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Studio Haiku

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

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Impressively dense little game! It really felt like a vertical slice of a larger experience.
I especially appreciated the cinematic camera pans and dialogue sequences.

Darn! I'm sorry you couldn't submit due to technical issues.
The game looks great and surely deserves to be enjoyed ^^

Give 'em hell lol

I'll definitely add some quality of life features after the jam and then see if I can't cook up some more content to play around with.

Thanks for playing!

Yeah I'd also like to see where some more content can take it!
Thanks for playing :)

I'm so impressed by the execution here. Having a platformer inside a narrative was such a good idea. It reminded me a bit of What Remains of Edith Finch. Nice creepy writing as well. I was legitimately tense at the very end!

Oh hell yeah.

Such a silly and fun time leaping from head to head with the chugging guitar cheering me on. It gave me the vibe of a classic flash game I might've played to avoid my educational responsibilities

As for critique, I wish the camera was more focused on the ground for platforming, and maybe that there was some sort of fountain indicator or a map to help me keep my bearings in the world.

Anyway I had a great time. Nice work everyone!

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Thanks for all that feedback! I had a fun time thinking up ideas, although I only actually made the fireball tower.
I'm looking forward experimenting with more additions, and I like the idea of shortcuts!

Oh and thanks for the thumbnail compliment as well. I feel seen lol

That was fun!
Despite there not being a health penalty for collisions with enemies, I still liked avoiding them just for the personal satisfaction :) 
Also, I liked the cute sound effects!

Such a cute idea! The platforming was a little too slippery for me, but I did have fun leaping around levels.
Nice job on bringing this together :)

5/5 would get attacked by desserts again.
Also, I think I encountered a bug where I kept getting stuck on day 3.  I also skipped right to it from day 1.
Great work on this game y'all!

Rat Rest in peace.
Thanks for playing!

Thanks for the feedback. I definitely underestimated how much time every aspect of a tower defense would take to develop. Thank goodness I had the asset pack to do the art for me though. I will probably add some more content to the game because it was fun to work on this small slice!

I'm glad you liked it! Thanks for recording your gameplay too. It's always really helpful as a developer to see how the game plays for new people!

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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.