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A member registered Dec 03, 2015 · View creator page →

Creator of

Recent community posts

Thanks for playing! 

  • How can walking into spikes and getting damaged not be intuitive? Same for touching enemies (though you're not the first one to complain about this, so I'll probably limit this to specific enemy types)
  • The 'getting killed during cinematic' thing should be fixed in the latest version, if you have that and it still happens I will need to look into it further.
  • Yeah I forgot to throughly check the UI on different aspect ratios. I did one quick check early on but forgot to do it once all the UI was in place.
  • Um the controls are listed on the game's page and on the game's initial dialog? But you have a point, most people don't look at those. I wanted to add button prompts on the HUD but ran out of time.
  • Thank you!
  • Agree on aiming not being easy (I need to make turning snappier and more responsive) and the animation being not very good. 
  • That's one thing I will be working on from now on. Making the characters distinct, giving each one strengths, weaknesses and skills that become useful in different situations is one of the main focuses of the game.
  • Damn, I figured that could happen but I hoped it wouldn't. All that part of code is due to an overhaul so it's okay though.

Thank you very much for the detailed feedback. I hope you enjoyed the demo at least a little bit and I also hope you'll look forward to the next one.

Thanks for playing!

  • Sometimes attacking seems to stop the character from moving, and sometimes it doesn't? Same with holding the attack button

Yeah this is something I don't get either lol, technically attacking should stop you but most of the times it doesn't. Will obviously look into it.

  • Should probably either decrease witch-chan's rate of fire or remove invincibility frames for enemies when they get hit, because you can unload a clip into them and most fireballs just bounce off

Yep. Together with the first point, I'll go back and fix these.

  • My controller worked in-game but not in the menu

This is odd because I used the same controls for everything. Will look into it.

Thanks for the feedback, I hope to deliver with the next demo.

Hey, thanks for playing!

  • The speed different is intentional. The knight should feel heavy, slow and powerful while the witch should be weak but swift. I do agree that right now the knight does feel a bit too slow
  • Yeah, those are things I need to fix. For some reason both knight and witch can spam their attacks while moving even though I thought I made sure that wasn't possible. And for the enemy i-frames too, first I'd like to actually show that they're invincible making their meshes blink, and second making projectile attacks go through them rather than stopping

Thanks for the videos as well. I think I have an idea of what happened in the first video, as I've run into something similar myself. But I have no idea about the crash in the second video. I can only assume that spamming the magic attack somehow caused it, as I'm not using object pooling yet. Still, it's pretty weird, I'll investigate further.

Thanks for playing! I'm glad you like the look and the sound of the game.

Yes the combat is something I worked very little on. I wanted to add more depth to it for the demo but didn't make it in time.  Same for the companion character. In the future they will fight on their own, flee from danger, etc. This is another thing I wanted to have in the demo but had to scrap temporarily.

Try downloading now (the previous download had some bugs I fixed)

Sorry about that. It's fixed now.

Thanks for the in-depth feedback. I was aware of some of those bugs but didn't have time to fix them. I think I'll make a 'final' version of the game with all those issues ironed out. The last bug has been reported by someone else too but I was sure I fixed it, I need to look into it again.

As for the second oversight, I guess the description wasn't very clear but you need to have a certain amount of villagers AND to have a certain amount of in-game days spent managing the town. I'll fix the text to make it more easy to understand.

Thanks again for playing and for the feedback.

uhhhh shuddup

it's true that I started early but I also submitted very early so it's all good okay? b-back the fuck off

Thank you so much for doing this. I'm glad you enjoyed the game, and your video showed me a lot of things I need to fix. The Sleep part, yeah... I admit I didn't have time to test it much. In theory she will agree if she's tired (after doing the other activities) AND it's evening or night.

I will probably make a v2 of the game that fixes these things and some more stuff in the next couple of days.

Again, thanks for playing and for the video.

become proficient

Thanks for the feedback, I'm glad to know you enjoyed it! Yeah, better (more like, actual) AI and netplay are my main goals for this game.

Oh, and do tell me about this different rule set. I learned this game from my sister, and that's basically the only person I played it with. 

Wow, rude much?

Just kidding, you're right on all fronts (except the boobie-wolves, fuck you).

Thanks for the feedback. What exactly happened when you tried to pick up the rocks?

Thank you!

You're right about the camera, I found the clipping very annoying myself. I tried adding some camera collision system but it came out pretty bad so I scrapped it. 

Good point on 'shift to run' not being listed at the start of the game. I guess I took it for granted and forgot to include it. You ca also hide inside the hollow tree stumps, the one covered with flowers. That way the wolves will stop chasing you after a couple of seconds. 

The UI to show the direction you're being spotted from is also a great idea. I thought of having a visual representation when you get spotted but kind of forgot to implement it. I had lots of troubles working onthe wolf AI (which as you saw it's FAR from perfect) and didn't have time to balance it properly and add QoL things.

Anyway, thanks for playing and I'm glad to know you had fun with it. That makes it all worth it.

Thank you! I'm glad you enjoyed it.

Oh yeah, about the paper, it was my mistake (forgot to add a component so the script that picks up the items would check for it, not find it, and stop there). I fixed that too, so if you still feel like it, give the game another try.

Sorry for the inconvenience (this is what I get for adding things last minute and not testing them throughly).


Thanks a bunch for the feedback, a lot of stuff I didn't notice. I did however notice that you could shoot through walls and that the zombies would go through doors, but I noticed it when there wasn't enough time left to fix it. I will do it now and update the demo though.

Thanks for the feedback everybody.

I'm going to keep in mind all of your suggestions to change the game.

Things I'm definitely going to do soon:

1. Add an Easy mode with less beats

2. Add a Controls page to choose different control schemes

3. Try making the beatmap and overlay over the idol and the stage so you can look at both.

I also plan to make Bunny's dance more realistic and change them based on the rhythm of the song among other things but I'll have to test somethings out first.

Makes sense. I guess I played it so much while testing that i got used to the speed.

I'll keep that in mind, thanks.

Yes. That was my mistake.

I updated the download so it should work fine now. Sorry for the inconvenience.

Yeah I know, I actually noticed it while I was working on CF. I rarely play mobile games so I don't think I copied it even subconsciously and I doubt the guy copied me since well it's not like my idea was that original to begin with, and I think this game was already out while I had just started so yeah. Thanks for notifying me though, I appreciate it.

Sure! Glad you rnjoyed our game.

Be sure to link the video here after.

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All them whodevs

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