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Studio Haiku

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

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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!

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Right off the bat, I'm a huge fan of the vibe set in the main menu. Great music choice!
And in the game itself I was maybe a bit too entertained by all the oof and agh sfx lol

My only suggestions are in regards to readability. Maybe some kind of ground texture to convey a sense of movement direction, and a darker/larger cursor to help aim on top of the light background color.

But yeah I'm overall super impressed. You packed a LOT into this game with the player stats, enemy movement, minimap, sound effects, animations and art. Real fine work y'all *tips brim* 𐚁

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Yay math brains! Thanks for playing!
I'm sure some tutorials would be a welcome addition in such an interface heavy game.
So, I especially appreciate that you stuck with it and had fun after figuring it out :D

Music to my ears!
It was a joy assembling the interface and emulating that classic kinda cheesy physicalized screen look.
I'm also very happy it made sense to you! Thanks for checking out our game!

I was worried about the goal getting lost in the UI, but I'm relieved it eventually clicked for you!
We definitely intend to increase general legibility in future updates, so I will take note of the location text size :)

Thanks for playing!

What a promising glimpse!
I totally see the scope you're going for and would like to try playing again if you're allowed that hotfix. 

Indeed, my apologies for the mundane difficulty (it just repeats the same pattern because I didn't design a proper chunk randomizer).

Thanks for giving it a college try anyway and for offering some feedback! And, sorry too about the motion sickness :/

I forgot about that movie! Maybe this was the wheel on the other end of the axle haha. 
The game definitely could have used more content - which is an aspect I want to improve on in future jams or projects in general.
But yeah, thanks very much for playing!

Yeah there isn't sound, sorry! I had more in mind but as usual ran out of time.
I even had a pickup all finished! Although it didn't have any actual gameplay effect so I excluded it from the level lol.
Thanks for playing and for the feedback!

Heck yeah 🌵!

Very cool! I liked the use of party member limbs as currency. It really put a fine point on our survivability. Shops stopped appearing after the first couple days of my run so I didn't live long, but I still had a great time admiring the art and comically dark situations!

Yeah that was the concept! I wish I had more time to convey narrative through the game.

And I agree the camera angle is a little strange. I wanted to experiment a bit since I don't really do 3D much.

Thanks so much for playing! I had a great time assembling the look and feel, so I'm glad it was effective :)

Yeah sorry about the repeating pattern... I really didn't expect anyone to play for so long — 15000 is impressive! Thank you for the thorough session!

Holy cow the cuteness! Everything is so pleasant to look at and listen to!
Also, had a great time finding the plain-sight secret. Reminded me of some moments in tunic :D
Really great work on this.

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Thank you! I spent a large portion of jam time polishing the feel and not much time making actual content.
I did particularly enjoy making the wheel animation though. It ended up being one of the most economical additions.

What a lovely game! I really felt some purpose while wandering the landscape.
I did encounter a bug at the end(?) where the hunters happened to track me down right after I made the cure which seems to have soft locked the game or something.
But one bug is impressively little for such a complex game!!
Nicely done y'all!

This is a really enjoyable concept. It was great trying to balance the risk of collecting more shovels with just escaping my encroaching doom.
Also, I love the little shovel guy!

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!