I got kicked out for my first try, but my second was apparently acceptable!
Oh, and I really liked the varied gameplay and art. It made even simple actions fun!
Studio Haiku
Creator of
Recent community posts
I had a fun time with this! My poor customers never got quite what what they wanted though lol. I really enjoyed the SFX and silly animations by the way. It gave the game a lot of character.
You did mention the game isn't yet complete, so I won't tell you things you already know. I'll just say that with so many possible drink combinations, trying new ones sometimes felt like guesswork. That's pretty much my only feedback though. Nice work :)
Lemme tell ya, level 13 Miria is no joke!
I had a lot more fun playing this than expected! Once I forfeited my gamer pride and opted for Easy mode, I could actually progress. The loop is pretty punishing initially, but once I understood the cover system, character rotation, and how to avoid attacks, it got a lot more interesting.
On that note, I thought I should let you know about a possible exploit I found. If a character was already on the field and is dragged but never placed anywhere, enemies will still target the spot where they were. This led me to getting some easy wins if I left someone at the front of the field but kept them from taking damage in limbo.
Really though, I'm super impressed by the number of mechanics you got into this game while keeping it cohesive and interesting.
I'm also curious about your experience using Godot 4 for HTML5 exports. I use Godot as well but have heard the most recent versions don't match 3's support for web builds.
Really stylish brawler you have here. Its complex and surprisingly hard to master. It feels cool to swap characters, build up my meter and unleash a level 2 final attack. Sometimes the character wouldn't face towards the selected opponent which made some battles more difficult than they would have been otherwise, but overall I think you did a great job bringing the combat together!
A highlight for me has to be the music though. It's got a nostalgic feel to it that I really vibed with.
I made it through on my first try and got the "Proud of You" ending! I tried playing a several more times without killing any souls to see what other endings there were, too. Unfortunately I kept dying at the jumping segment or right before. FPS platforming is difficult to nail, maybe slightly larger platforms would remedy that a bit?
The aesthetic was really nice though. It felt like an old school dungeon crawler with that low ceiling and pixel art textures. I also liked the music. It really contributed to the atmosphere!
You did a great job exploring your mechanic in such a dense demo. I liked fighting the eyes, especially! I did sometimes wish there was gamepad support of some kind because I found it difficult to track my character and aiming reticle simultaneously while a lot of bullets were on screen. That being said, I wouldn't be sure how to resolve that issue since the precision of mouse control seems kind of necessary!
Overall I think your team did an awesome job with the design, character art and writing. I had a great time and wish you luck developing the game further!









