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AkaiDaiya

14
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3
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A member registered Jun 27, 2024 · View creator page →

Creator of

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Great game! It looks simple at first, but all the extra details make it feel complete and realistic. The last day was a bit spooky—though I tried to ignore the knocking and just kept playing. It would be hilarious if there were an extra ending for doing that. I also loved how the title screen changes after reaching the ending. Nice touch!

I love RPG games! The first enemy gave me a bit of a jump scare, but once I realized they could only see what was directly in front of them, I feels much braver. The art  does a great job enhancing the spooky atmosphere. Some doors were pretty well-hidden, so I ended up walking around a bit before finding all the hints, which worked well for this type of game.

I really liked the mechanic where players have to make the correct choices to get certain items, though mistakes can be costly and affect the entire playthrough. For example, if you place the picture in the wrong frame, you can't take it back out, or if you accidentally use the butterfly (even though it’s in the key item section, where items are usually non-consumable).

Overall, the writing was great! I managed to get the true ending by using my inner chuuni and choosing the longest options. Also loved all the references to other characters and Bae’s equipment—especially the steel rose in an ice cage. I had to look that one up, but now I know. Amazing work!

I really enjoyed the game! The art style greatly enhances the mysterious atmosphere while solving the puzzles. There are a lot of fun puzzles to go through, and the use of different abilities to solve them makes the game feel very polished and complete. Very impressive!

As others have mentioned, there's a bug where multiple abilities can be selected. I tested it and found that the issue seems to occur when opening or closing the ability menu while spamming the up/down keys to select abilities. Another bug I encountered was that if the player jumps while standing at certain bookmarks, it skips the dialogue.

I had a lot of fun with this game! It’s impressive to see how much work you put into it in just two weeks. There are a lot of characters, each with unique skills and traits, which opens up plenty of possibilities for team-building. The game is pretty easy at the moment since enemies only come from one direction, and you can stack units on top of each other to deal a lot of damage—but I’m guessing the grid system is still in development?

I see a lot of potential for this as a HoloIndie title, so hope to see more updates!

P.S. I encountered an invincible chicken!

A pretty simple game, but currently unbeatable. You just have to click as fast as possible until there are more shrimp than tridents, and then you get overrun. There’s also nothing stopping the player from going off-screen, so I kept running until there were too many shrimp, which caused the music—and eventually the game—to break.

I haven't played a visual novel in years, so this was a nice change of pace. The chibi art is really cute, and the dialogue is well written. Not sure if it was intentional or due to time constraints, but I like the use of simple backgrounds instead of detailed /realistic ones—they suit the chibi art style really well.

Unfortunately, like others have mentioned, I couldn’t progress past a certain point because the dialogue got stuck, so I’m not sure if there’s more to the gameplay.

Just a suggestion: it might help to add a way to differentiate the narrator’s lines from the characters’ dialogue. Sometimes I missed which character was speaking. Maybe you could leave out the speaker’s name for the narrator and use a different color for each character’s name. Also, the backlog is hard to read against bright backgrounds.

PS: Image of where I got stuck.

Thanks for playing! This project is both a showcase and something I've wanted to create. The system is still in development, but I took the opportunity to participate in the game jam to test its current capabilities, gather feedback, gain a bit of exposure—and it just so happened to be Mel's birthday, so it was a perfect all-in-one!

Coming up with a good concept for a puzzle game is one thing, but actually designing different levels is a real challenge. Too easy, the game feels boring. Too hard, it becomes frustrating. I think this game has just the right balance in difficulty. Great job!
You might make a few mistakes before solving the puzzle, and sometimes confusing—but with a bit of observation, you figure it out. There were moments when the solution was right in front of me, and I thought, “What the heck am I doing?” (Yeah, I keep pushing that block on level 11 forward.)

The visuals and music are also well done. I especially love the moment when the music coincidentally matches the timing of switching planes.

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The intro in this game is really cute, I restarted a few times just to watch it again! The sprites are well done, and I love the "bau bau" ambulance in stage 2.

I did encounter a few issues: Miko often gets stuck on ledges or walls, and the character doesn’t move in sync with the moving platforms (caught me off-guard first time). In stage 2, Miko becomes unable to climb back up after falling off in certain areas. When I returned to the main menu after this bug, and then replayed stage 1, the collectible count didn’t reset, so I briefly had 26/14 collections.

Overall, it’s a challenging platform game with adorable sprites. Great job!

P.S. I still have no idea where the last collectible in stage 1 is hiding—stuck at 13/14!

Not at all! It’s really interesting to hear the thought process behind the scenes, so keep it up!

Nice little management game featuring Tenchou! I like the addition of different minigames for various activities. However, the difficulty increases quite steeply after each attempt. Counting 50 sheep is quite time-consuming. The stress and other gauges also deplete during minigames, so the refill rate might not be sufficient. I suggest pausing gauge depletion while players are in a minigame.

The UI feels a bit inconsistent and was confusing at first—white bars indicate good levels for stress and workload, but are negative for stamina and activity. Adding labels to identify each bar would help first-time players. Additionally, the location and icon of the return button change across different menus, which can be disorienting.

This game reminded me of the fact that I deleted Cortana years ago.

I can’t say I had fun with it—but maybe that wasn’t the point! It would definitely be a 5-star experience if Kronii were the one playing it, though.

Very interesting concept! Considering I was only able to make a regular minesweeper game in the last jam, this one is definitely a 5-star innovation for me.

Others have described it as a "reverse Minesweeper," but I think it's the limited choices that add a unique twist. Once a player steps on a corrupted tile, they’re kind of forced to guess where the mines are instead of coming back later as lingering would cost them sanity.

The pun is on brand too and I think this references the maze in Ina's dungeon during the ENReco event.

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The visual design is very pleasant and enjoyable to look at, and I especially liked the motion effects during flight, which greatly enhance immersion. In terms of gameplay, it would be even more better if there were more pros and cons to using different color modes, along with additional goals or objectives.

I suggest to zoom out the camera and move the character off-center a bit more, so the players can see more of their surroundings and better navigate while flying. You might also consider implementing a Level of Detail (LOD) system to hide the character model when the camera gets too close, as it frequently does during vertical flight (though some players might jokingly mistake it for a censorship effect www)