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7Bit Hero

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A member registered Jan 27, 2019 · View creator page →

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thanks for the feedback, Im absolutely already in the works of looking into ways to expand the game, so hopefully that will happen in the future

Its difficult to rate this appropriately, but from my impressions reading this, while I understand this was written as a standalone RPG system, It lacks a lot of the details to help players actually setup their own actual game session.
I can see it being a fun rule addition to existing RPG systems to incentivise the risk/reward of stripping

Real fun systems for a promising RPG

The character designs are adorable, rock on Fromage, Cheer and Jeer forever

For note, beat it on normal. Good art and animations, controls felt good, noticed a small funny thing where if you held jump and spammed attack while a snake, you could kinda fly.
Gameplay felt fun and tense, felt like I had to actually outplay the enemies. The boss though, that was kinda rough. With how precise the spear hurtbox was and how some of those orbs curved, quickly got a bit frustrated. Can absolutely see a good system with this game if you decide to go further with it

The use of RPG maker was surprising, but its a decent system overall. Took a bit to understand what exactly was happening and why, but once I got it, it became pretty intuitive. 
Big fan of how the equipped cards actually change how you look, I adore those systems in games.

This game oozes such a cool vibe, I love it. Its also great seeing art from fellow pixel artists.
The mechanic about moving the image independently of the puzzle pieces is really cool, although can make it super easy to just find that 1 part you can easy solve and use that everywhere.
The options menu has a surprising number of options that are really cool, as for feedback, an easier way to see which youve completed without the stats tab, and a maybe a prompt for when youve completed a puzzle?

From what I understand from the "I started Early" it was mostly art done and added for the jam period?

I really wanted to make a game where it was encourage to reroll runs to get the right combos. Some runs you will steamroll because of intentional hard counters, and others not so much.

Balancing the rewards for all 3 choices was difficult, I think fuck mechanically has the least incentive, but is also the 'sexy' reward so it balances out?

I love systems where your progress is visually shown to the player, and while the book also does that, I wanted something much easier to see at a glance for the player to be like "oh i still need to marry 2 more"

I wanted to make something for the all marry run as you suggested, but I was already waaaay over scope as it was. I also wanted unique marry CGs and male variants of all the monsters. I still want to do that, but I need to step back and consider if I want to and how to further expand this game.

Thanks. A big goal of mine was to use more outlandish monster girls.

Im also a big fan of the collection aspect of games, but also visually representing that collection. Gives the player a sort of guide on what they have/havent done at a glance

Im a big fan of idle games, so this was right up my alley.
Controls and UI felt overwhelming, and the storage management felt pointless, but liked the overall progression and pacing

Fun worldbuilding with the small amount shown so far, would be interested to see where this goes.

Seems like it could be good if expanded upon, but as is, was just very empty and lacking things to do

Fun little game, felt really solid to play and had good mechanics going for it.
I especially liked the fact it had a gallery

Love the art style, pity there wasnt more content to actually try out.
For what its worth, jumping in the void zone just goes on forever, and its pretty easy to jump out of the castle windows to nothingness.

I dont mind the idea of a typing game, and the actual story seemed interesting, but my wrists started hurting and I dont think I was even that far through it sadly. Love the way it was presented though.

Love the concept, starts well, if a bit slow and not super explained. I think I ended up soft locking myself though. Got the max arousal up to 900 and it was emptying faster than I could fill it

I think the difficulty is from the style of game it is. I wouldnt have expected a Kingsfield game here in a horny jam but you made it anyway. I beat the game on normal because I didnt even realise there were difficulty options, playing on easy and knowing the layouts more made it a breeze to get through.

I like the level of cumbersome, its been designed around the cumbersome controls well and really rewards your knowledge of layout + enemies. If i were to offer my balancing feedback, the blue drakes damage itself is fine, but I think their speed should be lowered or health reduced, trapping them into corners was my only reliable way of killing them, and with some of the later groupings, that meant kiting them backwards a long way, when I think rewarding the player for rushing them down feels better (aka how i took down that room with 1 blue/2 green, that was sadistic until i figured out a strat)

The blocking stamina usage only felt bad on the boss with how frequent some of its attacks were, it reliably emptied my stamina and was kind of rng if I would gain the stamina back to block the next. I get that the ideal fight spot was that mid zone between ranged and melee attacks, but the melee hits had some deceptively long ranges. It also just felt bad getting the bonk, but losing so much of the window to attack from the minimum recharge required to use stamina again. Only potential advice I have there is maybe play with being able to attack while at critical stamina? (still using it to zero though) 

As for getting stuck in the level, I got a screenshot here. Its right after the split path room if you go right to the blue drake. If you hug that left wall as you step out onto those ledges, you seem to get stuck.

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I really like this game. The game is brutally difficult, but I really enjoyed it. I would say the blue drakes are a tad overtuned, but the combat dance with red and greens is fun. The aesthetic is wonderful.

I havent reached the boss yet, dying to drakes is frustrating but fine, but I ended up getting stuck in the level geometry and im not ready to try again yet after a failure that very much wasnt on me. But ill be back for sure

[Update] I have now beaten the game. The final boss was annoying but thank you for having a checkpoint there, I was so afraid of that. I think the basic mechanics are really solid, some tweaking would really help alleviate some of the more frustrating moments. Also great lose animations

love the character designs, unfortunate that the AI would bug out.

Wall jumping felt a bit inconsistent and and the angels could be kinda punishing, but it feels good to go fast and keep that speed boost combo going.

This game was a lot of fun, I can see the idea of builds working, but if you dont seem to get what you want early, its very punishing swapping later. Also the difficulty ramps up VERY fast.

Comfy game, think I fell asleep near the end and got 95%

Due to time constraints on the gamejam, Husbando Blue only alters the journal sketches you can get. The main sprites are the same across both.

Filling the journal requires doing the science options at different moods and status's, and reading the journal may also give hints as how to interact for certain moods.

Unfortunately with my timeframe, I was never able to make it clear how things worked and I also have no interest to keep going with it.

The bars are mood bars and my intention was to make kinda puzzles around manipulating the moods to get what you want.

Theyll run away if they get too angry or scared.

Was a lot of fun!

Wish I could just look at my deck though. Managed to beat the game before I realised I could add more to my deck

I had intended on making preview images, but time constraints hit me hard. And interesting fact, most of that shelf is based on my actual shelf

Thanks for the feedback, I was very rushed for time due to circumstances and the art designs only actually got drawn up on the final day. 

The intention was for a short lighthearted game with replayability in mind. I had other things planned but the time limitation hit me in the end.