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Ariamaki

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A member registered Oct 09, 2015 · View creator page →

Recent community posts

Which is neat in theory, except
A.) those aren't mutually exclusive, you can do both
B.) you can't exactly tell what any of the pieces are without already downloading them

You forgot to actually zip the collection together into one file so there's like two dozen download buttons and it's all loose. :V

It's a strong but principled and noble stance to take here, and I'm sorry for your loss of a medium that you enjoyed: We've all suffered a lot at the hands of AI techbros coming off the crypto slop wave, and it pains me to hear that it cost you a project as fascinating as this one.

Solid stuff! I experienced a bit of audio glitching but I am 100% sure that's an issue with my browser. Runs smooth as butter and has a nice fluid movement: It's also really refreshing to play a game in this style that doesn't have instadeath obstacles, but a health system instead.

It already has arrow key support, it's just not described in the controller layout.

This was alright, although I did notice the script directly contradicting the prior discussion sometimes: Even when saying the PC had a skilled labor job, they immediately then said they were unemployed when talking about why they contacted Hana. There's a lot of little incongruities like that for how short the game is, but the meat of it is simple and cute.

My condolences, and I am hugely disappointed in this unprofessional behavior from the collaborator. I'm glad you're keeping your spirits up in the face of it and I hope this new project goes far more smoothly.

This was really solid! The fic entries were all good, although I will say that several of them had a lot of incorrect text coloring and other formatting issues. Very cute art too, generally just a great release for the season. :3

This is probably for the best: Moving information off of community Discords and back onto the broader internet is better for everybody.

Been enjoying NOVEL a lot so far and very excited to see the future episodes and Exchange as they drop. :D

Ghosts of Pasha's "Paper Doll" is also pretty good background music for the act of reading this one

Weirdly, it had already been in a folder with all permissions, but removing those permissions and then re-adding them fixed it! This is extra-weird because at one point I completely replaced my fresh itch.io install with one transferred via USB from a friend's computer. Both versions had the same issue, even though neither versions of the files had been denied rwx at any point. Hopefully this helps pinpoint whatever might have caused this issue to keep it from cropping up in future releases.

This game does not work on my machine at all: When I attempt to boot the .exe it shows some very strange file browser of the directory several folders above the game's install point. This file browser does nothing and cannot be used.

Other people I know with similar machines and installs can play it fine. I can even play other games by this same creator that were made in the same software (specifically Nobody's Home) on this machine.

Attempting to search for what's going wrong only brings up 5 year old unanswered RPGMaker forum posts. Can somebody help me or point me to a fix?

I had a ton of fun with this one so far: It gives you a lot of freedom to learn about the mechanics, but without being so opaque that you have to stumble forever. There's a very classical feel to it in terms of both roguelike mechanics and old-school... I'm not sure if there's a word for them. Robotron-esques? Space Dungeons? It's got both genres down pat in a compact package, and while I don't have every unlock at time of commenting (still missing two unknown classes) I like the game a lot.

No worries at all, learning experiences happen.

Downloading dozens of individual files is a huge pain and makes the actual pack page on Itch a problem. You should have put this all into a .zip or some other archive package before posting it. 

Actual content of quality was fine FWIW, just badly organized / managed.

Had a lot of fun! Cleared it in one run, but I'll be replaying it later at least once. Glad to see your art in a dynamic scenario like this, and it was a neat concept for the gameplay.

Really clean and lovely, smooth gameplay, A++ art. Cleared on my first try but will probably go back for more visual enjoyment and to check out the fail states / rummage around for alternate results.

(avoiding too much in the way of spoilers): I would love to see a closer look at some of the non-conventional "other" services we see alluded to in the final flyers and pamphlets towards the end of the game. Some of those jobs, maybe set at different points in the timeline of the setting, would be engaging experiences to check out.

Solid! Some definite priorities for non-demo versions would be making the attacks have more feedback, and directional information for launching your Tactics and Powers. Also a slightly cleaner visual palette could help, although I do like the broad color-coding of impassable vs. open copses of trees.

Pretty neat stuff! Only two problems I had were 'not having a defined way to quit / exit', and I had difficulty telling if I'd found everything. I *think* I saw it all? And it was all quite good! Occult was especially good, hope to be able to acquire that in a higher standalone resolution one day.

There's definitely some issues that could use ironing out so far (the other comments hit them pretty well), but I really have to compliment the UI design at a bare minimum. Very strongly feels like the Shining Force on Game Gear and other early RPG-system games from the era. The entire conceit feels like Quest 64 in a good way. The gameplay... Yeah, as the other comments said: More tutorialization, more forgiving early-game damage.

Yeah, but with Necrodancer it makes a lot more sense because the game is based on the musical rhythm and the timing of things outside of the turn order. Here it's just frustrating, especially when combined with the unorthodox hex-based map.

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More substantive commentary will be coming later: I'm new to both the game and to the Itchio service in general, and it's a late evening for me. My commentary will be based on my own experience and video I've seen (such as the recent Polygon preview of the PS4 version).

First major balance concern: I'm finding it interesting (in a bad way) that this game is missing the Roguelike staple of a 'wait one turn' function. There's no way to idle without moving, which combined with the erratic enemy movement makes the time-cycling mechanic punishing without benefits.

Looting taking a turn is more good-interesting than the above, but still doesn't feel great. There's not a notable risk-reward element caused by it 99% of the time, and the 1% where it causes issues it's a frustrating nightmare.