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Megapig9001

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

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Fantastic job as always.

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This might be the most creative game I've ever seen submitted to a Touhou jam. Fantastic job.

This feel like it was made just for the ending gag. Finally, being left handed paid off.

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Molly how did you get this much art done in three and a half days are you okay?

(Game's fantastic. A really nice challenge with a simple yet addicting loop. My high score after a few attempts was 40. Long live Peanuts.)

You somehow not only managed to replicate Plants Vs. Zombies, but also put new spins on the levels that I'd never seen before that also manage to add to the game loop in an engaging way. Shoutouts to the hammer minigame as well for being tough, yet fair.

Surprisingly very relaxing

This was incredible. Absolutely loved the style and it was insane how much you and your team were able to accomplish in 3 and half days. The only complaint I have is the hitboxes being a bit wonky, but that's a minor point in the grand scheme of how fantastic this game turned out. 

That music is really cool I bet the group that brought it to life is super epic.

Blasted Madonna to the final show and it worked great. All of the outfits are lovely and do a great job taking advantage of the theme.

The graphical work your team got done in three days is insanely impressive

It's funny to see people in the comments learn about old games when I very much am in tune with your taste lol (shoutouts to your Black Widow game that's one of my favorite Atari games). You went from making retro-inspired games, to making retro games for existing systems, to now making a retro game for a homebrew system. Quite a cool journey. I like the dynamic of having to balance aiming your shots with collecting Shanghai at the right time. Tis pretty cool.

Reminds me of the Paper Mario Pits of all things. Big thing I think I'd like to see is seeing item effects before you buy them in the shop.

Did she just flip me off

Stage 10 spells out "thanks" which is why it's last. Saved me the trouble of having to make a proper end screen lol. The music was composed specifically for the game, and you can check it out here.

This is one of my favorite ones I've played so far. Remixing Ultimate Chicken Horse into a single player game is a fantastic idea that fits the theme well, and I love how you could either choose to challenge yourself on purpose, or try to make the level as easy as possible.

I like the concept, but I wish we could see the camo change Reisen's texture. THE PS1-like aesthetic is cool

Yep. We made Rusty and Chiyo for our other fangame "Touhou Heartful Threads."

I thought about Hina being the reason he spins, but concluded that Rusty wanting to do it on his own in “turbo mode” was too funny to pass up.

Bell go ding

Very good. I used a lot of swears and won. Presentation was great and the game was nice and relaxing. Only thing is I think fire is a bit too overwhelming. Maybe if it were slower to spread

Adapting a generally unseen part of the manga into a game is a great idea, especially with the genre match. Kudos to the title also being "SSIB" that's a neat touch

The art in this game is very nice

Having different Hecatias be different option shots was cute. I wish there was some sort of way to tell how far you were into the stage. I didn't know if the game was endless or not for most of it.

The presentation of this game is immaculate and insanely charming. But I'm left puzzled at what to do at the first paper. Is it a deductive reasoning game? Am I supposed to guess and check?

There were actually discussions about doing the full picture thing, but we were too sapped of energy to get it done before the jam ended.

Thanks for playing! Stage 9 was also a sort of in-joke with the dev team. It was made late in, so I figured I throw it at the end since by that point, a player will have seen most of the content.

It took me until my second play that I realized the enemies are all hats. That's pretty cute. I liked all the puzzle solving, and thought the final boss was a nice twist on the concept. The Zelda 1 style combat was a bit unbalanced to get used to, with the lack of i-frames. I did like the hookshot attack though.

That was the actual smartest level because all I had to do was copy a picture

The bit that impressed me the most was the character animations. Those sprite animations are insanely good, especially considering the small amount of time you had to make them. I couldn't puffshroom spam to cheese to victory, but still had a decent time. I wish the earlier levels were a bit snappier since you have all the plants at once. Going through the same zombies for ten waves gets a bit repetitive. The levels felt twice as long as a world one level from the original PVZ.

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Here's my time trial time for Level 9! Try to beat it after you complete story mode!

Is there a safe way to pass the gap shooters? I can't figure out a way without getting comboed

Using hearts as an extra ball if you want is a really cool mechanic. Music's also boppin'.

I played the jam version and even without the implementation of final graphics and presentation this is still captivating on its own. I think that's a testament to how good the writing is.

This is a cool concept, but I keep clicking out of the game's window and unfocusing (probably a consequence of being a left-hander using a right hand mouse). If there's a way to add a fullscreen mode I would greatly appreciate it.

Yoiyami Dancers taught me well. Kudos to you for figuring out how to make a rhythm game without actually having to program rhythm.

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This is a really nice concept with some solid writing. It definitely needed two weeks or more writers though. That being said, I'm impressed you managed to get the demo done with a 4 day extension.

Overdrive drive drive drive drive

I played the jam version for rating purposes. Will say that the concept of telling a story through a typing game is actually pretty novel.

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That twist has me tempted to replay the entire game to see if I missed any points.

The framing device of multiple days of work for Satori is really cool. Having Remilia come in at the very start makes it very believable that Satori would forget her own advice. I also liked seeing different stories conclude at different times.

Absolutely masterful use of a CG