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Zactyl

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A member registered Mar 24, 2017 · View creator page →

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Was a pretty fun time, there was a good balance of a variety of card effects with just some high stats ones that did make me think about which I wanted to play each turn, though that definitely was helped by the insane card advantage you get from Bertrand. It might need to be a bit clearer that you can attack the portrait since I hadn't thought to try it out until my second go around.

Ran into a bug when the enemy had a full board and I imagine a card it still wanted to play so it froze, which made me have to restart (although as you can see from the description, I was already in a pretty bad spot, lol).

Kicking it right off the bat with a sick cutscene instantly grabbed me in. It was fun jumping around all the different gameplay styles, everything seemed to control pretty intuitively, but it might be useful to have some kind of indicator when the significant controls change. I think some of the gameplay could use with some tightening up, specifically the hitboxes - it felt like I was getting hit by those shockwave attacks even when I thought I was jumping over them at the right time, and in the runner section it definitely felt like I missed some attacks that I shouldn't have. But honestly, I was hyped like crazy by the end, you did a really great job with all the cutscenes and effects.

I liked that everyone managed to have pretty clear animations, and the game feel of the fighting was very strong - especially seeing people get knocked back from the kicks was super satisfying. Having different moves for upwards and downwards aerial attacks was fun, but it was pretty difficult for me to be able to get to use the upwards ones, I think I would either press it too early before my character actually took off, or too late and I had already reached the apex. Really appreciate all the different story modes, I imagine they'll get expanded out more as the cast get larger so I'm excited to see how it all resolves.

Very pretty art for all the characters as well as the backgrounds, pretty much every shot was very impressive to look at. Kind of got spoiled that there was a twist after seeing it also entered into a few horror jams, but I appreciate all the little hints that they give you, like some distorted sprites in the overworld or elements in the backgrounds sort of disintegrating in the distance. From a gameplay perspective it made it really easy, but I like how most of the monsters don't actually attack you (or at least, keep missing their attacks. I tried it out for a bit and I think only one regular enemy ever hit me.), since they are presumably just terrified rather than posing a legitimate threat. The engagement of the battles could use some work though, since the same strategy basically gets you through all the actual fights.

Well done boss fights that were pretty understandable at first glance while staying engaging throughout. My only concern was with the leaf obstacles - they read more as like an opening particle effect more than something dangerous to me, and it wasn't until I had mysteriously lost health when I realized that they did damage, and I must have walked into one. Some of the attack patterns also feel like as long as I keep walking forward, I won't get hit, though the aforementioned leaves do help out that aspect.

Felt really cool jumping and dashing around mid-air while shooting behind my head, so I think you did a really good job on executing on that fantasy.

Also, a weird quirk that happened due to changing the primary weapon fire to guns is that I instinctively felt the need to reload every now and then. Any time I stopped shooting I quickly hit the 'R' key. Fell out of the habit eventually but it was definitely a little funny once I caught myself doing it.

Somehow managed to get a win on my first playthrough - who needs brains when you can simply punch harder? The checks were pretty tough to make - I thought I had been focusing pretty hard on one stat and still ended up failing some checks. Thankfully it's not like every failed check is an instant death, so I think that's probably fine. I'm interested to see how some of the other routes play out, and what sort of different strategies I'd have to utilize when on another line. My biggest concern was methods to gain Justice - there were a couple times when I made a choice that I thought would earn me some points that didn't, so I wonder if there's a way to clear up what opportunities you have for it. I get why it's not included in the lineup when you explain the other stats since you can't grind it like those, but I wonder if it might be worth including something about it there.

Definitely some immaculate vibes coming off the aesthetic! The colors and music fit pretty well together, and having the player character be 3D was an easy way to have her stick out against the rest of the world. Controls were definitely a bit of a struggle to get used to, I think most notably I'd struggle to get over some of the ledges which would cause me to get knocked back super far - which could be really cool technique if I could pull it off more intentionally!

Gotta say the effect with the boss slowly looming in was pretty cool - I had originally been leaning back in my chair when playing so it blended in at the start, so seeing it metaphorically jump out staring at me when I sat up was pretty spookily effective. Could use with some more feedback on the boss - I could tell I was doing something but wasn't really sure if I was doing the right thing, if that makes sense? Like, I knew clicking on the boss worked, but I wasn't sure if it was something I had to mash, or like try to find something to interact with, or if there was some kind of pattern I needed to follow. I did instinctually mash, it just took a lot more than I was initially expecting so I started doubting. It also sounds like the audio peaks and gets way louder than the rest of the game right when you beat it.

The character design and art was quite good, and I think the idea of having to balance out the political side of being a princess with also being what sounds like a war general/WMD is usually an interesting dynamic to balance, so I'd definitely be into seeing more of how that gets handled. 

Really nice! There's a good amount of movement options that all feel pretty nice to use and maneuver around with! I think this would be a game that'd be really interesting to speedrun!

Just a bit of a nitpick, it seems like the nectar counter on the first two levels don't have accurate nectar counters (unless I was missing another 50 or so). 

I think the concept was very interesting! Switching around who was in front to tank damage felt like I had to make choices on who to swap out a lot, especially near the end when stuff got a lot tougher. There seemed to be a lot of inconsistency of when and where I could use certain abilities - I don't know if I had just missed some sort of pattern or not, but I think some clearer indication would have helped a lot. It looked like there are some tile/grid indicators in one of the screenshots, but not in the game? I don't know why it got changed, but something along those lines would have helped my perception of the field a lot more. 

It was definitely unfortunate that there were quite a few abilities that would sometimes crash the game - definitely felt averse to using them (especially in the longer fights) due to the possibility of a game crash, and losing out on those extra tactical options ended up making Venom Kiss irrelevant up until enemies were right next to her.

The art was very nice, and I liked the designs for the main characters a lot. The enemies were also pretty uniquely themed and felt very cool and intimidating! I enjoyed the music quite a bit - I let the opening theme play all the way through before I started since it grabbed me super early on. The voice actress also did a great job differentiating each of the character's energies and tones from each other.

Thanks for playing! I'm glad that the designs all felt unique, I wanted each of them to stand out at least a little in their own way. Honestly I got kinda carried away doing designs - had to stop myself from trying new ones out or I would've run out of time to do the rest of the game!

That's a lot of good points to consider for improvement as well, a little more direction would definitely go a long way to improve playability, and there should definitely be some more snappiness with the navigation.

Thanks for playing! I'm glad you liked the designs! I like to think that my character design skills have developed a bit from before.
If you don't mind my asking, could you tell me which parts you were specifically confused about (ie: stats, skills, auto battle, push / fall back system)?

Thanks for playing! It's hard to believe it's been so long. Based on what you and others have said, it seems like things really ended up being a lot more punishing than I had anticipated when I was making it. It's something I keep in mind when working on projects now, especially for game jams. Since you mentioned it, I did participate in Magical Girl Game Jam #8! I think I improved in some areas, but I think I also fell back in some parts too. Looking forward to participating again, but I've just had some unfortunate timing!

Thanks for playing! I'm glad to see the camera wasn't super rough for everyone! I think a more relaxed pace would definitely help a bunch, trying to fit the dialog into the little bits of downtime was pretty tough to give everything the space it needed, and the way I had set up the rail made it pretty unfriendly to make changes to the timing, and it'd help to make sure that people really got a chance to fight back. To be honest, I was originally planning on voice acting the game so that you wouldn't have to focus on the text popups, but I couldn't get my voice to sound decent when going that high-pitched, and then it was pretty late in the game to get someone else's help.

Thanks for playing! I definitely have a better understanding now! There's a lot of parts that I hadn't expected to become an issue, and then things I added to make some stuff feel better ended up making other parts feel worse. It was a pretty tough balance.

Being able to use both weapons at once was definitely intentional. Some of the weapons required a bit more active thinking than others (bow charging, gun ammo/reloading, and to a lesser extent, the sword angle), so there was kind of a soft intent that you'd have one weapon you were constantly firing without having to think too much and then another that was a bit more intentional, but I left it in the player's hand to choose how they'd want to play it.

I didn't think about having any dialog after the boss, so that's a really good point. The ending could definitely use some extra work on it in retrospect.

Thanks for playing! Definitely a big step up from some of the other stuff I usually work on. I'm glad the core of it was appealing though. Fine tuning was absolutely something that could use more work, and I think there's a lot of room for improvement to make it feel better to play.

Thanks for playing! Definitely pretty tough in some cases - I tried to make the hitboxes more forgiving but I think the way the projectiles and stuff move still makes it a little hard in some spots, especially if you're turning a lot. 

Thanks for playing! I'm glad the 3D/2D mix was appealing and that the weapons all felt really different from each other. Music unfortunately is always something I forget about until the end, so it definitely doesn't get as much thought put into it as it should. Maybe next time I'll learn how to make some music of my own!

Thanks for playing! I think if I want to keep working on this I'll definitely need to get a better set up for the rail system, since it was pretty inelegant to try to change or edit anything afterwards.

Thanks for playing! Camera motion was pretty tough to get a handle on (this was my first real project in 3D), but hopefully it wasn't too bad!

Thanks for playing! I wanted to add some more big bosses like that but I ended up running up against the time limit!

Pretty interesting! It was cool to have to plan out how to balance all the different stuff, like making sure you're gaining enough hope to do damage but trying not to develop so much despair. Definitely seems like there's a soft cap on how far you can get, since I think once the big guy spawns it's pretty much the beginning of the end.

Thanks for uploading!

This was really cool! I loved the way you implemented the chain attack. Initially I was kind of treating it like a little puzzle to match the hits so that I could kill a whole screen at the same time, but the bosses making you really focus on using it was cool, and you had some pretty inspired ways of implementing that. It was pretty tough to dodge all the bullets at the same time though, although I imagine that's part of the difficulty. 

Thanks for uploading!

This was pretty neat! The character art was very cool and the ending was real dramatic, I just wish I knew some more of the background stuff they were talking about. Control wise some of the movement felt a little weird, like sometimes I would move exactly how much I wanted to and other times I'd keep moving for an extra half second or so. I didn't use the dash ability very often for a similar reason, it felt a little tough to control reliably. Also, "U" was a pretty awkward button to press to use my ultimate, I'd have to reach all the way over my keyboard to use it, and I missed the key a couple times in the middle of a big fight.

The music was really cool! Thought it really fit with the aesthetic a lot. I wish there were some more sound effects for out attacks though, I feel like it would give them some extra punch.

Thanks for uploading!

Wasn't expecting it to turn creepy like that, but it definitely gave the game more of a hook. The stopping enemies in space was pretty cool, although some more feedback on it might be useful, since the first few times I used it, the monster hadn't moved yet, so I really didn't know what it was doing until later on. 

Speaking as a coward, the atmosphere was set up pretty nicely to be spooky, yet not so tough for me to finish, so I appreciate that. 

Thanks for uploading!

The puzzle just about drove me crazy, I ended up having to use the hint after. This was pretty cute though, and I liked the look of it. Definitely kind of an inverse difficulty curve cause the puzzle was a lot more difficult than the fight, but I don't think it's that big of a deal. The music was nice, but I think it stopped playing after a while, which left the puzzle solving pretty quiet.

Thanks for uploading!

I would like to sincerely thank you for making a game about maids.

All in all, I had a lot of fun with this one! A pretty unique spin on the tower defense stuff, balancing out where to place units along with keeping them healed up in the staff room or trying to farm in the kitchen meant that there was always a lot of stuff to do. I think there's some balancing issues a bit though, since on the later level it was pretty tough for me to win if I didn't get an omurice within my first couple of item drops. Getting an omurice always felt good since it was a lot more permanent, but getting the 1 heal was a little disappointing, especially since you unlock the 2 heal right away, and you can heal for free in the rooms. 

The different units were fun to use though, seeing their different abilities and how the level ups changed them was pretty fun, and all the effects were quite nice.

Thank you for uploading!

This was great! I really loved the presentation of all of this, all the characters had fun designs, and the environments of both levels were very different from each other, but felt like they fit very well into the overall theme of the game. I also really liked the way you did the cutscenes, it made for a really interesting presentation. The combat was very fun, and weaving all the different attacks and character swaps into each other was very satisfying - I'm really looking forward to a version of this with a lot more stuff we can play around with! I don't really have much I can complain about, other than some text errors this was pretty phenomenal. 

Thanks for uploading!

This was impressive! A lot of things I really wasn't expecting that you could do in an RPG Maker game. Unfortunately I think the was a lot of enemy spam for those normal enemies, which didn't really make me change tactics so much as take longer. Also I couldn't figure out how you were supposed to beat the boss at all - I thought you'd have to keep moving so it couldn't target you but that didn't really work consistently. In the end the only way I beat it was by just spamming projectiles into it and tanking as much damage as possible, which did manage to work at least. 

Thanks for uploading!

I was excited to play the follow up to the first game, and you didn't disappoint! It was nice getting to see into Seassa's mind this time, and now I'm wondering if we'll play as Homura for #3! The only thing that bothered me a bit was at the beginning, the clouds in the background would snap around a bit, and it was a bit distracting. Other than that, the effects were quite good and impactful when they came in, especially during some of the endings. 
Thanks for uploading!

Looking forward to more, the character portraits are really well done. The music was pretty nice too, but there was some kind of audio issue that made the songs overlap once I got sent back to the starting screen.
Hope you all continue to work on this! Thanks for uploading!

Hey, this was cool! I like the idea behind focusing on the item usage instead of stuff like skills. The art was very well done as well. I wish there was some music playing on the start screen, cause initially I wasn't sure if I had my volume turned down too low or something. It's definitely pretty easy to run through a combo and decimate everything, so I think if you want to expand this project a bit more, keeping an eye on the balance of how some of the effects stack up will be helpful. I will say, it is possible to beat the final fight (at least, I assume the difficulty is in left-to-right order) without any health upgrades and without using blind/poison/burn (I did use a toaster), so I think even if you tone down some of the effects it can be okay. 
Thanks for uploading!

Hey this was super cute! It was fun to play around with all the different options and mix and matching to make a bunch of different designs. It's pretty amazing how you were able to make all these pieces and have them fit this quickly. I was pretty surprised that there weren't any shoe options though. There was also a part where I think the skin tone buttons got a bit messed up as well - I'm not too sure how to describe it, but it was like they would each swap between two options instead of switching to the selected tone?
It was nice seeing everyone's magical girls in the comments and stuff as well. Thanks for uploading!

This was pretty tough! I took quite a bit for me to get used to the controls, but I think it made it for a pretty interesting way to play the game. That first jump was pretty tough for me to get over though, and I don't really know if even with more experience it would be something I could accomplish reliably. I wasn't a fan of how you could fall off the sides of the map, it felt like with how much you'd have to commit to jumps or how the boomerangs bounce you up, it could be a bit more forgiving with not killing you. Also I wished that the game paused when you were transforming. While it was fine for phase 1, it felt pretty tough trying to transform without taking damage with the missiles. I enjoyed the voice acting! Sounded like there was a lot of fun being had with the different lines.

Thanks for uploading!

Hey this was pretty interesting! I kinda liked what you did with the camera, I think it makes for a pretty interesting perspective - it's kinda like a side-scroller but not. I guess? I don't really know how to explain it. I think the only issue with it is that something definitely become hard to see, and you can have enemies really get the drop on you if there's no way for the camera to see them. There's a lot of areas that could use some polish, most notably the blank obstacles were pretty difficult to tell apart which made it difficult to navigate the level, and sometimes the little sphere that was the cursor would be up against my screen instead of aiming at the enemy (I imagine it might have been an invisible wall? But I'm not too sure.) I liked the designs of the characters though, and I think the opening graphic was very nice.
Thanks for uploading!

This was pretty fun! I thought that the setting was pretty cool and I think it was a pretty interesting choice to set here.  I wish there were a couple more abilities that we could choose from using, just cause I was expecting to get more after fire breath. It was pretty short overall, so maybe it wouldn't change much either way, so perhaps it's nothing to worry about. I liked the dynamic between Flor, Azuli, and the staff though, it was pretty funny seeing them try to convince Flor that she wasn't a murderer. 
Thanks for uploading!

Hey, this was pretty interesting! I like the concept, and appreciate how even if the mix you attempt doesn't work out, it still gives you some hints for future ones. There's definitely a lot of variety in the abilities, but I wish there was some kind of option to be able to reuse them in different ways, for a lot of them you just use them once you are able to and that's it. For example, I was able to use Giant Form to get a feather early, but I definitely don't think that was intended. Having more interactions like that could be interesting. As it stands the only ones I really felt encouraged to reuse was deer form and the combat forms.
I really like that there were a couple effects that didn't really do anything or were actively harmful. It felt fun to flesh out some of the options some more!
Thanks for uploading!

Hey, this was interesting! It was fun switching around the characters and using the different abilities. I think the only thing hindering it was some quality of life features to help understand what was going on. Since there weren't any real tells when stuff was taking damage, it lead me to just using the fists real early on (for a bit I thought the rocket was just knockback), which made me pretty underprepared for when I was expecting to start rocket jumping. Also some of the jumps at the end were pretty tough to make as well.

I wish there was some kind of indication of which magical girl we turned into, it felt less like changing characters and more like just swapping weapons.

I really liked the designs of the characters, and of the enemies too. Even though we couldn't see the characters in game, I enjoyed seeing them when the cutscenes happen.

Thanks for uploading!

Hey, I really liked the styling for the intro, I don't think I've seen something like that done before! It felt a little clunky to play, but I could kind of see where you were going with it. It looked like when you fired a lot of fireballs in succession, the animation would kind of strangely replay, and also one of the alien/zombies walked through a building and I couldn't shoot it until it walked through again - I would have been pretty lost if I hadn't happened to see it walk through when it did.
Thanks for uploading!

This is a nice idea. I liked the different abilities that you could use, and I can imagine a lot of ways this could grow in the future. It was a little confusing figuring out how to use them at first, but it was fun to play around with once I got used to it. I couldn't tell why you'd ever use the automatic attacks since you also take contact damage from the enemies - it seems like if you're trying to avoid damage to just use the skills, although getting fully healed on level up does mitigate the worry for that.

It's a shame that you couldn't get more of what you wanted in, but hopefully you have a good time in university!