Oh no I didn't realize time mode was bugged in the post jam version. It works fine in the jam version but something apparently broke it. Apologies for that!
Thanks for playing!
I FINALLY GOT IT TO WORK
I'm not sure exactly what made it work but i read somewhere online that gmk8 games needs c++ Redistributable. Coincidentally, an unrelated thing (a cnc generals fanpatch lmao) got me to install them, I randomly tried opening the game 2 days later and the game worked. I have no other idea for what could have made it work.
So for those who are getting the file seems corrupted error, try installing Visual C++ Redistributable (x86) 2005, 2008, or 2010.
It could also be a DirectX thing. Try installing "DirectX Runtime June 2010" too.
As for my thoughts on the actual game. It has yachie so an instant 5/5 on theme.
This game was good. I love the aspect of planting your own consumable bullets and the expensive 1 up plant was a really good way to implement such a mechanic.
One thing though is that I wish there was a visual indicator for when you're close enough to a tree to kick it, otherwise i kept accidentally opening the planting window when i wanted to get the apples.
Also dont think i havent noticed what the final apple's name was (;
Game crashed in the third level when i went down from the garden room (the one that you get a peak at from the start of the level then have to be a giant to break the blocks to enter at the end). So idk what happened there.
Game is pretty difficult but that's only because of janky hitboxes. Bullets seem to hit me even though they don't look anywhere near me and what's more problematic is expanding in the middle of a fight making your hitbox expand to an enemy and getting you hit. The game should have iframes when expanding and even when getting hit the iframes for that are way too short. Or atleast, there should be ways to heal in a level so that getting hit isnt so punishing.
Other than that the level design is pretty decent and the pixel art is lovely.
I almost got softlocked at this part of the game. Small suika cant jump high enough for the gap and bigger suika gets stopped by the small rock protrusion at the top. Other side was also a little too high for mid suika to jump. Only got out from the otherside through trying to jank out of it with mid air size changing.
Game itself though, it's fun. I like the different ways you can attack enemies (though the stomping is fairly underused since ground stomping the ground enemies and shooting the fairies is easier). Bigger suika jumping higher is pretty novel since you'd think the opposite would be the case and that leads to some cool level design. But the level geometry I think could be simplified a bit and be less cramped, especially with how slow small suika is. There were many situations where a fairy shot at me and there was no way to avoid it (not a big deal since suika does have a bit of health). I think either bullet hitboxes or suika's could be reduced a little to allow easier dodging.
The boss at the end was a fun surprise. But the platforms in it are hard to see. I also wished dying let you immediately redo the fight rather than make you do the entire game again.
This game reminds me of a really old flip phone game where you had to stack apartments of a building as far as you could. I wonder if this game was inspired by it because it would be awesome if it did. Really sick game with fun art and endings and the panic of trying to keep balance after 20 blocks is really fun.
Solid controls but needs more variety. Every wave (atleast up to wave 11 where i stopped) is just a single enemy at a time which isnt very difficult to deal with, even if they have different bullet patterns. Since you can kill most fairies before they shoot their bullets. And an indicator as to where a fairy is going to spawn before she does would help in the spawning problem that others have said.
Level design is weird because while the gimmick is trying to find the portal as fast as possible so that projectiles dont get bigger, you dont really have any pointers as to where the portal is. A more linear level with a boss stage at the end wouldve done better.
Aside that, the game is fun. I especially like using marisa's master spark because all the per-frame damage sound is funny.
Really cool concept even if the game is kinda barebones. Though my first time seemed to never end even after like 20 turns so I had to restart the game just to check. Opening it through the console exe let me see the enemy's health which helped. I liked positioning right below larva to use dream bomb to deal a bunch of damage to her. Though it also seems that strawberry cross dealt way too little damage in comparison even though it has a higher gp? Would like to see this concept expand.
Also bonus points for using yumemi.
Glad the game got fixed.
The first pattern seems really static and easy. As in it doesn't feel like every wave changes at ALL. So just sitting in the middle where the 2 waves of bullets miss you is enough of a safespot that you don't need to move at all. Not sure if it's a bug.
The second pattern starts off with 2 really fast aimed bullet IMMEDIATELY. Which can kill you if you're not already moving during the phase transition. There should really be a delay for this because any first timer wont be able to prepare for it. But once you know it then it's a pretty decent idea. Though I think the bullet should both have a clearer sprite and also have a clear sound effect associated with it.
Pattern 3 has the same problem as 2 where the fast bullet attacks you during the phase transition, but other than probably my favourite pattern in the script. I like the combination of managing the phase 2 bullets while dodging the reflecty ones.
Pattern 4 is cool too. Though wish it also kept up something with the gimmick of the last 2 patterns.
It's a pretty cool script though Uroko's power of controlling scales had me expecting bullets that change size.
nazrin's patterns are pretty good and the art is really well made, but the game has a lot of bugs, most especially the problem with invulnerability. I also like the idea of the bomb making bullets small rather than just removing them.
Some other things I noticed and not said below: Power seems to not work? Or might even have an opposite effect because it felt like my damage at 3 power was weaker than 2 power. It's very hard to tell though when there is no visual difference between every power level. Though it also does feel like enemies (including the boss) are way too tanky in general. Almost every phase was a timeout even though I kept being below nazrin.
The music for both the main menu and the boss doesnt loop.
Your pickup hitbox should definitely be increased. If it's the same as the player hitbox then I suggest separating them. Also, I assume the item speed when you reach the PoC is lerping the items to the player, but that gives an awkward effect where their speed when closer to the player is slower than the player's actual speed. So the items never reach you if you keep moving. I had the same problem in one of my shmups when I lerped item movement too. I suggest making them move at a constant high speed instead. That'll make it much nicer.
I liked the art and sound design of this game although the story left me really confused. I suppose it is a sequel to another game that I haven't played which might have made it make more sense.
The combat is a bit repetitive though. It's hard to make a 1 party member rpg interesting but you could've used Yuuka's ability to make copies of herself in LLS to have multiple party members. Also, I think doremy's ai was a bit bugged because she just kept using intimidate and strengthen while rarely attacking at all.
Really cute game but I feel like the generation speed of the flowers is way too slow with how exponentially expensive the upgrades get. I think the second and third levels of the flowers should've been faster. Bees should also bee able to pick up more than a single bolt, or atleast have that be an upgrade. Some visual indicators on what level each flower is wouldve been nice too.