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yiEPS

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A member registered May 03, 2020 · View creator page →

Creator of

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Thanks for playing!

Thanks for playing, and thank you for lending me your music for the project!

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WRONG!

CURSE OF RA!!  𓀀 𓀁 𓀂 𓀃 𓀄 𓀅 𓀆 𓀇 𓀈 𓀉 𓀊 𓀋 𓀌 𓀍 𓀎 𓀏 𓀐 𓀑 𓀒 𓀓 𓀔 𓀕 𓀖 𓀗 𓀘

(Also thanks for playing)

Monke wants music to loop

Ain't no way Satori's arm's that long.

Conceptually, I really like this, but the days pass in the blink of an eye: I basically did just 2 orders each day before stopping production, because there was effectively no time to complete the 3rd fairy's order.

Oh, sorry about that. There is normal saving, but I dislike 'forcing' auto-saves on people which is why I didn't implement them. I might add it in the future as an option though. 

Glad you liked my quiz style: it's based on Microsoft Encarta 96's Mindmaze, which let you do 2 attempts at a 4-choice question, and with no real punishment for failing them. The only thing it didn't have was explanations for the answers, which I felt were very important for a game about knowledge and why I added them in this game. It's important to explain why the answer is what it is, after all...well, except for some of the few free-win riddles I put in, of course, hahaha.

Thanks for playing!

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Hmm, it should be re-looping you for another 9 rooms before putting you back in the path to the pyramid core if you do that, although I did actually think about making a "Bad End" where choosing to spare the pyramid loops you in the maze forever, so that'd be neat too (but not intentional).

Thanks for playing!

EDIT: Oh, now I see. Sparing the Pyramid Core locks it out of its dialogue trigger, making it impossible to talk to it again. Oops! I'll push out an update that fixes it real quick (1.0b)

I was wondering why my production was suddenly being massively halved after every few upgrades.

Turns out, the "10% overall bonus to all Mochi produced" actually makes it 10% of what it was before.

Dunno why, but I felt more satisfaction sneaking through passages meant for dashing a lot more than, well, actually dashing. Fun game, although I think seeing the whole area when we finish a level would be neat, as a way to show the full images (where relevant)

It feels like the game is at its hardest when tackling level 2 and 3. After those, there's enough skill points to go around that acquiring the busted 3rd upgrades trivializes the final stage.

That being said, it really is fun! Just wish there was some music too!

Put the shirt on, Alice.

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Junko: "I need a suit for my daughter"

Me: Clownpiece, right?

Junko: "..."

Me: ...right?

(Also, the non-SCs often felt harder to dodge than the actual SCs)

Honestly, I really like the idea! The lack of camera control and the camo system feeling clunky is a bummer though.

Darn ghosts, just try to fit in anywhere I say! Who cares if the place is equally as cheap as it is cool? Aaaaaah!!

Yukari hats keep an active invisible hitbox somewhere near where they die that damages me even after I defeat them, and if you get damaged when reviving, Shinmy will start with negative damage and be effectively invincible (unless she falls in the water).

I also think there should be health drops...unless I'm dumb and I missed them?

Regardless, very mechanically interesting! I'd love to see more of this.

Nemuno died on the way to her home (planet).

Very fun and creative! I don't really understand where the Jam theme fits into this though.

I would have liked if the controls were different, like alternating with the arrow keys or A and D instead, or perhaps even moving the mouse around? 

Besides that, Skuykuy wants a break!

Thanks for playing! I'll be releasing a slightly extended version in a few days or so that adds some of the cut content that didn't make the original "full" release, which further explains some of the lore (like why Shinki is so often busy) and adds a few more PC98 character cameos.

Whoops, sorry, I just updated the game! This causes malfunctions for whoever was playing at the time.

You should be able to continue from where you last saved. Also, will update the credits to properly reflect your name, sorry!

Thanks for playing! The full release will be out in 1 or 2 days (3 at worst), so I hope you will check it out then too!

Thanks for playing! Lots of 3D models are rushed or outright broken in this first release. Some like the evil eye will be fixed in the next one, although it's hard to do so many while still programming the game!

As for the gameplay parts, they gain much more story relevance in the later stages. First is basically a tutorial and 2nd actually didn't get its story relevance yet (missing 3D model on jam release).

Thanks for playing! Full release is still going to take about another week, but I hope it'll deliver on your expectations then!

Thanks for playing! I actually had to learn about Byakuren's lore/personality quite a bit while writing the script initially. For instance, I wrote her as an atheist Buddhist in the first draft, before later learning she did worship Bishamonten "in the past", so I had to rewrite some scenes to conform to that.

I hope the final product will also impress you!

Thanks for playing!

Thanks for playing!

Thanks for playing! Yup, it's RPGMaker MZ!

Why do my lives keep melting. Where are my i-frames.

Besides that, I was liking the vibe.

1.3 should be coming out today (or tomorrow) and clarify a few things. Thanks for playing!

Thanks for playing! 1.3 will fix Kogasa's night 4 idle animation, which is bugged (she's supposed to be lying down, but not like that.)

Thanks for playing! Yeah, MZ3D is a plugin I used to make the game and it is browser-optimized but still much less efficient than using Unity or Godot's 3D, so it actually runs much more poorly than expected.

For the Shrine Maidens, you're actually not supposed to take action against them: however, you can bait them to some areas by causing a lot of "commotion", then do nothing there and hope they don't find your head (while searching, they won't go anywhere else).

Also, I may add an option to disable the blur and some other 3D effects in a future update.

Also also, yes, in the Kogasa (exterior) region, if you don't handle the fairies fast enough and they attack Kogasa in that area, some of them are literally impossible to reach: Distract has infinite range, but won't work on attacking fairies, and attack has a range of 12 tiles.

So basically, diligence in that area is important. If not, you have to hope Kogasa can escape to her house on time.

I'm working on a guide of sorts to better explain all of this in the next update, with a few more hints in-game as well!

Thanks for playing! 1.2 is about to implement actual jumpscares, albeit rare ones.

Thanks for playing! There'll be a game manual and more in-game tutorials in a future (probably the 1.3) update!

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I think Stage 4 is where the game really shinmed. Dunno how I was supposed to survive stage 5: am I meant to tank all the fairies' bullets or something?

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"Centipede, I'm trying to get past these blocks, but I'm too dummy thick to do so and have to go a roundabout way because of that!"

Thanks for playing! The game's largely inspired by Night Trap (1992 Sega CD game), but I can see why most people would think it's FNAF-inspired. I might add some jumpscare portraits in the next update. The game will be made more challenging as well.

Thanks for playing!

I'm hoping the AI will be fixed within a day! Everything is there, it's just that I incorrectly placed the code that's supposed to make the "Shrine Maidens" actually do those things.

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Thanks for playing! The goal is simply for both Sekibanki and Kogasa to survive to the next morning (there's a timer you can bring up on the bottom-middle of the screen). You attack the fairies away and scare humans to heal. Shrine Maidens are meant to make it hard, but their AI is currently bugged (will fix next update, hopefully).

As for why it's made in RPGMaker, I just knew how to program best in this. If I had more experience in Godot, I'd have done it in that engine instead.

Thanks for playing! I'm still working on an Extra mode with a few more levels (and a bonus ending!), but I'm glad you enjoyed the current version!

Alright, game updated to 2.1! The crash bug should be fixed, but, if you still manage to encounter it, don't be afraid to point it out.