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ShennaTheEevee

28
Posts
2
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A member registered Sep 01, 2023

Recent community posts

fantastic game. However, getting the bomb upgrade made me get way, way less money. Explosions don't create combo, so my consistent 15~ block chains became 2 or 3 actual hits. This has made progress slow down a lot

very cute! making everything modular and mobile makes it feel personal.

I did find something that might be a bug? reloading the page seems to keep your luck upgrades. Either that, or I'm just getting the wildest draws imaginable in the early game.

damn we really need a pokemon ranger incremental huh.

OH WAIT THOSE ARE THEIR ACTUAL NAMES?

I absolutely love that. I absolutely love them. Damn I need to replay leaf eater sim. Go give 'em some pets while you're at it.

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Clubba now seems adamant that they have 7 threes, playing the same hand every turn. Every turn, I'm able to call them out and they're playing 4 blanks, 3 threes. NPCs are probably able to recognize these as their actual rank, but somewhere along the way the actual card is corrupted? That's weird.

they also seem to believe I am always lying. they have 50 cards.

what a hoarder.

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oh wait a second literally the minute I posted this something very interesting happened.

I played 5 aces, got called out and opposing cat got them
next turn is theirs, they play 5 aces, get called out by another NPC and their play shows as [blank][A][A][A][A],which counts as cheating

are the blank cards something that happens when an NPC has more than 4 of the same rank? Or something along those lines at least

back again~

Gameplay is suprisingly calming, though a few things are janky. White cards showing up during cheat accusations, cards in my hand overlaping when having too many, I think I got accused of cheating once and didn't get punished even though I absolutely did lie.

I am enjoying it quite a lot despite these issues, though. And they seem easily fixable. Maybe a few hotkeys for selecting/playing cards would be nice, we love fluidity in our card games!

I also thought we had a Leaf Eater Simulator cameo here, but after further inspection fur doesn't match. Shame, would love playing a leaf as a valid card. Probably counts as cheating, though.

I'd love to see the AI for the others! Do they take into account all cards in game? Previous bluffs? their own hand? is it just a fixed probability of calling you out scaling with played card amount? 

That's fine. Life happens, priorities shift, and gamedev is hard. I'll be looking forward to trying a complete version~
You calling me by my nickname makes me feel like the first time I got asked "the usual?" at my local coffee shop, sometimes I forget I can be recognized. I don't promise I'll see the message - I'm not around Itch a lot, but I'll try!

this one *almost* slipped past me, but I'm here

the lack of tutorial made me slightly confused at the beginning, but it can be figured out fast enough. However, I did run into a couple of problems while playing.

It seems to me that the gameplay loop is supposed to be "get a couple of normal clients to build reputation, end the day with a resistance member, and go to next day". On my first try, I got two reputation levels on my first day, failed the resistance order (as I didn't quite understand the loop at that point), then every single day after that was composed of a single resistance member. Game softlocked on trying to go to day 5 I believe

on my second runthrough, I got immediatelly softlocked on day 2 as I don't have a handle. Like, at all. So I don't seem capable of handing over an umbrella.

I'd love to comment on the story, but I haven't really gotten a chance to. Well, interact with it a lot. I do expect this will eventually get patched, but for now I can't really say a lot.

oh I didn't even notice I was supposed to unlock the rest of the drinks. You can just buy them outright by trail and error

coming back here way too late - this idea reminds me slightly of how Fallen London uses headers for it's zones. Detailed but contained, sometimes abstract, pieces of art that just give a general idea or vibe as to how this place looks or feels. Something like that could work without spoiling the fun of imagining the specifics of the place.

This game is absolutely amazing, from the balance to the story. I'm quite close to the end of current content (v0.3.1) and I've been wondering, is the plan to get a steam or paid release? With the quality of content and apparent length/complexity of 1.0, I wouldn't be surprised. And I'm sure with a bit of extra polish most people (with interest on the genre) would buy this.

amazing little game! always love an incremental with low numbers, no prestige, and an actual ending! 10/10 will keep an eye on your steam!

I'm back after the update! and I can say the game feels way smoother now. We all love stacking buffs on buffs on buffs, and it adds to the risk-reward of spending more days to stack more buffs for longterm benefit, or actually hunting for crinchures to make progress.
Baking also helps a lot for refining what you want, allowing you to spend some days gathering to hopefully skip more days of searching.

I did get all crinchures this time around! I am horrified by the implications of them becoming a weapon! why do we need so many swords I can only use like two at a time!

classic BlushingKitsuneBasket W. This game appeals and preys on my need for completionism, I've been here a couple of hours and maybe have 60% of them, I'm not sure I'll actually go for 100% but the idea is enjoyable.

Good writing, nice minigames, though it does get repetitive doing the same two ones over and over.
I started enjoying this game way more once I actually started using the "passive" options, doing a minigame each time is *slow*, and you can spam passives until you have 60-70% of Crichures usually. Though I'm worried there's a day limit for some kind of good ending.

tl;dr liked the game, love your style of art and storytelling as always, hope of seeing more of you <3

Oh I absolutely love all that's shown here. The story works, I'm interested, and gameplay feels very good. The possibility of branching paths between loops is very promising.

I'd love some QoL though. x5 collect? activities stacking on the queue? Being able to "see" activities slightly ahead on loops, so you can plan out a bit forward?

i knew I recognized your name! I love your games <3

I see a pattern between some of them. Very cute descriptions and dark undertones, corruption of power and lovely art!

I rate this game VERY INTERESTING STICK out of 10!

ah yes, the new and expanding genre of the Gnorp-likes! Very good, though I found it a bit weird that there's a limit to how many units of one kind you can have. Not too important since it's such a short game, though! 9/10 not enough gnorp

now on the second boss, I'm having the same problem on the second phase. The tear attack where he goes in the background and spawns tears around you feels particularly weird - there's no real way to know where the bullets are going to spawn, coupled with all the visual noise from his other attacks going on at the same time not getting hit feels more like luck 

also a bit of feedback on the first boss - the green bullets don't seem telegraphed at all? the only real way to dodge them is to constantly be moving diagonally, but sometimes they just hit me anyway if they come from the direction I'm going in

I'd adore a button to slow my movement down, I've played a fair bit of touhou and not being able to fine-tune my movement is driving me crazy (though I am trying to do it on Hard)

hey! is the effect of Flamethrower retroactive? or is it optimal to wait until your flame per second is already high to take it

I was half-expecting a bossfight where you had to actually close the windows of that you have created at the end. The end is so ominous without that, but I think it works in it's favor

sidenote, I love the School mechanic but grinding it feels very stressful. I feel like a way to extend the time limit would benefit it a lot - unless it already exists and I'm just way too early in the game to have found it. Got maths in D+ and literature in B-- through the art of "doing the bare minimum and scraping by" (meaning getting at least 7 points and climbing up with 15%~ grade increases). I feel like I can't do maths fast and accurately enough in just 30 seconds, and literature is kind of a coin toss with what kind of "words" you need to type (ironically, the worst things are the uppercase letters. Numbers and symbols are a blessing)

it might seem like I'm being very negative about this game, but these are just two things that kind of annoyed me out of like 6 different mechanics. This game is a gem, and I just hope this feedback can make it more enjoyable

the gem prices seem way too high for any amount of gameplay. An average of 250 red gems for a x1.75 upgrade? that's more than 10 days of waiting with default gem speeds, and with +1% for each achievement it really doesn't speed up.

there's some cheaper ones at around 120, but that's still 5 whole days with no active way to speed up or strategize around it for an "alright" upgrade

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nice Duskers-like incremental! some type of priority list for actions for each bot type would be nice.

Attack>disarm>explore for scouts 

deliver>pickup>interface for utility bots etc. 

At it's current state, bots get hyperfixation on whatever they are doing and end up killing themselves against traps and enemies. 

alongside that, some conditions would be nice. "collect only in secure levels" for example

maybe some way to send tasks through the bot menu? having to click on each individual bot and sending them to repairs/deliver can get tedious

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these stats tell a story. I'm satisfied with being a kitsune


oh I love the freedom this game gives. I was going for an almost purely brutality evolution, but when I got to see what was happening to me I completely pivoted over to Alacrity. 

Also, the art is freaking cute! I love the sprites <3