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VeldVideoGames

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A member registered Jul 25, 2025 · View creator page →

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Excellent concept and execution. I think my only nitpick is having to manually close the dialogue after obtaining an item (like I get why, but it feels unintuitive). The jokes and references definitely puts together the whole experience. Well done!

The writing alone was worth the play. The pixel art style really puts the whole thing together. Good execution but there's definitely some odd jank (I accidentally tutorial'd twice and lost 2 days, resetting erases days you already went through?). But solid entry regardless! 

Oh man my brain broke with this one. It's like a single-taskers nightmare (but in a good way!) This definitely feels like one of those games that ask for RTA mastery. The low poly style and dialogue are the cherry on top.

That was a bug? I remember overusing that during the rooftop mobs lol.

I was playing with Low settings at 1080p the whole time (High was unplayable). It was actually running pretty good up until the last stretch before the boss. I think it was so many otomos and big crystals visible in a straight line. It affected the boss fight quite a bit too. It was still pretty playable, but definitely slower than the rest of the game up to that point. So I think just general instancing optimizations or LOD issue. No big deal really, my 'work' computer really isn't very strong for gaming.

Not much to mention that others haven't. I love the concept, but yeah the execution could use some work. The writing is spot on though, so I hope this project continues to evolve.

Didn't get too far but I totally get what was happening. The music is my favorite part. If you ever add gamepad support I will return with a vengeance. Well done!

Like someone else mentioned, foundation is good but definitely needs tweaking (card balancing, little things). I think my only real complaint is the 'shaky' cam; camera drag is OK but I feel it's a bit overdone here. But again, great work for 1 week's time! I want to see a fully realized version of this game!

Excellent survivors-like. The sprite work is exceptional and the gameplay is solid. I think my only nitpick is the map tile color changing sort of 'hides' some of the bad guys. The red shadow helps, but some of the small mobs get hard to pick out during all the chaos (especially since some attacks are the same shade as the mobs). But again, a nitpick. Great work!

A little rough and unoptimized but the framework is excellent. The cutscenes really make the atmosphere.

I think my only major complaint would be the battle feedback, or lack thereof, from certain attacks. For example, during the boss fight, I found it really weird that I would just get randomly damaged if I attacked while the boss was doing the 'retreat' animation; she doesn't counter, but I would get knocked down if I struck during this state. Also, there's some of the Otomo attacks that deal damage but there's no Ceci "stun" state, so I couldn't tell WHEN the damage is active. It took me a good while to figure out what part of their attacks do damage.

With that said, I am loving the idea of a Cecilia souls-like.  A full blown game of this would be fantastic.

This whole thing was genius; you didn't need the export feature but it makes this thing a masterpiece. I especially love the one day that you 'work'. 

Yeah, there's a lot of little quality-of-life things that are missing. I honestly didn't think the game was as merciless as I am being told it is.

For the audio problem, was that through browser play or download? Godot for Browser has a ton of weird audio issues that can't really be solved by devs; Browser build strictly uses "chunk" audio and it screws with how audio is played back internally. There's "fixes" for them but those create whole new problems. So it doesn't shock me if it was getting weird over time. But if it's the download version, that would be new.

Also, thank you about the music and graphics! It was meant for my other game so I put a lot of thought on how 'loopable' it had to be. So I'm glad it is enjoyable!

Its a GTX 960 with a Ryzen 5 3600, my 'work' computer. Definitely not a CPU problem, the card is just old (I mean, it's not a trash card but its too far back for UE5). But even if I put this on my nicer gaming rig it still would probably run "just OK". It's not you guys though for sure, a lot of UE5 beauty shaders just does not like older gear. There was another UE5 game in the jam (the Cecilia Dark Souls one) that also hated my card; their game had graphic settings I had to drop down just get it playable.

So good of a concept. As others mentioned, there is a bit of a balance issue on the later days. Even a well planned deck doesn't cut it (something like, the time penalty punishes pretty hard). But I had a ton of fun with this, super cute and great theming!

Love this game. Got me panicking in a good way. The writing really makes the whole package. Bravo!

Very well done warioware-like.  Like everyone else mentioned, the dragging mini games definitely don't function fairly. But I did have fun, the art style is nice and cute, and the whole thing definitely touched the heart a bit.

For a short game that ending got me feeling something pretty real. A little wonky with the hitboxes/kicking mechanic but good execution overall. Well done!

Very cool thematic/art style and well constructed. 

I feel like my main complaint though would be the lack of an hold-down fire; I don't mind a slow fire rate but clicking that much to shoot when fighting a horde got detracting.

Also, UE5 was not merciful to my card. I wasn't even getting 30 fps so I feel like that took away from what should be a pretty fast paced shooter. Graphic settings would've been nice but I get it might've been a time constraint.

Regardless, solid entry. I would love to see an expanded version of this with more levels and enemies.

Really digging this one. I never got into Battle Network but I get the appeal. Very fast paced, I think a little too fast. I think me in particular my weakness is the controls. My right hand is 'smarter' than my left, so I feel like that's whats holding me back. Regardless, I love where this is going. Great work! The art style definitely shines too!

OK this game got me more than I was expecting. I love that the various metas are tied to known Holo pairs/groups.  Took a bit of thinking and experimenting but I got the hang of it. Excellent work! 

I love the whole concept but like a few others mentioned it falls on the unfair side.  Honestly I think it's the general roughness that's the biggest hinderance; sometimes the Brats would bounce to somewhere unreachable, the clickbox for the pumps are too narrow for the frantic speed. Me personally, I think like a Minimap that had alerts would've been perfect.

With that said, this entry is still solid and I would love to see this develop into a fleshed out game. Great work!

OK I'm in love with this concept. The whole idea of coordinating with your past self is such a trip; and the way you introduce the rulesets are easy to get. This needs to be a full-fledged game ASAP. Awesome work!

Now this is a quality puzzle game. Only nitpick is the physics bug out sometimes (I got pushed under a floor by a key several times.) But the whole concept and execution is top notch. The 4th wall jokes were icing on the cake.

For a simple game it requires quite a bit of fast action! Can't say much more that hasn't been said, I think my only main complaint would be the object snapping? I quite frequently didn't "attach" the item right because there I didn't click on the right spot on the 'glowing/highlight'.  Hard to gauge the 'middle' of an object especially on a time limit.

A nitpick but didn't really take away from the game. This was a fun entry! I'm motivated to keep trying and improving!

I want more of this. Like, seriously, you hit magic with this. There's definitely things that could use some tuning and fixing but oh man, I had a blast. Thoughts/suggestion: If Gigi is offense, Ceci should have something that's defensive. A dodge/sidestep feature would also be helpful. Regardless, this was a phenomenal entry.

There's a ton of potential but it's a bit rough in its current state. The lack of chain combos was disappointing, but I get that it was a time constraint. The graphics are super cute though, and I definitely want to see this turning into the game it deserves to be.

I got the 2 bad endings. I saw your comment about the third but haven't figure it out yet. Definitely needed 'quality of life' fixes but I get what happened. With that said the art style is amazing.

There isn't much to say that others haven't said, so I will commend the dialogue. I definitely felt a kind of sadness thinking about their far futures.  Love the idea of the part of the lore that you explored. Good job there!

Very sweet story. Gameplay is simple, but it does its job.  Good effort!

Thank you! Yeah, it's badly missing i-frames. I'll definitely patch a bunch of things once the jam is over, but unfortunately there's a lot of unintended insta-deaths in the game.

Extremely well done, despite the length. The gameplay loop, and the risk/reward meta was well balanced and motivating; the rough start didn't keep me from giving up. Would definitely love to see a longer version of this game.

A rather unorthodox typing game, but holy wow the meta . Certainly taught me how to use my keyboard in ways I've never done before. 

Difficulty ramp is quite surprising. You definitely need to build up those 30 seconds even if you think you don't need to. Still haven't beaten it but it didn't feel frustrating, which is good. Also, this game reminded me how many Holo talents there really are, both active and retired.

This is more of a playable story than a game, but that's the inherent beauty of it. I like that there were still sprinkles of jokes to smooth out the emotions. Definitely one of those experiences I'm not forgetting any time soon. Bravo!

I'm very much liking the core of this game. It definitely needs more work from here but I get where you were going. I love the idea of having a Jailbird legion, so hope we get more from this eventually.

For such a simple idea it works surprisingly well. There's some many interesting directions you could take this concept. Hope you flesh out this game eventually!

Super adorable entry, cute graphics and theme really comes together. The cookie game was quite a challenge, took me a good few tries. And the jokes are spot on. Well done!

OK I take back a lot of my complaint, I played the download version and for some reason did a lot better, so skill issue on my part. I still can't beat it though (I keep running out of ammo on Shiori). I think the biggest 'unfair' thing I would still fix is the speed of the Jailbirds. I feel like that first 'wave' that gangs up on you moves in way too fast, even faster than the Ruffians. And definitely the stairs on the Nerissa level; the hitbox 'nicks' all the little steps when jump-dashing; I would opt for either a ramp or just a full jump.

With that said I did enjoy it more now; trying to play fast-reaction shooters while tired does not make a good recipe. I am excited to see a fixed-up version of this game.

You have the start of a solid endless runner; physics and speed work well. Definitely needs a challenge ramp or end goal of some sort. But good effort so far.

Holy moly I never would have thought this could work but it does. I think my only gripe is needing to use the mouse for the quiz. Ironically the quiz was my weakest point; I got a lot of them wrong the first time, maybe I'm not as big as fan as I thought! Great entry!

For a proof of concept I am loving the whole idea of it.  A fully fleshed out game from this would rock.