Thank you! I watched the whole stream, and am taking everything into account. It makes me really happy that you liked it!
shiroigadev
Creator of
Recent community posts
>I can’t remember the name, but I swear I’ve seen this before.
I entered the game in DD60, so maybe there!
>flower puzzle
I've taken this one back to the drawing board a few times, but after this feedback and others, I think it's just too long! I'll trim this down, thank you.
>Didn’t encounter any bugs either.
The whole roll of duct tape I applied worked, sweet.
>Something that didn’t work as I expected
This is all highly valuable feedback, I'll look into it. Thank you!!
CONSTRUCTIVE
The lockpicking took me a while to figure out.
Controller sensitivity defaults feel very high.
LIKED
The artstyle's pretty cool, I found myself actually just wandering around because the thought of exploring a 3D space with 2D characters is appealing.
The game controls really nice, the vibration while playing with controller adds a lot to the experience.
The chicks are cute.
QUESTIONS
FINAL
I had fun, I think I explored everything intended? Keep it up!
Reposting from page because I didn't realize it doesn't show here.
WARNING: This is primarily a VTuber fangame. Expect DANGEROUS levels of cringe. Proceed at your own caution. You have been warned.
My second fan game using Vtuber Haru Mizuki as the theming and character basis. Expect nonsensical in-jokes.
You play as an "awoomfie" - "awoo" + "oomfie" - a lovable mound of fur that's accompanying Haru to the baking convention. On the plane ride home, things go down - quickly.
Solve puzzles, meet characters written by amateur writers, and explore the strange realm of "Strauss."
While mostly complete, it's still a work in progress. I've tried to stamp out as many bugs and crashes and out of bounds wandering as I can, but you'll no doubt run into issues regardless, my apologies. Thank you for checking it out!
Want to play the first game?
...What's wrong with you?
CONSTRUCTIVE
The audio on connecting hits with enemies could be a lot punchier.
LIKED
Graphics, music, intensity of gameplay, concept.
QUESTIONS
I couldn't tell, is getting HP back tied to the exact enemy you got the weapon from, or just enemy family?
FINAL
I got to wave like 5 or 6, I think. Started seeing the crossbow guys.
Oh I'm REALLY bad at this but it's REALLY fun. The music and the progressive amount of guys being thrown at you really gets your blood bumpin.
Improve the hit audio and I think this may be one of the most fun games I've played this DD.
CONSTRUCTIVE
Whirl Beam seemed to shoot different directions unpredictably? I was on controller, seemed like it preferred forward.
LIKED
The concept, the controls, the graphics.
QUESTIONS
FINAL
Got the happy end. I like the direction this is going in! IntoTheScreen Ghouls&Ghosts is something I would have never considered, but it ends up working really well.
I wish the weapon pickups were more predictable, I would have liked to have played around with them more. I like what's here, please keep going in this direction!
CONSTRUCTIVE
Dingo could stand to be faster, and the hitbox bigger.
LIKED
I really like the music, art design, and graphics!
QUESTIONS
I went back to the Laboratory level and it seems like it ended in an abrupt ledge into acid?
I don't really understand the main character's pose, is it meant to compliment the big boob'd dog lady?
FINAL
I like what very little is available, incredibly well polished visuals. Controlled well on my controller!
CONSTRUCTIVE
Being able to skip interactions I'd already seen in previous loops would be good.
I'd like faster feedback from the menu - maybe things could appear instantly instead of having the textbox come up from the bottom?
It's on the wordier side. The same story could work in the format of a book, but I think for a game you'd want to cut it down a bit.
LIKED
Despite the above, the setting the potential of the gameplay is something I found really interesting.
QUESTIONS
FINAL
I gave it a solid half hour, I understand the intent behind forcing you through the time loop a few times before it's made clear what you're supposed to do, but the lack of feedback made me assume I was just doing something wrong.
I threw the banana on the ground and got him down a few times but was never able to land the canvas on him. Honestly, I'd really like to see where this game goes!
CONSTRUCTIVE
I wasn't sure what the intent was with the consecutive axe kick balloons, it didn't really feel like I could quickly bounce from one to the next given how weighty the kick is.
It can feel a bit frustating starting from no momentum if I've messed up a movement.
LIKED
I was immediately impressed with the visuals when I opened the game. Very crisp and readable, and the way the protag animates makes it satisfying to control.
The sound design is incredible, as is the feedback from the guns.
I'm having a ton of fun just moving around.
The feedback of hitting something with a gun also feels incredible, moreso the targets. Is it the same noise as Smash64?
The introduction to the magnum was really well set up. It was immediately obvious what to do, and it was very fun to pull it off.
FINAL
Finished both this and last's levels. I really, really like this game. Looking forward to more levels.
CONSTRUCTIVE
I didn't seem to be able to restart after getting stuck, also didn't see a menu?
It took me a bit to realize that the fountain numbers were asking for coins.
LIKED
Big mommy milkers
The dev's thinly veiled fetish
QUESTIONS
Was I supposed to get trapped in the 05 pool?
FINAL
I think I got to the end of the demo? I couldn't find enough coins for the 5 fountain, despite killing every enemy.
Silly game, early stages, would love to see more of the dev's sense of humour.
CONSTRUCTIVE
I'd like if the movement speed would be faster.
Having interactions on the doors and other things that seem like I should be able to interact with them would help know if I'm doing the wrong or right thing.
LIKED
I was really impressed with the sprite work once I got into battle.
The arena itself representing the state of the opponent is a really good touch!
The level of gruesome is a huge charm point here.
FINAL
I see the vision, it's very gruesome that feels remniscent of early flash games in both the tone and humour - good job!
CONSTRUCTIVE
Is it intentional to be getting so many items from chests?
I wish the pacing was faster - there's a small delay between when an action finishes and you regain control that would feel snappier without.
Having more keyboard keybinds would be great! Things like being able to control combat entirely through keyboard, menus, etc.
LIKED
Love the music, love the art style, love the general style.
I was getting too comfortable and got owned by some level 4 wolves, this was a good wakeup call.
QUESTIONS
How do I see the Momentum on the Fighter?
Is there any reason to fight enemies? I wasn't sure if I was getting items/experience.
I got stuck on the first floor after getting teleported near a chest? I read that there are "illusory tiles" afterwards, I may have just missed this.
FINAL
I was too much of a shitter to clear the second level, but I gave it several attempts, and felt like I learned something new every run. I really like this approach as opposed to having my hand held.
I'd like to revisit this after the jam!
Making a fangame is a weird fence to walk on - I don't want to include too many inside jokes or else it'll be offputting to others, but at the same time, the fans should enjoy it. I have yet to find the right balance between including these things but not having people feel left out.
Your feedback is highly appreciated and helps me understand the writing from an outsider's point of view much better!
Apologies for the camera bug - it's definitely getting some tweaking in future iterations.
This is on another level entirely. I feel if you like Metroidvanias, you owe it to yourself to try this!
The good: Incredibly polished, the game felt AMAZING to control, advanced movement techniques like the (assumedly) Richter inspired slide kick jump let you ZOOM around the map, the different weapons all felt unique and rewarding to obtain, I personally love the feeling of the double jump, the graphics are on another level. I had a few issues such as the game dropping my inputs if I was holding a movement key, picked up an item and finished the dialogue, I would expect to keep moving after but I have to stop holding the direction and hit the same button to restart movement. The tooltip when I first picked up an additional weapon implied I could swap using the number keys on the keyboard, which didn't seem to work for me. The menus not working with a controller made me immediately assume controller support wasn't in, after looking over a few other reviews, it seems it is however? I didn't go back in to try.
I think the first boss was a ton of fun but after that the difficulty drops off a cliff and you become an unkillable god, even common enemies no longer pose a threat as you slide kick and jump past them (which does damage to them and not you) with ease. There's a lot to like here, I really like the physics based grenades in opposition to the normal missiles you get in Metroidvanias that lean more on the Metroid side. Being able to grenade jump feels excellent, being able to slide kick up sloped surfaces feels great, wall jumping feels a teensy bit puny but when combined with all the other movement, it lets you move like no other game I've played. My one suggestion would be offer to let the player's camera move to the aiming reticule, I got hit from off screen on the boss a few times when I otherwise could have avoided it.
I didn't play overly long because I wasn't enjoying myself a ton due to a lack of challenge, I cleared the first two stages and called it quits, one of my issues is that the player feels quite overtuned. Staying aggressive and sticking to a boss makes them practically unable to attack since they lack contact damage. The game feels good to play but seems strongly geared towards the same level speedrunning design that Inti Creates loved with Mega Man Zero, which was one of the flaws of those games in my opinion (this is just a personal preference and I've seen lots of people who really like that aspect of the game).
The graphics are gorgeous and the two transformations you gave the player at the start seemed different enough to be fun and enjoyable to play around with. I think more stage environments and hazards could go towards breaking up the pace and making the player slow down a bit, encouraging replaying levels for a higher rank after you know each level better. Super great presentation, and tons of potential, would just love to see a difficulty bump!
Your game is beautiful, snappy and just the right amount of punishing! Your alien bunny is adorable, too. This reminds me of Super Meat Boy in that the levels are short, sweet and difficult enough that you'll rarely complete one on the first try.
I was able to collect all except for one star in the last level and I like the idea of the level gauntlet as well! The music accurately conveys the urgency and the graphics are gorgeous. Simple color palettes with options to swap the whole palette are always nice to see.
The gun feels excellent to use, being able to quickly turn around while you're running and shoot to boost yourself even faster feels amazing. I very strongly like the game and I think the level gimmicks you have so far, like the water and star gates work incredibly well. I'm very excited to see more!
VERY fun and SUPER cool presentation. A cool, stylistic twin stick shooter in the vein of Hotline Miami.
I will say that the graphics hurt my eyes a little after a couple minutes. The train boss was BRUTAL. One small issue I ran into was when I walked towards the train boss (to the left instead of going right through the fires) I was pushed inside one of the train car rooms and couldn't escape.
The music in this game is excellent and I love the difficulty, which might not be for everyone but I had a great time!
Nice and cute and short. The game is fun to play, I thought the boss was great and it was clever that you had the bullets spawn from above to keep me from double jumping over everything like I did in the first phase, though the boss was a crazy difficulty spike over the rest of the game, it took me two tries to beat it.
The powerups were simple and intuitive and worked well for a small bite sized Metroidvania. My only two gripes are that I don't feel like the pet deer did much or changed how I played significnatly and the cutscene song felt like it was ripping into my brain with the high notes, otherwise the music selection was great and gave me a bit of a Ragnarok Online vibe!
Very cute! I love the character's model and they feel super smooth to control. I think some music or a few more sound effects would go a long way, as well as another move or two.
What's there right now feels very snappy and responsive, my one issue that left me scratching my head was the wall jumping, it took me a bit to figure out how it worked and I still wasn't 100% sure how to get up the max height platforms consistently.
I couldn't find one bone no matter how hard I looked, but I look forward to seeing more in the future!
I'm new to agdg so most of this flew over my head!
I'm astonished at how much is in this demo, though a lot of it definitely feels like it's throwing darts at a board to see what sticks, which is fine!
The strength of this game will come with tailored level design and tightening up the responsiveness and feedback of the weapons.
Keep at it, there's a lot of great ideas here that just need more love.

