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Studio Haiku
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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!
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.
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!
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.
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!
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 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!
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 :)
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!


















