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Raena

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A member registered Sep 27, 2021 · View creator page →

Creator of

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Thanks much for the feedback:D 

Yeah at the current stage: use all tiles => max points, deffinetly will fix the star meter to correctly work and only give 3 stars at max:DAs for scroll bar, who knew that black scroll bar on black BG wouldn't be visible...

(2 edits)

Thanks for the detailed feedback! Star system actually supposed to work (a d it actually works internally:D) but messed up with UI so 3 stars to everyone!:D 

You are right about running out of time but the real culprit here wasnt editor, it actually was my saviour regarding spending time on level creation, but few features that I realized I wont do on time after spending a chunk of it on them, deffinetly with the experience i got in unity would be easier to estimate next time. 

Overall: ★★★★★

OSU, what is it? THAT'S THE GAME I BOUGHT MY TABLET FOR

Creativity ★★★★★

Fun and actually hard to implement take on a GJ theme, was thinking of implementing something similiar being inspired by Witch Hat Atelier, but thought it would take me ages to make shape recognition work, while not flawless Arcana Loop handles it well.

Enjoyment★★★★★

Fun fast paced gameplay. And though game core is about precise control it doesn't punish you for not drawing correct shape most of the time anything is of use. Loved that direction mattered. The only think I disliked is that spell completion sometimes lagged, but it's prolly optimization issue and I think I should take away rating for this in GJ:D

Narrative ☆☆☆☆☆

Not rating

Artwork ★★★★★

Cute, simple but really fitting love it! Drawing effect is nice and while highly visible doesn't feel out of place. Really good job on making it work all together

Audio ★★★★☆

BGM is nice, SFXs are clean. Loved it

Overall: ★★★★

Nice game but needed more time than 4 days

Creativity ★★★★★

The idea is great, theme fits perfectly and not the obvious way, love that you tried to handle semi-turn based battles + rhythm game, but it feels to me 4 days isn't enough time for polish such genre needs

Enjoyment★★★★

While I love the concept and see the potential for me it felt too prototypy to fully enjoy. Nor tactic nor rhythm aspect fully shines sadly and they also feel glued together not being a part of the same loop. I would probably tweak and enrich the core a little bit forward, for example introducing octaves with special effect, so that listening and understanding sound part is required for a success. Giving it strong 3/5 of enjoyment + bonus ★ for the enjoyment I got thinking of how great this game could become given enough time:D 

Narrative ☆☆☆☆☆

Not rating it here

Artwork ★★★★☆

Great art, flame guy felt a bit out of place for this game but other than that good job!

Audio ★★★☆☆

To a game that sells itself as music game I have a higher standard:D While SFXs are great I think they need much more time to be tuned precisely, right now it feels like a fun idea not a core mechanic

Gun spell all the way!

Overall: ★★★☆☆

Creativity ★★★★★

Loved how simple yet how creative you interpreted the theme, for loop is a thing all we know, but using it with cards is something I wouldn't think of. Love it! I think the game would win from actual loop of the spell inside the game not just multiplying dmg, but N*M shots! We need more shots!

Enjoyment★★★☆☆

There are few things, that could make a game stronger. In particular:

- In general I feel card combo games should encoruge full hand smart plays (at least as base-level of skill. Do less - win more should be kept for advanced players I believe), this game sadly doesn't

- Mana overload was unexpected as it broke the usual pattern in game overdamage = good, I think mechanic such crucial should be introduced more directly and motivated, cause currently it creates a dialogue between player and the game. Player: "Haha im so smart dealing 150 dmg", Game: "No you are not, I attack back for 50 and you are dead" (And if I fully kill myself it doesnt even say "here is a rule I didn't tell you")

- Levels 4+ felt like repeat of the same "Dealt 5 damage, just follow the rule of not overdamaging and I will give you a perfect card to finish". Would love a bit more variety here

- With such concept I think harder levels should be explored with 1-2 additional mechanics

Narrative ☆☆☆☆☆

Not rating

Artwork ★★★★☆

Art is simple but doing its job, UI is super clean!

Audio ★★★☆☆

BGM is nice, but for me it doesnt fit game that well more of a cosmic vibe. SFX are good

Overall: ★★★★☆

If only it was a shop management simulator with ever rising number of ingridients:D

Creativity ★★★☆☆

The game fits the theme well, but the crucial aspect for me in rating is "Will the game be better or worse without this mechanic" and here I think the game would be pretty same with simple "Retry" or depleting points. 

Enjoyment★★★★★

Loved it, great deduction game with cute art and nice dialogues. The only weak point for me is that any fail takes too much time even with fast-forward option, but besides that it was an enjoyable experience

Narrative ★★★★☆

Cannot call it a narrative driven game, but dialogues and the setting felt good to me, it was easy to immerse myself and not think about it from pure game mechanic perpective, good job!

Artwork ★★★★★

Art is gorgeous, UI is clean and intuitive, good job!

Audio ★★★★☆

BGM is nice and doesn't annoy even after 10 minutes. SFXs are clean and fit the game well, really nicely done!

Overall: ★★★★★

Loved the game, thanks!

Creativity ★★★★★

Not the 1st game I've seen going for similar concept, but the cleanest one. In a good way it was obvious for me, how the mechanic works, what I can do it with it, and how I should apply it to challenges on a level. If 

Enjoyment★★★★★

Loved puzzles, loved different mechanics, loved how my skill has evolved with each level. Will repeat myself, but I really liked how easy it was to grasp what game and each level wants from me without any words just from level design and past levels. 

The only weak point for me was level-progression as after some harder levels I faced much more primitive ones, which felt like a filler. Did play only 13 mins, so dunno if there are endgame levels requiring stacking movement of multiple shadow-clones (2nd jumps on 1st and jumps from it, while main char needs to do 2 consecutive precise jumps and so on), but maybe it's too much for general player who isn't that masochistic as me:D Overall loved the game and may play it a bit more later

Narrative ☆☆☆☆☆

Leaving empty

Artwork ★★★★★

Simple and clean, does its job really well. I believe that for platforming puzzles the role of art is not to disturb mechanics and here it's done really well, while bringing visual appeal to the game. As for improvement tips:

- Start UI is a bit confusing right now turning into state that feels disabled on play button hover. And also I would probably make the whole half of a screen active element not only button in such layout.

Audio ★★★★☆

BGM is cute and works well, SFXs in general are good, but I have a bit of problem with timings as I feel a latency between landing and sound being played (weirdly getting bigger with the length of the jump). Probably would also make jump sfx a bit more subtle.

Overall: ★★★★☆


Creativity ★★★★☆

This game is beyond creative (or proll better say "Artistic")  but taking down a star as I believe the Loop theme isn't that strong here. As for the atmosphere, !wow! disturbing as hell

Enjoyment ★★★☆☆

Here I will focus on mechanical part as overall I really enjoyed the game, it was despite mechanics most of the time:D

- Battle system felt reeeaally slow and not require concentration nor strategy. Would prefer it go deeper into direction of fast paced bullet hell, where you endlessly adapt to changing jellyfish arsenal you have at the current moment

- Starting again and again from the base form each battle felt boring for me

- Boss design is quite basic. Loved in later level that there started to appear bullet patterns that were quite hard to dodge, but probably expected something like this from the start

- Would love to see multi enemy battles as I think the game would benefit from multiple points of danger on the screen

Narrative ★★★★☆

It exists in this game and grotesque is the least I could say. The whole atmosphere works well for this game and makes emerged into this wacky world. I think with more time put into polish and enemy design this could be a game that talks with player only through boss mechanics and would do it really well.

Artwork ★★★★☆

Art is probably one of things that makes this game standout. Art itself is gorgeous, but there are some points that I think could be improved:

- Attacks are readable, but colliders used for OnHit sometimes feel off

- I think for this style of a game UI indication of hp/energy should be incorporated into sprites themselves as abstract indication breaks the immersion a bit (though I think in game indication was done beautifully)

Audio ★★★★★

I don't know how, but it just works, I think sound is probably the one thing giving that Atmosphere I cannot stop writing of to this game

Overall: ★★★★☆

Creativity ★★★★★

Love the interpretation of the theme and overall radial movement is rarely explored. Great work!

Enjoyment★★★★☆

I loved it especially side mode it was a literal BLAST. Few things that made it not 5/5:

- I think keyboard controls dont work that well for the radial movement (limitation of GJ i know..). Analog stick would allow for smooth movement and native transition between orbits via direction (is vector pointing to inner or outer circle, is vector more aligned with clockwise \ counter clockwise movement)

- Making it a bit more clear what I need to do to proceed, I understood that I need to hit an enemy, but number of hits \ other conditions were not clear

- Would love a bit more challenging levels from the start

Narrative ☆☆☆☆☆

Leaving empty

Artwork ★★★☆☆

Simple but works beautifully for this game, love the background. VFX are clear and game feels polisheed

Audio ★★★☆ ☆ 

BGM is nice (though I would prefer something a bit more calling to action), SFXs are actually great, missing a bit of SFX for interactable objects. Voiceover is cool!

(1 edit)

And here is a game that raises the bar for any of the future ratings I do. Love this game, hope to see full version one day

Overall: 10 of 5★

Creativity ★★★★★

Here I usually rate  how game fits the theme like is it expected or unexpected twist, but this game is beyond it, it's pure creative genius, I would give it a 5 even if it didn't fit theme at all, but it does. Clash Royale meets Broadway. If only they sang the same way they sing in my head when I play this game, we could just record game footage and call it a Disney cartoon. 

Enjoyment★★★★★

I love competitive games, I love card games with a twist, I love autobattlers. And though on the surface this game has nothing to do with any of these genres I see in the future! Would love PVP mode for this game with 1 minute timer and ability to sidedeck characters (please make it:D)

Narrative ★★★★★

I cannot call it a narative game, but it got me more involved into the lore and characters than any narrative focused game

Artwork ★★★★★

I don't know what to say, characters, decoration, skip screen screaming at me, everything is just amazing. And Im in awe how well it works despite chaos on the screen

Audio ★★★★★

Same for audio it just works flawlessly. 

If only it had a bit more polish it would be one of the brightest diamonds at this GJ

Overall: ★★★★☆

Creativity ★★★★★

A game like no other in this GJ. Theme used perfectly and what I love most unexpectedly

Enjoyment ★★★★☆

Loved the game, but it was a bit unclear how can I be closer to these lovely people to not read this extra small font:D

Narrative ★★★★★

Strongest point of the game! I actually feel being a spy of some kind, actually giving an effort to decypher what characters are talking of

Artwork ★★★☆☆

Simple but lovely art, love the phone booth:D 

Audio ★★★★☆

BGM while fitting is a bit loud for my taste comparing to SFX (it's a game about eavesdrop after all:D). SFX are great and used really well!

(1 edit)

Sadly cannot rate this game higher as I see a lot of potential in it, but feel unpolished and missing few points that I think are important for this genre. Finished the game on 2nd run

Overall: ★★★☆☆

Creativity ★★★☆☆

It was expected implementation of the theme, but felt less of a loop more of a Replay button but keep upgrades, probably less fun but stronger concept could be not making character stronger, but keeping all their choices preselected, so it feels like a real loop.

Enjoyment ★★★☆☆

Loved the game overall, but there are few points that made my run not so enjoyable:

- Enemies I believe should collide with other enemies (that little guy body slamming red dude into me, I will remember him forever)

- I would love movement to the other side be instant, right now character is slowly decelerating 1st and only then changes direction

- Had expected more from a boss fight when it tried to body slam me, but then it just looped into shooting right at place I was a few moment ago, so just circled it to death

Narrative ☆☆☆☆☆

Not rating

Artwork ★★★☆☆

Art itself is great: it's simple some may even call primitive, but for me it does it's job. Enemies are clearly seen, collision happens where i expect it to happen. I easily differentiate enemies and their bullets from my character. Where it's lacking is in visual feedback for player actions. I would love to see some onHit effects, later in the game it didn;t matter that much but at the start it wasn't clear whether I was hit or not and  whether enemies were hit or bullet disappeared.

Audio ★★★★☆

SFXs saved this game for me in terms of feedback loop, where I lacked clear visual representation for hits sound was more than enough, sound effects themself are also well created and fit well the game

I think that it comes to length of the game after all, if it was a full game with let's say 10-15 levels you would have much more time to introduce both setting and characters (and what's important for me clearly define difference between these 4) and reason obstacles they are facing, right now it felt like reading chapter in the middle of a book from a situation-action perspective. 4 characters are percieved as one game character since they perform same function and as a result situation also feels just as a game scene with a puzzle to solve not q story

Overall: ★★★★☆

Amazing game, thanks 

Creativity ★★★★★

Idea isn't something unexpected, but implementation feels amazing, level progression and variety of mechanics is large enough for a gamejam

Enjoyment ★★★★★

I have a weakness for two things:

1) Robots, love robots and wanted to do something about program loops myself this GJ

2) The concept of "Do less" to reach the win

This game has both. 

A minor bug (or how I called it few levels later "feature") is that Jump height is based on how long you hold jump button and the same height is repeated. Probably I just expect from robots to be more predictable in this realm:D

Narrative ☆☆☆☆☆

Not rating

Artwork ★★★★★

Hand-drawn feel gives so much charm. Would be interesting to this style evolve over time in full game (if you considering making one). From black lines on white paper to engineering blueprint style, maybe even realistic looking robot at the end symbolizing journey from idea to reality (gosh, sorry for bringing my internal monologue here:D)

Audio ★★★☆☆

Good BGM, but I have a little problem with combo of SFXs and Artstyle feels a bit off. Overall good 

Overall: ★★★★★ 

Wow

Creativity ★★★★★

The real loop was jumpspinrolljumpbackflipspinrolljumpbackfipjumpspinrolljumpbackflipspinrolljumpbackfip we made along the way

Enjoyment ★★★★★

If I may call it enjoyment, but loved how the game progressed, initially thought it would be just a clicker, but how wrong I was. Shift in controls was unexpected and felt like a breath of fresh air (and cured some of my typo issues), I felt reverting back to original controls didn't play that well (or I just didn't like repositioning my keyboard to put arrows under left palm)

Narrative ★★★★☆

Don't know if intended but I got really deep into thoughts about my day job and how I can break the cycle, thanks... I guess

Artwork ★★★★★

Art is amazing, animations beyond amazing, later levels are definition of word "beauty"

Audio ★★★★★

BGM is great, SFX are clean and on point. It's much easier to critique than praise, so I have nothing to add:D

PS After finishing the game 7th time, found hidden ending: you need to finish a full loop using only Push and then.. won't spoil see for yourself!

Thanks much for playing and for the feedback: 

- Rotation state was the next thing on todo list, but couldn't make it on time:( When playtested 2nd level though thousand times that it should've been a prio:D

Okay we found it, best game of GMTK 2025 (at least my personal)

Overall: ★★★★★ (Please more levels and object interactions)

Creativity ★★★★★

You know, it's said that limitations let us find diamonds. This game is THE DIAMOND. It could easily had controls for moving both up and down and it will make game less fun and less loopy of course. I would love more interactable mechanics that would demolish pattern I created playing these 4 levels to make experience more varied, but overall it's really strong for gamejam (I would actually suggest trying to make a mobile version for this beauty, I think it may hit hard with touch control)

Enjoyment★★★★★

Just amazing, want even more

Narrative ☆☆☆☆☆

Leaving empty as there is no emphasis on narrative imho

Artwork ★★★☆☆

I'm giving it a middle score just cause I dont think it deserves minimum, despite not being that artistic. It's really minimal, basic shapes, but IT WORKS. Probably adding something extra would make it less readable, game doesn't need it.

Audio ★★★★ ☆ 

Simple and clean, both BGM and SFX. Low how bass adds up when you fly, a small thing, but gives the game a polished feel. 

Thanks much!

Overall: ★★★★☆

Creativity ★★★☆☆

I think the loop theme wasn't player especially well in this game, swapping characters in a loop fits, but the game itself doesn't benefit that much from either this swap or replay-loop itself. Despite saying this I see how it may work really well if the game had more levels and some of the information was hidden: for example you are required to make a deadly move to get some info that you will use in your win run and so on. Sadly right now it doesn't work that well for me (maybe cause I got everything from the 1st run, and finished a game on 2nd)

Enjoyment★★★★★

BUT THE GAME IS ABSOLUTE BLAST! Fun, short, a bit challenging, but not too much. Loved the aesthetic, loved voiced intro

Narrative ☆☆☆☆☆

Leaving empty as there is no emphasis on narrative imho

Artwork ★★★★★

This game is gorgeous from character sprite to visual changes in the environment when disaster happens. What I love the most what other games in gj are lacking is consistency, it looks like a finished product I may but on steam, and I would buy it

Audio ★★★★ ☆ 

BGM is nice (though I would prefer something a bit more calling to action), SFXs are actually great, missing a bit of SFX for interactable objects. Voiceover is cool!

Thanks much, loved this game

Overall: ★★★★☆

Creativity ★★★★★

That's what I call creativity 5/5, I could never imagined such game, and I love the interpretation of the theme

Enjoyment★★★★☆

One star down cause took me some time to get the idea of how even I'm supposed to play, definelty a game that given some time to polish would be even better with a small tutorial. But overall was fun

Narrative ☆☆☆☆☆

Leaving empty as there is no narrative I've seen

Artwork ★★★★★

Love the arts-style, pseudo 3d makes it even better, would love to play a bit more action-oriented game in such style I feel it would work even better. Floor sprite feels a bit out of place, but not critical

Audio ★★★☆☆ 

Simple BGM but it works, SFX for hits seem a bit off. Adding hit-confirm sounds when your punch lends and different SFX for hand-types would be a huge step forward in quality.  


Thanks much, the game is great!

Overall: ★★★★☆

Creativity ★★★★☆

Loved the concept, taking one start cause I believe (or at least I hope) I will see even better theme incorporations. Leaving head as an artifact of a previous run is a great idea (and keeping its physics is even better, but that's in the next part)

Enjoyment★★★★★

Probably the best game mechanic-wise in the jam I've seen so far. Challenging but fair puzzles that make you think of many different ways you can use heads (and trying to get what's the correct order). Would love to see few more levels with this base mechanic (plus I believe it's quite expandable), so guys if you wait for sign whether you should work on a release version, you will have at least one buyer:D

Narrative ☆☆☆☆☆

Leaving empty as there is no narrative

Artwork ★★★☆ ☆ 

Art is simple but pleasing to look at, work well with the game

Audio ★★☆☆☆ 

Would love some subtle BGM, lasers and UGH get a bit annoying in the silence


Thanks!

I thought the game was buggy, but then suddenly I clicked with the mouse button and got it.. Great concept, great puzzles, love it

Art is lovely, would love more levels to know how the gameplay would feel on harder difficulty, All in all, great job

Love it perfectly fits the theme on many different levels

Great game, nice interpretation of the theme, level of art and music is great considering everything has been done by 1 person. 

Cute and interesting puzzle mechanic but game bugs out after level finish for me, would love to play all the levels, but sadly cannot:(

Great game with simple but challenging mechanic, screen shake felt a bit too much at the start, but then I understood: that was the thing that made me be less chaotic in my actions and made me better at game, great learning mechanic:D 


Good job!

Great game with simple but challenging mechanic, screen shake felt a bit too much at the start, but then I understood: that was the thing that made me be less chaotic in my actions and made me better at game, great learning mechanic:D 


Good job!

Cute starting sequence, but would love if it was skipable:D 

Control feels a but laggy, but other than that fun game, thanks! 

(3 edits)

Случайно наткнулся на игру, просматривая список этого джема, взгляд упал на список команды и с этого момента я начал чувствовать, что обязан уделить ей минимум два прохождения.

Игра с первых секунд задает тон, прямо говоря, что не претендует на долгую любовь к ней, ей важен момент, ей важна та вспышка интереса, которая появляется, когда ты впервые слышишь голос нарэйтора.

Раз уж заговорил о голосе, в целом скажу пару слов о звуке в игре. BGM отлично передает атмосферу, не надоедая. Саунд эффекты задают нужную реакцию. Клики звучат четко. Нет вау эффекта (кроме вышеупомянутого нарэйтора, голос которому подарил мой любимый актёр озвучки), но сделано четко, так что и не придраться.

Визуал. Сначала мне показалось, что вяло. Интерфейс ресурс-менеджмента очень симплифицирован и как тречить мой уровень отношений с дружественным (или не очень) кораблем так и не понял. Но голограммы! Боже, как же хороши голограммы! Дизайн отлично передает суть каждой из фракций, а отсутствие деталей позволяет представить на их месте именно того, кто лично у тебя ассоциируется с тем или иным движением.

Геймплей и текст. Сами тексты написаны шикарно, каждый раз, встречая знакомый ивент и понимая последствия, которые со мной случатся я целенаправленно выбирал неоптимальные руты, чтобы насладиться эффектом. Хотелось бы чуть больше связанных историй и последствий тех или иных решений, это мне кажется подняло бы игру на совершенно иной уровень. Сейчас к сожалению я бы не хотел отправиться в космос больше двух раз. Также хотелось бы увидеть "усложненный режим", который в самой простой имплементации делал бы х2 убавление ресурсов в негативных энкаунтерах, так как к сожалению я не смог "потопить" свой корабль, делая всё для этого.

Как итог: отличная игра на 1-2 прохождения. Немного глубины и ей будет нестыдно стоять на полке "всё по 5$" электронного магазина. Спасибо команде и буду дальше следить за их успехами:3