Thanks for the heads up and feedback!
ζοιδ
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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!
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)
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?
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.
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)
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!
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.
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)