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Nobuna

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A member registered Aug 21, 2019 · View creator page →

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We will start by polishing this one and will see next year maybe haha

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I can't help but giggle at your comment x)

Yeah some mini game were made to be done in 12 seconds while others in 6 but I didn't had time to balance them in the end xD

Will try to do better next time!

Sorry to hear, I do wonder why though...
What browser are you using? And does the browser have hardware acceleration enabled? 

I'm curious for future games.

I want to stay in the bubble.

Thanks for making me loose another mouse...

Thank you for the kind words!
Indeed, Unity-chan as inspired so many young developer (me included) for years. She was also the first character I've animated in Unity x)

The excellent music is from MusMus, they made tons of amazing background music, I really recommend checking them out!

Oh thanks for the tip, usually I have better result with launch fullscreen, but maybe it has issue on some browsers. I'll use auto-detect size going forward!

Thanks for the kind words :)

Haha thank you! 

Haha happy that you were able to enjoy it just by watching. We originally wanted to make an AMV inspired cutscene but ended up adding mini games.

Haha I love the fact that you repurposed the quadriped robot into a flying drone xD

Nice little game, at first I thought it was an infiltration and then noticed the teddy bear could shoot lol. I didn't made use of the slowmo in the end, maybe having the enemy moving faster or able to shoot might have make it more relevant?

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The game is hard :') 

The web version has screen size issues on Chrome but the Windows build is working properly. 

The game looks and sounds great, but it quickly becomes hard to manage the swarm of enemies. I noticed that I could rotate around the sun for them to crash into it, but at some point there is just too many bullets flying around. 

Also I didn't quite understood how to use the different arsenal, sometimes the ship would fire different kind of bullet, like rockets or shotgun ammo, but I could not find a way to make use of them when I wanted. Also the player ship is shooting tiny laser that have a very little lifespan, which makes it even harder to preshot far away targets.

Also how did you approach the theme? I personally had a hard time think of mechanics bound to the concept to be honest and I do wonder if you made that game with a twist in mind.

Anyway, good work!

What a gem, I like the concept, it reminds me of Superhot! The fact that the sounds is also affected is a nice touch eventhough it becomes very trippy in the last two levels xD 

I do wonder though, based on the background, were you planning to make the game a grid base movement originally? or was it just to represent the damage area of the demons?

Very polished and a jam theme followed to the letter haha. I actually had a hard time to see how to translate the theme to a particular mechanics but you nailed it! I could not help but chuckle at the final twist x)

3rd level was quite hard but still managed to get through after 2 attempts. I was not expecting a 2d version haha. Keep it rolling! 

Loved it, really impressive effects and what a great mood! Such a great use of the Unity 1.2 assets x)

Haha yeah I can relate to that! I kinda did the same and decided to "tweak" the wave system 30min before the submission (':

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I spend one two hours on your game instead of reviewing other game jam. I hope you are happy about yourself. 

You must be evil to put a leaderboard on such an RNG based game.... but I love it and I will appear on that damn leaderboard someday.

Amazing game, why do you have so little rating :') I hope you'll be showcase in the GMTK video, definitly a gem of this years game jam. What a clean incremental builder implementation :o

Oh.. Everything is so polish I actually forgot it was made in only 4 days... Great art (do you hear n*****do ninja in the roof..?), great soundtrack and engaging game. dunno what else I could add.

Edit: I cracked the code :p 

I spend too much time on your entry but I regret nothing :D

A lot of team drew from Pokemon Ranger (including us), but yours as the best implementation I've played so far. With the slimes movement based on the cursor position, the trail duration lasting until you close the loop and the combo based score multiplier, each player difficulty will be tuned to their own playstyle. 

I know it's a jam but I can't help imagining how this could turn out with roguelite bonus or active power x)

Thank you for playing!

That's a good idea! Maybe that could be achieve with the Time Bomb we'd like to add. But refilling it based on the combo multiplier, that could be a great way to let player manage their time economy... sorry I'm brainstorming on the spot now x)

I also enjoyed your game a lot, thanks for checking out ours <3

Thank you for your support :3

The difficulty escalate quickly x) YEET!

Fun little roguelike, but enemies ahave too much HP and don't drop enough potion to allow player to stack up enough bonus to be playable. But that's part of the fun of the jam, our game is also quite unbalanced xD

And give us back the settings x'D

Congrats to the solo dev!

I love the artstyle (and I'd like to go with Mrs Viperez). 

Even if the story was quite simple, the limited choice unfortunately reflect the reality of a lot of people with addiction... 

What an amazing take on the theme. The mood was quite engaging and I'm very impressed that it was done with a custom engine running on Web flawlessly. The puzzle were not too hard, but I have to admit that 2 times I had to stop and think about what to do next x)

Can't wait to see what you will cook in the future :3

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I have so many question:

  • How many pizza can those people eat each days?
  • Who is the architect of that office space? They should be hung by their toes
  • Why is there only 1 sink working?
  • what on earth is even a "Chief paper trail navigation specialist"?!
  • Where can I get one of this designer coffee machine?

and finally.. GET OUT OF MY WAY SLACKERS, MY PLANTS ARE DYING!

This game deserves an intern out of 10.

Great game jam, I had fun :D

You can add 'soul-like' tag to the game by adding stamina and adding the need to use the rest room to recover.

What a lovely game, I also really like the circular parralax effect. We would need a sprint after 10 train cars because you almost got no time to go from one side to the other end. 

Thank you for trying out the game! 

Thanks for playing and the kind feedback!

Originally we already planned for roguelite element (that's why the character absorb the blue dots), but didn't had time to implement that in the build. For instance we were planning on:

  • Adding a Bomb (like in schmup) that would stop the time and allow to make giant loop -> Bomb Witch archetype
  • Move Speed and looping effect (trigger chain explosion on kill) -> Loop Witch archetype
  • Well effect such as aoe damage or orbital weapons -> Artefact Witch archetype

The original concept was more of a tower defense with a survival roguelite twist, and the looping mechanism was supposed to be a nice to have... :D

In the end we are more happy to have gone that way and we are planning on making a full game out of the concept. 

Yup ok, even if I managed to finish most of the level, I still don't understand how I did it. That's quite an amazing interactive experience you've got here. The scoring is what's really making it a game, but it feels too pixel perfect atm. Now I'd love to see an iteration of the game using light and prisms x) 

More seriously, very neat and one of the most original take on the theme so far. 

Erf, I could not find what to do with the cristal unfortunately. I'm a bit frustrated now, but after 4 attempts at dancing and running around with it, I think it's time for me to go try another jam x)

Anyway, amazing art, so many animated characters, polished combat and rich enough lore. I was quite immersed in the experience! 

Congrats to the team

I really like your artstyle and color palette. I would have like to reach the end but I'll have to give up after 6 retries because of loosing interaction. I've got the pillow and try every door combination possible, but everytime I enter the yellow room the key drops and I can't seem to catch it or to drop the pillow. I've also tried to pick up the pillow before talking with Golde, but it's not possible so I cannot preemptively put the pillow down before hand. I'm sure there must be a way as some other people seemed to have managed it, but I couldn't :'(

Will try again once you publish the update. 

Great job though, especially as a solo dev!

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The art and mood reminds me of Nintendo Mii on Wii. As reported by others, something weird is happening with the screen size.

Unfortunately I could not pass the breath mini-game once. I didn't had time to move the mouse that the ball would fly out of the circle. And I could not get the cursor at the center of the screen because there is a need to press the button (labelled "button btw ^^') to finish the dialog and start the mini-game. Maybe that nightmare loop is part of the design xD

So instead I've tried to loop on the cup mini-game, but when I was picking the right one, the ball appeared on the wrong cup and I was praised as if I found the right one. Maybe a bug. 

Also MIA keep saying "Click the blue icon on my left" but, there are only 2 blue buttons and there are on her right ^^'

Please do tell me if there is really a way to break from the simulation or if this build is just incomplete. I've spent 15min trying everything I could, clicking every inch of my screen to find a secret button, but could not find anything more :x 

I also didn't felt like the cup minigame was becoming more difficult or quicker as I was doing them repetitively.

Still, good job to the dev for submitting!

Edit: Ok, so for anyone reading the comment, the current build is broken and the developper seemed to have uploaded a fixed version called MIA 2 (https://xalcina.itch.io/mia-20) - this version can be finished and is essentially composed of 3 loops.

How did you make that in 4 days?! This is crazy :'D

I've played a bit of Flight Sim before and so I was not too lost, even with what seemed like a bug with the text that was just giberish and of no help. Still that was quite fun but I could not manage to do the Marry Me!

Would have been nice to have a greater field of view to be able to enjoy the scenary even more. I'll come back another time, still so many amazing game to try x)

Sorry that was a pun x)

I've played for a bit but as the number of cells to kill kept increasing I assumed that there was no end. 

Very neat takes on the theme, very polished and nice humour. I had fun, good job to the team!

My brain size increased by 3,14159265%, and yet, I still can't wrap my head around it...

Bring your Ariel-loving butt here! 

Give me back my fiften minutes xD

Haha, bring me back to childhood <3

A bit simple alone, but very fun to play with friend. It's nice that we don't have to run behind the car to put it back on the track, but actually this could also be a fun mini-game (smash the button quickly!). A bit of sound effect on the car acceleration would have been a nice addition!

Congrats to the two of you.

Thank you for playing and the kind feedback!

Very good point for the rain sfx, I'd also like to add some kind of feedback for the speed boost and consecutive looping (a bit like Osu)... 

Glad to hear it, thanks for playing! 

Still, I feel like we could have added more feedback for the bigger enemies that needed 3 loop to kills. It's been a good learning project though :3