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Reshuu

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A member registered Aug 25, 2020 · View creator page →

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(3 edits)

NOTE: when booting the game, it becomes stuck on black screen. spamming space lets you proceed to the game weirdly enough


Finished 4 runs, all ended with DODOT, i might not be able to finish the game atm, but i enjoyed the 2hrs of my playtime!

REVIEW and FEEDBACK
Art looks great and the characters are charming! But gameplay wise
it needs more polish. its a pretty simple deckbuilder but has a lot of potential if gameplay mechanics are to be expanded, especially that the game seems to use actual deck of playing cards. 

 there are some issues i encountered / stuff that i personally wish it had:

  • your cards in hand are retained each turn, so if you had a lot of high energy cards in your hand, you'll probably wont be able to use much cards per turn (less cards to play, less new cards to be added in your hand) unless you do combos or skip turns. my opinions on this are mixed, but my experience with it is not that good
  • Can't check deck / discard pile (at least during battle) so you can't check cards you played / cards that are still in the deck.
  • no enemy intentions, making card plays a bit less strategic. Especially during a boss fight where their attacks are stronger, you will not be able to anticipate when to attack or defend (+ with the randomized attack patterns of enemies makes it much much harder artificially)
  • the DICE as energy mechanic was interesting, but it also makes the run feel worse esp if you always low roll; battles felt very long because of this. (my DODOT boss runs were almost about 15-25 turns before losing)
  • same dice issue, if you get a lot of cards with 7+ energy cost, you are mostly never be able to use it unless you have a lot of the pit stop energy cards (or energy adding cards) or by skipping turns. At most you can only play 1-2 cards optimally... assuming you always get 6 energy from the dice roll. its also hard to combo with high energy cards which makes them a bit harder to use in general
  • No visuals for a lot of mechanics AND you can only see the tutorial once (i cant seem to find where to check the tutorial again)
  • maybe adding DICE upgrades or allow the player to gain an additional DIE for each boss, so that decks with a lot of high energy cards makes it consistently viable
  • the more you play = more cards you have, which will also make your deck inconsistent. i wish the game had a deck editor where you can discard cards that you dont want instead of infinitely increasing your deck the longer you play (since dying does not reset your deck, you'll end up with a bloated deck if you discovered this late)
  •  more visual hints / UI improvements that helps player understand how certain gameplay mechanics works (like the combo system, energy usage, etc.) would make the game better in terms of polish and gameplay flow

overall its fun and its unique enough to be distinct with other deckbuilders out there but still barebones mechanically speaking. Ill add this to my radar and check for updates from time to time! 

thanks! glad you liked it :)

thanks!

We planned to have an online leaderboards but we did not configured it on time sadly :(
However, we will include that and other features we have missed after the jam :))

cool concept! very fun and challenging game

"Prizes non redeemable"

Crying Emoji Dies GIF - Crying Emoji Dies - Discover & Share ...

pretty solid parkour game done under 72hrs! Wall running is a bit unforgiving tho 

loved the rng mechanics!

interesting game, you  can cheese thaeAI though by just spam clicking the screen lol

Thank you for the review! Feedback is greatly appreciated :)

As for the enemy variety, we had plans to have another enemy and a (mini)boss but we were already out of time :(

and also, we will try to continue and expand the project after the jam! thanks again :)

(1 edit)

very fun top-down shooter! However, I noticed that you can spam LMB very fast to shoot more bullets lol

fun game! tho even with more than 5 faces, you can sometimes easily pick the right one because of how the features were generated

is that the browser version? dunno but the browser ver is just too finnicky lol. You could try the windows version

short and fun game! A good start as the idea can be easily expanded further

thanks!

it was intentional that the player is limited to move until you executed your first parry, tho I also did not anticipate the scenario if a player did not parry it at the start (as it would randomize the bullet trajectory  after hitting ground ).

It was supposed to be a separate tutorial scene but we were out of time lol.

And as for the slow-mo, our first idea was the player would also get hit by his own bullets, so a slowed time would be more convenient for parrying the bullet. But after further case-testing, we just proceeded to have the player invulnerable to his own bullet (and did not remove the time-slow)

The time slow was also intended to help the player better calculate the trajectory of the bullet (and also to avoid enemies) but it was loosely implemented and did not really fine-tuned a lot.

Anyways, thanks for the feedback and I'm glad you enjoyed our game :)

interestingly unique game! However, the controls are uncomfortable to use IMO.

short but fun game

very fun top-down shooter with rng mechanics (aligns well to the theme). Very enjoyable even at longer sessions!

The implementation of the limitation is a bit lackluster for me in my opinion (as it is very generalized to be a 1 time used super power/ item) in which I did not have the urge to use it as the character's base damaging tools are enough to clear out most enemies.


nonetheless, very fun game!

Decent tower defender game, but some things I think would be improved:

  • The speed of the UI when navigating through tower building should be faster
  • Ability to instantly start the wave with a button press

other than that, the game is fun to play

good ol top down shooter, fun gameplay!

My only problem aside from the buttons not working as intended, is  I don't quite get the functionalities of the cards (especially the first one that you'll shoot lingers to the enemy). Never get the mechanic behind that so I just spam all the cards. A tutorial/explanation would be appreciated to enforce the intended gameplay

A unique combination of gameplay mechanics that blends well into one-core gameplay!

But the controls for the platforming are quite off-putting to me, as it has a very fast acceleration and a slippery movement which causes the platforming element of the game to become much much harder and more frustrating...

love the pickaxe mechanic! A great idea for expanding  more platformer-related mechanics

Fun game. Theme, and limitation implemented decently

Charming surreal atmosphere and great story! Very fun game to those who enjoy story-focused game

There were a lot of initial plans that we laid out but unfortunately, 72-hrs was not really enough lol. But yea, maybe we'll try to expand this after the jam

very polished, with well-designed levels! Enjoyed every bit of it!

Very unique game design! I love the idea of getting clues to pinpoint the correct artifact.

My only problem is the camera is too much for me, makes me dizzy. And sometimes, you still get hurt during the "entering door" animation which caused me a few restarts. Great game nonetheless!

The design of the puzzle level on each floor is progressively challenging but fun

really loved the one-bullet mechanic! Very cleverly desgined

(1 edit)

10/10, this game made me think

well-implemented theme and limitation. Nice job!

very addictive game with interesting concept!

cool storytelling and ambiance...
Also, the limitation is implemented quite literally (and I love it)

very hard and tricky game but enjoyable nonetheless!

cool concept and the ability to switch to other colors using RMB is well appreciated (but cheesy)

 Nice game, enjoyed trying it.

Enjoyed the planting mechanic to have a diversified bullet types!