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Nyt3Bl4d3

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A member registered May 06, 2023 · View creator page →

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I’ll never complain about being too thorough, would rather have too much to consider adjusting than too little.


For whatever reason, skill cost wasn’t something I considered displaying, not sure why it slipped my mind, but I’ll see if I can work out a way to show cost without too much clutter. 


I don’t think appending some numbers to the enemy names should be too bad, but I definitely want to refine more aspects of turn display as development continues.


I’ll do some digging on the enrage mechanics, every enemy should be able to perform a basic attack like the party members, but I might have made a mistake in the enrage check for the enemy AI and it’s not going through. Probably forgot a signal call for the items as well. 

Thanks for the feedback and the best wishes on development!

Thanks for letting me know, I had to rework some of the combat system recently so I probably missed it. I’ll take a look and get a fix worked out (and probably tweak some numbers to use rebellion mode, it’s not going to be available in every fight in the release, but I still want to make it available for use in this demo). 

Thank you for letting us share this experience with you! Glad you enjoyed the game!

And we can all use a good cry every once in a while (even if its a secret cry), reminds us we're human, after all.


Thanks for playing!

Starting to think we should have added a warning that the game will make you feel emotions, so players can mentally prepare…


Glad you enjoyed DOOMEI, it was my first actual 3D project using Godot (as in, not just a test) and though it’s simple, I really want to return and flesh it out, but that can be said for most of the content in the game.


And I have to agree on the gwak at the end, Revian snuck that in and it was a good decision to help lighten the mood after the somewhat somber conclusion - feels like he was thinking ahead to counter his writing with the funny little UI sounds!


Thanks for playing, and for the feedback!

Thanks for the feedback David, I'll make sure the team sees it.


This was definitely a learning experience for me, my jam skills are rusty, and I probably could have held a tighter grip on the reigns for this project - rule of cool doesn't pan out too well in a jam, but I'm a real pushover when it comes to trying to incorporate people and ideas as best I can. Case in point, the trouble of art direction. But this was a great experience and the team was a blast to work with, which are the real takeaways from these jams, in my opinion.


Outside of that though, I'm glad the parts of the game that shone through hit the mark, and everyone on the team appreciates you taking the time to check it out, alongside all the other submissions. Thanks for playing!

Honestly I'm over here still thinking about other mechanics (and potential minigames for Irys and Bae) myself - this game has really got my brain spinning, despite the troubles we ran into.  Would definitely be happy to put more time into it later down the line, with the rest of the team's help.

Thanks for playing, and I'm glad you enjoyed it!

Yeah, originally the plan was to have each programmer focus on their own minigame, so that we could actually work on and refine them a little more without stepping on each other’s toes, but it didn’t work out that way, so I had to kinda cobble together something simpler for each of them.


I really would like to come back and flesh them all out though, and there are talks from some of the other team members about returning to the project after judging, so it looks like it might be in the cards.


I’m already looking into some other audio settings that were pretty scuffed due to the time frame, so I’ll see about balancing everything out across the board - having two musicians doesn’t make that any simpler, unfortunately. But thanks for pointing it out!

Council deserves all the love, they’ve been through the most in EN, and I don’t think I see that acknowledged by many fans. Thanks for playing!

Glad you enjoyed it!


Minigames were a byproduct of having a larger team, so we wanted to split up the work and not step on each others' toes. Unfortunately that didn't pan out exactly as planned... But we got there in the end!


Mumei's minigame definitely needs some refinement, I'd love to expand and turn it into a fully fledged Boomer Shooter, though that might not help with your motion sickness problem. And I'm interested in looking into tweaking Sana's minigame to be more complex and less of absolutely obliterating everything using her, but I've gotta hit the drawing board with the team on that one.


Thanks for playing!

Glad you enjoyed the minigames, and the theme!


I'm a big fan of Fauna's game myself as well, really wanted something to match her chill yapping vibes, and the team brought up a fishing game, which we had to full send. And we had a bunch of fish originally in planning, so who knows, we might be dropping some content...

Sana's minigame ended up evolving into leaning towards her silly goober personality, which wasn't the original idea, but I think worked out well.


And Kronii felt like the perfect match for the story we wanted to tell, both lore wise and just emotionally, I'm so glad that we were able to work it out. Despite how much it hurts to come to terms with while playing, but there are worse outcomes from a game jam.


Thanks for playing!

Sorry about the feelings jumpscare, I hope you had some tissues at the ready!


We went through a couple ideas for the Sana game, and actually started planning the idea of a Space Invaders-esque game, but switched gears to this version based on an idea Mirin had. We didn’t really do it Justice (just like that), but maybe that’s for the best, so she can return to her idea without the pressure of the jam looming over it. 


Web build definitely caused some issues, there were a lot of bugs that were only exclusive to that version, and that I couldn’t seem to replicate when I played on my browser. It was pretty cursed in all honesty, but I’ll see if I can get to the bottom of it - probably something tied to swapping how the mouse works between gameplay and pausing/dialogue, so the game tries to adjust, or something. 

Regardless, thanks for playing, and CouncilRys will always be 6!

I’m sure the rest of the team would agree that it’s heartwarming to see the emotions we’ve been able to arise in the players - I was originally concerned about the effectiveness of evoking feelings using these minigames. 


But I can’t sing the praises of Grem and Nostalgum enough, their music completely elevated the experience Beyond anything I could have originally pictured. 

Dialogue was something that we couldn’t start working on implement until the last couple of days, so I had to scramble together some of the dialogue during the minigames - I had some ideas written during initial planning, but we weren’t solid on how the dialogue was going to work until 4 or so days left, so I couldn’t work in all of the dialogue perfectly, case in point: Sana and Mumei’s minigame dialogue.


But Revian did some really wonderful work in the final cutscene, and did a superb job capturing the message we wanted to send with a nice bow on top. I’m glad it was impactful.


Thanks for playing, and sharing your experience with us!

Well said, and I agree completely.


I'm so glad the team and I, and other participants in the jam, could put together games like these. To help honor the members who are still here, alongside those have turned a new page, but make it clear that we won't forget them.

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Its absolutely insane that you put all this together by yourself, and it's still this well made - maximum aura farming.


This is such a strong entry, I understand why it has the most ratings (as of writing this).


Combat feels good, though I would say maybe reduce movement speed or otherwise hinder the player when charging your attack, because there's no real trade off not to use charged attacks when they do more damage, and knock enemies back long enough for you to charge another one.


But I love the launching mechanic, allowing you to bowl jailbirds over, the dialogue and diary pages were expertly written, the optional cosmetic and dialogue interaction when you fight her wearing it is amazing.


So much going well here, I really do hope this lives on past the bounds of the jam, because you are absolutely cooking! Thanks for submitting!

Super unique idea that's really well implemented


Gets crazy hectic at the end, I didn't check the dev logs to see if that was tweaked at all, but I shudder to imagine what it was like before, if it was included with the bug fixes during the grace period


Trivia was fun, not too difficult, but the actual non-hololive related questions really came out of left field, along with the birthdays lmao


Art was super clean and I like that you could bat the bombs away, even though it really wasn't necessary (also sometimes it would blow up another bomb and you'd be dodging horizontal bombs like your life depended on it)


Would be dope to see the team come back and add more content after the jam, but it's already in a super solid state as is. Great job and thanks for submitting!

Really like the SFX on this one, and a fun little premise


Have to second the other commenters, due to Gigi's collision shape or something, the bouncing required for some of the stages really just boils down to RNG, which doesn't feel great - if you were willing to come back, I would definitely lean more towards some moving platform gimmicks that require precise timing instead of just full on bouncing and praying


Otherwise solid submission, great work!

Fun little platformer - I really like the dashing mechanics, since it freezes you in the air, you can do a lot of fun things.


And the boss fight was really fleshed out, great job!


I think some hit feedback on enemies would be great, (also that bug where you don't actually die is funny) but that's about all I have to comment on.


Would love to see you come back and add more after the jam, thanks for submitting!

Solid 3D platformer bones, and the models are very good!


My suggestions - when resetting to a checkpoint, at the very least cancel all momentum, since you're snapped back instantly and in whatever direction you're facing, you can just launch yourself off the edge of the map. Might not seem like a lot, and it really isn't, but it helps. And drop shadow to help figure out where you're landing while you're in the air.

The theme is a little weak, but that's not really a big deal, the important thing is making something, which you've done! Hope you can come back to iron things out and maybe add more content, would love to see other Justice mascot models! Thanks for submitting!

Agreeing with some other commenters about the controls - I think you could keep the control scheme the same, so long as there's an intro system to get used to it before just jumping into gameplay. Once you get the control scheme down, it feels alright to play, just need to give the opportunity to practice.


Music was really good, Luca's been all over the place this jam, so that's not really a surprise.


I think it's a little weak theme wise, but at the end of the day, sticking to the theme isn't really a necessity for a jam unless you're actively trying to score well.


Would be cool to see the team come back to polish and expand some mechanics, cause it's a good starting point otherwise. thanks for submitting!

Really love the aesthetic and art in this game, very GB inspired, which is awesome, and the puzzles tickled the brain just enough without being too difficult.


Setting wise, I think its funny that this is happening in the middle of the ocean
like autofister got stranded or something

Of course, it was likely easy to whip up this spritesheet compared to something else, but I think it would be cool to change this to frame it as taking place in Justice HQ or something, that way the duo would fit, and the environment mechanics, with the buttons and boxes, would fit too


Since I saw some others mention it, I'll comment on level 3: I think the box just came out of the blue with no intro, and that made it confusing

I basically ignored it until I had no other options left, where I then decided to push it and realized it was an obstacle and not just set dressing


I really think that's about it from me, and its just a nitpick, great job overall

Fun game!


I liked the upgrade system, going in I wasn't expecting a mechanic like that, it was cool to get more powerful as the game progressed. I won't speak too much on controls since pretty much everything's been said already.


I will say that sometimes hitboxes felt like they lingered/tracked a little too long? Felt basically impossible to avoid damage from the large skeletons sometimes. Maybe that's just a skill issue on my end.


But the models looked really clean, same with the animations - the time you put into them really shows!

And props for using Spiral Tones, I haven't heard that song in so long, I didn't recognize it at first!


Great work and thanks for submitting!

Not much to say that other commenters haven't already, honestly.


Love the art style and the quips for each block.


Also I like that the names were color coded when the blocks had requirements - little design details like that wouldn't be expected from a jam submission.


Super solid submission, great work, and thank you!

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Actual peak meme game, maybe you can come back and finish it out at some point.


Art is super good, big fan of This Shit is so Ass Grem, he's my spirit animal.


Gotta go pull grem-chan now, thanks for submitting!


Edit: forgot I wanted to say the Godot icon was amazing

I couldn't get the final 2 endings, but I managed to get the rest, and I will say that I really loved the writing in this submission


There's not much to expand upon when it comes to a VN in such a short time frame, but that writing on the endings totally made up for any shortcomings there - I genuinely felt sad reading the loneliness and sadness endings.


I'm not sure what the conditions for the other endings were, but I can only hope they were written just as well. Good work!

Neat idea for a game, and definitely requires you to be knowledgeable about the talents while planning around any low hanging fruits, or trying to get rid of members that might not have many ship options when given the chance.


Otherwise pretty simple (not that that's a bad thing), so I don't have too much else to say but good work - especially considering you played support for our team as well, Cube!

Wow, what a wonderful game! Definitely reminded me of Nameless.


The art was very cute, especially the ending screen.

The team wrote Mumei's dialogue perfectly, all of her commentary on the letters felt very on brand, and did a fantastic job using them to tie into the theme - I was concerned about how it was incorporated until the second half of the game.


Speaking of, I love how the music starts building up as you begin to ascend back home, and I like the little touch with Mumei's dialogue on pausing and unpausing the game.


If I had to log a complaint, the physics were kinda janky sometimes on the inclined platforms - the main issue was that jumping while sliding off of them ate the double jump, instead of the regular jump, so needing to time precise jumps didn't feel all to great sometimes.


Thanks about it, though. Great work, and fun! 

Cute game, I like how you designed each of the members with respect to their other genmates and themselves, they all feel very natural together. And I like the combo system with senpai, kouhai, business partners, etc. makes me really want to try to see them all.


Some members feel a little clunky, even when rotated, but that's kinda tough to find a good balance between (I couldn't help but laugh when I started with Lui and then got Kanata which meant I basically insta-lost on round 2, but that's part of the fun) Good work!

Yeah, I really liked that the edges were safe (wasn't sure if that was standard in MS, so I appreciate that) so those were always my first choice. When it came to the 1 marked spaces, all bets were off and I was just kinda winging it lmao.

Definitely gonna keep trying to learn though - I need to see that final level!

Unique idea, I opened the settings and saw the sorting algorithm and my brain melted out of my ears


After recovering, I hopped right in, and kinda got the hang of it, starting out, it's tough to balance figuring out which grems to pair, and still moving through quickly to maximize profits, but like another commenter said, once I got the upgrade to show score, it was literally just a case of mousing over everything and picking the best option


Not sure hot to balance that, to be frank - there's a lot of comparison and consideration the bogs down the goal to be quick, especially when RNG just gives you some not great traits to pair


But that's fine, can't iron everything out within the bounds of the game jam, and that may be something the team want to leave as is anyways.


All in all, solid submission and a fun time, thanks for submitting!

Definitely would love to see this grow once the rating period is over - I think you could pretty easily weave in the rest of the story events on ENReco to do more fun stuff (erm, aside from the ending, of course)


But it would be fun to see other impactful decisions throughout the game.


Solid bones and very impressive for only being done in 24 hours, congrats and thanks for submitting!

Such is the curse of game jams - but it just means you have an option for something to come back to soon!

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Cute game, always a solid choice to go with one of these old school flash inspired games, and put a fun twist on it with Death Sensei and Friend having their own special abilities!


Would be cool to see more powerups later on down the line, but still really solid for the purpose of the jam, thanks for submitting!

What a cute and fun game!


I think I've gotta echo the other sentiments - grems do feel a decent bit harder to win with than Otomos - I barely managed to squeak out a win 1v9-ing with a single Grim o7 to him, for real.


But I love how each of the units feel - and their designs, so many cool designs!

I could definitely see myself losing track of time playing this game, and even more so if there was an endless or wave rush mode!


In general this was an insanely hard hitting submission, and would love to see if you come back and expand on it later! Thanks for submitting!

Thanks for checking it out! 

I don't think I've mentioned it on other comments yet, but we went with multiple minigames to help bank on our team size - with 4 programmers, we were worried about stepping on each others' toes, so doing individual experiences seemed like the best way to avoid that.


Unfortunately things didn't work out that way, so I had to lock in and crank out DOOMEI and Fauna's Fishing in what was probably an unreasonable amount of time - but I really didn't want to leave any of the games on the cutting room floor if I could help it, see Sana's game, which was rather simplistic until I managed to iron out and upload v1.1 (still pretty simple, but there's more going on there than the original submission at least)


DOOMEI was definitely my pride and joy for the project (though its a little more rough around the edges than I would prefer), and a nice change of pace compared to the other two more relaxed games, I'm glad that the team helped push in that direction when brainstorming, and we never would have gotten the music, either.


I had brought up a Mick Gordon inspired remix of Mumei offhand one night and Grem absolutely delivered on that one (frankly I feel like I might have to pay him at this point), I've genuinely never heard anything like it.


Massive shout out from the team and I for the feedback!

Fun game, combat feels pretty good for the 2 week time period.


Sometimes Nerissa would just walk up to me and cast a spell, which was funny - but I would get hit cause it didn't make any sense lol.


I do like that Shiori had both ranged and melee options, that was a good idea.


Not sure if you would be willing to come back after the jam, but it would be fun to see this project grow some more at some point!

Cute VN, and cute art! I love these school outfits from the MV, and seeing them in pixel aesthetic just makes me like it even more.


Quick little story, doesn't overstay it's welcome, but still captures the duo's personalities perfectly, and has lots of little references, I swear it feels like the Miku backshots thing was just yesterday but you still managed to sneak it in, also o7 to the grem.


Sounds like you have plans to return, so I'd definitely swing by later to see what other choices and changes you implement, great work!

Such is the curse of game jams, can't catch everything that slips through the cracks!

I am unfortunately not a Minesweeper gamer, this game risks wrinkling my brain too much, so I couldn't see the final stage, but I really like the take.


Each holomem feels unique, but their abilities all make sense and fit their character.


I'd definitely put some more time into this, if not just to learn how to play, while working towards that final level.

Can't give much more feedback than that cause I just ain't built for these games yet - regardless, thanks for submitting, and good work!

Yeah, I was probably matching some of hers accidentally - I didn't realize they had corresponding tokens until after my first attempt (negative visual comprehension moment)

I picked Flayon, but Ollie smoked me by the end ;-;

Fun action game! I really wasn't have expecting to be so blown away by this submission, the in game animations looked good, and the intro and outro animations were amazing!


Other ratings have covered most concerns that I had - I will say that some of the enemies, like the grems felt really weird to fight - I couldn't get the hang of how their attack patterns worked, and just ended up face tanking them until either one of us died lol

But this is super good for the 2 week period, I really enjoyed the observation points and commentary from Shiori and descriptions of the other Justice members


Hopefully you guy can keep working on it - after getting some rest, and the rating period ends. Thanks for submitting!