Thanks!
My plan is to change the cursor when hovering over interactables, like a magnifying glass when using the Detective costume, hopefully that will solve that issue.
Okunashi
Creator of
Recent community posts
Thanks for checking out the game and for the detailed feedback :D
- I really liked the idea of having bookmarks unlock outfits and different interactions, I'm glad it came across well even with only two.
- I realized from the comments that there aren't enough clues for the third ending (there are only 3 right now), I think the only important dialogue "hidden" is talking 10 times to Koyori, or in the morning of the last day, but even then I think adding more Ina dialogue will help with this in V2 (I really liked this project and plan to update it after the jam ends).
- I really want to add sound and am currently looking into it, given the simple style I'll use this opportunity to learn more about 8-bit music.
- It depends, it is intentional for it to stay at a specific aspect ratio since I didn't make it in a resolution that scales cleanly and "solved it" by having it scale at specific values (2X, 3X, etc), but I have seen on some devices it "scales" by leaving a margin of another color that is not part of the game window and the sprites just exist outside of the game area, that part is not intentional xD
- They are indeed holocoins! I ran out of time before adding the coin counter so there is no indication that one has them, but I agree that adding one will help a lot.
- Buying the meal at a specific time after the Bijou event gives you a different meal, the special meal affects the ending just by having it.
Again thanks for the detailed feedback and for playing the game :D
I'll try to replicate it later today, but what I did for it to trigger was to only do the 1st option to return to the past until I had enough coins to get the last option and went directly there to see what happened, then I went up, died to something and then went to the right instead and got stuck on the room after the otomos explode.
This is insanely fun, I still haven't completed it after 2 days (skill issue) but I really want to talk about it.
The main mechanics of the game go perfectly with the theme, I really enjoyed the fact that even if you lose against yourself you end up controlling the other you.
The art is super cute and the music gives it a very nice feel.
In one of my playthroughs I found myself stuck on the room to the right (with the otomos in the jars), they all exploded and I found no way out of the room, not sure if something else was supposed to trigger but after a few minutes of trying to interact with things I just refreshed the browser to play again.
Overall I love it and will continue to play it until I complete it, and then I'll start wanting a sequel :D
Thanks for the detailed feedback, I really appreciate the time you put on it and in playing the game :D
Since you made a detailed and organized comment I'll address it in order as well:
- I completely agree, currently I'm working on learning to do 8-bit music for that :D
- Nice, I'm happy to see many people figuring out how to stop the Bijou ending.
- Amazing work figuring that out, I ran out of time to put the coin counter on the UI so there is really no indication you are collecting them.
- I didn't implement any use for the meal (due to the deadline, at least IRL I'm on point with the jam theme), but buying it at a specific time gives you a special meal that affects the ending (just by having it).
- It was not intentional, she should only appear on holoHQ post gacha.
- Oh that sounds fun, I will still fix it but I want to play with it a bit first xD
Again thanks for playing and for putting so much thought into it, I'm glad you liked it :D
I didn't know about the coin bug, thanks for letting me know!
I wanted the meal to do something but ran out of time to implement the meal effect so all you can do is buy it, and depending on when you buy it you can get a different meal (which can affect the ending just by having it).
Thank you playing :D
I'm not particularly a fan of visual novels that do not have player input, so I might not be the intended audience.
For the things I like, there are quite a bit of illustrations and the composition for many of them is really good, in their current state they make me think of the early storyboard drawings that sometimes get included with the artbooks of games, if each of them were to be polished I can clearly imagine the opening of a visual novel highlighting many of them, my favorites where the Yagoo introduction, the Kronii with the flags and the ERB one with the rest of Justice.
I appreciated the few sound effects at the start, but I noticed there weren't other sounds for the rest of the game. I would also recommend having either music or ambient sound if possible, it is a bit awkward to be in silence during the entire thing, specially if you read slowly like myself.
The end is abrupt, but we were all limited by the deadline (how theme appropriate) so it is understandable.
All in all, well done completing your project!
PS: I think it would be fun to see something like an animatic with your illustrations.
Very good job with the game!, I really liked the art, music and the maps, specially Shiori's one, it felt straight out of a first person dungeon crawler, I would love to see more of that style.
I enjoyed the different boss mechanics for every level, and while I don't think I can beat level 5 I quite enjoy its inclusion.
The only suggestion I can think of is to have enemies give some kind of feedback that they are hit, I didn't know they could be damaged so it took me a while to figure out what to do against Shiori.
I really liked the presentation, I'm not sure if the gameplay is very random or I am just bad at finding patterns, even then I kept playing until I got to see the victory screen so I liked it even if I'm not sure how it works.
I think in general it is a very good first game, but the one thing I want to call attention to the most is the intro, it was super lovely and even included a functional skip button!
Amazing job!, having to actually draw took me by surprise but I had a lot of fun with it, I also liked being able to play with the sprites I made, makes me wish I had a to do list during the actual jam.
I found a bug around the first week, after finishing my first play of the "Test the game" part, when asked for how long it should be, no button did anything, I tried with the regular controls and with the mouse, then after pressing enter the game crashed, I was able to reload the page and continue from where I left off, so it didn't ruin the experience.
I like the idea of the game and the room to check your collection, I also appreciate including a tutorial, the main improvement I can think of to make it more fun would be that when a text input appears it is automatically selected, to avoid having to move from mouse to keyboard constantly, unless that is what is intended.
This is super fun, I'm stuck on the S-like level and loving every moment of it, the art is really pretty, I particularly enjoy how the few colored items really pop.
I also feel the music fits the game quite well, even if it is a bit too loud for me.
As a funny note, I thought the yeet button was some sort of dash jump and self-destructed a lot on the first level.
I find the game loop extremely satisfying, I was planning to "just check it quickly" and then half and hour had passed, I only stopped because I exited by accident when checking the map XD. As an auto-battler enjoyer and Hololive fan I really look forward to what this game will become. Excellent job!
My initial reactions in order:
-Oh it looks cute
-Okay drag and drop to play
-Is it me or does this look like a horror game level?
-OH MY GOD!
It is really fun to play and I found the sound design pleasant (with the exception of the sounds that are not supposed to be pleasant), I like quite a bit that it has an idle game/town building side to it. I think with a couple more facilities and different pachinko machine layouts it could be a really great game.
PS: The ground reminds me of the old sonic games and I love it.
The art was very charming, the references were fun, the music was very nice, even with multiple songs, and the gameplay was amazing, I personally played on 3x speed and had a lot of fun with the game, I only planned to play it for a bit and ended up getting to the plants easter egg.
Amazing job!, looking forward to other projects.
I can feel the basis for a great game here, using a slot machine for attacks is a very interesting idea and I don't remember seeing it in a bullet heaven before. With some background music and faster gameplay it could be very addicting, and depending on how you evolve the slot mechanics you could have something incredible.
Had a lot of fun playing it, I absolutely love bullet heavens so I'm a bit biased in that aspect. I'm not sure if the boss is supposed to be invincible or I ran into a bug, since it didn't have any indication of taking any damage, and it didn't die even after around 15 minutes of continuous damage, for reference I was using the banana bomb.
Also, the music is a banger.
I found the tone of the game to be really funny, and the music both for the main menu and during gameplay had me smiling. I unfortunately am so comically bad that I was barely able to pass the wall of journalism, so beating Joey was way above my abilities , regardless I found it really enjoyable and would love to see more of it in the future.


