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Studio Haiku

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

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Thanks, glad you liked it!

I really like the concept here and the art is so cute!

But dang it's hard to earn tokens! I guess the difficulty does incentivize the use of the gambling mechanic ( I see what you did there -u- ) however, I feel like the difficulty may be a little too punishing right now. Maybe just a bit more reward in exchange for my risks would be nice; something to encourage more play.

All that to say, despite getting my arse handed to me, I had a fun time!

We must hope despite his solitude, that Conquest finds peace in the freedom of his species.
Thank you for playing (and creating such wonderful lore)!

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Ooh a pure audio anomaly game!
The presentation and sound felt intriguingly eerie, which really drew me in.

I've only ever seen anomaly games played, so my capacity for rule memorization here was undeveloped. As such, I wish there were more obvious signs that indicated anomalous status beyond very specific rules. However,  it still felt good to notice 18 pts / 180-something pts worth of anomalies.

Anywho, killer work! You've all crafted a really cool experience here.

Thanks for playin! 🐹

Tim Tom is just so hateable lol
I helped him with his first order, but not after I didn't need him 😈
And I did see ??? Another great design! I could totally imagine a web comic with this cast.

Ah yeah, I couldn't think of additional upgrades and was slightly worried about having dauntingly large upgrade costs. In the end, I opted not to pad the playtime and instead encourage completion. I'm glad you enjoyed what was there though! Thanks for playing :)

Thanks, I'm glad you had a good time playing!

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Let us embrace the revolution  🐹🐹🐹🐹🐹🐹🐹🐹

Viva la Rotación!

I really loved how the adorable animated visuals conveyed my rodential ammassment.
Also the scroll wheel as input is so clever (why didn't I think of that!).

Hey I just played your game too! It's so fun to see how similar seeds can branch into different directions.
Thanks for the playthrough!

I'm glad the twist hit! Thanks for playing :)

Got sharked back to back UnU
Had a great time though!

I especially relished the ability to reject any weirdos I didn't like, despite knowing it may spell my doom. If I don't like you, you ain't getting your potion bucko!

Plus, all the characters had really solid designs, the item descriptions were fun to read too, and dragging the items around like physical objects was a nice touch!

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This is by far the most complete package I've played this jam.
It's got it all: killer beats, stylish art, sleek UI, fun upgrades, a nice difficulty curve...
You really outdid yourselves here!

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Cool minimalist art style!
Also, I like the dystopian commentary from "Admin".
It adds a lot of personality to the experience.

Fascinating control scheme. I can't even reverse engineer why it feels so natural, but it totally works. Great squirrel art by the way!

A Tom and Jerry-esque homage to Dragon's Lair? Genius.

I really appreciated the the cinema mode because I could not react quickly enough to those QTEs. I wanted to keep trying, but also didn't want to wait for the long reset every time. A quicker turnaround between retries would be really nice I think. But, yeah beautiful animation and character choreography. Stellar job.

Hey thanks! The ending was quite fun to assemble :)

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I am shocked so many people had a hand in this and it actually functions.
Like, surprisingly well!
Y'all killed it.

HAH thanks for playing :)

"Like Getting Over It With Guns" if I were to title a review article about this game.
The physics game play you crafted here is really creative and fun to experiment with as a player.
Also, props for even attempting to add a boss fight. I could see the vision and I liked it :)
Nice work!

I appreciate that. Thanks for playing!

Cool risk/reward weapon system. That 3rd tier eluded me cause it kept getting me killed lol
Also, you squeezed in a whole boss fight?! Awesome. I ended up fighting him with just lollipops because anything else seemed like too much of a risk for such a long fight.
Well done!

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After some web build slowdown (and no audio), I tried the downloaded version and it worked properly. [For some reason everything worked fine when I went back just now, not sure what happened but it was probably on my end. Linux amirite?]

Your concept is hilarious extremely serious and messes with my brain, like a lot!
I thought I had started to enter a flow state with the controls until I reached what I believe to be the final level. I threw in the towel and will just have to sleep off all that milk, cause there ain't no way I'm drinking all that water too ;-;

But yeah I had a great time playing this. Really superb work here!

Heh, I spent maybe too long manually rotoscoping it from a GIF...
Thanks for playing!

Man I really liked having infinite ammo.... It felt great to mow down several dozen enemies in the span of a few seconds. Also the HUD looked super clean, nice work!

Oh yeah the thwacker adds another paddle onto the wheel! 
Now that you mention it, when everything is moving so fast it's hard to tell the difference.
I'm glad you had a good time though. Thanks for playing!

Thank you! I'm so glad I pushed myself a little to include it.

Holy cow the art and vibes are stellar! Like Persona meets Paper Mario...
The battle mechanics are really interesting too. I admittedly couldn't quite get a handle on them, but they were still very satisfying to see play out with all the sounds effects and visual flair.
Big props to all of the your for pulling this together!

Really relatable main character; I also will not be prevented from having my sweets.
It took me a few tries, but us snackers will always have our way in the end.

I totally get that! Scope is super hard to keep control over especially when you may not be sure how long each element will take to make.
And hey, even with all of that on the cutting room floor, it's still a cohesive whole!

You hooked me with that cinematic! Nice voice acting :)
I loved the animation too, especially the gunner's. He's got them WILD eyes!

Really impressive first entry! Lots of easy to use menus and nice audio feedback.  Also, the music you chose really makes the game feel zen - although I did end up frantically clicking things after about 10 minutes cause I wanted that sweet cashola.
I'm not sure if there's anything that happens after you get the shop. It seems like it is all about the high score? 
I tried getting a really high time on the windmill but it started taking off something like 10 seconds increments above a certain amount. But I had a great time anyway :)

Nice work!

I love the amount of player expression you allowed here. Very much like if making a Mii were a Jackbox game.
Congrats on the jam win by the way!

I'm so glad the map felt intuitive! I find replicating a mechanic like that is always deceptively simple, which makes positive feedback like yours extra rewarding. Thank you so much for playing!

Very appealing art style you've gone with here. And it's not just pretty since the plants are all distinct and communicate their level clearly without needing extra UI. However, what wasn't very clear to me was the end goal of my efforts. I went 7 or 8 nights planting and watering but wasn't sure what the next step was nor which plants needed the most protection. It is very possible I missed some harvesting mechanic (I did notice what looked like a crafting menu inside the house), so my apologies if that's the case!

I did really enjoy playing though. The gameplay loop is intriguing and I think warrants more exploration.Nice work :)

Oh I entirely missed the FOV option! That does help and seems like a very reasonable scale :D

Impressive scope! I had a great time admiring the atmosphere and silhouetted visuals (stylish choice btw), but it was kinda hard to know how much benefit each item or interaction would grant, so there wasn't much strategy for me. Critique aside, I really appreciate that you made a functional game with all these ideas and systems. Well done!

Killer soundtrack! That combined with the title image really set the tone for a radical space romp!
Some of the platforming did test my gamer cred (or outright broke me *ahem* level 1 block jumping section), but I did make it through to the end and felt satisfied by the duration :)

Congrats to the team for putting this together!

HELL YEAH!
What an awesome experience. You nailed the tone and brought me into this setting so fast. Flying around while shooting enemies out of the air void of space made me feel so cool! Plus the controls were intuitive (props for controller support).

There were a few times I wish I had a wider field of view or maybe some way to completely shut off propulsion to allow for some extra sick maneuvers, but that all feels like a nitpick when considering the team size (one person) and how great the end product already is.

So yeah. Extra super nice work!