Thanks for your feedback! We've added the skip animation feature in the new version once we upload that! And as for the save file, you just need to move the save.bin to the new download folder to keep the save data! (We've added a feature where you don't have to do that for versions after, but for this next version you'll still need to do that once. Apologies for that.)
Oriku
Creator of
Recent community posts
There is currently an ending technically if you collect all 7 colors through completing missions at the shop. Though if you encounter some bugs preventing you to reach it please do let us know so we can fix it! The ending is a placeholder though, we want to make a full version where there is 1 additional minigame you can play once you unlock all the colors to get to the "true ending".
I don't think I did anything special? I was playing through the puzzle area with 3 buttons where you had to relay press E across them. I was near the bottom of the map when I shot a grapple top right out of screen to where the right island is and next thing I know my W key stopped working, even after I retract the grapple. It took a few seconds and me walking to the very bottom of the map before W key came back.
This is a fun game! I liked the core loop and it has a lot of replayability with the amount of characters you can play around with. (I can't imagine how much effort you spent on art assets) I feel like the progress bar going up when you're sewing could be communicated a little better (I only noticed on the third fashion show), but otherwise it's a really nice game!
Fun game! The balancing feels fair, and the order were fairly difficult. There was a point where the order is just not do-able because the ice creams it required stacked higher than the dispenser. Otherwise I had a fun time. I'm not 100% clear on how the ice cream stacking worked. Is there an invisible wall around? If so some shading to communicate that might be helpful to the players.
I LOVE the grappling mechanic!! That's such a fun addition to the standard top-down combat system and it plays so well! The puzzle designs were a nice difficulty too. There are some minor bugs (some invisible enemies and for a moment my W button stopped working), but I would love to see a full version of this game once all the bugs are fixed!
The concept of this game is interesting! There is a lot to play with for the future if you plan on further development. You can try having obstacles that obfuscate the view, similar looking characters, stuff like that. Though I do think it's a bit unfair that shadows spawn overlapping each other. And having to wait for a refresh when the character you have doesn't have a shadow on screen also drags the player experience down a bit. Consider maybe adding some features such as a "holding" slot that you can temporarily swap out the character you're holding, like how Tetris does it!
I feel like not having camera control isn't the key issue in this game, but rather the perspective given. It is difficult for the player to see their surroundings with a from-behind third person POV, and that's added by the lack of camera control. If the camera is pulled up to an isometric angle, I'm sure the game will feel instantly better!
I love stealth games! Though I think a lot could be improved on the readability on the enemies. I can't tell why certain enemies behave the way they do and a lot of their behavior is inconsistent. Perhaps in a full version you can add more kinds of sprite to teach the player about different kinds of enemy behavior. Also is it just me or is the chase really intense? Once the enemy's locked on you basically can't escape.
Visual novel type games are always fun! As someone who is recently introduced to Touhou (I was dragged into this jam by my teammates), this game gave me a look into characters I'm not yet familiar with. I think there are some bugs in the game currently? (I don't think you're supposed to be able to infinitely stack work in one day when the clock has gone multiple cycles?) But with those fixed and some additional polish (more responsive UI, button hover and click effect, stuff like that), I think this would be a cute game.
Seeing more danmaku-like projectiles in a platformer game is interesting! Although the player controller does need some work. Considering implementing coyote jump and other forms of usability features common to platformers. I am not quite sure how to progress? There wasn't really a tutorial, and I was in front of the pipe for a while. I did see that the map is procedurally generated by loading the game several times and that was cool.
Cute little game with nice and consistent art style! This reminds me of the pink minigame in my team's submission. I would say the gameplay shares a similar issue as ours, which is that on computers, having to click and drag across the entire screen inherently feels jank especially when time is of the essence. I would love to see more usability improvements on the control. I can see this being a great mobile/touch screen game though!



