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Stuker

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A member registered Jul 16, 2021 · View creator page →

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Thank you so much for the heartfelt comment! It meant a lot to us and wanted to come back and reply as well ~

I am very happy that you enjoyed the game so much, I think your comments are valid and a bit of the rushed feeling on those plot points was probably because we tried to  get in too much of a story in a short jam hahaha
I am glad the work we put in functioned and it gave an intriguing and immersing feeling! We planned the world very deliberately but the puzzles were a last second addition

Also, as mentioned no expanded version is in the works, but we are making a larger project with a bigger team! (No ETA yet, but I will make sure to drop it around!)

Once again, super glad you had a great time!

Hello! First of all, thank you so much for playing and the detailed notes. I would LOVE to see the live reaction ~

As for the inconsistencies in the script, I am extremely thankful for you pointing them out.

RE: Gender of the MC. The MC is meant to be subtly trans, hence the boy in the portrait and being referred to a girl in the present. This may have been a bit too subtle as we went through the development it didn't play a bigger role aside from character establishing and the female-acolyte oddity.

Regarding redundancies - you're absolutely correct. Timings did get messed up in a part as well. Typos and mislabelings will be fixed.

About the inclusion of a real-life curse. I will bring it up to the team, and appreciate the comment. As a personal point of view (from a non-native English speaker) I find it strange that characters do speak in English throughout all of the story (including several words and expressions that are either loaned or directly from French, Germanic, and other etymologies) and that's not immersion breaking, but this particular word of similar origins and over 6 centuries of demonstrable use is. I will agree however that the creation of in-universe curses would probably add to the atmosphere/setting.

"They do mean no harm." / "You have done well, and for both your and your family's efforts I humbly thank you." - These two phrases were written with an intention of prose / archaic speech, but I agree that on reading seem strange and potentially distracting. 

Will be taking a further look at all of this.

Mega thank you for the detail and for giving the exact quotes so they can be promptly fixed. It does help a lot!

Thank you for the comment! Happy you enjoyed the game, the credits roll was my  favourite part as well!

The maze did end up being a bit unclear, it will be reworked for better navigation. Glad you were able to get through it regardless.

Super thank you for the comment! Glad you found it entertaining!

The maze ended up being a bit more confusing that intended, will be reworked, but I am glad you stuck through and that luck guided you haha

As for the dialog bug, it's probably fixable by adding the clear dialogs at the continue level, I had them at the start of the sentence (hence why it appeared "before" the next sentence. Much appreciated.

They are all cute good boys indeed. Very happy you had fun :D

Thank you so much for the comment! Yeah, the maze started as an experiment but needed a bit more clarity in the end. Landmarks would help a lot or even just enough distinction, will be a WIP.

Thank you for the feedback! The maze was initially like an experiment turned last location before we made the UI/stage selection a thing, but yes it also needed to be a bit clearer in the navigation.

 Super happy you had fun with the game! <3

Wonderful concept, very heartwarming.

Amazing visuals, fantastic job on making a cozy and cohesive world. I also had a bit of trouble with the riddles since I was triple checking the grandmother's notes for the flowers, and not directly the flower entries. Even so I got the flower for "solving the riddle" before the riddle had been solved and another one in it's place? Probably the code is crossed. Adding a glossary book/icon to fast-reference could help a lot. Seeing the flowers back at home was very nice! The song loop was a bit short but not a big issue.

The story was very charming and uplifting. Loved learning about the town and family little by little and contributing to a happy ending.  Grandma felt very welcoming, and the birb was the best character.

Chill and interesting concept! Very sweet vibes.

The visual style was super cute and inspired. Super good soundtrack and sound effects. I really liked the overtime mechanic, felt very strategic and removed the "feelbad" element of stopping mid-air. The constelations forming when you catch them is also very cool.

Fun and simple playthrough!

Super fun concept! Played with my Vital Hero on for maximum immersion.

The gameplay flows very nicely, it's a very cool loop of trying to manage all the resources and I like the freedom to progress at your own pace. I think the onboarding could be a bit more clear in-game about controls. Also because of the isometric camera sometimes quickly swapping from one virtual pet to another, as the hitboxes wouldn't be super precise . A quickswap key could be an option. In my experience the time for playing games was one of the big limitations for taking care of multiple pets, maybe make minigames faster with time/amount?

Very good use of sfx, was constantly on alert with the vibrations, but I would appreciate volume sliders.

Had a good time! Felt adequately challenged and I loved the expressions of the overload girl. Unfortunately void has not been filled yet, must have more.

Because I saw this very late, going to try to make as comprehensive of a review if I can.

First, I will admit I don't fully get the pun behind the bucket, google tells me it's a stanley parable ultra deluxe reference? But I digress.

Narrative: The setup is good,  the wake up in island, the banter between Naira and the Chicken who loves italian food way too much is very fun. This could be the heart of the game and very well done if it had leaned on it a bit more heavily. Regardless I enjoyed what was here :p

Customization: LOVED that you can change outfit/features and that they will be reflected both in the in-game model and visual portrait. Super cool. Changing is a bit clunky with the "save outfit" but super minor complaint, I really like this feature. I think the inventory/equipment if it's not going to be relevant only adds confusion to the system.

Gameplay: Moving around is a bit slow, and just a bit clunky. Some of it could be RPGM limitation but the maps are too big (I know, part of the joke but doesn't make the gameplay necessarily fun) and traversing with very little to do is not always the most fun.  The click-movement works but because of the collection arrows are highly preferred. Would enjoy a swap-to-wasd option. A faster dash could also help things a bit.

The puzzles being X/20 was also tedious since you can only move one of the items (bottle/fruits) at a time. For the first puzzle or a joke it works, but for that to be repeated again it kills a bit of the enjoyment. The "you're carrying one" indicator on top was neat though.

There are some interesting elements like the teleports or the vehicles for travelling. The shop adding customization was neat, but I would have her appear earlier so we have a clearer player objective / progression. Buying clothes  and styles was nice though. Items were a bit overpriced and makes you have to backtrack a fair bit to collect more currency. It could also have items out of stock so you feel a bit more progression on that part. I appreciated the meta-humor on the planks a lot more because it doesn't necessarily feel bad while playing. 

UI: It works, it could use an overpass to make it more thematic but not a big deal.

Audio: I will admit that I found the SFX for colleceting gems grating, especially since it was like super notable "money ka-ching" which didn't seem thematic. The "menu click" sound is a bit too loud. Having no music at all whatsoever anywhere on the world but having it appear on ships and transports was confusing, especially because a couple tracks were LOUD xD

Overall: I got to the "end?" having a good time! Most of it came from the dialog and customization. But disliked the puzzles and since there's not a lot more "story" to discover I didn't feel like playing a lot more just for the shop items. 

The concept was great and I really enjoyed walking around the city getting the stuff and especially opening the "index" to find out more about the collectibles.

The gameplay flowed very well, despite it having a few quests it was fairly easy to track and to understand what was going on. The visual indicators on collectibles were super easy to follow (good thing).

The SFX were super well utilized, I just wish there was music or a background track. As for the visuals, I know they're tilesets but you did a great job with the composition, the map felt open enough to explore but not too massive to drag the game down. The dialogue was chill and witty. Loved the collectibles styles, their descriptions and cultural references. (One of them might be broken? The first one never unlocked for me).

My only complaint... why on all that's holy on this space floating rock formation did you make F the "go back to menu" button? xD super easy to accidentally press, also softlocks the game since it breaks previous items interactions and the progress indicators :p

Really enjoyed this entry! Looking forward for the future improvements.

Lastly, glad to find another TMGEBTDL fan. Truly underrated series and I'm still looking for sealed issue #8 IRL.

Amazing concept, a blast to play through.

Did you define variables on the clothing choices for the subsequent compliments and survival choices? Super cool concept, worked really well. Also very polished UI and implementation, really liked the slider for tonal hues.
The game looked and played super neatly for the short development time, very impressed.

The hitbox was a bit short, noticeable when trying to place shoes/hair but very minor detail.  Also the game could benefit from a few more tracks. Great visuals especially on having multiple backgrounds and the screen elements in two formats. Having the achievement tracker and screenshots (although this once triggered on accident while typing my name?) was also neat. Loved the PC presentation.

Funnily enough I picked the all the sweet syrups options which ended in the "I worry for your mental health" line, great irony. Good replayability as well with the various paths, although they only seem to be fluff text changes.

Had a super fun time! Will be replaying in the future for sure

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The gang (kindly disregard the enemies burning/poisoning to death)

Beautiful! Love the visuals, the overworld was great to look at and all the creatures super cool ~

The gameplay loops is very engaging, I ended up playing for way longer than I should have XD Hatching animalia and gathering eggs is a bit slow at the start but it soon gets addictive. The combat is fun and especially combo'ing together the creature's "ultimate" moves. I do wish there were hotkeys for the attacks (like QWE or 123) because dragging all the time gets a bit tiring.

The codex book is as super cool idea, can't wait to see it fully implemented (maybe add some combat/combo related stats or info) and to have some SFX/Music in the game.

Also laughed at the lineart in bear friend, reminded me of Skullgirls having figthers out and still with the sketchart.

Tons of potentials with extra developing time, would love to see more of a quest/storyline/objective even if basic. 
Great submission!

Cute aesthetic!

The promo codes added a bit of an extra layer (metaphorically and literally this time) to the game. I liked that you can just splash stuff on top of each other. The different outfits meshed together super well (great combinations).

I liked the elements of trying around and discovery for the unlockables. Really like that you can switch songs in the bottom and/or mute, a slider may have been welcome. A "quick reset" or way to change the background could spice things up as well for screenshots :p

Fun and chill time! LOVE!

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Super cozy! Loved seeing little critters appear and take residency, especially the birbs!

The terraforming was my favourite aspect, reminded me of carefully selecting the right proportion of elements in zoo tycon type games, it seemed tricky as the animals require different biomes at first but apparently they just stick around regardless of changes.

I think the game itself could explain things a bit better, as I had to go back to the description to learn stuff midgame. The initial animals appeared slightly offscreen which made their requirements a bit more confusing to understand. Also really liked the day/night cycle.

Lots of room for potential, especially with more areas and more creatures/plants.

Unloaded princess

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The movement controls are great, wall jumping sideways is way too funny. The expression when you click is also super funny, very SNES era.

Unfortunately also fell into the gemless void alongside my cultists. And then the first time I went into a door the princess never loaded? Then both doors took me to the same room.

I could collect several gems!  Throwing pikmin gems around is also super fun. By reading the comments I then realized there was a second stage, I tried it and could get to it but it booted me back to the collection stage after like 10 seconds.

I do wish there was a bit of an endgame or objective, and a more clear introduction to the player. The music is also super chill, could use more SFX.

Fun controls and levels! needs a bit more polish :p

Fun concept! Wholesome vibe. Really liked the sprites for the characters and pets.

The overworld and maps in general were a bit too big for the scope of the game,  there could have been a bit more visual indication between traversable and blocked areas. The controls a bit floaty but not a big issue. Having different minigames for the pets was fun! The music was chill but there could have been either a longer loop or another track.  After collecting all 3 pets it could have triggered an endgame? 

On encountered bugs the turtle dialogue kept looping forever until I changed screens for some reason,  hitting E again would reset the entire conversation which could be a bit clearer.

Also is that Death Note music on the cat minigame? lmao 

I do think you succeeded, and congrats on uploading. Had a fun if short time or, as the pirate would say, ARRGH!

Interesting concept! I loved the clothing-inspired designs of the fashimons!

Having the dressup part of the game be equipment is also super cool, especially with the "typing" combination.

The poses were fun, I think the beam hearts could have been a bit faster to correlate with the instructions of the game (keeping the mouse over the creature, as they are a bit slow the game works a bit better to "anticipate" them), or to flip the instructions to predict the movements :p

Fullscreen in browser didn't quite fullscreen the entire element? it sort-of letterboxed it. The soundtrack and sound effects were well used, but there could have been a bit more variety in the songs as they repeated quite a bit haha

The map was super cool, really enjoyed the web-progression and unlocking new encounters.

Makes me want to come back for more fashimon!

Amazing visual design! Loved how everything was super in-theme by being a pop-up book, flipping pages, the curtains and sketches!

Sharing and buying other people's outfits was also super inspired idea, impressive implementation for the short dev time. I liked that different stores had different prices for items, but I would have loved seeing a bit more "unique style" per store and more varied soundtrack. Super well utilized SFX as well. Challenges added a bit of extra gameplay loop which was very welcome, although a bit easier to bypass and just insta-submit. Sometimes what I bought wasn't exactly what I got as well.

Loved the UI as well! I think the "go back" from the store is a bit obscured in the bottom left corner though, and it doesn't appear in browser mode (does in fullscreen for me).

Great work overall!

Replayed for a no-selling, just soul playthrough haha

The overworld was so pretty! Like replaying an old gameboy world but with a lot more colour :p

Your sprite design is fantastic, super cute, the music was neat as well! (although it could use a longer loop or more tracks as it was too repetitive after a bit)

The game was a bit confusing in terms of objectives, I found the intersection a bit weird as well, it was not super clear that there was more beach, or why you could transition on certain tile but not on the one above. I also got friendtrapped once but could navigate out haha

Loved the use of dual language and the translation! added a lot of charm to the game. The setting was cozy as well.

Sweet and chill game!

PS. what I meant with pause-over-crafting being a bit messy

Also (assuming it's fully RNG), I have a terrible luck with left legs xD

Super powerful concept.

There were a few hitbox issues (mainly in the room when arranging furniture), as well as that the furnitures not quite fit the room on a design/decoration aspect, the last is probably intentional as we can never quite buy a happy ending while only selling the bad stuff, but I digress. The shadow cage is also super inspired. I think you could probably overpass the SFX as it didn't always fit the vibe and potentially add an audio slider.

The constant moving camera was an interesting design choice, but also feel a bit nauseating at times (potentially a toggle option?)

Very spooky and great atmosphere. Super unsettling. Interesting playthrough overall.

This was hilarious and also so confusing? But in a good way?

The plot took so many sudden turns and twists, I never expected what was upcoming. I think this could have benefitted a lot from audio settings as the sensatory overload was a bit too much at times. Loved the kity gets and cutulus (even if not girly).

The puzzle mechanics were actually fun, and I enjoyed how the high  speed was paired with the pitana movements. Liked how it was a bit varied every level

The soundtrack was a bit reminiscent of advance wars' chiptuning, especially the last showdown.

Props for putting it together in 2 days! Fun playthrough

The bees were super cute! Loved the 3D aesthetics of this one.

The isometric camera was a neat idea, reminiscent of SNES "cube" games (yours controls much smoother though), although I found it that a bit the perception of depth was a bit unclear when walking behind one of the bees (for better and worse as I took a few risks like that that paid off :p )

I would have loved a settings menu, if anything for audio and background sounds control. Probably a bit more music wouldn't hurt.

Fun playthrough! I found the whole thing well balanced save for the super despairing last bee haha

I second the notion that a hard mode of getting them all without dying could be interesting, but I like the saving mushrooms as default.

Super chill experience! Very fast to play!

The controls were very smooth, super reminiscent of classic collectathons.  Liked the 3D aspects of the map like elevations or having to get to that soda can in the pole. The only thing I missed a bit was a dash so I can rush more?

The style was super cute with the low-fi style. The music and sound effects compliment very nicely.
Super well put together overall!

Would love to replay on a bigger map! (Now I have a cravings for more collecting and for more sweets xD)

Super well put together! Loved collecting the ingredients and unlocking the "potions".

The aesthetics were super cozy and relaxing, and the atmosphere was super neat. The witch is just too cute and I LOVED that you can click the cat haha The fact that you have limited slots and can't pick up duplicates makes it interesting as you have to actually consider what you're picking up in regards to what you're missing.The different icons for the potions was great as well. 

The score felt a bit odd I wasn't even aware it was being tracked? The music was neat but a bit more variety and having it be less uhh intense in the last segment of the track may have worked a bit smoother. Great use of SFX.

Fun game! Congrats on the submission!

The grave robbing simulator we didn't deserve but we needed.

Super inspired concept! Dress up and body swapping works super well with the frankenstein ('s creature?) theme. I loved that you had a reason to try out different themes and explore/progress a bit. The soundtrack was chill for the short playthrough, and the SFX well utilized. Also the intro cinematic was amazing. All the storytelling we needed. Maybe an epilogue where we see our dressed up girl go into town would be cool?

Discovering all the different "fits" and names was great. Gyarustein was my fav, too cute.

Super fun submission!

(Now I know what to do when I'm missing something for my out fit / 10)

Fun game! The ocean felt vast and mazey, reminded me of the old Ecco game, but with more freedom of movement

The music was super chill, unfortunately it kinda stopped at one point? Super well placed SFX, collecting felt great. The controls felt good (especially the dashing), I had a lot of fun jumping into the air to see if I could reach next area . The pause menu can be cleaned up a bit, especially when raised over the necklace making.  I do wish NPC's or items of note would show up on the minimap, also I think the minimap helped a fair bit but is still a bit confusing. The enemies were a bit tricky as they would hit you too soon. NPC dialogues also flowed super smoothly and the art direction was super cozy.

Super solid work, very polished release for the jam!

"We have Silksong at home" tier.

Line after it broke, customers jsut stood there and the serve button stopped responding :C

Interesting concept. Reminds me a bit of VA-1 Hall-A's bartending.

I think a recipe book would make it a lot more fun to both collect/unlock but also so you're not always blindly guessing. I also found the results a bit inconsistent since sometimes the values wouldn't entirely reset. The scrolling bar for ingredients was a bit clunky. The visuals were very cozy, loved the ice cream cone in particular. Addition of soundtrack could be a significant improvement for atmosphere. There could also be a bit more of an indication of good job vs bad job or a counter, as well as some kind of end goal.

Serving customers before they arrived to the truck caused for them to stop advancing and eventually making the serve button break xD

With a bit more of work it would be supe fun, great base concept and now I really want some ice cream t-t