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Studio Haiku

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A member registered Aug 22, 2020 · View creator page →

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Nice execution of minimalism! The chunky lines are pretty to look at and feel solid to navigate. Also, kudos for implementing gravity changes in a way that feels intuitive without the need for explanation!

If you decide to develop the game further, I only have a couple suggestions:
First being to make the rock/paper/scissors aspect to colors more memorable because it took some trial and error for me to figure out that each color overwrites only one other. Maybe different shapes or symbols would make this clearer? However, the fact that I could figure it out speaks to your solid level design, so take my critique with a grain of salt!
Second thingy is that falling isn't really explained. Admittedly, it's very likely a player will fall off the underside of some platform at some point, but there is no stated cause for why that might happen, only an internal timer.

Anyway I liked playing your game! Thanks for sharing it!

I truly adore the idea of a crane game just... being in the operating room.
You did great including lots of one button mechanics. The only one that I thought could use some tuning was the rhythm game where you whack the patient's ribcage to a beat. Since there is a backing track that doesn't always line up, it took much more effort to focus on the minigame's rhythm. Maybe waiting to start the game until the background music syncs up could be good?
Of course, this is still impressive as is, especially for a jam. Well done!

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Love the atmosphere you made here! Requiring visibility to move is a cool idea, I just wish the lighter lasted a few more seconds because I had to switch to two hands to mash at some point. But, yeah, great work on bringing this vision together!

Scratch my previous comment, I was able to implement a reset function real quick before the jam ended.
Thank you again for the suggestion!

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I appreciate the suggestion! I was going to make a whole menu system, so postponed it until after the jam. But, yeah a restart function is more feasible on its own. Thanks for playin!

Fun tune!
BTW, really smart thinking with the built-in player.

Hey, no shame in cutting a corner that may be glossed over anyway! I'm also usually hesitant to focus on content that may be missed by the majority of players.

So happy to see a racing game! The music and flashy visuals pumped me up and I had a great time zooming past competitors. That is, when I wasn't ramming into walls. On the "hills" it was often hard to see which direction I should be turning and for how long.
Overall nice job though. Extra kudos for the groovy title screen too!

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Gorgeous! All the art is so cohesive and nice to look at. From the UI, to the story panels, to the characters and monsters. Really nicely executed.

Great narrative too! I liked the interspersed comic sections which gave more story.

Edit: I almost didn't mention the combat! It felt good to wallop a bunch of enemies at once, but landing on their hitbox was a little tricky at times, especially with the ranged attack. By the way, the final fight had a good balance of static hazards and pursuant enemies which I found pretty engaging. Also, I'm not sure if it's possible to fight the nightmare version of [REDACTED] because I chose to go for the crystal. If there are two endings based on the decisions made in combat, that's really awesome!

I got crushed to death literally and metaphorically.
What more could I ask for?

I'm glad you got a good power combo eventually! Some are more fun than others tbh 😅

And, yeah I really wanted to add in some sort of indicator or map, but time was so limited at the end, I just opted for colored areas and crossed my fingers it would work well enough!

Thanks for playing!

Glad you enjoyed playing! It was fun to come up with unique enemy behaviors :D

Yeah a more structured level layout would probably be a better fit for the mechanics. I went with Survivor-like to save dev time – which worked, but also caused the flow to suffer a bit. 

I don't know if I'll continue developing this exact game, but I probably will try to generalize it's components for use in future projects.

The visuals are so good! And the music is quite nice as well. Really great teamwork :)
I would have liked to see the story develop a little more, but I also know that jams are very demanding about where time is spent.

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woah.

That was really engaging. Had to see it through to the end because I was already sure it would be worth my while. Y'all didn't disappoint! Super well done!!! Nicely done getting so much mileage out of the combat as well. I felt legitimately giddy when things switched up near the end.

I had a great time playing! I especially loved watching crazy patterns unfold as enemies and projectiles flooded the screen, even though I collided with most of them. Oh and the boss was super brutal, but I eventually defeated it once I located Anna's hitbox and could more intentionally avoid its attacks. Felt pretty good :)

Anyway, great work getting this out there!

Clean run! Thanks for playing and sharing!

Thanks for all the feedback! I gotta rework my scene changing for sure cause it's a bit borked 🥲 And I agree the cursor should be made more visible!

I'll admit I don't fully understand how all that works lol. But, I'll remember that for future jams so people can choose the experience that works best for their needs :)

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Thank you for such in depth playtesting! It gives me a solid idea of where to look for bugs. By the end of the jam I was rushing at 5 AM to get a gameplay loop completed and I made a lot of errors 😂

I'll be patching most of the main issues as soon as I find the time. I didn't think about the frame pacing on browsers. I'll look into that.

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Thanks for your feedback! Indeed it ended up being trial and error to figure out what works. I don't really enjoy that kind of thing either, but that's just how the cookie crumbled this time around. I appreciate you giving it a fair shot regardless!

Ooooops lol
I missed a few before publishing, but I think they should be resolved in the next update?
Just in case it's one I don't know about, what did it look like?

As a bullet hell fledgling, I really appreciated the unlimited continues. I was doing alright until Harmonie demolished me like 10 times on Easy. Great vibes throughout with the music and art. Your writing was great too! I hope Luna got some sleep before her exam, I wasn't good enough to see the ending!

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Woah. I can see there's been a ton of care put into the layout of this game. It's got an interesting interwoven design that is sometimes disorienting, but in a way that becomes part of the challenge. I thought I was stuck after collecting the heart, but luckily there was this odd ledge collision that just wasn't reflected visually (pictured below). 

I'm really impressed by the presentation too. From the shapey sprites to the floating particles that seem to flow in little eddies. Also great music choices!

Missile launcher is the best magical power! Really laughed at that part.
Great job all around on the writing, art, music and flow of conversations too.

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I'm impressed by your presentation! The 3D look is convincing and the UI is super clean.
I did have difficulty gauging distances and controlling throws, even when trying to throw immediately after a windup, but I think the concept is totally there. Nice work :)

Oh, also the writing was top-notch and characterized everyone really well!

You know a rhythm game is good when you look away and the wall starts sliding upward.
Y'all did an incredible job collaborating on this. All the pieces fit so well together.

Thanks so much for playing!

Thanks! And sorry, the balance definitely went out the window after a certain point haha...

Aw thank you so much!

Really awesome character designs with gruesome transformations! I liked the mix of mechanics during the avoidance sections as well - they kept me on my toes! I did have some difficulty controlling the dash, but I got a little better with some practice. Really nice job on this though you all!

Much appreciated!

Awesome! Thanks for playing through!

Unfortunately I also couldn't make it past three seconds...
But I really love Deborah's backstory! 

Oof :,)

Thank you! I may come back to the concept sometime, but there's always something new to make *shrugs*

Godot is a really nice engine, especially when it comes to production speed and independence from companies. I hope you've been enjoying your time with it!

Thanks! It was really fun to make. And, I'm glad the duration wasn't too long. I prefer shorter games too for the same reason. 

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Aw shucks I'm glad you liked it 😄

Thank you for hosting such a fun jam!

I'll admit I was pretty overwhelmed by the drink crafting process at first, but I got a handle on reading the instructions after some studying. I did really like how  the different drinks build on each other and branch out. Plus the minigames were a fun way to mix up gameplay!

Presentation was pretty strong too. The variety of assets kept my eyes interested and the attractively spooky palette helped pull everything together!

You really captured the spooky nature of those strange and whimsical creatures. Such vivid description was enough to form an image in my head.