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A member registered Nov 10, 2019 · View creator page →

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Issue with the gamejam build. Will be fixed in the next update.

Im still working on it, but its been a bit slow going. Its coming along though.

Hey! I'll go ahead and try to address these one by one.
1) Yeah I'm aware of this as an issue. In the next update there will be both more events to pick from each day, but also most events will only happen a maximum of one time per day. This has already been implemented.
2) Also aware of the invisibility bug, also fixed. The extraneous RPG Maker stats are also hidden in the next update, with some more polished UI in general. I am working on making all CG's have more weight stages but it's a relatively lower priority over properly new content.
3) While I appreciate the suggestions, the next update is going to be focusing on making the minigames more fun and better balanced mostly. More minigames, some more variety to them, tutorials, refined hitboxes, and all of them are a bit shorter on top of that (Witch one will have an actual ending.) There'll be some more ways to manipulate the minigames, but as is they are core to the loop so I'm trying to make them better than axing them.
4) Very funny oversight on my end. Will be fixed in the next patch. 
5) Initial testing had the game too hard, so I wound up compensating by tuning it down a lot. It was hard to fine tune the balance before the jam deadline, but I figured it was better if everyone could see all the content. I think for games like these it tends to be better for a game to be somewhat easy honestly, but I am tweaking decay values a bit, and I like the healthy food idea! I'll mess around with it.
6) MoneyBoy is likely the only exception as far as male characters in game goes (outside of the self insert protagonist, whos whatever you want.) He's just a silly guy, gotta have some fun. Basically every other character is or will be a cute girl lol.

Thanks for the feedback! I do appreciate it. I've been busy but I'm still chipping at a new update.

I'm definitely going to try uploading alternate platform builds in the next update. The game relies a bit on keyboard/controller input so for mobile I'm not totally sure if rpg makers built in mobile support is actually going to work sadly lmao. But I'm going to at least get builds for all the possible platforms out and hope they work. 

Hey thanks for the interest, dude! The kind words are appreciated. I don't want to promise any dates at the moment. I want the next update to be a bit more substantial than the current jam version so I'm taking my time with it a bit. Lots has been going on in our own personal lives (me and Dip), so the game hasn't been able to be our number one priority.
Progress is happening for sure though. I've posted a few teasers on my bluesky account already, namely a new area, and some new minigames I've been working on. 

Cool sprite edits! They look pretty nice.
Not really sure what the text is all about? If it's directed at me I've made no attempt to dissuade modding or anything. Game files are unencrypted and I'm fine with people poking around if they want to. The lack of linked socials is just because I forgot to, really. lmao

Apologies for the late reply. Yes there are plans to expand upon the games content. The next update is in the works.

I don't want to over-see any translation work officially at the moment, especially since I'm still working on the game actively. But if you'd like you're absolutely free to give a translation a shot. I don't really know what the process for translating the game would be. You'd probably need RPG Maker MZ to do it? I do appreciate the offer a lot though, thank you.

It's a known bug, it'll be fixed in the next patch!

That's just the base sprite that the gas station map characters are built off of!

The Ellie is super cute! I'm sorry I'm only now seeing it LMAO. Also congrats on getting your game into the finalists btw! It totally deserves it.

Just saw this thread! This rules! I'd like to do a bit of art at some point myself. 

Glad you like the game! I'm impressed by your stats there lmao. The shmup minigame is gonna be getting some updates next patch to be hopefully a little more tightly paced and more engaging, but I'm really glad people like it as is! Thanks for playing!

Thank you for the kind comment! Currently no other languages are planned for official support. I only speak English myself. I would be open to people translating the game and sharing it if they'd like to though. I appreciate your interest in the game!

Embarrassment is mostly a debuff but does unlock some unique dialogue (currently only one line while she's in front of the gas station. More is planned.) Affection is mostly meant to unlock scenes down the line, currently it also has a flavor text in the gas station.

The gift buffs are all applied individually and can be used together. So if you have all 3 consoles Ellie does gain an extra 9 happiness every day. 

I'm going to try and get some extra platform support out in the next patch! I don't have a mac to test with but hopefully it'll work alright.

Currently not planning on the game becoming paid or anything. But I appreciate the sentiment a lot! I do plan to continue to update it as well, I'm already working on the next update with some changes to existing minigames and new minigames are being added. 
Also yeah EllieWeightUHHHHHHHHHHH was originally intended for the demo but didn't make the cut. It might get redone completely lmao.

Not sure yet! It'll probably just come out whenever it's ready. But I have already started on it.

My bad. Looks like portraits break at 140 and other things break at 200. 
This'll be fixed in the next patch. Currently it stops displaying because there's no new sprites. Sorry about that!

This is a known issue past 200 Weight. Is this occurring before that point?

Definitely going to be making some adjustments to make getting money a bit easier for players who don't have enough in the future.
Thank you for playing! I'm really glad you liked the Witch minigame.

Thank you for playing! I'm glad you found it fun! I'm glad people seem to like Ellie as well.

And yes MoneyBoy is best girl, it's true. Dip did a wonderful job with him lmao.

Thank you for the feedback! I'm going to be making some adjustments. I can't promise all minigames are going to get easier per say, but I'm going to try adjusting things for players not getting enough money. I'm also looking into other minigames that aren't as fast paced.

Thank you for the feedback! Definitely going to be looking into adjusting the difficulty a little. Both for people who find it too easy and too hard.

No support pages. I do this stuff for the love of the game mostly, but I appreciate the thought! 

Everything around MoneyBoy was Dipsheet's doing! He's got a real knack for making funny guys. Thanks for playing!

Thanks a lot! Yeah, I definitely want weight to have more unique interactions in the future. Glad that you enjoyed the game!

For sure!

The games infinite for now! I will probably add ending(s) eventually? For now I want the next update to focus on content though.

I enjoyed this one a lot actually! The puzzles were a little easy to bruteforce due to abundant healing items. I never naturally lost once. But the idea is fun and the art was really nice! I did feel like the relationship switchup between the leads was maybe a little sudden, but I'm sure that's at least in part because of the limited time for the jam.

Character designs were all nice, and I really like the art style. The mystery and premise of the game is neat as well, though I didn't feel like I understood it much more by the end than the beginning. Good stuff overall!

It's a leftover! It was originally supposed to unlock new events, but I didn't get enough done in time for it to actually be a good idea.

Thanks for playing! I'll be adjusting the minigames a bit now that I have more feedback.

As far as MC weight gain goes, I'll be totally upfront with you. No intentions of doing that, simply not the project I've got in mind.  But I appreciate the suggestion!

Alternate outfits is planned! Just a lot of work to add em' in lol. Thank you for sharing your ideas.

Yeah that'll happen after hitting about 200 weight. It's just because the next stages don't exist yet, sorry about that!

Definitely like the idea of having her randomly eating food from your inventory. It was something I had thought of but didn't get around to implementing. I want her weight and hunger to have more effects on dialogue and gameplay in the future!

Thank you for playing the game, glad you liked it! I do want to add more to this one.

Very much was thinking Touhou as I designed it! But I went for the side view so I could show off more of the witch girl. 

I'm going to look into it, but currently the games incompatible. Apologies! I'll see what I can do.

The hitboxes are a product of rpg maker, I didn't get around to looking into changing them unfortunately. Though I likely will keep the car hitbox small to give players more maneuverability.
The shmup is definitely planned to get more content, power ups and more enemy types are planned.
Thanks for playing and thank you for the feedback!

It does look like there was a small error in my code. It looks like she can only wear the large clothing after 101 weight. It will also get destroyed at 200 which I didn't mean to leave in lol. Sorry about that! It'll be fixed once I can patch it.

Hi, sorry for two topics in a row. I wanted to properly put these in their correct places though, so I hope you don't mind!

I had some suggestions and general feedback! 

Overall I liked the game a lot. The quality of the art was really good, I especially liked the gameplay sprites. (I think my only minor gripe with the art is Mikoto's dark nose feels like, kind of distracting to look at? It stands out a lot on her face.)
The gameplay was fun but controls took getting used to. Generally I like the feeling of moving the characters, but I wish I could rebind the keys. Having to hold A and press Z for a running jump is simply awkward (I'd personally leave A as is, and move the run functionality to the Shift Key).
Another awkward nitpick would be Pressing A and Holding Up to access spell cards, I don't even  have a great suggestion for how else to do this one. I would pull up the menu on accident sometimes, and when I did want to use it I would sometimes let go of A on accident trying to select a spell. I think, maybe, making it harder to open the spell menu might be good, but having it be a toggle instead, once it's open you have to actively back out of it.

Alright! So, combat. It's a little rough, honestly. My first experience was getting steamrolled by an enemy, so I avoided combat for an entire run afterwards. Some notes, my first encounter startled me a little, which was good! I like when games are able to startle or scare me a bit. That being said, it's actually super easy to just run from the enemies except the painting woman, once I discovered that, most tension left the game pretty immediately. 
Suggestion: Introduce some weaker enemies to let players get a taste of combat before throwing them to the wolves, that way they want to engage with the systems. Secondly, please, please, lower the post processing effects a bit. I can't hardly see when enemies are on screen because of it. In the room full of enemies you can reach from the safe room I literally could not see at all, it's just a bit much.
That aside, once I did begin engaging with combat it still was a test of patience. The basic enemy feels like unavoidable damage, which if the goal is sort of Resi/SH style chip damage to incur resource drain, I kind of get it. But it makes the existence of the dodgeroll feel mostly useless except for some of the bigger enemy spells that get cast. My main strategy was really to just use spell cards, melee combat felt woefully under powered. I still wound up giving up on fighting once I realized there wasn't much in the way of rewards.

Cool, that was a lot of text, sorry if it felt a bit negative on the whole. I did overall enjoy my time, but I wound up enjoying it for mostly non-combat reasons. To get to that:
Exploration is fun! I enjoyed it a lot, just looking around, finding weird rooms, new diaries to read. You have managed to build a strong sense of atmosphere, and I dreaded some areas more than others. But my desire to see them overpowered any negative feelings too. I'd really like more platforming challenges actually, while the girls are kind of, heavy on their jumps, I still enjoyed whatever brief platforming there was! I was surprised the jump pad was only in a single room. That being said maybe environmental damage should be disabled for AI controlled partners. I had my ai partner kill themself multiple times, and on spikes there was just no way to get them back after that either, it felt kind of unfair.

The timer is cool, I only discovered the resource to extend it after uh, my second run? More small ways to move it could be nice. Let it feel like you're really fighting it off but still have it be inevitable. It builds tension, and the woman leaving the painting and mobbing you down the first time is a great experience. 

Some misc notes on the game:
- I was briefly confused why I couldn't pick up more currency before realizing there's a limit. Maybe indicate the maximum when you pick some up or something.
- I was storing the diaries I found to not lose them when I died. I then discovered you can get duplicates, maybe they should be one time pickups? It would also be nice if all of them were labeled on their order, only the one set seems to be.
- The separate character inventories is a cool idea, but does get a little cumbersome at times. I think you should be able to switch between your characters in any page of the menu, really just for convenience.
- This isn't feedback. I just wanted to say I have no idea how to get the other ending, I've played the game like 3 times now and have not managed to figure it out. I believe I've explored the entire house.

Alright so, really enjoyed this. I think the only reason I had so much feedback was because I did think it was cool and I want to see it get even better! Congrats on the demo release, and I look forward to what you make in the future!

I say probably mostly because I'm not 100% certain that some of these are bugs. I also did not screenshot anything in my playthrough, so I do lack visual aid, apologies.

Regardless it was all small stuff mostly? To just go down the list.
- Interacting with some items that don't seem to have any dialogue would cause a portrait of Visteria to appear.
- In a section of the house with waist-high water indoors next to some stairs, it seems that leaving the water does not revert your speed to normal. (It would revert the partner npcs speed though sometimes? This was also fixed by going to another room.)
- Lastly I experienced an odd occurrence with the timer. I decided to enter and leave the safe room repeatedly to trigger the red room full of enemies, I was nearing the end of the timer but it had a few minutes left. Entering the room I killed some enemies with a spell, tried to run to the other end of the room (if there is another end I could not tell.) And lost all my health being attacked. I paused to try and heal with a potion,  it displayed both party members as having 0 health, I healed, left the menu, and immediately died. After respawning the timer had reset to 15 minutes.

Last ones a bit odd, not sure that's something you could even troubleshoot for but I thought I'd mention it!