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!
Studio Haiku
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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!
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!
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!
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.
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!
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.
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!
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!
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!
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!