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Nohroko

56
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7
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A member registered Apr 03, 2022 · View creator page →

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Very impressive character portraits!

The gameplay was a bit frustrating due to the spinner being difficult to control, the hitboxes being bigger than the spinner sprites, and how every combat starts with the enemy ramming into you with no preamble.

Was able to win by trapping the opponent against a wall so every clash had them bump into the wall and lose momentum.

The gameplay was still fun, just felt a bit more frustrating than it needed to be. Great entry!

Loved the art! Fun hack-n-slash gameplay with a nice variety of combos

Loved the art!  The cast of characters and their dialogs were pretty fun. Thankful for the speedup option once all the machines were maxed out. Great job!

Fun game! I liked the touch of the confusion screen if you go under the net

Fun game! Reminds me of the type of games we'd play in computer lab.

Thanks for playing! Glad to see a fellow fan of hexes and little guys!

Brief insight on how that interaction came to be, it was the result of two things: I needed to handle edge-of-map interactions and I wanted to give the player some kind of stay-in-place movement tech option. I didn't want the player to be able to stay in place whenever/wherever because I didn't want to risk the optimal play style to be to stay-in-place and wait, so I put the restriction that they could only jump in place if they were on the edge of the map. And then for the last level, using this tech while standing on the button is intended to be the only way to beat it, as a way of introducing the movement tech to the player.

Liked the concept of having to catch the wind to restore your spin energy, but it seemed like the enemies were immune to damage

Really liked the visuals on this! Especially liked the cast of characters with their portraits and descriptions.

Unfortunately, I did struggle a bit figuring out how to play. My first speed bump, my brain told me that "red X = bad" so I initially avoided it, but I eventually did try sailing into it.

After entering the whirlpool, I wasn't able to get past the wheel scene. I saw the Helm-Spinner mini game was supposed to match the coordinate, but it didn't seem possible to match exactly and straddling it didn't seem to do anything either. And I saw the Sailing Master mini game wanted me to press space bar in time with an indicator, but it didn't seem to do anything in this scene, and looking at the screenshots it seem like that mini game was intended for a different scene.

It feels like there's some really solid bones here, just needs some polish on the UX/UI and feedback.

Very fun game! I liked the creativity of the spin-into-stretch mechanic and I can totally imagine a dog chasing it's own tail so hard they accidentally send themself flying. Great job!

Super cute game! Loved the art and music!

Fun Faudian game! Nice mix of frustration and satisfaction.

This was a pretty cool game! I liked the concept of having to build up a little army of monster dudes in preparation for a horde of void monsters attacking. I will note that the character movement felt a bit slippery. Really loved all the monster designs, they were really neat!

Fun game, pretty difficult.

Only real note I have is for the dialog text reveal/skip implementation. I wish pressing 'E' mid-dialog reveal would have revealed the remaining text instead of skipping forward to the next. Wanted to read faster than it was being revealed but had to choose between skipping it or reading slowly.

Block game fun!

Pretty fun bullet hell game, and loved the pixel art!

I did have one issue where the resolution the game was set to is too big for it to be playable on my monitor. Had to break out the HDMI cable and a larger monitor for it to be playable.

Hey, cool! I'll have to go give it a watch!

Super impressive for a game jam! Thought for sure the dungeon boss was the end until I found the broken wall. But this game has multiple zones with a bunch of encounters and upgrades. Great job getting all that in there!

A lot of good stuff in there, but there are a few things that could use a bit of polish. These are the two that stood out to me the most

  • For combat the best strategy I found was to rush in and stagger-spam the enemy. Would be cool to see that get updated to require a bit more expression of player skill.
  • The fireball attack picked up towards the end was too OP in combat, and was a pain to walk around with. I actually wanted to put it down, but couldn't figure out how.

Really liked the placements of enemies and places of interest. Being able to see the dungeon boss behind the bars, or the other greater demon on top of the tower gave me a goal to move towards and look forward too. And the enemies hidden around corners that swing at you the moment you enter a room or pass a barrel. Also, being able to climb up to a high place and see places of interest to go explore, whether that's interesting buildings or the distant glow of a new checkpoint. And then when I did go explore, I was rewarded with a cool upgrade or a heal and such.

Again, really impressive entry. Great job!

Instantly recognized the battle theme ref :). The art was really cute! And I liked the narrative of the player getting sent to the past to prevent a future disaster.

This game leaves me wishing for it to get expanded on/more fleshed out Great work!

Really appreciated the checkpoints for when you get caught. Finding the owl citizens to talk too felt a bit tedious

Simple concept well executed. Great job!

Beautiful art work on this! Really liked the added touches of pulling words from the picture and the animated transitions. The game did a great job of setting a mood.

Loved the character art! And the story was very cute

Really loved the character art! The enemy movement seemed bugged for me, they just moved back and forth.

Loved the character sprites! The melody of the BGM was enjoyable, but would have loved a bit more variance so it wasn't just a single short loop.

Like the idea of having to adjust my kit on the fly to deal with the current enemy. Think there's a lot of space to play around with that idea.

Pretty interesting game! Like the take on the theme of the blueprints having wonky scales.

Very cute plant game.

Would mention the white text on the off-white semi-transparent background was a bit of a struggle to read.

Really liked the concept of the game, can see a lot of potential. If you do go forward with this, these are the things I personally would like to see polished and refined.

The tileset was really busy and the character's didn't stand out from the environment all too well. Would love to see these two things improved on to increase visual clarity.

Beginning felt like a whole lot of mechanics being dumped onto me all at once. Would liked to have see something a bit more gradual with how they were introduced and taught to the player.

The box physics were very unpredictable. Changing the size of the box would move it out of position with no real options to move it back into place, and at one point even pushed my character out of the level completely.

The combat didn't feel that great. Seemed like I was getting hit by the enemies before their attack animation even started playing. Would love to see some more telegraphing in their attacks.

Really impressive entry for a game jam! Great job!

Great job putting this together! It's a really cute demo of what you said you learned during the jam.

Really cool concept. Took me a bit to figure out I could still grab the pointy dark orbs without actually touching them.

Really fun game! Loved the writing and the sound design!

Pretty neat game. When the game paused for the "Click Here" prompt, I initially mistook it for a performance issue.  Would probably recommend having the "Click Here" prompt pop up with the game pause to more closely tie those two events together in the player's eyes, with like an animated arrow, and then resume the game as soon as a click is detected in the prompted zone.

Fun concept having their size scale based on their distance from each other. During play the walls felt a bit sticky. Made moving around feel slightly frustrating.

Super fun! Really good difficulty balance/progression, and appreciated the quick restart on player death. The dash with i-frames was really smooth too.

Fun game,  but the hit box detection is a bit frustrating. Some of the sections are pretty precise and the game resets for touching spikes with zero visual overlap between the spikes and the character.

While playing, I found myself wishing the way the blocks came down would become faster/more hectic as time went on. As is it felt a bit to repetitive/easy.

Really fun game! Would mention the volume on the title screen and in game seemed a bit out of balance.

Cute art, but the space bar didn't seem to interact with anything, so was unable to do anything other that wander around the opening scene.

From a sound design perspective, would have preferred if the tension was gradually increased instead of diving straight into the super tense music right off the bat.

Love the art, and the story was very cute and heartwarming!

Trying to figure out how to get all 3 dimensions accurate, I would have to get one side to yellow, then make it red, then make a different side yellow, then put it back to red, then make the third side yellow, then go back and adjust the other two that I had intentionally made a bit off so I could use the yellow indicator on the other sides.

Felt a bit tedious since this was the only way to get all 3 sides (unless I missed something). Might not have felt so bad if there was a sensor upgrade that I saw I could work towards that would make detection the box scale less tedious.