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Vinyis

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A member registered May 26, 2019 · View creator page →

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Oh man. This one was wild. Admittedly, I got a bit frustrated with the inconsistency of the clicking and dragging windows, but the concept was just too strong for me to not love it. I've only seen a couple games out there that play with windows, but not like this, and I've never played one myself. Especially with the sfx for piecing yourself back together, it really makes you feel like an unstoppable automaton. I even took it a step further and played with a friend over Parsec, one person repairing and one person shmup-ing, and it was pretty cool!

Grateful for the high life counter as always, cause man I suck at this and these patterns were super hard for me. That's not to devalue them, they're cool designs to look at and I like watching the pretty fireworks (and art, on that note). Also an interesting combination of characters, with a not-quite-forgotten PC-98 classic and a brand new 2hu gal.

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Oof, this one had some tough spots but the challenge was worth it and it was dang fun to nail down some of those maneuvers. Smart level design with how close some of that meter management comes! Having the lore alongside stage unlocks matching the scroll collecting is also a pretty cool integration. My one complaint: the spikes blended together a little with the grass for me, so I found myself touching them by accident occasionally. Perhaps Mokou is secretly a nerd and unable to touch grass

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Looks like some aspects were short on time, but I like the idea of an immortality platformer where you attempt to find effective ways to die on obstacles. Of course, the water boiling interaction towards the end is a neat bit and a good example of this. Also, this is your first (jam) game? Congrats!

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Of course, I loved this and talked about it plenty already in Discord but I gotta leave a jam comment anyway.

Super unique concept with an aesthetic to match! Maybe it's nostalgia but I always think it's neat when people replicate the vibe of mechanics associated with classic consoles, and I haven't really seen anything like this anyway. It was fun to desperately crank out the shapes to try and keep up with the ramping difficulty, although I do kind of wish the high points lasted longer or escalated quicker instead of seemingly fizzling out for so long with taking damage. Skill issue on my end perhaps

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oh yeah baby wii remote time

Heck yeah, unique immortality mechanics

Having to basically control your character backwards by acting as a meatshield for Kaguya definitely tripped me up, but in a cool way. Presentation was also great, I'm a fan of this sprite style. You bet I played it multiple times to get those endings

Excellent art and music in this! Especially the UI and screen transitions, wow. I also agree with eurobeat being a good vibe. Solid lil all around shmup experience

Ah, the hardcore picross for real gamers

I unfortunately encountered the audio glitch on my own, it sounds like the volume meter might be multiplying the audio rather than setting it? Honestly pretty funny when it happened while streaming to a few friends. 

Anyways, I also suck at picross so I wasn't able to get very far on my own. But programming it at all seems like a technical feat in the first place, and it's a unique entry especially in that I don't think I've ever seen Touhou picross, somehow. My main critiques are that I would have liked to see what I got wrong and what the completed image was, but it seems like you've gotten plenty of informative feedback already. Interesting work!

Hotline Miami but you get to squeeze fairies for cool effects!

Some aspects of collision and abilities were a bit wonky for me, but I had fun going through each stage and it was pretty funny at times to stack up enemies or hit them through walls just by punching the heck out of them as Mokou

Even though I had to do the minigames slowly to not softlock, and it still bugged out a bit, and I wasn't sure when it even "ended"... I hope that makes it all the more meaningful to say I loved this and it's an awesome concept. One of the more somber ideas I see touched on less often even with immortality stories is daily life after someone is gone. Writing with Mokou and Keine together usually explores how sad it will be when Keine is gone, and maybe when she dies, but how this portrays the approaching inevitability, and then the monotony and quiet emptiness of a daily routine without the loved one to look forward to through gameplay kinda resonated with me.

The lasers seemed a bit unfair to dodge (especially from offscreen), but it feels like a well-rounded entry overall. I also like the flavoring of health as a pain threshold.

Oh like that one Stack song I get it

I couldn't seem to get local multiplayer working (over Parsec, anyway), but I like the idea of a Mokou/Kaguya versus game and it plays well enough. Cute character art, too.

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Oh wow, is this an original engine? And a first jam game?? Super impressive! I don't have much else to say, good assets and a simple shmup but it seems like quite the technical achievement.

Short and sweet. I like how even for an educated immortal, having to think about the end of all things is a bit distracting. The casual mention of even being able to safeguard against entropy but having to set that ambition aside for later to focus on the task at hand felt especially realistic given the setting.

Interesting concept and dialogue, and the assets are very well made (those portraits!!), but the long cooldown of the swing combined with restarting from the beginning on a hit, dialogue and all, means I couldn't get very far in this.

The geese... or perhaps plesiosaurs... basically the same creature anyway

Akyuu sailing the Sanzu alongside Komachi is a fun excuse to have them together and makes good conversation of Akyuu's whole cyclical situation

Although it seems a bit sparse, I liked the concept of going to different areas/minigames with each character. Especially for the city; not only are first-person cameras rare in these jams but if it's an original model then that's pretty impressive.

I've never played something like this so at first I didn't really get what was going on, but I quickly started appreciating how everything interacts. It's interesting to have the gameplay be the choice of upgrades and skill usage rather than the "combat" so to speak.

I liked the exploration of Sakuya's backstory in this, it's a topic that comes up now and then but I don't often see anyone really delve into. Explaining some of the finer details was a nice touch and drives home how trivial most things are for her with just a bit of patience. 

Thanks for posting this! Since the cards weren't uploaded afterwards I mostly rated by reading through the rules. If I had read this sooner I would have played through a game with a couple people, whoops

I'm glad the locale issue was fixed! I was able to come back and play it towards the end of the jam. Unfortunately, it did still crash for me during the investigation section while presenting evidence to Satori, but I think I got to see a lot of stuff. Always good to have Marisa as a protagonist and I liked the trivia and investigation mechanics

Mokou may not have done a school but I'm glad she can still be a teacher to the strongest little brain

I had the same issue. I think it's an error caused by unzipping the files in a different system locale, so Chinese -> Other Languages. For example, I have a .js file that comes out as "�½��ı��ĵ�.js", which I assume is what causes the "failed to load .js" error.

I downloaded Simplified Chinese language and changed my Windows system locale, but it didn't work either. Maybe you could put the name of the plugin in Latin alphabet characters and it would work? The same unzipping error also happens with a lot of the other game files, which might also cause the same crash in-game. Changing your system locale to English when you zip the game folder may also make sure all of the filenames unzip properly.

Understandable... the Billy was not lost on me. Half expected to see Yukari show up rocking a Salt Life sticker

Oh god I forgot the name and just searched in the comments so I copied the same mistake. Yorimashi Necrofantasia, I mean. That one. You know, the correct one. Was good

Got dang, this is just a full game isn't it? I played the postjam version since I missed the voting period anyway, and from what I heard it sounds like that added a lot to the experience. Lovely art, and the dialogue was unexpectedly funny and genuine. Although it got a bit lengthy for me, I appreciate the iterative nature to scaling the tower, getting stronger each time and hoping you've got enough resources to bomb the hell out of properly defeat the current boss. Also, just, the whole basis of the game... what sparks that idea? It's beautiful, stuff like Yukari's design is a blessing

Amazing work as always. Real unique puzzler, no idea how one begins to design this kind of thing but I enjoyed taking my time to solve some of those harder ones! Also was impressed not just with the usual humor but the more heartfelt dialogue at the end, I'm happy for the gals

Worried for Alice...

Haven't played any of those panel of pons before, but have experience with similar games and was able to get by without any losses (postjam version!!). Fun gameplay and funny dialogue, the ending was pretty cute.

Got damn! Those sprites!!

Awesome visuals and platforming gameplay, pretty quickly felt fun to just hop around. I do wish Nue was useful for more than button pushing, because she's an interesting partner mechanic. Pretty impressive to pull off a metroidvania-ish map like that too. Also the exploding enemies lol, great choice.

TV intro, with vocals?? UNO??? mad props

So many great gags in this. Good art, writing, etc. and I love how it all came together. Especially loved the details in the backgrounds, on characters (like all of Nazrin's little rats!) and everything happening on the screen with the shelf. I wonder where Goncharov screens in Gensokyo this summer

Wow, very smooth and polished shmup. Pretty patterns I was just able to survive, getting down to my last few lives of my last continue. Partner systems are always fun, and I liked the choice of character pairings in general! As far as music goes, good stuff all around and like others I especially enjoyed Evening Star.

What an experience. Interesting mechanic here (and details like the eyes), and the music is chaotic without exactly being unenjoyable in a way I kinda liked. Nice work for a first game, especially solo too(?)!

Oh, transience... I get it

Haven't really seen this characterization before so I'm a big fan of the LGBT theme usage and wish I had gotten to it in the voting period. Seems like you didn't need it though! Beautiful portraits, heartfelt writing, and it's good to see a more benevolent Yukari.

Dang, rockin' Clownpiece arrangement.

Sometimes it felt like the rng on the danmaku arranged just right to give me an unwinnable match, but after a few tries I was able to clear it fine. Definitely couldn't beat The Secret Thing, but it was fun to try; I like the patterns. Quality twinstick shooter action

The haniwa horses... my mortal enemy...

I unfortunately got stuck on this rather early on account of never quite understanding how the rules worked (should have read the comments, whoops!), but I'm definitely a fan of this sort of... weapon triangle line-up grid tactics gameplay, very unique. Pretty polished visually too, the UI especially felt clear and informative.

Many oofs were had... poor Alice especially that one record scratch ending oh my god

An interesting take on a romance plot in that sometimes, its okay to realize it shouldn't be. Although it felt somewhat out of character at times for the correct Seija option to be so 'nice', I really liked how many unique endings and character struggles were explored through her. Lovely character portraits too!

Ya did it... a polished solo jam build...

Was not expecting such a complete tactics game! Setting aside the praise for pulling off all the standard core mechanics, the yuri bonus is an obvious winner and I quickly came to care deeply for my buns' collective wellbeing. Even if I don't make the best tactical decisions. My only suggestion would be to add an implication of 'the thing that happens' when 'certain conditions are met' to encourage people to test the raw power of full yuri bonus

Suika Katamari???

Super polished, really fun to play and I love how expressive the character portraits were. Last stage was great, and the sprite of smol Suika defeating Reimu sent me

"This is just like Ultrakill," I say, seeing the unprecedented ability to dash and shoot a gun

But for real, this was some awesome arcade shooting action that's impressive to do alone (and for a first itch upload??). Fun movement, cool weapons, varied enemies, lots of fun!