Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
A jam submission

Kaleido Q: Santa Claus KidnappedView game page

Add to collection

Play game

Kaleido Q: Santa Claus Kidnapped's itch.io page

Results

CriteriaRankScore*Raw Score
Xmas Theme#15.0005.000
Game Design#14.0004.000
Narrative and Plot#52.5002.500

Ranked from 3 ratings. Score is adjusted from raw score by the median number of ratings per game in the jam.

Game Engine Used
RPG Developer Bakin

Leave a comment

Log in with itch.io to leave a comment.

Comments

Host(+1)

There's a word to describe your style: "grandiloquent". Your art style, animations, game mechanics, and GUI are unique. Furthermore, I was pleasantly surprised that one of the antagonists was named "OpponentWulf" (referred to by Odielak as "Wulfy"), which is piquant because my least favourite time of the year is Xmas.

I would say that the real-time ABS is hard to use. This isn't necessarily a reflection on the way it's designed, nor Bakin itself, but my own personal preference and my lack of hand-to-eye coordination. (And I don't have a controller so using a keyboard makes it a bit more awkward.) I think switching to the turn-based battle system at the end, Odielak's skills in particular hit harder, so it involved a bit more strategy and forward-thinking.

Thanks for submitting this game!

Submitted

I wish my games would turn out even half as good as yours... 馃槄

Well done as always, Knifish!

Developer(+1)

Thank you. That's a big compliment, bro! 

Submitted(+1)

A bombastic and funny game. I really enjoyed the camera work and story at the beginning. The story is well setup for the craziness that follows.

I found the real-time combat difficult to aim, move, dodge, and attack with a keyboard. I understand that controller is the preference, but when your turn based combat is so good, I felt like it would have enjoyed my time more with a stronger focus on turn based battles.

The final fight was also a major change from the rest of the game and was difficult to understand why some abilities hit with 80+ damage and other only did 5.

The menus were a standout addition and can see they are from your previous projects working toward a game similar to Persona. It really is coming together and hope to see more.

Developer(+1)

Thank you so much! I'm glad you like this game. I only picked this one up 1 day and 1 night ahead of ddl, so the latter half of the game is shoddy like always. XD I'm still exploring the action battle mechanism with this engine. Focusing on an enemy is pretty difficult to realise currently.