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Megapig9001

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A member registered Jun 07, 2016 · View creator page →

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Was trying to think of some Lost Media to reference and NotQuiteHere had the perfect solution.

I love Hifuu Woooooo

That Midnight Fair Dance remix is one of the best I've ever heard wow. It's cool to see the scope of your games expand as you meet recruit more team members!

I did it! Very impressed by the wide amount of puzzles there were.

Genmu and Mugen. I liked how there were optional puzzles for Worldbuilding. I thought it was a good way to offer harder challenges without interfering with casual runs. My one complaint is that the block towards the end is a bit un-intuitive to figure out. That being said though, this is a great game through and through. I'm glad we got some Hifuu this jam.

The most impressive thing to me about this entry is the game design. It's one thing to have the gimmick, but you demonstrated wonderfully how you could make creative patterns out of the idea (with the normally "undodgeable" wall coming to mind as a primary example).

This is absolutely one of the best games ever submitted for a jam. Fantastic job to everyone involved!

Why is the remix so fitting though

That was a fantastic entry with a great concept. The idea of controlling two characters at once often happens as a glitch in games, and from an outside perspective, it doesn't seem like you could design an entire game around it. But, your team managed to do so wonderfully. This entry was so good I only had one complaint: level eleven essentially not involving the reflection gimmick at all was kind of lame lol

I liked a lot of what I played but unfortunately I have what is known as "skill issue" and couldn't get further.

Absolute banger entry and one of my favorites so far. The only thing missing is a banging remix

I really hope this gets expanded on in the future. This is a fantastic concept and the programming at work is already super impressive.

This is like Batman Three Jokers except actually good. Very cool interpretation of how people perceive Flandre.

The graphics are pretty incredible, and I was surprised by how perfect the difficulty felt. Nice work; I'm glad you guys managed to get the game out!

Brilliant. The idea of using a reflection to show a player's cleared run fits the theme well and is also inovative in its own right.

DRIFUTO! This is a cool game! I wanted to let you know though that best lap times don't seem to save.

Quite a fun sokkoban game. There were a lot of good puzzles mixed in.

I miss Flash Games

The Reimu boss was really cute. It's always fun seeing recognizable attacks get translated to new styles.

I liked that little skip you could do in level 2 with precise Koishi jumps

That ending cutscene was beautiful. I liked the loop of the game and how the patterns varied as time went on to take advantage of the mechanics. Since the only punishment for getting hit is taking more time to beat the boss, I would like to suggest adding a "clear" timer to the game. People could share how fast they beat the game, and be encouraged to try again for faster times.

The presentation in the game is remarkably charming (your remix is also quite lovely!). The logical gameplay with deduction was also a cool gameplay loop. Some comments complain about using a search engine being required, but I think that's still a fun way to play the game because there's still a challenge in applying Keine's theorem properly. It's pretty fun! But overall, I think what impresses me the most about this entry is the production. It seems perfect for a jam game scope-wise, and felt complete. Great job!

That's a very cool interpretation of Alice's transition from PC-98. I'm happy the music placement was so effective.

That rotation effect is trippy (in a good way)

The use of multiple mechanics was cool, but I was left wondering if there was ever a reason not to slow down enemy projectiles. It seems like that gives an advantage no matter what.

I hope you continue working on this. That allusion to Magical Astronomy at the tail end is super cool

Cool concept. I can't believe Kogasa is actually scary

I'm having an issue where the game opens up in a resolution so small that I can't play it

Unfortunately I cannot make J'oon's gaze shift so I'll have to call it here. Cool concept to add in some Ace Attorney stuff. I think the given evidence having descriptions would help with remembering what everything does.

I think it's really funny that you've somehow managed to work on the only two jam games that have remixes of Skygazer in them lol. Cool demo that kept getting better as time went on (to the point that I think perhaps polishing up the earlier levels might be worth it lol). I think the boss especially was a very nice way to cap the game off.

The most striking thing for me here was the visuals. Every single unique style is very stunning to look at. At the same time, I almost wish this was published as 3 separate games, since that's what it felt like in a sense. Each story had a unique writer with unique art, so they all end up feeling different. Still an impressive production all-around.

I think I'll echo everyone's first initial thought but using actual Super Mario 64 instruments for the OST is an inspired choice. That's pretty damn' great. Game's also fun! Was cool finding the stars, and the ending section was the cherry on top to making this a great tribute. My only gripe is that (at least for the jam version which I played for rating purposes), the wall jump timing was really strict. I'm used to the Mario 64 timings with momentum, so having it not be that or 64 DS and instead be tied to hitting a once you hit a wall within a certain frame window threw me off. Still though, overall a pretty great time.

For any Octopath 2 fans, Momoyo has big Ochette energy. This was a very cute story that utilized everyone well. It's always fun to see Misumaru popup. The little gem excursions were also a good way to pace out the scenarios.

Oh also memory match kicked my ass

This was an interesting game in that the characters were written in ways I would not or have not written them. That being said, them not being written like I would have done it does not mean the story is bad. Far from it. Kokoro's position of understanding the emotions of everyone around her makes sense after her journey during Touhou 13.5, and it's put to great use. I enjoyed the Seiran story the most, and found the emotional climax of it to be the most satisfying. I also appreciated the eclectic taste of the music room. I never expected to hear a remix of Koakuma's theme from Fantastic Danmaku Festival, so that was a nice surprise. There were a lot of sleeper song picks as well, such as Magician's Melancholy.

It's interesting to read this with Echoing Hearts in mind, and the story is even mentioned. The two follow similar premises, with the key difference being the two characters. Echoing Hearts follows more stereotypical "likeable" characters. In contrast, it takes a lot more work to get the audience to like J'oon and Takane, and I think the game does this quite well. The two new characters also provide a different type of love story compared to before. Nice work to the entire team.

Sank you. Am very happy people like the new faces

Going to echo what some other people have said and request that the game's controls and mechanics be posted on the main webpage. It's kind of hard to figure out what to do and what the goal is.

Great job like last time. Every gag hits, and the story still has a nice heart to it.

Thanks for playing! I really how Beast takes the fashion game idea in a completely different direction