This was just lovely! Cute and charming visuals and music, very silly writing (the last ending got me!). Brings me back simple fun vibes games from my childhood gave me.
nate-the-bard
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I think I found it, I got the default font index wrong (starts at 0, I thought it started at one), it's working, thanks! The thing not updating was because I was looking at the wrong font, as above...
I also noticed it doesn't override system colors (the kinds you can change inside YEP CoreEngine) but that may be a feature, idk. Anything more specific like changing HP MP TP font would need a purpose-built plugin anyway :3
Great plugin, very versatile! Just being able to set so many options without messing with the css file is great.
<spoiler>Edit: user error :p For some reason, version 5.0.1 for MV has problem updating the fonts... changing font parameters like color sometimes doesn't change them on the game after close and open. Also, if you delete a font slot the game crashes ("can't read 'face' of undefined").</spoiler>
Cute, but I do hold off a bit. Has a... unique sense of humour I did enjoy, but I think there's a lack of cause-and-effect situations, like the cat ears doing something to the ghost ("the spirit gets stuck in the cat") and protag guessing the contents of rooms she didn't visit. Stuff just happens sometimes, as if a step was skipped.
Graphics and Music are appealing, mapping is fine, puzzles are a bit linear, and the plot is quite nice; I thought this was a scary game :0 but it's somewhat wholesome.
Oh, and Rose, sending a player to a Game Over screen with no warning is just evil. Particularly when saving is not even acknowledged. In scenarios like these, you can send them to a "failure screen" map (evented) and return them to the room after a dialogue box, as if that choice was made only in their head.
Very cute art! Love the battlers and am looking forward to the rest.
Puzzles were too slow though... I get the solution but the end is a few minutes away. The pause between moves and the turn switch only add to this, so going back to the start of a room takes half a minute (wonder if you could have more actions per turn...). Also think the game warrants shorter battles but more enemies? Not sure yet...
(it also seemed Spring's spawn could heal substantially between turns, which was a bit frustrating)
Glad you got something even with all the busy IRL stuff!
I had a lot of fun with this one!
With all the plugin witchcraft aside, there's an inherent satisfaction in 'painting'/'converting' stuff. Combining a roguelite structure made it more cohesive, as at the start you're doing tactical decisions, but at the end you're basically unstoppable.
Some funny little bugs (sometimes areas load blue, so I exit and reenter, and sometimes the elders die twice, and void's name is still Reid) but they didn't detract from the experience at all.
TL,DR: cool looking, but does not appeal to my modern sensibilities.
I'd like to enjoy this game, but it's like reading an old book. The visuals and animations are awesome (if not a bit too blurry), and the skills and scenarios are interesting, but everything else is so slow and... as if made to waste your time. Walking to anywhere takes ages and encounter rates feel too random (no spawns when you want to farm).
Games about surviving a harsh environment can be fulfilling, but not particularly fun. And on a game jam I don't think that's what you want to do. 30 minutes in and the only thing I accomplished was killing random skeletons and wasps just to pay for my healing, and getting some nice equipment. Doing trips from the village to the cave, killing 10~15 guys and going back to sell parts and heal, over and over, is not enjoyable.
I might play more later. The mood (aside the world map) is fitting and the music and first-person animations are very cool. Seems immersion is a big focus here, and . But I can't be fussed right now, got stuff to do, games to play. If Blade User is going to disrespect me with movement slow as molasses and grinding just to make a living, I'll disrespect it as well. Sorry, and take care.
Magical Girl GameJam #4 and Metroidvania Month 13 are running concurrently, start to end, so I thought of challenging myself to make a game for both. From the MM13 rules, there's nothing about making games exclusively for that jam, and I've seen double jam games before, but I noticed you cite Rule #33 in the main page so that surprised me.
It doesn't hurt to ask, though: Can I upload one game for both this jam and MM13? They start and end at the same time, so it's not as if I'm giving myself more time.
The art is so very cute, I love it! Cheri and Shellhound look like plushies, all very cute and emotive! Music is rad as well, didn't get stale at all.
As for the gameplay, Cheri is easy enough to control, but Shellhound was too difficult. Charge attack takes around 5 seconds to charge (too slow), and deals anywhere between 10 and 20 damage for me, in that time, you're better spamming the shot button.
Wow. This game is cool! Very crunchy sound effects and groovy music!
I love how you send the game back to the last oponent, so you can sorta grind for the stats. Powerups are very interesting as well.
There's still some jankiness with the ball getting stuck/hitting your own paddle but at least there's a key to fix it.
The transition from race to battle to race is unusual, but battles end fast enough and you get a lot of i-frames after, so it kinda works. I began avoiding all oponents and went to the boss at level 1 (bad idea), then I appreciated the combat a bit more.
The game is at its best when you're in the middle of the pack, thinking both about how you're driving and where your oponents are. Were the AI to be a bit smarter, it would hit the spot!
The transition from race to battle to race is unusual, but battles end fast enough and you get a lot of i-frames after, so it kinda works. I began avoiding all oponents and went to the boss at level 1 (bad idea), then I appreciated the combat a bit more.
The game is at its best when you're in the middle of the pack, thinking both about how you're driving and where your oponents are. Were the AI to be a bit smarter, it would hit the spot!
The premise is pretty funny! Crazy drivers poking others with chopsticks and throwing bags of rocks! Music is good, but being the only song, it gets a bit repetitive.
I found the game generally easy (but that may be me being a corner god), so playing with the slow Jerry made me think a bit more about approaching/avoiding enemies.
Hehe, I'm bad at this game, but I like it nontheless.
I did notice some "ghost damage" (playing while there's no note deals damage, and letting a note hit you deals damage, so missing a note deals double damage). Personally, I'd let the player spam the keys, maybe just breaking the combo (Guitar Hero and OSU! do this fine). It was pretty fun to slowly learn the music, although switching focus from top to bottom of the screen is still difficult for me...
Music is lit, fam. Love how it gets more difficult, as if the wizard is pulling a "last stand" riff. Ii know this is a jam game, but I'd love to see this concept polished and expanded (I may even explore this myself).
(I got 93% while writing this!!!)
These songs are very cool! I really like how they weave into each other, so I did that in my jam game Roboballer
This game looks and sounds great like I'm in an alien paradise! But sadly, I can't play it. It controls like a rage game, both on keyboard and gamepad. That's mainly the character controller not interacting well with physics objects (launchers and slopes) and the abilities (glide and wall jump) being limited by what animation you are currently in (jumping or falling).
I'd like to see more of this crazy art style, but the game is taking a toll on me.