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NotaMear

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A member registered Dec 26, 2024 · View creator page →

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You make me blushIt's nice to know that someone whose games I look forward to thinks of my projects in this way. <3
And, yeah. I understand perfectly.
The motivation to work on something outside of Jam isn't that great.

Thank you <3
Most likely, if I develop this concept into a larger game, I'll make it a standalone game (not a different version). Behind the scenes, I've created some spaghetti code, and I want to rework some mechanics (like "thoughts", which depend on randomness, which, as it turns out, is more annoying than interesting, especially at the beginning).

Great game with great art
I might like it if the map was bigger with more shortcuts. Even as it is, you feel smart for not following the navigator.
Love this game <3

Interesting arcade game. It can be a bit challenging, and it would be nice to have some extra tools to help with assembling bots.
But for what was done in 4 days, it's pretty good.

My special respect for using Pico-8 in this 10-day jam.
I don't know how you did it, and I'm impressed.

Buggy but fun
I had the idea to see at what capacity the game breaks, but then I realized it would take too much time.
For those who found this game too difficult: there are no barriers to the left or right of the road. You can simply avoid running along the road altogether.

Very solid live sim game loop
I would like game to tell me at the beginning how much energy I spend on each type of package. So that I don't have to calculate it myself. But this is a small complaint from a person who loves to optimize.
Completed the game and achieved all the achievements. And in my experience, playing with and without corruption is almost the same in difficulty.

I love management games. 
Even though there isn't a lot of content here (or yet), I had a lot of fun trying to figure it out how the game mechanics work.

Cute little game. I enjoyed it
Box physics a little bit
funky but there was no puzzle in which this was a problem.

Oh, I see now.
Before "Thoughts" were called "Event Chance" and this was much clearer.
Well, I will note it for the future <3

Noted, noted, noted. Thank you the comment

I totally agree with every point and I can even say that I even implemented the ability for the master to request various things. Almost the only reason she doesn't do it now is that I simply didn't have time to make a sprite for something else.
And yeah, it probably wouldn't hurt to make the potions stronger. It's better to make the game too easy than too difficult. 

And no, if you've discovered all the ingredients for a medicine, you've research every recipe in the game. And you don't need to make more prototypes. It would be better to show on the screen after you've drink the prototype what you've research and if there's anything else.

Thank you for playing <3

P.S. Oh yeah, the gem really does look like cheese. To be honest, it looks like anything but gem :)

It's quite cute simple game. I enjoyed unlocking new lewd recipes and creativity of there effects.
But in the end it's just "follow the recipe" game. I think it's a bit of wasted potential.
I want to experiment. I want
to feel like alchemist.
But I perfectly understand it's really hard to make a good game mechanics to express this feeling.
Still I enjoy every moment of playing 

I love your artstyle <3
And the plot is quite funny.
As I noticed, the game already has some game mechanics in place. And I want to see what you will add in the future.

My main critic will be just needs a little polishing. No sound, visual affects when you hover over card or chose card. If you just add them it will be much better
But I'm willing to bet that you just didn't have much time this time.
Still your art 10/10 ass always <3

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As first attempt in romance VN. It's good
I played this game 2 times. And I love interactions in the game. The scene may change if girlfriend are in different clothes. She reacts if there is no clothing on her. Touch interaction changes depending on dress up stepIt helps immerse yourself in the game.
If I can criticize (I am not a writer and not usual enjoy of this types of games take my advise with a grain of salt)
I feel like there is no plot in it. This is just a collection of dates. Which is ok by itself. But I want to "progress" to something. For example, to get to know her better. Or give her a piece of jewelry. Some kind of promise that will make me stay until the very end to see how it all happens.
But nevertheless, lovely <3

I love this idea <3
It's just tickle my brain in right way. So many ideas what I can do with that.
But yeah, I see some straggling with a game engine. Its reminds me my first time making bullet hell

Good work. Mastery comes with experience

You made a good alchemy game.
At first it wasn’t clear how everything worked, but after I understood it, it was fun to experiment.
I think your game mainly suffers from the problem of showing too little information to the player. (As are my games in general.) 
It took me a while to figure out that you spend mandrakes to get feathers (a little animation might help). It also took me a while to figure out which buttons to press to collect things (write the command in the corner of the screen or do something like "LMB: collect"). Showing which side of the pentagon is responsible for which element also helps people experiment. And the feather has some strange center of mass.
And the screen shakes too much.
And even with this, I enjoyed playing. The scenes in particular didn't disappoint <3
I wonder what you'll do next time.

I can't stop winning!!!! (or there is a bug in casino and you can't lose money)
Now let's get more serious. As a demo for the game, I really enjoyed it. 
It was annoying try to see all dialog options but it's more problem with lack of a long-term goals. After affinity 12 you don't have to do anything. But that's understandable. This game is for jam. And this is simply a problem of lack of time.
I love game management, and you've made a pretty good prototype. All the information is on the screen, so I don't have to go into separate menu to see important information.
I really want to see the finished version of the game if you decide to pursue its development. With more mechanics and not temporary art.

Oh and some more bugs:
At the end of the week, it seems like you don't lose your money on rent.
If someone is in a place, this place cannot close. (The pool is open until 10:00 pm) (But this is most likely your failsafe)

I love this game. And I think this game one of the best submission in this Jam.
But not without some rough moments.
Controls are little finicky especially if you want to push some one. Line of sight can be frustrating time to time. And you can easily out heal any damage. (After I realized this, I lost interest in clearing the dungeon for xp.)
On other side.
I really like spells. It was a surprise when I figure out they are different from each other.
And idea main idea is solid.

Lovely stuff  <3

Thanks <3
I love this yips too. It was a lot of fun adding all of this sounds

Thank you for your feedback
I totally agree with every point. Especially about game balance. For some reason this is a common problem of mine. I should focus on this more.
And the lack of a tutorial. This is something I only remembered on the last day. I've done some things to nudge the player in the right direction, but it's clearly not enough.
And I failed to show how much potions help. (If you will replay, just start spamming blank potions as soon as you unlock their recipe.)
(And also, due to randomness, you might be unlucky and it might take you a long time to unlock your first potion. One more problem)
+ You found a bug I didn't know about.

Thank you for playing. Next time I will try to address my mistakes