Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
Tags

ζοιδ

176
Posts
19
Followers
6
Following
A member registered Jul 05, 2019 · View creator page →

Creator of

Recent community posts

Thanks for the heads up and feedback!

Thanks for playing!

Thank you for your feedback! Definitely agree on visual clarity for the hands, did try to make it a little clearer by redrawing hands of each character and also shifting the skin tone a little, but I'm thinking of maybe adding a colored outline or such.

(1 edit)

Also, I really like the inclusion of FAUNA FROM HOLOLIVE PRODUCTION AS AGENT 47 in this game. Very cool. You have great taste my man.

I like the upgrade system, it leaves alot of room for customization! Quite alot of variety of upgrades for a gamejam game. A little floaty on the controls side for my liking, but might just be me.
Overall, pretty fun, and there's alot to tinker around with!

Fun concept you have so far! Would be nice if there is some sort of challenge to it, as currently it doesnt seem like you can lose or is in any urgency. I think it'll also be rather cool if it follows va11halla's footstep and go towards the VN direction.

XD
Thanks for playing on stream! Your feedbacks are really helpful!

Thank you! XD
Love your team's submission as well!

(1 edit)

Thank you! Glad you liked it!
Love your team's submission as well!

(1 edit)

Thank you for your feedback! There are actually gimmicks further into the game which requires showing at least 1 hand before (somewhere after 70), but point taken! Maybe not removing them completely, but I can definitely reduce the number to reduce the clutter and make upcoming hands shaded darker.

(1 edit)

Thanks for playing! Very good points you've made! Absolutely agree that visual indicators should be clearer and should space out more to reduce clutter.
As for choosing Miko and Aki, it was mainly because they are the members that are the most involved (from my knowledge) with tsunomaki janken during that era.
For Aki, Watame would sometimes have Mukirose take over her Janken segment. Her segment would usually involve a "pose", and any hand viewers play would be a losing hand (this couldnt be implemented for obvious reason, so I went with the compromise of "posing with her")

As for Miko, her livestream would usually overlap with Watame's show during that time. Whenever it happens, she would livestream her "reaction" to it, and would play along during the Janken segment. Running joke is on her lose rate on these live, which is amazing honestly looking back.
https://www.youtube.com/watch?v=2Pd6E1v2JqI
Did try to make it more visually obvious by having a somewhat different skin tone (Miko's is darker than Watame's) and a differently drawn hand pose for each character. Maybe they could also have a striking colored outline to increase the visual clarity.
Thanks for your valuable feedback!

Yea maybe not the timeline spaghetti part, but on the "jumping into each unique stories and fix things".
Would be really cool if each stories are like holomember's lore debut (but not like the original where they ended up in hololive), and Shiori have to jump in and fix them.

Yes please do flesh this out more! I honestly feel that this is on the quality that livers are willing to talk about or play on stream!

Thank you! Though I did personally felt that I aimed a little too low content-wise for this jam, especially after the 1 week time extension given from previous jams. 😅


Yo Kyouki chill lmao I only asked for a 100 😭


Looks interesting so far, but I was not able to progress beyond this screen and am stuck at turn 1 it seems.


Some additional comments:
- I think screen scroll should be used instead of sharp screen switching. There are way too many blind jumps required.
- On some occasions, Bae will be standing on platforms that are out of screen, and I cant adjust my position on the platform safely.
- Overall difficulty should be adjusted. The new mechanics are cool and all, but some maneuver requirements with these mechanics are way too complex. (there is one part on the cloud where I am expected to predict the bounce from the ceiling, then bouncing back from the wall in front, and perform a back air jump into a small gap that I barely made it altitude wise)
- 2 exploits, you can save scum by refreshing page without going to menu if you fall, and saving while in the air will allow you to lose horizontal momentum. (you can make full jumps, then exit out and return, Bae will fall straight down)

Thanks!

Very simple but cool use of multiplayer feature! I like that there is also solo mode as a fallback for friendless like me.
Game seems to lack BGM, even though I noticed that there are credits for BGM, is it only me?
Another thing to point out is that bomb feels completely outclassed by the pistol, is there any point in switching to it? Maybe give it a lasting AOE explosion after it reaches the ground or something?

Short and fun! Love the idea of grid based danmaku.
Feels like visibility of the hitbox is my only issue here. Perhaps you can have the tiles highlighted when bullets are in the area to give a clear indication?

Simple and fun! Miko looks really cute here!
I think the below comments have already pointed out what I wanted to say for the most part, but just to add on, maybe you can also have some optional taiyaki's that holds buffs/debuffs, so players holds a little more control over what buffs/debuffs they get.
Also, maybe more variety of buff/debuffs? Something that is more obvious to players, like longer/shorter table where you gain/lose a lane, controls reverse debuff where every 2 of them cancels each other out,  decrease/increase visibility on the bottom of the table etc.

The sprites are so cute lol. I really like the different variety of enemies here.
I've completed the game twice, but still confused on how I made to to the end. Not sure about the "Choose wisely" part (my decision was not made wisely at all), and the map sometimes loops back to where I was, but it wasn't actually the same place because I went through the same path and it led me somewhere else.
Otherwise, great job!

Damn. Why does every mumei game have to hit this hard.
The writing of this game is simple but really clever, and the premise of the gameplay is really unique and fresh. It just starts off a little confusing, but I started to get the hang of it by the 4th room after the tutorial rooms.
There are quite a whole lot of sprite/UI animation for a 2 weeks jam and they look amazing too. You even get a dedicated animation of Mumei turning around when looking at notes.

Some areas of improvement:
- The tileset is a little confusing. There's quite a few times where I've mistaken a wall tile as a blocking space, and at times mistaken a blocking tile as a walking space. One suggestion I have is keep a consistent shade across all tile types. (Eg. Blocking tiles could be shaded very dark, and wall tiles just a little darker than ground tiles)
- Everything is visually blocked by the bottom tile. Maybe show the shadows of entity when they are blocked (probably not an easy task), or make the bottom tile semi-transparent when walked into.
- Movement can sometimes get stuck when walking diagonally into the wall.

This is probably one of the most interesting entry in this jam I've gotten to play so far, great job!

Ah yes. Selling starving babies for cheese.
Cute little idle game, with nicely drawn sprites. The artstyle is crisp and neat.
I do understand that there were a lot of cut content due to time constraints, but I do wish there is at least some simple elements of danger or urgency (the theme is chaos after all) .
Maybe just some simple timer and highscore system with how many baerats you are able to foster up, or randomly appearing broken planks that baerats can fall through unless they are dragged away, and player can fix the planks by holding the mouse button.
The breeding and mixing of traits from parents is a really cool idea, if theres any intention of expanding this game post-jam, maybe try having roles for baerats? Like how some baerats can collect cheese while other fixes holes, then you can mix them to get either a stacked role, or a new role altogether.


Thanks! 

Very impressive visuals! Love the colors and lighting, everything just pops. Gameplay works as intended, and its not too hard to figure out who the culprit was.
Personally, would like to see the story get pushed WAY more in terms of chaoticness. You have yakuzas, war criminals, scammers, world enders, church with perverts, loan sharks, gamblers, substance dealers, stalkers, corrupted cops, having a stolen trophy as a prank as the storyline just feels a little missed opportunity here.
Part 2 using the same base you have here in the future maybe? ;)

Nice, solid, rage game. I really like the twists that you have included on top of just the Jump King style gameplay! Well, other than the one where you have a chance to fail and bounce back instead. Personally, I would remove all elements of randomness in games like these where precision is key, so that the blame falls fully on the player whenever mistakes are made.
Game is longer than I expected, so I stopped halfway hoping to return later. Kinda lost my save though. (Might just be the web build, I'm guessing the downloadable version has a working save system)

Looks really good with what's here so far! From the synopsis you've provided on the game page, it seems you can have something like a Kingdom Heart style of storytelling.
Excited to see more in the future, all the best!

I love everything about this game. The sprites/backdrop/props are well drawn, the humor is top-notch, the story set-up is really creative, the interactions feels natural, and the gameplay feels balanced, this  is really well done.

The sprite work on this is really impressive, especially all the attack effects!  Gameplay is fun, and I appreciate that you've written out all the effects of each attack in the description.
As for the gameplay loop itself, I do feel that it needs a little more incentives for surviving. Maybe like a score/leveling system of sorts. Chaos burst does feels like it needs a little more thought into it, since most of the time it seems more like a downside when used, especially if you've already gotten the attacks you like (and also losing the ability to heal).
Overall, a really solid base you have here!

Thank you!

Trying to get the number as close as possible with random dices and math operators is a really neat concept, and I feel that it is executed pretty well here. Very satisfying especially when exponent is used for getting to a number that requires multiple steps when using other operators.

I don't think I agree regarding your comment on discord that its "just a glorified calculator". I think its, at the very least, a huge step ahead of "menu simulator" as a battle system you see in most other turn-based games. Personally feel that it has a huge potential and is definitely worth expanding upon.

Interesting mix of bomberman and mining. Upgrades feels satisfying to find, and overall a pretty solid concept.
I'm not sure what picking up the dice does though, does it do anything at the moment?

Energized Kronii best Kronii!
I love the wacky exaggerated animations with its fun yet simple gameplay. Would be nice to have a simple score display to keep track of highscores.

Impressive visuals! Can't imagine how long I'd take to make something like this!
Some comments:

Attacking feels a little slow at the moment. Try either 1 of these maybe?
- Make attacks faster/cancel-able
- Give destructable objects/enemies lesser HP (especially rock blocks that are blocking the way since too much of them with multihit HP starts to feel like an excavation job)

Also, maybe for character switching you can give each character their own focused specialty?
(Mococo as attacker, Fuwawa as movement etc)
Giving Fuwawa both ability to reflect bullets and double jump kinda makes Mococo a little redundant to switch to other than breaking blocks and activating character blocks.

The randomization for events is creative! Very satisfying that the bullets are instantaneous as well.
Couple of things I'd like to point out:
- I am observing that the movement controls is sometimes getting stuck.
- Also for the controls shuffling, I'd recommend showing which button does what, since the shuffling goes beyond just WASD from what I observe, have to test out every button on my keyboard.

Overall, a really great attempt!

Gameplay is tight and fun! Intro is funny, sprites are cute, attack  patterns are very well designed, and I love the reroll mechanic and how it links to difficulty. Try to have a skip-able intro though, since I'd like to be playing this multiple times.
(also as mentioned in discord, ples maek feet clink lauder)

Thank you! I'm contemplating to increase the timer actually, since it may be a little too hard atm. 43 is extremely impressive considering I've only managed 50 throughout my whole week of testing XD

(3 edits)

Thanks for playing!

Truth be told, I have not even gotten past day 3 to test out if the quests are possible. Based on feedbacks from the jam I'd definitely need to reevaluate the requirements to balance the game more.
I admire your perseverance to even get that far lol. Thanks!