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Selrev

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A member registered Oct 06, 2018 · View creator page →

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This story reminds me of why I love Fanfiction. It takes all of these characters that you are familiar with but weaves them all around into this form that makes it feel like you are meeting them for the first time again.

I thought the humor was really on point and there were a few scenes that actually made me giggle in real life (which doesn't happen often at all!). The world is really interesting and I actually want to see how all of these characters interact and where things go, and who does what in this world. 

I think it's neat how you take things seriously when you need to, and also make things silly when you want to as well. The art has such a variety of moods too, and really fits the vibes. I feel like it adds so much to each scene.


There is also just so much art too. Overall it's quite a neat little world that you made. I don't know if you plan on finishing it, but I think it's a fun world to explore. I never know what is coming up next and would love to see what other imagery you come up with.

Fortunately, Orange is one of my favorite colors! (I like it when paired with Green as well)

Good luck!!!

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I  liked this game a lot! I thought it had a nice gameplay loop and expands on it well.

The boss mechanics kept things interesting and engaging. I think it is interesting how it becomes a genuinely different challenge with each boss. 

I played this game pre and post patch and I think you really made some good changes in between patches. Pre-patch was BRUTALLY difficult. But Post patch seemed a lot more balanced.

I do think that the scaling for the blocks, where blocks with more tiles have a higher cooldown is pretty extreme. I usually ended up picking the short cooldown blocks because they seemed like better value. You often would not need the extra tiles of the larger blocks and the smaller blocks were more flexible anyways. Also, since the upgrade system always reduces blocks by 1sec, the shorter cooldown blocks are better with upgrades. 

That being said, I still enjoyed the upgrade system a lot. It really tied together well with the coin gathering. It's a nice bit of game design to tie the systems of your game together so well. The gameplay is actually quite cohesive in general. I think the plot premise ties with the gameplay so well the game in general actually feels like a very cohesive and neatly wound package. There is something wonderful about just how much the plot and gameplay just "make sense". Of course this is how Kobo would attack people.

Minor nitpick, when playing on harder difficulties and dying a lot (or pre-patch), I found myself wishing I could skip the Boss's intro cutscenes.

I think the game also puts emphasis on the correct things that really contribute to this gameplay. I think it's shocking how quickly I just adapted to the notion that Calli is just one frame of animation and didn't really mind. My mind was more interested in the hazards and environment anyways. As an animator... it really gives me a minor existential crisis. 

Oh, and also good song choice.

This game is very Orange.

 I think this game has one of the most unique art styles for a jam game. I never thought about how much millage you could get from creative use of screenshots. The rest of the UI design and sound design just meshes so well. Also the name of the game is so honest, and the presentation is so clean. It's really hard not be at least a little charmed by the game. I think ranks pretty highly for me as far as "How well does this game deliver on what it advertises".

As far as gameplay goes? Well... I'm not too sure. It's pretty RNGish as far as I can tell. I couldn't really find a good strategy or really work out the mechanics.

But strange thing is... I didn't even mind. I feel like the game works well just as a means of experiencing cool UI design and aesthetics. I mean, it's hard to get mad at a game with a Gigi with her arms raised in the corner.

I played the game for a lot longer then I expected,  and just want to share a moment in this game that actually made me go "oh crap" and really encourage me to keep playing.

As I was digging I noticed the Down arrows and "Keep Digging" signs. And I thought those were nice. They helped me realize that I still had ways to go. However... the moment I saw the "Save us!" sign I was suddenly REALLY curious and determined to beat the game.

When I got to the room with the lab and the bloodstains everywhere, I REALLY REALLY wanted to beat the game and figure out the mystery. Unfortunately I think the game doesn't really build too much further upon it (maybe for time reasons). But the curiosity I had made me keep playing and digging. I think things like that are really powerful and shows how useful of a tool mystery can be. I feel like you started with something cool there and gave me a moment I didn't see in any other jam game so far this time around.

I did appreciate the Boss fight at the bottom to mix it up. It was a nice thing that was different from the rest of the gameplay. I feel like it was a bit too memey maybe? And an ending dialogue would actually add so much.

Uhh... random other comments. I feel like most of these fall under the "Probably just ran out of time" style of critique, which isn't too helpful, but I thought I would list it out anyways.

- Gems and Ores could use a name. It helps a bit with immersion.
-The Artifacts you dig up could also be made more immersive if they had a name you could see somewhere. I thought finding Artifacts were really cool, and here is where just a little bit of flavor text and a name can really help with the whole sense of mystery. 
- Some way to tell the value of Ores in the inventory screen could be useful.
- Jetpack ramps up in speed very quickly once you upgrade it, making it very hard to control.
- Taking damage when falling could use some kind of indicator. I actually didn't realize how low my health was getting due to this.
- One actual point. I THINK the water you run into is an indicator for when you run out of time. I think this ended up confusing some people who thought that they dug too deep or something. If this is the case, I think a simple transition like a fade to black with some text could have avoided this problem.
- Sprite art is nice! I'm guess you drew most of it for this jam.

I like that you went for a style and it carried through with a lot of the theming. I do think it's a bit tough to make games that require a lot of flow and level design. Speaking from experience, these games are much harder then they appear.

These games look pretty simple on the surface due to not seeming like they have a lot of mechanics. But the mechanics are usually tuned pretty hard and the level design is tight.

I think at the moment, it's a bit hard to go through the levels quickly. I found it hard to maintain speed consistently due to hitting a lot of walls and spikes. Sometimes I am able to break through a lot of blocks without slowing down. Other times I get stopped and I am forced to stop. 

I also think the camera is too zoomed in too see what is going up ahead compared to your speed.

Still I think this is not a bad attempt and I see the vision you are going for! A bit more time to polish up level design and physics would be all it needs.

I loved the scenario for this game. I think have a well packaged, coherent package around the theme helps elevate the game as a package and bring everything together. 
It's nice how it came together at the end, with the gameplay, story and presentation meshing together really well.

I think one thing I would note is that a few of the games took a while for me to understand. I think mainly the one where you need to point out the lies. But once I got that the game flows together nicely.

(Also... Nice Gogi art. I can recognize it from anywhere)

A cute grem platformer! Grems are so cute. I loved the sprites for the Grem (ESPECIALLY the death animation). I think generally the presentation of the game is solid, with the unique buttons and transition animations. I think little details like the buttons in the volume slider are nice.

I think the gameplay mechanic of modifying the timers are interesting and it seems like it makes the game much more focused on planning and plotting a path over multiple playthroughs. It also tie into the theme of dealines in an interesting way.

However, one thing I noticed is that since most of the more interesting paths that involve timers are optional ones off to the side, I did not have to engage with the mechanic too much in my playthrough. I primarily just made sure to grab the x2 time multipliers as early as possible. This is a bit of a shame since I don't think you are too incentivized to grab most of the extra items and engage with the level mechanics and level design.

I noticed that the game keeps track of the things you need to pick up (I'm not tooooo sure what they are). However, I think if the game acknowledged them a bit more, whether at the start or end, players would be more incentivized to go out of their way and figure out paths to collect them more. Something like an ending/results screen, pre-game screen or something else that names and points out those items will help bring out the level design more. Sometimes just a name for the collectible is enough, or a BS "story" reason.

I did notice that a few people though the game was too difficult. I initially thought so as well, but I eventually got used to it.

I think there are two control things that made it a bit hard to get into the game. Neither of these are deal-breakers or anything but they did make it get a bit harder to get into the game.

1. I found it a bit hard to control the jumps since this game operates on a Castlevania like control scheme where you need to commit to a jump arc. This isn't the worst thing as I got used to it after a while. However, it's still something that makes things a bit harder to get used to the game. 

2. The more important issue is that it isn't too clear where the Grem's collision box is. is. I think that controlling a wide character can make for some interesting levels, but as it stands it wasn't too clear where the edge of the Grem is and how far along the platform I can stand before falling.

I think in particular there were a few jumps at the 2nd level that required you to be close to the edge of the platform. I was stuck there for a good bit before I could make it due to not knowing where the Grem's collision box ends.

Otherwise. It's a nicely presented, well scoped little game.


I unironically go back every once in a while to play this game. A hololive shmup is just really nice.  And the game has vibes.

It plays like it was made by someone who genuinely loves the genre and understands it's quirks.

I wrote my comment while super sleepy and just reread it. I am surprised you were able to parse my ramblings. So many typos.... 

OMG I actually beat it! I didn't expect to be able to.

The vibes are immaculate. With the cool chill music in the background and the cool dark cave with glowly lights and birds flying around. The art is also really well done. 

I think the game as a concept is actually a great concept, with the legendary, simple but engaging gameplay mechanics that people strive for. It's really quite hard to find a simple but engaging concept and I think this game handles it quite well, with the sword slash mechanic being a simple one but one with a lot of depth. The name is also quite clever. 


I do think there are a few things that did make me quite frustrated. It's a bit hard with these kinda games since Jump king in it of itself is very frustrating by design. But I think 3 things I found frustrating are:

1) You can die from hitting the ground, perform a slash and then die after the slash is over. This kind of "fake out" where I think I successfully slashed the ground, and then died, was somewhat frustrating

2) I feel like ERB's hurtbox might be a bit too large. I think sometimes I would clip a bit of ERB's hair or something similar and die. I think shrinking the hurtbox a little bit to favor the player can help ease frustrations.

3) There are some comments about making it so you only die from hitting the ground instead of hitting the ceiling. That could be interesting and ease frustrations, but I feel like the game as is, is designed around dying from hitting ceilings. So for this I think it's fine, as you would need to change how the game is designed to accomodate that.  I think maybe part of why it is frustrating is that it doesn't look like you should die from ceilings. Maybe changing some blocks to be spiky/lava/dangerous could make it more clear? 

I didn't use them at all the first few loops while I was grinding La+. However during the final few loops I thought they were pretty nifty to lure pebbles around to different places.

Ohhh I get it. This is less of a Tactical RPG and more of a puzzle game. I feel like the goal is to try to find the optimal way to farm EXP for La+ within the 5 turns that you are given. The Plusmates are kinda like pawns in chess, where they're really just there for luring enemies, tanking hits, and soaking up damage.

Once I realized that I think the game made a lot more sense. 

However, there are still a few things. I feel like the "solution" to this puzzle appears to be quite strict and you really have to optimize grinding and make the best use of the 5 loops back. You not only do you need to get to her within 7 turns but also kill her as well. Laplus is the only one who can do reasonable damage so you I feel like you really need to get enough to kill her in roughly 3 hits. That's actually pretty strict as far as grinding goes.

Because of this I feel like the punishment for failing is too severe. A big part in puzzle games Is to be able to try out things and see whether it works until you figure out the puzzle.

I just got to the part where I could kill Laplus in 3 turns but then accidentally left Laplus vulnerable and she died. This made me have to start from the very start. I feel like a retry function that starts you a little less far back would do wonders for this game. Maybe to the start of the last turn.

In addition, there is no undo otpion if you accidentally place a unit in the wrong spot, which makes the game quite unforgiving.  

Besides that, good job with sprite work and music! 

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Interesting game! But very hard! 

I couldn't get too far before running out of lives. Meanwhile I was looking longingly at "easy" on the Menu screen.
I thought that the timestop mechanic was used well there are many times where I found myself really using the timestop . It's quite a lifesaver. I do think it can be quite tricky to get players to use all the mechanics of a game but I thought this game did it quite nicely.

The scoring system was interesting since it encourages you to keep enemies on screen for as long as possible so you can kill then all at once really quickly. I feel like if I was better at the game I would have gone for high scores, since it gives you an interesting risk/reward kind of dynamic.

I thought that aesthetically the game all comes together quite well. It has a nice "Windows XP" kinda feel to the 3D models, which also fits along with the music quite nicely.

I do feel like dying is quite punishing, since some attacks, such as the Boss's Laser attacks, would kill me in one hit sometimes. I do wonder if there may possibly be a bug where some attacks deal more damage then intended, since there are a few times where I swore I had plenty of health but would still be killed by a projectile.

One thing I would recommend is shortening the runbacks to the bosses. Most of the challenges were at the bosses, but going back to the boss would take quite a while since I needed to play through the entire stage. There was also quite a long pause after finishing the stage where nothing would be going on before the boss appears. 
I may visit this again after I rate a few more games. Good job!

Doesn't seem to have too much to do with Hololive. However, I hope you two had fun making the game and learned about Godot and game dev! Congrats on getting a project through!

at I struggled to get too far in the game and could not get past stage 2. I think mainly this results from the map being quite large. After finding a few slimes I would often have a few remaining and not be able to find the rest. I found it a bit hard to tell where I have been and where I haven't been since the layout of the rooms is very similar.

In addition,at one point I had a slime appear right on top of the bookcase and I could not reach it. Sometimes when a slime is near the edge of the bookcase  I can still get it. But this time the slime was right in the middle of top of the bookcase and I wasn't sure how to reach it.


I wish you guys the best of luck on your future games!

Thank you!!!It was so nice to hear this! 

I'm not too sure how you were able to find this, but I'm glad that you enjoyed it.

I think in terms of pure gameplay this one was one of my favorite games this jam!

I actually think that even though the game looks like a Fire Emblem style game, it actually ends up being more like a puzzle game to me (due to the enemies dying in one hit).  I found myself trying my best to optimize my abilities to get the most actions done in one turn. I think it is a good decision to allow such an open ability system where you can do so much in one turn.

I found all of the abilities to be useful in their own way, and was able to use them to get just a little bit more of an advantage each turn.

I think one thing that would be a simple but very effective motivator for me would be if there was some kind of "par time". I found myself performing a lot of optimizations, but would end up winning with plenty of time left. I think that leaving a good amount of tolerance is the right decision btw. However, a par time would allow people who like optimizing things something really fun to go for.

Wow, this game wasn't at all what I thought it would be. As background context, I'm not a big fan of farming games or cozy games. It just isn't really my type of genre, so I held off on playing this game for quite a while because of it. 

I won't go too much into critiques because I see almost everyone here already said them (enemy variety, grindiness, crashes). Most of them can be chalked up to "game jam time pressure". And I understand. So I'll focus a bit on concept and potential.

I'll start by saying... as someone who hates the farming game genre, this game actually got me more hooked then almost any farming game I've played. 

In a way... I feel like this game almost feels like a subversion of the genre. Or a deconstruction of it. Maybe I'm reading too much into it. But the twist caught me completely off guard and I suddenly found myself way more engaged then I thought I would be. If anything this game shows just how important story is at changing motivations in a game.

Anyways, I think this may be just me but I actually found that the game changed from a Cozy game to actually quite a stressful game. But in a good way (for me). As in... I was really engaged. I was taking more risks trying to get every scrap of material and seed I could in order to make sure I could afford the modules every day. I was thinking about how to optimize my planting, and I was making tough decisions between buying upgrades and buying CC modules.

I do not know your design intentions, but I feel like I would enjoy a game that doubled down on this aspect of the game, as it really is kind of heartbreaking to see CC slowly degrade, and I think that emotional drive can be a powerful motivator. As you start to work tirelessly to prolong what could potentially be an inevitable end, I could imagine a lot of cool moments and great storytelling potential here. 

You could work tirelessly to spend every last second trying to extend CC's life as long as possible, but in turn be barely able to see her? Or you could take it a bit more slowly and spend some moments just enjoying the time they have left?

You could make small interactions where things become harder and harder for CC, and maintenance tasks become more complicated and more demanding over time.

There is a lot of potential for some really powerful moments here! I think... if you guys decide to continue onward, I think the key to focus on (besides the other things people mentioned), would be presentation. There are some cool tricks you guys do (like muting the music for one chapter, and giving CC little animations) but more is always better. The writing and the concepts are already there, it's just up to presentation to give the story justice!

Good luck, this game is definitely one of the coolest ones this jam. I think it's really funny thought how both this game and my game have a somewhat similar base premise but the story is almost... reversed.

Somehow everything in this game meshes together in a way that really fits. This game is so dumb in the absolute best way possible.

The art, sound effects and even the open admission that things were cut due to time meld together in a way that actually makes things even funnier. Some of the faces here were too funny (Richard pointing at you while doing squats).

I actually feel like you could make a full game like this, with this randomness, humor, and dumb amazing scenarios and it'll fit. It also has weirdly good production values for what is there, with the title cards and the textboxes. 

I think the key to why it worked was just the sheer unpredictability and randomness of how you solved problems and how the plot moved forward. I wish you had more time! 

This game is actually incredibly polished. There are a lot of little animations that add a lot to the sense of production value, such as the results text after every stage, or the little animations when selecting love or hate after every stage, not to mention the animated intro and exit cutscenes too!

The sound effects are also on point as well and integrated quite well.

The gameplay itself is a great idea and watching all my otomos and grems fly around into the enemies was fun to watch (it helps that grems are very cute). It was easy to pick up and satisfying to play. For a game jam, giving off a cool vibe and a unique idea is good enough. And I could see this being a flash game being played back in the day. 

If I were to pick out some points. I think the biggest thing that could be improved is mid-game actions. I found that I was able to get the best results by using the middle click buttons to send all of my grems/otomos charging at once. The fact they were all moving quickly meant that they had a high likelihood of running into an otomo or grem and dealing at least some damage. I don't know if this is definitely the best strategy, but it worked well enough for me to be able to run through the game without really needing to worry too much about my unit composition.

The game provides options to send just one unity charging at a time. However, due to the chaos going on, I found that I rarely needed to use the feature as it was just easier and more time efficient to just send my entire army charging at whatever I needed to charge at.

 As other people mentioned, I think playing as Grems is a bit  harder then Otomos. This is mainly due to the Otomo types being able to take out or damage large groups of Grems at once.  However, I was still able to beat both campaigns using middle click spam. 

Regardless, I think balance is one of the hardest things to do, and often something that can be very difficult to judge without playtesting. I also am not sure if my strategy is indeed the best strategy, but it was one that worked well for me. I think this is a very polished and complete feeling product, and most importantly I had fun playing it.

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This game made my brain explode. (at first)

But once I got a hang of it, I found it to be a very unique idea!


This game really tests skillsets I don't think get tested very much in games.  It seems to be a game about processing large amounts of information quickly, working off of incomplete data (future grems), and occasionally making snap judgement calls based on probabilities. The only game I can think of that is like this is a stock market game called "Space Warlord Organ Trading Simulator", but I imagine there must be other stock market like games that are also about rapid information processing..

I find the powerups in particular to be interesting, as they really don't directly make you any more points, but instead just process the information a bit more in order to help you make better decisions. I find that entire premise as a powerup to be a very cool idea. I can't really think of another game of this style with powerups like this, so it's actually a very novel idea.

I think the main things I would comment on as a potential critique is that I think the learning curve is quite steep. It's actually not as complicated as it seems at first glance, but it took me quite a few playthroughs to get a sense of how score is actually calculated. Until then, even with the manual, scores felt very arbitrary and sometimes random. The tutorial does help, but immediately after the tutorial I didn't quite get what was happening.

The large volume of information you need to process/memorize is very overwhelming at first and may turn off some people. However, since processing relatively large amounts of information is the point of the game, you cannot really simplify the core design too much without sacrificing the appeal of the game IMO.

This is really a scope thing, but if I were to recommend ways to expand upon the idea in a larger game, starting off with simple matches with maybe only 1 trait, or a smaller pool of traits, and then scaling up to the full game would be a good way to get players to grapple with the game mechanics before the game becomes more and more complex.

Another critique is that I also think that there are too many situations I end up in where I end up with no possible good matches.. I don't know if the game already does this, but if the game generated with a pool of grems that always has a potential series of good or perfect matchups, I think it would make the game a lot deeper, as you would need to also try to predict what traits the new grems may have. It will also make any bad matchups left over  feel more like the player's fault.

At the moment, there are too many times where I only have bad matchups left and felt unlucky. 

Anyways, I think the idea brings something very fresh to the table. It was a good game for me to crunch my brain a little bit to try to figure out and form some strategies around. If you have any strategies in this game I'm actually quite curious as I want to compare strategies

Oh and the profile descriptions are really funny. The one where he just says "I lie everday" made me lol for real.

I feel like this is the type of game to hide a bunch of secrets. I am not certain yet whether I found them all yet, but judging from your previous projects. I have a hunch there are probably a lot of things tucked in real nicely in this project.

When I stumbled across a hidden dev log I was like... WOAH, and then spent the next few minutes trying random things to find other secrets.  Unfortunately I don't think I found too much.

I know there is a cracked wall in the first room of the library when you use Panther eyes, but I could not find out how to get past the cracked wall.

Anyways, I find this genre of "use items in unique ways to find things in the world" games to be quite interesting. The panther and stop watch item have a lot of puzzle creation potential as they are just cool concepts for abilities. I just wish I could find more things. For instance, I found the secret blue enemy that was actually the voice behind the tablet, but don't know if there is something you can do with him.

Beyond that, the presentation in the intro was interesting. I think my main thing is that I just wish the plots in the books were a little bit more integrated with whatever my personal character's motivations/story is. They seem like very separate stories without too much connection.

I also wish there were more things hidden through the God Eyes and Stopwatch item as I found them to be really interesting ideas as a gameplay mechanic. The chicken puzzle also was a moment where I felt clever when I figured out the puzzle.

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I noticed the thumbnail was updated and I decided to give the game another shot!

You guys really added a lot of meaningful updates this time around! I found the navigation a lot more clear, and I could get my way back to the start more easily. It was also interesting seeing the new level elements such as the dark cave, which helps make the journey feel longer and more eventful.

I think the coolest thing about the game though is the BGM integration, with the new layers that get added with each new screen. This was in the old version, but I think you've added a lot more this time around. The different layers blend together well, and when mixed with the location and time of day changes makes for an atmospheric journey coming back. It comes together quite nicely! I think I'll take some inspiration from how this game handles things in my own future projects. It makes me wonder what a larger project with this kind of bgm integration would look like.

The only thing from my last comment that I think stays is that I still think doing double jumps from a slope is a bit awkward, but there are fewer jumps needed off of slopes now then there was before. 

This is a really cool puzzle game and very innovative! It's an actually novel idea, and I ended up having a lot of fun with it trying to figure out ways to navigate around the data.

I ended up having to build a lot of strategies around just a few key cross-gen relationships that I was aware of so I could jump between ID, JP, Regloss and EN. Then there were a few particularly tricky members that did not have relationships with the rest of their gen so you had to specifically plan around it! 

It was a very tough puzzle game, but it was one that had me pulling around wikis and pouring over documents in order to guess the database.

There were a few things that surprised me though. For instance, I am a Zeta fan and I thought for sure that Zeta x Ririka would be a link, (Ririka is practically Zeta's mom) but I guess it wasn't there in this database. Or maybe there just isn't a lot of fanart around it.

Anyways, the strategy guide for me is as follows:

1. Generally any members within the same gen are usually relatively connected. There are a few exceptions in the very newest gens (FLOWGLOW) but you can usually hop between members of a gen relatively freely. Therefore as soon as you reach a gen, you should think about which member in the generation can be used as a way to hop "out" into a different generation.

2. There are relatively few links between JP/Regloss and EN/ID so you should have 1 or 2 links in mind for how you will eventually switch branches. Regloss in particular is very difficult due to them being newer so I built my entire strategy around knowing how I can enter and exit regloss.

3. Gens are generally relatively connected with the generation immediately after them, so there are a lot of options to choose from. Once you get into a branch, you can usually just go down the same branch.

4. Mel stands out in particular for being exceptionally difficult in collabs. The only ones I found at all were Mel x Haachama, and Mel x Choco.
Roboco is also quite difficult mainly due to lacking connections with most of her own generation.

For me, my strategy went: 

- I first try to reach EN or ID. They are quite internally interconnected and it is comparatively easy to full clear them. I used Biboo -> Kaela as a bridge between the two gens. However, there are other options.

If I ended on EN, I used Cecilia to jump to Sora. If I ended up ID, I used Ollie to jump to Haachama. Generally it is easier to end with ID and go to Haachama

Roboco/Mel in particular is a difficult area. But you can get through these difficult ones by going Haachama -> Mel -> Choco -> Aki -> Roboco -> Sora/Luna/Matsuri. This clears out 2 of the hardest members to find relationships at once.

From this point on, I just go down the gens, 2->3->gamers->4->5->6. I then use Lui to jump directly to Niko, clear out FLOWGLOW and use Su to jump to Hajime.

It was actually really fun to fill out this puzzle! What a cool idea. The only nitpick I think is that the window where you select members is a little too small.

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I really like the premise of the game! The idea of an immortal Kronii reflecting on the past when everyone else has left is a very existential premise. 

The music also is consistently very excellent with each track being very different from the others and being a cool take on the remixes. I would like to hear some of these remixes on Youtube or somewhere like that if possible!

 I do think that the game does spread itself a little bit thin, as each of the minigames do not share mechanics with each other. I think that having Kronii as a thematic mechanic is a cool idea that ties the minigames together. However, I think that having a game consisting of minigames is a bit difficult in a game jam, as the split attention means that you have less time to tune, polish and test each game individually. One of the genres you chose is also an FPS, which can take a pretty big time investment. There are also quite a lot of things going on with the fishing game, so the minigames are not really very "mini" to begin with.

There are a few bugs/Design feedback bits I can report: 

1. On my screen, when playing the gameplay segments with Sana and Fauna, the gameplay was constrained to a small window on the top right of the screen. I believe this is a scaling issues with canvases being inconsistent. 

2. These was a bar with the words "test" on the screen when playing the Mumei video game. 

3. For the Mumei game, due to ammo being in short supply, I found myself running around most enemies. That could be an intentional game decision as the enemies are fairly easy to run around, and Kronii's time stop could come in handy. 

I think that there are some good conversations the game. Such as those involving the other members delaying things just a bit so Kronii could spend time with them a little longer. The main thing I would improve if I had more time would be presentation of these plot elements, as some of them just happen in the middle or in between gameplay with relatively little fanfare considering the importance of the conversation. Presentation (audio or visual) improvements can help these story beats hit a lot harder, as I think there is a good core message in there.

I feel like this is a very ambitious project, maybe a little bit high in scope. But I see the potential in the idea and premise. Combining or making some minigames share more mechanics could be a worth trade off in favor of adding more touches to the story. Or alternatively, focusing on just one member, would allow you to add in more presentation improvements to really make things shine.

Woah this is quite an impressive entry for a Holojam game! Getting such a fluid movement model done in just 2 weeks is quite something!

One thing I would like to say is that the combat and mechanics were to the extent that I ended up sinking quite a few tries into this entry to get better. I still never beat the final boss though... despite many many attempts. But I was able to see tangible improvements throughout my playthroughs. Like actual tangible. satisfying, skill level increases, which for a game jam game is quite something.

I'm not the biggest Ace Combat player (I just played AC4 on PS2 back in the day) so I am not the best to judge this. But I talked a bit with a friend of mine who was an Ace combat player and got his opinions.

1. First of all, I enjoy the fact that you've taken the story premise seriously. I think that honestly, IMO Ace combat games and Ace combat-likes are ultimately very story driven. You play because you want to find out what happened, and the short little premise at the start helps express that quite a bit.

One change that I would recommend is to sprinkle more story snippets throughout the game. At the end, before you fight Shiori, you have quite a long (and honestly very interesting) sequence of dialogue.  However, my friend thought the game was just an endless survival game before that point.  The story actually is an incredible motivator and I think that having it sprinkled throughout can help players stay engaged and see what can come up next.

2. I think the difficulty is a tad too hard for what the game is trying to achieve. This sort of is a good rule of thumb for game jam games, but because there are so many games to play, having things on a bit of the easier scale is good for players. (For instance, I've neglected a lot of other games since I spent so much time playing this one). But also, I think that having things too difficult can actually hurt the story telling aspect, since players may end up feeling frustrated when the intended emotion was something else.

- This could potentially also be solved with checkpoints. For instance, if the lore reason that Shiori was so difficult (for me at least) is that you want to convey Shiori's skill/power, putting a checkpoint before Shiori can help still convey that point while also being less frustrating. At the moment, the difficulty can add some frustration which can interfere with the overall presentaiton parts of the game.

3. Controlling the plane with the mouse was a bit awkward. Controller support is difficult, and I understand if you did not have time to support it. However, having an option for keyboard controls can help a lot, as it would allow me to continuously turn in a certain direction without needing to reset the mouse.

Anyways, I really liked the game. One of the standouts IMO, and I want to learn more about this cool setting, where Hololive members are controlling high tech military equipment.

 I think that games in more niche genres like this tend to suffer a bit in game jam ratings, as niche games don't hit with everyone. But regardless of how the game does in terms of ending rating, I think you've made something very cool and with a lot of promise for the time you have. 

Mumei always has the coolest games. I really liked how the backgrounds and music changes. It gives off the sense of a journey happening. I also liked the events (trees falling/breaking) as it kept me wondering what would happen next and looking forward to exploring.

Since the game is in progress, I'll try to do some bug reports/feedback to hopefully help a little bit.

Main design feedback is that After getting the double jump, I immediately started walking left until I reached the place where I initially dropped down into the underground city. There was a platform that looked JUST out of reach from the double jump and I tried a lot to get there. 

It wasn't until I went back and jumped around at random that I discovered that you were supposed to jump up from the roof of  the structure to find more platforms. Something like an arrow prop or a strategically placed wall/platform can help people find the intended path a little easier.

Double jumping also appears to be somewhat consistent on sloped platforms which made some of the underground city sections a bit difficult.

There are also some issues you maybe already know about:

- In the room where you get a double jump, the yellow trigger hitbox is visible

- In the room where you get the double jump, if you jump before picking up the letter you can fly into the air.

- There are some scenes which have the temporary Mumei dialog sprite still (the scene where the stalactite falls and makes a hole).


I like the story that you have! It really makes me wonder when the game takes place and how long it has been since Mumei was in Hololive.

Hi Cloudlime!

Going to do a bit of bugreporting to helpfully help with fixing things during the grace period.

Here is what I found so far:

1. Opening the Kanade Crane with all of the angry faces causes the game to lag significantly
2. Exiting the game will cause the game to overlap the arcade music multiple times.
3. I noticed that returning to the arcade would create duplicate versions of myself from past attempts (the ghost of the past are haunting me nooooooo!)

I checked the JS console to see if I could find any error messages but nothing popped up.

Good luck! Congrats on getting the solo project through with everything else you have been doing!

Thank you so much for your kind comments! It really encourages me to work on more Hololive games! (Especially Council/Promise ones). 

I was surprised you found it, so this was a great thing to wake up to.

Thanks for the advice! I'll try adding some tags to my other games as well! I normally only use itch for game jams, so I am not familiar with how tagging works. I'm glad you enjoyed them!

Great production value on this game! I think things like having an attractive title card and an intro cutscene actually go very far in terms of making the game feel polished. I was certainly impressed when I first started.

I think Biboo's hitbox is quite big. I found it very difficult to dodge things and instead relied mostly on hoping to hear as much as possible from the tea and coffee drops. Fortunately that seemed to work out as I was able to beat the game by taking and healing a lot. However, it does mean detract a bit from the game design when you can heal your way through fights.  I tried pretty hard but always seemed to get hit by the bosses's attacks. But the relatively plentiful health drops meant i was able to make it through anyways.

I don't think I was quite a fan of the healing items changing your movement, as they made Biboo a bit too uncontrollable for me, which made it even harder to dodge attacks.

I tried both weapons. The heavy attack seems to be a clear favorite against smaller enemies, being able to take out groups with just one burst. But the light attack's range and safety made it better against the boss. I did get pretty tired of mashing the attack button at the end though. I think I would have personally preferred 2 attack buttons or swapping weapons so you could hold to fire rapidly but it worked well enough for me at the end.

I think as far as being a Fanwork goes, this game really meets the "fan" requirement. After playing the game I went and watched the KINGWORLD music video. It really is quite impressive how much in that music video is captured in this game. The enemies, the backgrounds, music, color scheme and boss, are all taken right from the music video. Even the UI seems inspired by it. The devotion of the team to FBK is really quite evident.

As far as feedback goes. Everybody has mentioned the camera, and I agree. It really is the crux of a lot of issues though. For instance, I also rarely used the dash attack due to not knowing where I would run into. The close camera also causes a lot of blind jumps or unavoidable damage.

Still, the improvement from pre-patch to post-patch is still quite noticeable. In pre-patch I literally almost never fought enemies and would just run past them since they took so long to kill. I would just try to find the nearest Sukonbu to heal. Now, I still run past enemies quite often, but occaisionally would stop and clear some out in order to make a path. The balance between Sword and gun is also way better post patch and i find myself switching between them.

I still think that the enemies are still a bit too tanky for their own good and are often in places that are difficult to attack without taking at least a little damage. The Sukonbu being full heals make this so much more doable. 

The Sukonbu bonuses are a bit hard to perceive though. I don't know quite how much they improve things by but I didn't quite feel it in my playthough. Maybe a number saying how much the stat is improved by can help.

I actually quite liked the final boss. The trick is to just memorize the timing. Your eally cannot react to the boss, but memorizing the timing of the attacks makes things much more doable. I also think that completing as much as you did, with 2 levels a tutorial and a final boss is something to be proud of. It delivers a cohesive package and feels complete.

Quite a vibey game. The art is well integrated. And the music goes very well with flying around (It also goes great with looking up Cecilia's skirt for 80% of the game!)

I think as far as design feedback goes. I wasn't quite sure if this was a bug, but the Red Cecilia seems to be overpowered, as she has 7000+ energy while the others have way less. The numbers seem so random that I am convinced there must be an inside joke going on that is floating over my head.

Anyways, I ended up flying as Red Cecilia most of the time. While the color match bonuses are nice, the convenience of Red Cecilia's huge energy stockpile made it so I preferred to just stay with one color and collect everything.

I also think that the game is maybe a bit too long. Rounding up 300 collectibles can get a bit tedius after a bit, especially when there are only a few remaining. I think a slightly shorter game can help incentivize things like going for high scores or top times.  

Nice an simple little game!

I think that sometimes, with a simpler game. It's just nice to set your scope well and make sure you meet that criteria. I really can't give too much feedback on the game since just about everything that the game presents is done qutie solidly.

One props I will give is that the cute cover art of the Chattini is quite attractive. Among the tons of other games I saw, this was one of the first ones I played because the Chattini was cute.

I think the main feedback is just a hold to fire option instead of spamming the attack button. I also couldn't quite tell how much health I had.

I feel any other feedback I may have is more along the lines of wishing for more content rather then feedback.

Hi Rusu! 

How ya doing!

Pretty cool game you got here! I think it is one of the most mechanically coherant games I played so far. Every mechanic fits well and is tuned to work with the levels. The level design teaches players mechanics well and  forces players to use each mechanic properly.

I will say though that I did get stuck since I didn't realize you were supposed to kill all the enemies in the indoor section. So something giving feedback on that can be helpful. 

I am also.... very .... very bad at this game. And I can't seem to tell why. As you know, other people were able to quickly pick this up and make a lot of the mechanics given. I can see the potential of all the mechanics but can't seem to wrap my hand around it.

I THINK that one thing that messes me up are the enemy attack patterns. I cannot be quite sure but I think there is some random offset that the enemies will miss by. This actually messes me up a bit since I sometimes get hit by stray bullets. And sometimes tactics I try work, and other times it doesn't. If that is the case, I think it may be better to reduce difficulty in a predictable way such as making enemies be more accurate but fire slower, or increasing the punch hitbox. I think for a skill focused game like this, making sure everything is as consistent and predictable as possible is important. If I am wrong then maybe there is a conveyance issue instead where I just could not figure out the attack pattern of the enemies.

Otherwise, I think this is a great game concept. It's what I think is fairly ideal as far as a Holomem game goes,  as this game showcases Gigi doing her abilities best, doing something particular to her. And the tightness of this game concept is something to be proud of.

This game was way better then I thought it would be.

I haven't played all the games yet. But I actually think mechanically this game is one of the best interpretations of the Corruption concept so far.  It actually feels very much integrated to the gameplay rather then being a visual or storytelling element. 

I actually liked how you don't explicitely explain what the effects of corruption are, as figuring them out and having an Aha moment that I really enjoy from puzzle games. It was surprisingly solid in terms of design. I read some other people talk about getting stuck or cheesing puzzles, but I didn't encounter anything like that in my playthrough. 

Of course, the main thing for feedback would be the presentation aspect of the game. But I think you know about that already. I think for future jams, finding a team that can focus on art or presentation can help a lot. You seem to have the design aspect of the game down, and getting others to help you can free you up a bit more to focus more on level design.

I could see there being more complicated puzzles later on that showcase the corruption effects more. 

Life is Roblox!

I am not too familiar with the Roblox Tycoon source material. So feedback is not going to factor that in. This game does remind me a lot of Factorio though, with the belts. I think a little factorio like game is actually a great concept for a Holojam game. And it certainly is original.

I thought the art was very cute. I especially liked the little grems in the boxes. 

You have quite a lot of mechanics, but they maybe aren't quite used as much as they could be. I recognize that the game jam probably added a lot of constraints. But I think a few additional tweaks can help showcase the mechanics you already have. For instance, there are a lot of different conveyor belt patterns, and the option to add extra shoeboxes, but I don't think there is anything preventing you from just going with the simplest design with just one long conveyor belt full of blue beams.

Something to incentivize a bit more planning can help showcase the mechanics you already have implemented. Things such as "rocks" or "walls" you cannot remove, a few prebuilt items you need to use,  a more limited build space, or maybe even grems being "full" after a period of time are all ideas. But a lot of things can work. 

I also wan't quite sure what exactly the blue beams and red beams do. The blue beams quickly allowed me to get so much money I lagged the game out. (But I won't lie... seeing a slow march of gigantic, burnt, marshemellows was something that gave me a laugh I hadn't had in a long time.). So just a line of text explaining their effects can help a lot.

Finally, I enjoyed the references to other members. But I think there is a lot of potential to integrate them into the game a bit more. Things such as making the corruption member's items have special properties (I could not tell if they did).  Since at the moment, there isn't really much thought needed to deciding where you want to put the members. Although maybe the joke of Gigi Corrupting people with Roblox alone may be worth it.

It's good to see someone make a game like this for a gamejam though! Good work.

A nice little project, and the art is really lovely!

However, I for the life of me could not figure out how to consistently get home runs. I could get hits, but trying different timings and positioning did not seem to change the result. I got lucky maybe once or twice but that was about it.  

I think adding a tutorial or a bit of feedback after a swing can help the player get better at hitting things consistently. Something like a "too early!" or "too late!" message can be very helpful with keeping players engaged! I also think you guys have some great art. It would be cool if some of the art was featured more in the game.

I think the scope is well thought out for a game jam, with some potential avenues for future development (such as more batters). 
But I don't really know what it has to do with corruption.

Really glad you enjoyed it! I'll be sure to get to your game soon! It's art also caught my attention.