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ShenTzu Games

218
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A member registered Jul 31, 2018 · View creator page →

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Cute little game! Somehow the rolling character felt therapeutic, so this really felt like the opposite of those climbing rage games. While playing I felt like I wanted a check point of some kind (and thought the camp might have been ones), but I reached the end shortly after so I guess it all works out. Good job!

A simple but still pretty neat game. I think it'd fit the theme better if there were fewer upgrades, but they carried over between deaths so you gradually got stronger with each death (though I get that you were going for "death is an opportunity to kill the boss that screwed you"). Still, I had fun with it. Good job!

I think the art really elevated my game beyond what it would otherwise be too! Thanks for playing, I checked out your game too!

This was a great little puzzle game with charming art, and the use previous bodies to create platforms is an excellent use of the theme! The only thing I didn't care for was the CRT effect which was a bit too much imo, to the point where the text was difficult to read at times. Fortunately there isn't a lot of reading necessary to play. Great work!

Not a bad idea, thank you! And for playing my game too!

Love the use of the theme, changing up your skillset/abilities upon death. I definitely had a skill issue in the second level (where you run down a corridor while trying to dodge shots), but that's a me thing xD The after death shooting is great too! Good job!

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Ohhhh fighting the monsters in the final dungeon heals you afterwards... I wish I had known that since I just phased past them because I was so low on HP xD Thanks for letting me know, I was able to finish the game after a few tries! Being able to save during the dialogue really helped me too, though I'm not sure if that was intended since saving was disabled in the menu. The ending was great! I won't get into it to avoid spoiling too much for others, but I was expecting a multiple ending thing based on whether you finished the costume and other factors. Now I think this game is more of a prequel for a future game, which I hope to see!

Regarding the puzzle, looks like I completely misunderstood it and thought it was something like the number of people in the stories, and the order would be smaller > largest number of people... which now that I looked again, wouldn't be right anyways xD A line like "following the life of this young woman" would help clear things up I think. 

Once again, great work! Hope to see more of your work!

First of all, I'm amazed you were able to put this together in 5 days, it's really well made! The life sim bit, the rpg parts, and the horror (both real and surreal) were all extremely well made, even though there were still a few bugs (completely understandable given the short time it was made, and nothing was game breaking).  And of course, music and art were top notch, Alice is absolutely adorable! Also it's nice to see another RPG Maker dev show off what the engine can do, it gets so much unwarranted hate. Great work!

I did unfortunately soft lock myself with a combination of not leveling up (I was trying for a no-kill run), and while I did spend all my stat points at the mad hatter, it wasn't enough since I went into the boss fight at about half HP since I didn't get healed between days/adventures. I'll see if I can give it another go later, but I just wanted to leave my thoughts here while it's still fresh. 

Also also, here are some bugs I ran into in case you wanted to fix them. I always appreciate people reporting bugs and thought maybe you would too. 

  • Making hair says you need cosplay foam, but actually needs basic wig
  • Back button (x) doesn't always go back, I mainly saw this during while picking an relax option
  • Paying rent doesn't update the money count in the UI
  • The wakeup message (e.g. "Alice is fresh and ready to face the day!")
  • Being able to walk over stuff you're not supposed to, such as tables and walls, mainly happens in the manor
  • Not sure if this is a bug, but I did figure out the correct order in the puzzle with the book, but apparently it was supposed to be entered in reverse (I thought it'd be smallest to largest). I could just have completely misunderstood or missed something though.

Once again, amazing work! Looking forward to what else you make!

RNG can really work against you too (something I need to tweak), better luck next time! Thank you for the feedback, and I'm glad to hear you liked my game!

Art is adorable, and the whimsical music is a great choice! The gameplay loop is nice too, though it took me a moment to figure out some of the minigames (I didn't realized you had to open the grate in the oven at first!), and I wish the game paused when you opened the notebook so I can take my time reading it. Great work!

You might have gotten hit with bad RNG, balancing the game was one of the main things I had difficulty with xD Thanks for playing my game!

Love the premise and the oppressive atmosphere, though I have to say it gets quite tedious having to redo the first few levels every time you die. I know that's part of the point and setting, but from a gameplay standpoint, I think a shortcut every few levels that you can unlock for future runs would make the trial/error aspect a whole lot more bearable, especially if you're going to have instant kills like the trapdoor spider alien and the vines (at least, I think the vines are instant kill). I don't think I saw any hint of the vine either, which made it extra unfair imo. On a side note, you seem to have "always run" on by default, which is probably a result of your config.save being uploaded alongside the project. Since stamina is an important resource, I think it should be something that players can more easily control instead of having to hold down shift to walk. All in all, good work still!

Thank you so much for your feedback! Bob's addition was a bit rushed but I'm glad to hear you liked his dialogues, and yes RNG can be really annoying at times. The essence carrying over is an UI bug (the backend variables are reset, but the UI didn't reflect it), but has now been patched. Thanks again for playing my game!

The cat is utterly adorable and the noir vibes are great. Good job!

Thank you so much! ^^

Love the story of faking your death for a heist, and the twist at the end was just the icing on top! The enemies in the jewelry store and museum were a bit ineffectual (the dogs didn't do anything except bark as far as I could tell), but it was still fun. Good job!

Thank you! I'm glad you liked it!

The art is amazing, and you nailed the paperwork gameplay loop! I think I might be misunderstanding the rules though, since I keep getting penalized for incorrectly processing people. I thought the religion in their passport would be the one whose criteria needs to be met (e.g. if their passport shows the eternal tea, you check their behaviour against the eternal tea's rules), and anything relating to other religions (such as if they're wearing a shirt with a different symbol or mentions other religion in their lifestyle) doesn't matter, but I'm probably missing something. Thankfully meeting the quota still pays pretty well, so I can keep going xD

Other than that, I think you could ease in the number of rules a bit slower so there aren't as many to start, and I ran into a few bugs (text overflow in the rulesbook, and people briefly appearing during the change of day transition). Minor issues all in all, just thought I'd report them. Great work!

Thank you! I played your game and saw you went for a more serious route with more focus on the paperwork aspect, cool! I do like how the same idea can have so many different interpretations. 

The same person who makes money burying people also controls where the life-saving doctors/exorcists go? Talk about a conflict of interest! Jokes aside, this was a fun game, though it kind of felt like a fight against inevitable entropy since the city seemed to decay even if I do take care of the disease and undead (fitting for the setting though!). I lasted till everyone in the city died after ~70 years, and was kind of hoping for a twist where you were secretly a necromancer and take over the city. 

A few other things that I wasn't sure about was the use for ingredients. I thought they'd be the currency used for the apothecary, but they took gold instead. Perhaps it was a cut feature? There's definitely potential there! Also, some events (specifically the ones that add ingredients/corpses) don't seem to work as intended, as I don't always see the corpses/ingredients show up. Still had fun though, good job! 

Thank you!

Got hit right in the nostalgia with the retro DOOM vibes. Good job!

I love the premise of death vs deathless, and using a bullet hell game to represent that works well! The main part that I found a bit weak was the connection to the theme, perhaps if you got a little stronger with each death? Either way, good work!

Neat concept and appropriately ominous visuals for the setting (the condemn guy really gives me the creeps with his mouth open like that)! I thought it was a bit short and would have liked to see more, then I saw that you built this in 9 hours and understood why. If you want to expand on this, more people to judge and perhaps some randomness as to who showed up would be a good addition, and maybe a "purgatory" or "repent" middle ground (though I wonder if that'd defeat the purpose?). Great work!

Thanks for the feedback! Balance was definitely something I had trouble working out for this game, so I absolutely understand what you're saying about the randomness. It's something I'll look into if I go further with this game. Thanks again!

The hamingja (Norse guardian spirit that dictates luck) saw your sacrifice to save Bob and blessed your second run! Other than during the ending, there's no fourth meeting with Bob, so if you did get promoted at the end of the week without sending Bob to Valhalla, you'd never see him again. And yeah, I must have forgotten to update the essence gauge after a restart, thanks for catching that! 

And thank you for playing! Bob was a last minute addition so his arc was a bit rushed, but I'm glad you liked him still! Thanks again~

It took a while to properly grasp how each seed work, but once I did, this was a fun little puzzle game. I couldn't quite beat the last level though xD Good work!

Great usage of the theme, using the bodies of your previous runs to make progress. I'm no good at platformers so I only managed to save one crew member, but it was fun nonetheless!

A beautifully haunting story that has an unique take on the devasting and horrifying power of floods. I've never experienced any natural disaster personally, but your feelings of fear, helplessness, and guilt came through wonderfully. Great work.

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A cool idea that completely reshaped my image of Curiosity, it killed the cat and I'm next. I did run into an issue though, the UI was offset when playing on a 4K monitor (could be a position vs global_position issue?), but was fine when I switched to a smaller one. Other than that, it felt like once the rover got a few upgrades it became nearly impossible to get away unless you managed to spawn far away enough or if the rover tipped over somehow. Great work!

Oh, that's a good point about needing to look back and forth between numbers a lot. I could have probably positioned it better. Thanks for your feedback, and for playing my game!

Thank you! I wanted to give the player the extra options/considerations, and am glad to hear to hear it came through!

I know, this is just my take on what Valkyries might be like in a post-Ragnarok modern world. Thanks for playing!

Cool concept that turns things on its head. I had to fight my instinct to dodge the traps a few times. Out of curiosity, what does "leveling up" (meeting the times died threshold) do, other than opening the top door? I initially thought it'd unlock new traps for you to die to, but I got the 3rd kind of trap without leveling up twice.

A very simple yet extremely satisfying gameplay loop! The screen getting wobbly as criticality increased was a nice touch too!

Thanks! Papers Please was definitely one of the inspirations for this game.

Absolutely adorable game with great art, music, and delivery. I only got two of the endings (workaholic and slacker), but the ending blurb was great fun. I would have loved to see the outcomes of some of the quests, like what happens after the boss reads the letter, or maybe what kind of article the copywriter wrote for the newsletter. I also couldn't find the last quest, maybe it has something to do with the guy in the toilet or the janitor? I didn't get anything from talking to them though. Either way, great work!

Thank you so much for featuring my game in your article, it looks good as is! I actually thought the ending scene art would be the weakest part since I'm no artist, and I had to draw them myself since my artist TheFin was busy with other stuff, so it comes as a huge relief to hear that you found it cute/pretty still! Unfortunately I can't think of "find the ending games" other than the one I mentioned in my GDD... aside from another one of my game jam games I made... oh god 6 years ago xD Feel free to give it a try though! It's a short dating sim style find the ending game that features a fox girl from one of my other games.

Thanks again for playing my game, and for writing about it in your article! ^^

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Great idea with the looping arena! It adds a cool layer of strategy to the game that you don't get with most bullet hells. I found a bug where if you move left or right when at the very top/bottom, or up or down when on the very left/right (see the green rectangles), you can move out of the playable area. I don't know how you're detecting  whether or not the player reached the edge, but if it's like something like an Area2D, making the are larger might help.

Other than that, I think a simple upgrade system where you can increase your base stats (damage, fire rate, move speed, etc) would improve the game a lot. I also agree with Lulullia that the player character should be more visible. Great work so far, keep it up!

Glad you liked it! I was a bit worried that the traps would feel unfair, so it's a relief to hear that it felt natural to you. Thanks for playing!