much fun as it could I think at least. Don't get me wrong, I love me some good math, it's just that with the interface as it is not marking which ingredients was taken or giving much info whatsoever, having to remember what you already put in the cauldron, and that at the end it's a simple doesn't strike fun.
Now the good. I really dig the design of the witch, not too simple yet not too much: it's really cute, the colors are really great, and the expression set is large enough to make the story lively. The crow too has its good set of expressions, at first I was afraid that seeing his simple design, he would be up there with some placeholder character, but with his 2-3 expressions and the writing of his character, they both make a good duo making that story enjoyable. The prerendered 3D backgrounds are in the theme, really cute with a great color palette, with enough objects to make it lively yet not overdoing it too much
It's a simple premice, but, in such a short amount of time, the execution really is really good! Great work!
Yep, I had and still have some trouble making the web version working accross all browsers, maybe it has something to do with Godot on Linux, not sure. But, I did make a compiled Windows version, it may work for you: https://makaronelle.github.io/releases/chuchu-win.zip Really sorry for the inconvenience!
But you're not missing on much tho, sadly the screenshots is almost all you get. It's less of a game and more of a proof of concept since I switched from a totally different project mid-jam. Still proud of the result, and thank you very much for taking interest!
You didn't give yourself any favor taking on three different jams! Still, I think there's some good ideas in that one tight package. It sometimes could feel like a Metroidvania, yet the gameplay is really more basic and simple, which isn't a bad thing. Sadly, I think the plateforming part is kinda weak, and the lack of sound, music or more in depth graphics makes the whole experience really lackluster. But the potential is really here, keep it up!
The concept is really great! Where I think it falls flat is the level design, which is basic but it still serve its purpose rightfuly. Graphicaly, it's charming in its own way, one way I wish to see more often! It's like a throwback to early flash games, feeling kinda nostalgic about it. Really cool idea!
[[May have spoilers ahead, please if you want to play it better do it now before reading my stuff]]
Really small experience but has a couple of nice ideas. Nothing new or super original, but somehow put nicely together, altough I wish it had a little more polish, even if it aims for the PSX asthetic. For example, more feedback when firing and hitting an "ennemy". Better yet, another example is, I would have aimed for the secret ending pretty easily because I tried to shoot the targets instinctively, but with the lack of feedback yet again, I just tought to myself "err, they're probably props". I had to see a guide to see that, indeed, I was right. I did also get lost quickly aiming for the normal ending after encountering the cursed soldier guy becoming a tree, I didn't know yet where to go until eventually I found the open basement door. The sound design and the level design do their jobs, nothing more and nothing less. Yet, it all works together rightly enough. In my book, I couldn't resist and put a couple bucks in. Go aim for even higher, seeing your evolution from your two previous games, I'm really looking forward for what you might pull off next.