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A member registered Jul 11, 2021 · View creator page →

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Yep!

Sure! I could gather ingredients and toss them into the pot, but then I couldn't actually make the potion for some reason. 

Very cozy little game! I echo some of what the other players have said, in that having a minigame or some other mechanic would spice things up (hah) a bit more. It's a simple framework, but I think you could build on it to make something really nice! The artwork was also really cute, too. 

Really cute visuals and game premise! It reminds me a lot of Potion Craft. I faced the same issue as another player, where I couldn't progress after making one potion, but from what I experienced of the game it was very cozy. Well done!

This was a fun take on the Exit 8 style of games! The pixel art was cute, some of the differences required me to keep pretty close eye out, and the gameplay loop was solid. I don't really have any major complaints. I think it was a pretty solid package for a game parade. 

The art is so cute! I also love the use of Wii sounds in the menu. I was only able to find the controls after I opened the menu, though. I wasn't sure if it was me being blind or not, but I did a full circuit around the island before realizing what I was supposed to do. I also noticed I clipped through the land sometimes, but that's more of a nitpick than anything. Great job! It was a cute, cozy little game. 

Such a cute game, with gorgeous art and a really pretty itch.io page! You did a wonderful job, and it's an incredibly impressive game- especially given the time limit you had to work under!

Thank you so much! Carcosa was the one who put together the bookcase stuff, and I thought it was a really cool addition. 

Good concept! I would suggest making the jump a little higher, as it was hard for me to jump across the smaller pits or onto my clones, though. 

Thank you kindly! I really enjoyed working on the story, so I'm glad that you enjoyed our work! 

This is one of my favorite games of the jam so far! The music was chill and matched the vibes of the game, and, despite looping, never bothered me. The aesthetics and visuals are really cute, the idea behind it is solid, and I had a great time meticulously putting together my orchard before collecting all my fruit in one swoop.

Most of my feedback with the game has been discussed in other comments. I think things like buttons to mass draw cards, some sort of puzzle/placement concept, and other such things would add a lot of meat to this game (though I know there was only so much time to add things). I also felt it got a bit grindy, but I think with new fruits/mechanics, that probably would be less of a problem.

Fun game! It felt really polished, and like I said, one of my favorites thus far. 

It was a good number of chips, don't worry! I wasn't expecting thousands of options since it's a gamejam, anyway. You did great with the time you had!

This was a pretty game, with a lovely take on the theme! The art is gorgeous (especially the thumbnail), and I think the theme behind the game carries some weight to it. 

Unfortunately, the game was a bit difficult for me to play, though. I noticed I'd try to interact with a character, nothing would happen, and then a bit later their dialogue would end up spamming the screen repeatedly. I also noticed that I couldn't seem to pick up certain items, like bottles or the fire extinguisher, so I wasn't sure what to do.

If you have a YouTube video going through your playthrough of the game, though, I'd love to see it! I'm very interested in seeing more of the story. 

Neat little game! I love the ambience and the graphics, and it reminded me of some old games I played as a kid. It got me thinking about the best possible words to get the most out of my previous one, so it was a nice little puzzle. I'm very curious about how many words you put in the game, since it must have taken ages to build up a good dictionary.

Well done!

The aesthetics of this game are excellent. It reminds me a lot of games like Mouthwashing with that grungy, industrial style, and I love how it embraces that "weary, literally working yourself to death" vibe. I think more landmarks or a minimap would've been very helpful, though, as I found myself quickly getting lost when I strayed a little too far. I also accidentally fell into the sacrifice pit at the very start the first time I played, so I think if you ever came back to this, there being a way to block you from entering initially until you reach X point would be a nice touch. That's not a major issue, though, since I wasn't constantly falling in or anything.

Great job, and I loved the vibe! 

I want to start by saying that the fae's design is absolutely gorgeous. The moth wings? The moth on the face that opens up? 10/10. The intro reminds me a lot of Sleeping Beauty, too, which was stellar.
I think the premise of the game is really interesting, and it's a really sweet little experience. I noticed when I placed some things down on the map they didn't seem to activate, though, and I wasn't sure if it was a bug.

Either way, good work! It was a nice little experience.

Simple, but fun! As someone who's a big roguelike fan, I had a good time playing, and got a kick out of just how many chip options there were to pick up. I think the game did what it set out to achieve, and I think it did a great job of it. 

First of all, I just want to say I love the aesthetics and presentation of this game! The artwork was excellent, and I love the whole idea of this game taking place just because a wizard had beef. The game being on an etch-a-sketch was really cute, too. 

It's an interesting mix of a puzzle game and platformer, and I found myself wanting to really spite the wizard by the end of it after all the complaints he gave. I think my only nitpick is that I wish the game was a bit more clear about what loops were sometimes, though. Sometimes I doubled back and it counted that as a loop, so I had to carefully walk the line between having too few large loops, and accidentally making too many ones I didn't notice. That's also sort of a skill issue on my own part, though, mind you.

Fun game either way! I'd love to see this expanded upon. 

Cute game! Simple, but with an interesting premise. The pixel art was cute, and I think the concept of having to sacrifice yourself to progress is a good one. I think if you ever came back to the game, I'd suggest making the movement/rewind speed a bit faster, as it felt a bit slow.

Nice work either way, though, especially since it looks like you made nearly everything yourself (as a one person team, to boot)!

I liked this game! It was simple, but still a good time all around. The graphics were cute, and it felt really satisfying click-clacking through.

I will say I faced the same issue that LycanDroid did, in that after some point the typewriter got stuck in the paper reloading, and I wasn't able to progress. I also agree that the bonus for typing accurately could be improved upon (maybe typing faster, at the expense of taking a bit longer to charge?), but I still had fun either way! Good work!

I was looking forward to playing this game after seeing it on Discord, and the art is as pretty as I expected it to be! As someone who struggles hard with pixel art, I was very impressed by how pretty the protagonist's spritework was.

I think this was a fun little experience, especially given it was done by a one person team. There's definite potential here, and I'd love to see the project taken somewhere in the future. There were various bugs/issues I caught, like hitting invisible walls and whatnot, but since it's mentioned to be in an unfinished state in the description I wasn't troubled or anything.

Great job!

I played this before the reviews opened, and I really enjoyed it! It was an excellent blend of a puzzle game/platformer, the visuals were charming, and it generally felt good to play. 

My biggest gripes were the fact that the music got a bit old after a while, and that the hard mode levels felt a bit too long. If you ever came back to it, I think extra platforming/obstacles/some secret third thing would be a great addition and really bring everything together. Even without that, though, I enjoyed the game a lot, and spent a good while getting through the levels and working out how to optimize my movement.

Excellent work!

I played this before the review period, and I found myself incredibly charmed by the game and by poor DUCKII. The art style was incredibly charming, with that almost crayonish look, and I love how DUCKII looks like a little jester. By the end of it I felt incredibly bad, and was wincing as the player character constantly kept digging into the poor thing.

I think my biggest nitpick was that I wished there was a little more interactivity. Outside of choosing the music and the conversational topic, there wasn't much input available,. I would've loved more choices in what we said to DUCKII, but I understand that's probably limited by the Game Parade's time limit.

Either way, it was a great time, and DUCKII deserves so much better. 

The summoning mechanic and the UI were all very interesting! Since the protagonist doesn't have any fancy magic to rely on, you instead have to pull out your summons and carefully balance between guarding and attacking, and using your summons to lend you a hand and do a lot of the legwork. 
I'm not sure whether it was just a me issue while playing the game, though, but I had a bit of a hard time once I reached the bats. The bats hit incredibly hard, and their confusion keeps your summon from attacking outright. Given your summon is your key healer, this means that I often found that my summon would get stunned, then promptly wiped, leaving the MC alone and vulnerable. While I know it's possible to avoid the enemies as well, I had a hard time with dodging the enemies, as I couldn't move fast enough to escape them.

Of course, like I said, it could have just been an issue with my playstyle, but I thought it was worth sharing just in case you wanted to adjust things in the future. It was an interesting game regardless, though, and I like how it's an unconventional take on the "use monsters to fight for you" genre of games. Good work!

This was a very short and sweet game, and one that I really enjoyed (though I might be biased because I have a preference for narrative/puzzle focused games, admittedly)! The story was straightforward and went smoothly, the puzzles were fun- albeit difficult near the end- and it had a nice little charm to it. I liked the characters and the writing, and all in all, it was a nice little story that did what it came to do, and I enjoyed my experience. I do think that the "ok" spam part could be made a biiiit shorter, but that's honestly the only real bit of criticism I have to offer.

This was a delight to play! Great work!

Hello! I made another forum post, but thought I'd take after another person on here and make a post looking for games to play. While I've been trying to work my way through the games, I'd love to put together an order in which to properly get to them. I'll try to play ASAP, and leave a review/comment!

Unfortunately, I have trouble playing .rar games so I might not be able to get to those as easily, but when it comes to browser/window games I can get through those pretty quick. 

Looking forward to seeing what everyone has to offer!

This was a cute, educational little game to play. It reminded me a lot of old flash games from when I was younger, and while it was simple, it had a fair bit of diversity in the different quests the colors went on. I also learned a fact about the color indigo that I didn't know before along the way, which is always a plus! 

I would have loved it if there were more songs used in the game, though, especially as the different tracks could have emphasized just how different the various colors are. 

While simple, the game did its purpose very well, and seems great as a learning tool for a younger audience. Good work!

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Thank you! That's very helpful. I'll try to get my feedback in soon!

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I really loved the art style of this game, as well as the chiptune(?) music it rocked throughout. The look of it gave me massive OFF vibes, whether intentional or not. I was intrigued about the story and what was going on, and I liked how you gained new abilities by finding them out in the wild.
I do wish there were more enemy variants, though. I'm also not sure if there was any poison resistances I could pick up anywhere (if I did I didn't find it, which is on me), but I wound up developing a burning hatred for those poison slimes at one point or another, haha. If there isn't any poison resistances, then I'd suggest lowering the odds of the slimes poisoning you, as I wound up having to backtrack to heal at the shrine quite often because of them.

Also, while playing, I ended up getting an error and had the game crash because of it. I'm not sure why, but I thought I should share it so you were aware. IT read "Script 'RME' line 1364: NoMethodError occurred.

undefined method 'flash' for nil:NilClass.




Overall, this game was quite charming, and I liked the aesthetic that you were going for with it. Well done!

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Playing through the game, I can tell you put a lot of time and effort putting all the maps together and decorating the locations. There were a fair deal of places to visit, and both the interior and exterior areas had a lot to look at. I think a great addition to the game would be if more of the NPCs had things to say, as the game largely revolves around talking to NPCs, and possibly also if a few more mechanics were added as well. The game was fairly simple and straightforward, but it was interesting to explore and see everything you put in.
I also noticed at some point, when talking to a bartender near the start of the game, you get a pair of options that are in another language. It wasn't too big of an issue, but I wanted to just point it out for future reference.

I could definitely see the Misao inspiration while playing this game! The start also gave me big Full Metal Alchemist vibes, though that might just be me. I found the plot and premise interesting, and I liked the diversity you put into the puzzles. I do wish that for some of them, they gave the player a bit more direction, though. I caught onto the lightning puzzle fairly quickly, but with the bamboo/trial and error puzzle, I struggled to figure it out despite the little arrows directing me (though that might just be a me thing). 

I also liked the sense of humor that was sprinkled here and there, like the reference to the isekai genre. It's a pretty simple game, but it had good direction and mechanics. Nice work! 

This was a classical RPG experience, and pretty entertaining from what I played of it! The premise is simple enough that the player catches on fast, and it was fun blasting my way through the various enemies that wound up in my way. 

I think that the difficulty scaling could be a bit off in some places, though. Some of the characters, like the guards and the mice, did no damage right out of the gate, even when I was lower level. However, I'd walk into another type of enemy in the same area, and they'd take massive chunks out of my HP. I think if things were balanced out more evenly, it could be even more entertaining than it already is!

I think the addition of more soundtracks would be good as well, especially for the different types of battles, but that's a minor issue and wasn't something that bothered me too much.

Good work overall! 

I just want to preface this by saying I absolutely adored this game. It oozes charm, and has that nice, comfy, "good for playing on a rainy day" vibe that games like Stardew Valley and Harvest Moon have. The music is pleasant, the characters have fun designs and quirks, and the gameplay, while simple, is soothing. I also loved the touch of the color scheme changing depending on the time of day: that must have been a pain to implement, and it adds a really delightful atmosphere. 
Sometimes all you wanna do is sit, fish, and sell your fish to buy gifts to impress the townsfolk you just met but would die for. It was even difficult for me to pick someone I wanted to pursue, as I found myself wanting to get to know quite a few of the characters. (I found myself getting close with Marinnel in particular, since he seemed cute and was easy to please with seashells)

In the future, I think it would be good to add different soundtracks matching with the time of day, but given this was a game jam that's a very minor nitpick. I would love to see this game and its premise further developed in the future! I had a really cozy time playing it. 
Excellent work!

Hey! I've been trying to play Eurydice, and I really like the visuals and the art so far! 
I got stuck on the second puzzle, though, because I am just wildly unobservant. Would you opposed to giving me a hint as to where the crescent moon is, so I can progress? If not, that's fine!

A short and simple game. I liked the sprites and character portraits that were used, and I'm interested in seeing where the game will go from here, as I believe at the end that it implies that there's more to come! I think it would help a lot to add music and sound effects, though, unless there was a glitch and they didn't just play for me.

The game had a very interesting premise, with our dear protagonist Bread winding up isekaing himself into a zombie apocalypse instead of getting anything good coming from the end of the dungeon! The assets used complimented the aesthetic well, and I liked the music chosen to compliment the game. 

I will say I found myself wishing that I could run (though if there was a run button and I just didn't notice, feel free to let me know!) The way the game is structured means you have to spend a lot of time wandering around the city, looking for the little brains, and later, bodies. However, because I couldn't run, it was a slow process of checking around everywhere I could find for the next item I needed to progress. I would have liked it if there were more bodies or ways of getting into places as well, as it could be difficult combing the town for that one last object (though I think that adding running would alleviate the issue a fair bit.)

This was an interesting game, and I'd love to see what you do with it in the future! 

This was a very simple, but fun and engaging game regardless! The puzzle mechanic was simple (just avoid the giant Ds/other souls), find the keys, and get through the mazes, but each level had plenty of variation to keep me engaged. The visuals were simple but still pleasant, and given the straightforward nature of the game, it complimented what was going on perfectly. I also enjoyed the music that was selected for the background, and the sound effects were a great choice as well.

I do wish that the game saved after each level, because if you close the game and open it up again, you have to do the whole game all over again. Also, near the end of the game (I believe?) there's this puzzle where you have to get through the maze as another lost soul chases you. I found the timing was really tight, and while it makes sense for a puzzle near the end of the game, I think if the soul was a little bit slower that would help, as sometimes I would end up bumping up against a few corners and end up caught with how fast the soul caught up to me.

This was a lovely little puzzle game, and I really like the ASCII art style you went for. Good work!

Hello, everyone. I'm Whyms, the lead writer/narrative designer for the Hotel Ouroboros. I thought it'd be fun to make a community post talking about the game, some of the development, and just generally chatting. If you play and/or rate the game, feel free to speak up, and I'll be happy to get around to yours! (Do bear in mind I have a hard time playing .rar games, so please keep that in mind.)
I'd love to see what people's thoughts on the game are! Especially the writing/characters, since I'm sort of biased. Thanks to time constraints, the game is sort of buggy, but think of it as a proof of concept/demo for things to come. 

You can find Hotel Ouroboros here:

https://itch.io/jam/igmc-rebirth/rate/1649437

Also, for funsies, enjoy this high quality fanart of one of the game characters I did in MS paint.
Followed by the music composer's high quality contribution to said fanart. 

From the moment I laid eyes on the game's thumbnail and screenshots, I was intrigued. It gave me massive Pocket Mirror/Mad Father vibes with its aesthetic, and the protagonist is adorably gothic lolita. The pixel art and scenery are gorgeous, as is the custom art for the puzzles, characters, and pretty much everything. I loved the music and sound effects, too. The puzzles themselves were pretty simple, but still fun, and I'm very much interested in where the game will go from here, seeing as it's a demo.

I will say I noticed a few places where I feel as if the grammar can be cleaned up, but that's a pretty minor issue and it didn't detract from my enjoyment of the game. My biggest critique is likely with the candle finding near the end, though. I'm not sure if there was supposed to be an indicator and it didn't show up for me, but there was no sign or hint as to where I needed to search for the candles. I had to go around the castle and interact with every object I found, and while it wasn't too big of an issue given how short the game is/the size of the play area, I think it would be good to give the player more of a nudge in future versions of the game.

I really liked this game, overall! Like I said, it reminded me of classical RPGMaker Horror Games with its aesthetic, and I can see it going far in its final version. Well done!

I only realized after checking the comments here that the version I played, the one in browser, was in hard mode, which explains a fair bit about how quickly I wound up dying while playing it, haha. This was an interesting game, with some very cool mechanics, such as the permadeath, the torches going out over time and having to be replenished, and the sound cues whenever a monster got close to you.

I found myself having a hard time navigating and getting around, though, as there weren't many landmarks to distinguish where I was, and my torch often ran out before I could find a new one. There were also times I seemed to get "stuck" on a monster and couldn't push them away for a few hits, and whenever I opened a door, I couldn't seem to find any way to get avoid getting hit, as the monsters would end up waiting at the door for me to leave. I also noticed a few issues grammatically, but that's a very minor nitpick, especially if the game maker is ESL (as that'd make it a lot more difficult). 

 I think if this project was worked on in the future, adding in some landmarks to make it a bit easier for the player to navigate would help a lot, but all things considered, it was a very neat little project!