Very elegant use of mechanics to deliver a message.
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Truly gorgeous artstyle and juicy polish. Writing is energetic too with a cool setting. UI is very unclear though. Almost didn't actually play the game because I couldn't figure out how to start. Then I almost didn't play through the tutorial because it was drop dead boring. Not sure what the point of having to just press the button at a set rhythm for so long. Once the combat started I didn't understand that I was supposed to let the enemy play out their turn after mine. With this game structure, it's just crying out for a Paper Mario style ability to respond to an enemy attack on the beat instead of just waiting for them to hit you. The cooldowns on your own ability also seem redundant; just make the abilities more of an interesting decision. it was very hard to pay attention to what I was actually doing to the enemies because I was focused on the rhythm. Seemed to work out, though; the enemies kept dying. I quit at the second "Can you keep time" segment, but I hope to come back when you've developed this more, because it's dripping with potential.
Adorable artstyle and animation. I admire how well the cutscenes work as well. Good music choices too. The writing and character designs are very charming. The loop of going through a level and then speaking to friends is a solid idea. The platformer is functional and obviously needs a lot of polish and juice as well as interesting enemies. The only fundamental request I have is the ability to control the jump height based on how long the button is held. Rocketing through the sky at one press made things feel quite slow.
Ambitious and interesting idea. Good art and animation. I like the writing, and the premise of playing as the evil faustian magic creature. I'm also a sucker for the concept of having real time gameplay actions serve as dialogue choices. However there should be a prompt of some sort to indicate whether to do it or not. Don't think I ever figured out how to wake up Esther properly, I had to scoop her out of bed with a keyboard. The platforming was indeed janky; putting disappearing platforms in an engine that requires you to charge up the jump is practically a crime. I like how the level has multiple paths though.
It is too dark and zoomed in to navigate and the combat seems mindless, just keep mashing to attack and heal afterwards. Can't even use the item with a keyboard shortcut so I have to move my hand off the movement controls to click on them. Don't spend time on the cutscene until the game is fun.
Smooth feeling platforming engine, but pretty buggy game. Softlocked repeatedly by falling into a bottomless pit and through the ground, dying then respawning then falling through the ground, clearing the bottom leftmost room and speaking with the magical girl at which point the game softlocked on the placeholder dialogue box. I'll see how the updated version looks.
Solidly made arena shooter. Things could have moved a bit faster though, felt like treading through mud. I played 1.03. The generic stat upgrades felt not too interesting and not sure what each of them did like looting%. The new cards were pretty cool as well as the combination ability but there didn't seem to be many slots to use them. I assume one of the shrines would upgrade that, but there should be a notification when they spawn in since it takes such a long trek to get across the map. I'll see what the recent update looks like but this is just rating the version I think you submitted.
As before, I love your artstyle! And I think this is a great improvement from the last time, just needs the difficulty tuning. I think if you made a version of the timing bar that's translucent and closer to the center of the screen it would be easier. I like how the enemies move to the rhythm. I like the strong and rhythmic song choice. I also like how missing the timing isn't the end of the world and you still throw a weak projectile out. Unfortunately I think it can be exploited by mashing the button so an occasional strong attack comes out. I wasn't able to make it very far, but I'll be sure to come back, as the conversations between Song and Alucard were very funny.
Very very good art and quite funny writing. Gameplay wise, pretty uninteresting. I don't know if those thugs are made of Kevlar or if we're shooting cookie crumbs at them. I'm sure that will improve later.
I don't know how strict the timing is but I swear I was pressing to the metronome and it only happened every now and again. Should pick a music track with a strong beat of its own so one doesn't have to rely on the ticking. Something like Crypt of the Necrodancer. Think this idea could work very well with something like that. I'm stuck on this criticism because other than that it is very fine and functional of a shooter.
Very good implementation of the mashup! I like the concept of ramping up in power as the battle goes on. Surprisingly good story too, despite what little there is. Clever how it is doled out gradually from turn to turn. I wouldn't have minded the conversation taking place in its own screen if it gave me the power to advance the text myself, waiting for it to scroll was testing my patience even with the bars maxed out. I was only able to beat bosses by constantly powering my normal shots, which is unfortunate; perhaps the one-off attacks could do more burst damage to keep pace. I hope to see more!
Fun story and OK combat system, a little too reliant on RNG. The only strategy was trying not to tap under the most efficient high cost cards in case I ever drew them. I liked the art for the combat sprites, they were pretty cute. I really liked the final boss too, that was a clever use of the system.
Wow you really went all out! Felt like playing a real Touhou. Not that I'd know. It feels professionally done, is my point. Staggering variety of bullet patterns, and very personality filled ones. The integration with the ren'ai aspects was very clever. Love the character portraits in the visual novel segment, wish there had been time for more. Great work!
Extremely creative and elegant genre mashup. I really liked the variations between the different levels and how they complemented their respective songs. Sometimes it felt impossible to hit a note, and I was never sure where the judgement line was. The third level really destroyed me! I had a good time regardless. Great work!
Short and sweet. I didn't really understand what to do when the cats lay down other than wait. I like the graphical style, and the frantic little animations lend a goofy fun tone. I think I bugged out the game by walking too far past the enemies, or maybe I had just reached the end. I do hope you continue, I think there's a nice core here.
So many colors... lights... numbers...whoah. Definitely a sensory overload, though that's not necessarily a bad thing. It's cool that you made an effort to keep the enemy bullets visible, but it was still a strain to see them. Once the cards got more complex and started to effect each other, I found the card building pretty interesting, though it's hard to imagine a way to go too wrong, considering the sheer amount of bullets and fire rate. I personally would prefer the game to slow down just a bit so that I can actually perceive the results my decisions are having, but there is an appeal to just frantically throwing everything at the enemy. Great work!
Gorgeous pixel art and good music! Some of the mechanics are a bit wonky, for example I did not see the purpose of the dash since it did not seem to have any invincibility frames. Also it took me a while to realize I had combo strings because the window for continuing the combo seems very restrictive. The hitstop upon striking an enemy was a little too excessive as well and may have contributed to the trouble with comboing. With these difficulties, it feels impossible to dodge enemy attacks and thus to get very far in the game. That said, it's a very good looking core! I hope you continue with this.
Super cute art! Some little control nitpicks here and there, It could do with a little less speed ramp up on running, a little cooldown before jumping again after landing, a little leeway to allow jumping after stepping off of a platform. Doesn't feel like it incorporates much beatemup aspects. But other than that, a short and sweet platformer!
Clean and playable, which is a big plus. I like the character design and art. Does not particularly remind me of the shootemup genre. The platformer level design was good. Good work for first game, hope to see more!
Great game! Excellent art, very clean linework! I'm curious to know why you changed off of pixel art for this one, but you didn't miss a beat. I really loved when the soundtrack started distorting. The story was great, I was glad to finally get an insight into what Nexus HQ is doing. Gameplay wise I certainly did feel encouraged to somewhat change my strategy with the different level designs and hazards, which was satisfying to do. Although, it doesn't feel like it really incorporated the card aspect, since it's basically bringing a particular loadout. Plus I'm pretty sure any level could have been overcome with spamming many many cheap towers. Most of the late game hazards disincentivized setting up just a few strong towers, which makes the tower upgrade cards and magical girls feel less strong, which is a shame because those are cool. The polish and content level you put into your games never ceases to amaze me . Great work!
Love the gameboy aesthetic, very nostalgic to me. The drawn cut ins were very cute too. The platforming was weirdly easier in the later stages than the earlier ones. The story sets a very interestingly dark tone and I like how it clashes with the cutesy art. The weird non sequitur story contributed to the surreal tone. I don't know how to feel about the ending. It fits with the randomness of the story, but it felt rather anticlimactic? Nothing was explained, and maybe that's fine. The shootemup segments weren't great, the only grace was the ability to keep blasting constantly. The final segment felt like I just had to get lucky with the enemy's rng fire to survive with only 2 health available. I found it a very interesting experience. Good work!
Solid RPG combat design. Straightforward but well executed, with barely enough complexity to make interesting decisions. Simple story, cute if cliched characters. Unfortunately I did badly on the final boss and when I tried to refresh the game to retry, it got stuck with a TypeError: Not in Fullscreen Mode. Probably a browser issue. Great work anyways!
Solid core design! I like the UI work, though I don't see much reason to put away my cards. I did not know what the discard button was for too. I did run into a couple bugs, such as the hand not updating with new card graphics when I pressed draw, and a pretty major bug where the Draw timer froze and I couldn't get new cards. I was still able to win after that, funnily enough, since stacking towers is so strong and I don't see a reason not to do it.
Suggestions if you expand on this:
In these games where you have a player character moving alongside the towers, I'd always hope that the player can actually attack or contribute in some way. I can also see totems and enemies having various elemental strengths and weaknesses, and the towers potentially combining special effects when stacked on each other.
It's very playable even despite the hiccups, which I think is a great victory. Great work on your first jam project, and I hope to see more!
Really nice polish with good progression in the design over time. Pretty tough to wrap my head around, but I eventually got a hang of it. I like it best when I realized ways I could use the mobility spells in combination with other movements and attacks. A little frustrating that the vertical attacks seemed useless against the final boss resulting in several repeatedly useless hands. Great work!
Cool magical girl design. Highlight of the game was smashing buildings apart, haha! The combat felt ok, though the seemingly hitscan projectiles of the enemy made it feel really hard to avoid losing health. I'm also surprised at there being no ascend or descend button, considering it's a flying game. Made it feel awkward to strafe enemies without it. The flashy symbols accompanying my shots are nice, but they obscure my vision such that I can't tell whether I actually hit the enemy or not. With a bit more hit feedback and more varied enemy designs that actually require you to throw them in certain directions or something I think this could be really cool! Good work!
Much more substantial than the first one (I know you've made another game in between, but I never got around to that one, sorry). Sakura's grown on me now, I've always enjoyed characters who stick to relentless positivity but aren't totally naive about it. Much more exciting story events this time, too, now that the setup is out of the way. Flipping through Jane's diary and learning about her was pretty interesting. The final gauntlet and confrontation was a pretty cool environment too.
For the life of me, I couldn't figure out how to shoot magic this time. I definitely pressed Q in my attempts, but nothing came out. Well, sorry creepy guys, guess you had to die. I definitely could have used some better signposting in the levels. I couldn't find the hospital for a long while. Even just a pointer to Sakura's position would have made that a lot easier. Fighting the phantom archer was also pretty frustrating considering how rapidly they changed position. I just had to aim where Sakura was shooting. But overall I had a good time!
You know, off topic, but have you ever thought of making a Deus Ex style immersive sim? It would take a LOT more work, obviously, but your level design and gameplay style makes me think of them. It's fun to imagine one set in this world.
Very ambitious to try making a realtime combat game in RPGmaker. Got some cool ideas and enemy designs too. However the stretch marks of the engine show in the clunky controls and hit detection. The enemies are too fast, tanky, and numerous to handle at all. I was able to hold my own in Slow mode Easy but that was about it, and the currency gain was too slow to really make me interested in upgrading myself. I can see it working out if balanced for a linear game as you seem to be intending to, and I'm interested to see if you can make it work. Good job!
I always love the idea of physics based combat. This already seems like solid progress. The hitboxes of sword clashes feels pretty accurate! It was cool to see the kobold's swing deflecting my sword when I swung too early from their sword arm side.The defensive stance feels pretty useless though. You've seen it mentioned but it makes things very difficult that walking into an idle enemy sword chunks the heck out of you. Hope you iron out the kinks as you work on your main project. I hope there's the ability to chain attacks together more quickly, a lock-on system, more engaging enemies, and a more fleshed out defensive system. I'm quite excited to see more! :)
I did not receive either chess or magical girls :( I enjoy soulslikes very much and I think this could be good with adjustments. Enemies attack too fast for dodging to be practical and having to wait for the entire attack recovery animation to end before being able to act is extremely painful. The game progression also broke for me; I was able to open the gate that required the skull key without actually obtaining it, but then I died and returned after actually collecting the skull key, and had no idea how to use it. The door wouldn't let me through. I do hope you continue work on this at some point though. There is a solid core here.
The art is good but the combat is too unresponsive, unengaging, and unforgiving to power through. Enemies need to be more interesting/dodgeable. Cute writing though. Haven't tried the updated versions yet, maybe they're better.
Nice artstyle, nice retro audio. Dunno what to think of the music though, was pretty annoying. I get that it's dreamlike, but it was not pleasant to listen to. Pretty polished movement, was pretty intuitive. Enemies seemed a bit glitchy at times. Charming world, really nailed the dreamlike atmosphere. Hope to see more!
I do love deckbuilder games and eurojank, and I think you have a solid design here, so I hope you continue to improve on this. Can't help but feel you got mired in the polishing though. It was cool to see all the camera sweeps and card flipping the first time but they quickly got in the way of playing the actual game. Being a digital game means you don't necessarily have to simulate every single board game component being moved, especially when it becomes detrimental to the experience (e.g. not being able to see card descriptions in the back row of the shop). Most of my complaints are similar UI related nitpicks, most of which boil down to "speed up the animations" and "let me see more information at once".
I have board game experience so I was able to understand the rules pretty quickly but I did have a couple rules I was confused by at first (namely killing monsters in the shop and being restricted to claiming only the first victory token you touch). I thought the deck designs and different win conditions were super cool. Not sure what the incentive is to heal other players when you're competing though, especially when outside of Tomo's self-damage and easily avoidable red spots there doesn't seem to be any health risk in the game. Tomo also moved frustratingly slow, and I realize it's because she focuses on killing monsters but the need to collect at least one victory token means she felt pretty frustrating. My highest frustration was being forced to play that one card that randomly teleports you. Not sure what that was about.
I can see very high potential in this game with a more filled out design, better balance, and the rest of the bells and whistles like music and AI and such. I really hope you continue work on it!
Got to be honest, art wasn't great (though I appreciate that it was custom art; default RPGmaker art often puts me off), I was disappointed by hardly any interactables in the environment (one of the main strengths of rpgmaker games imo), and combat was completely unengaging (since both characters had the exact same kit). However it was carried by the funny writing, EXCELLENT bgm choices, and your voice acting which brought a smile to my face. I also appreciate the effort to provide some varied setpieces to go through. The final dungeon felt like it could be the skeleton for more elaborate puzzles in an expanded version. Solid work!
Great work! Nice soundtrack and sound effect choices (my highlight was the tinkle of the hit sound). The art was pretty inconsistent, but it made it pretty funny so it's fine. A fun twist on brickbreaker, with solid level designs. It was engaging to decide which spell to use by carefully counting how many powerups to collect. I'm also super into battle pong/brickbreak, so I personally would like to see that part expanded if you continue working on this. Solid story, too! Surprised by how grimdark it got, but I'm into that sort of thing anyways. Great work!
Very solid bullet hell game! I'm very bad at Touhou-likes, so I don't know if I can give too much of an informed opinion, but the bullet patterns were very well designed and scary! I really liked the element of only having a brief flight window where you can do damage, though I wish the character automatically faced the enemy. I also never saw a good time to shoot upwards. I noticed there was a graze mechanic, and I'm curious what it was accomplishing because I couldn't tell. The writing and art was very cute as well! Great work!
Incredible work as always, Shibey. Writing and art are beautiful as always. Precision platformers aren't particularly my thing, and I got pretty frustrated at times, but I made it through Normal mode and had a pretty good time. My list of nitpicks is as follows:
- I wish there was a neutral duck option. It's annoying to press down hoping to dodge a laser and for nothing to happen, especially when you have to get up to speed in order to slide.
-I wish the wall grab didn't have Camilla slide down. It placed so much extra pressure on me when I was just yearning for a second to pause and think of my next move.
-Also on the topic of the wall grab, it was generally fiddly to use. Getting used to letting go of X to get a proper wall jump off was difficult to get used to. It especially bothered me because there was not much times when I felt I got value from the long walljump.
-The wall jump was also a cause of frustration sometimes; when I wanted to double jump over a corner onto a small platform, most of the time I would accidentally wall jump and screw myself over. Hard one to fix, not really sure. Maybe one block tall platforms shouldn't be wall jumpable?
-The way speed ramps up slowly was causing quite some frustration for me when trying to make adjustments while falling. Add that to the precision I was expected to land on springs, on one block platforms, and through spikes and it made for some frustrating moments. I wish the midair control was at a consistent speed, I think that would have made it feel much better.
-Some sequences really felt like I was making constant leaps of faith just to die and correct my mistake next respawn. Wish there was somehow more warning of what's coming up ahead.
Yeah, sometimes things were frustrating, but it was satisfying to eventually figure out a way through. And during the few fleeting moments when everything worked out and flowed together, I was flying through the level and it felt incredible. This one only needs some extra polish to be a really amazing speed game. Great work!