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Berry B

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A member registered Jun 04, 2015 · View creator page →

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Bugfragged Lets Play: Delvin Origins in the Highest Difficulty

This game is genuinely a good time. A total treat for a JRPG turn based fan like me. Quirky characters, tough gameplay, spooky vibes. Overall I really enjoyed the whole package and what it has to offer. Granted, some of my character designs are the reason why I liked it so much but its also something that I find endearing. I didn't give Starmage too many pointers for the character designs' personality and she was able to give me everything and then some.

There might be a couple jank and character designs might not go up some people's valleys but I really liked it flaws and all.

I will admit that the story being placed in medias res can be a bit disorienting but the time limit of 2 weeks prevented me from adjusting the story's pacing correctly and I kinda assumed that there are way too many questions being asked because a lot of missing context aren't provided. I appreciate this feedback. A lot of these questions will be answered in a continuation of this entry under a different name. But for this jam specifically, I understand your issue with the way the plot unfolds.

Thank you for playing the game.

Funny you should say that, there are options to increase the animation speed/remove animation entirely in the options screen. I figured you should know that. But I appreciate the feedback nonetheless.

For one, the space aesthetic really gels well with the overall vibe and UI design of it all. I really liked the ambiance you went with for the game. The mission based clues you get when you hit gameover is a nice touch, especially for a project of this scale made in 2 weeks or less.

Now, I know you said that this game was intentionally designed to be difficult, I get that part. But the whole seed space thing can feel a little jank due to the gravity/pressure like movement. The way you had to shoot using the mouse can be a bit of a learning curve. I was able to get through it, though I wasn't able to get to the win condition because the bullet hell dodging can be a bit of an annoying factor to get through and I'm not very good at bullet hell, I must admit.

Overall, I feel like the design really catches the eye and I find the design of the mech cute,the clunky controls may have dampened my experience a bit but not bad enough for me to be frustrated.

I appreciate that you enjoyed the character design and backgrounds. I try to make them stand out and less muted because the campy/anime-ish feel to it matched the overall aesthetic/ambience I'm going for. I'm glad the UI sounds/music fit as well. I try to pick ones that would fit.

I had to cram a lot of assets and designs during the jam project and was short on time when I finished all the required stopping point of the story so I wasn't able to iron out all the finer details. So to hear your input on this is much appreciated.

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This is an interesting defense game and one where you have to control a slow mech in order to defend against the spider/bug mechs that intend to harm the generator.

I'll admit I'm not used to the camera controls at first due to the WASD and Q and E rotation being things I'm not accustomed to. Its definitely a a game that, with polish, would really elevate the entry.

Though I must admit that the UI for the design and the way you have to use the camera leaves a lot to be desired. Personally, it be better for the camera to be affixed to one location and have an easier mech position movement control. Purchasing things wasn't very clear and your earnings are fixed to $2 per wave round, which limits your building options (which are only 2). It felt like it lacked variety in terms of how defense tower works. And your movable mech that you can control is slow as molasses which makes it a tedious experience to get through each wave/move them to the position you want.

I was a little burned out after a number of wave since I wasn't sure when it ended. But an admirable entry nonetheless.

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I appreciate the detailed response to some of the issues you had with the game. I was given this sort of feedback as well in regards to the color skill issue. I will admit that this was made with an in-medias res in mind and that might be a factor for the confusion. Its an intentional confusion, but it could be immersion breaking to some. I intend to answer a lot of the "Chapter 5" questions in the continuation of this entry series under a different name.

I was shorthanded with the testing, so I wasn't sure how the elemental immunities could detract from the experience. And I will admit I was trying to emphasize the use of Kuronigozo because if the enemies have no immunities, the player would be wholly relying on Tanumaki without using Kuronigozo at all.  Though I can see how this could be a negative. This is good player feedback, I'll keep this in mind.

I also didn't have time to add an analysis type skill, something the previous game was a lot more clearer on. 

Once again, thank you for taking the time to play this.

It is an honor to hear this. Thank you.

To be fair, I have assets available early on I can use for the game and third party asset music from the engine music packs that I bought For the purposes of implementing them for the work. The only thing I did on my own are the artwork and eventing.

Someone who makes virtually everything from scratch is a lot more admirable if you do so, so take stock in that.

Thank you for the feedback regardless.

This is a cute little retro platformer. The 8-bit sounds match the assets and overall visually it looks cohesive. I'll admit the movement is jank and slow and some of the controls can be finicky. But for a game made in only 6 hours, this is admirable and a good prototype practice. You did well with the time given.

I'll admit I kinda wish the movement speed is faster and the laser shot feedback PixelMetalWolf I noticed as well. You can't target diagonally upwards too, which is kinda awkward. Upgrades were non-existent and first aid packs are in abundance so I hardly got any chance of a game over. 

Overall, an admirable effort made. Not my type of game but I respect the result that you did with it.

This was a fun shoot em up. Its not too hard for someone like me who's not a big shooter fan so it didn't detract me from the experience too long. The thing that bugged me here is that some of the targets tend to not be very clear. Because they blend with the spider-esque enemies. I will admit that I didn't really read the mission briefing with full clarity so I wasn't able to pick up the signal failure theme until I realize I have to recover signals as an objective.

The 3 missions provided are a decent package on offer for what it is and the 3d polygon like designs really pop, making them quite unique. Aesthetically and the character menu select screen reminds me of an old racing game Twisted Metal. But more geared for the furry mech audience.

I basically picked one character (the speedy low health type) for the whole thing though, I didn't exactly have the luxury of trying everyone out. 

Its interesting how the mech pilots are furries and their mechs reflect that anthro like design. Good job.

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Thank you for the feedback. I will admit the fact that the enemy being immune to certain element can be a bit of a difficulty curve that I didn't take in to account for less astute players. I also didn't exactly tutorialize that you can switch between characters by toggling them using the arrow keys and allow you to pick Kuronigozo's black based attacks which can neutralize the healer. I would consider adding a proper first time tutorial for Kuronigozo's mechanic. I appreciate that you took the time to play the game. 

Funny thing about the Yu Yu Hakusho type design. It was made with the 90s aesthetics in mind. More closely the children anime from the 1989s to 1995s.

I played this till wave 19. Then the game crashed on me. By the time you got the most expensive bot, it kinda just spiraled to who can just pew pew within the first few seconds. For what its worth, it had an interesting design.

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I really liked this entry. Its not hard but for someone like me who's not a platformer buff, this game is good enough of an experience. The aesthetics are clean and overall has a distinct style. I love the enemy and robot designs as well. The controls are janky to some extent and the story is kinda non-existent but for a prototype design, this looks promising in terms of aesthetics. Well done.

All I can say to this is boobs, pecs, pervy old man and H.A.R.O.L.D.

That feels like overscoping for a jam of this caliber, especially with the time given. I understand the sentiment. The regrets of not adding everything you want. Its unfortunate but for a jam entry, this is considered high quality, so take stock in that at least.

I'm glad you enjoyed it. Thank you for playing. I did most of the writing and during a bad mood of my life so I'm glad I was able to bring enough joy to the experience.

I'm sorry. But this game bored me halfway through it. Not just because of the bugs but also because a lot of the game's charm passes through my head. Menu's pretty bugged and I don't know if I saw the Hawk death appeal to me in this game like I did with the rest.  I do like the skull demon tho. The directionless pace makes me feel confused more than amused.

Now, in terms of presentation, this game really is impressive. The dialogue is witty, the spritework exudes charm and overall game wise it looks like it could pass as a decent prototype entry. I really like the music choices as well, it gives off that JRPG 2000s vibe that it really brings a lot of glee when playing it.

Gameplay wise, its definitely an interesting one. An action style combat where you take turns in offense and defense mode (each having a 15 second timer) and you need to really finetune your balance on that because in offense mode you move a bit faster while in defense mode you move slower. It does take awhile to get used to the mechanics of the game but once you get into the groove of things, it really becomes enjoyable. I think the feedback mentioned with Lopson bears merit. Sometimes it could be beneficial to have more options for counters and offense/defenses. I lost way too many times during defensive/offensive actions because you need to really time yourself well enough and sometimes reaction periods can be a bit jank. 

I still question how two animals gave birth to a human-animal hybrid but I'mma not question it any further.

This game is about as close to a 5 stars in presentation as it gets. It would have been a solid 5 stars if gameplay was intuitive enough for me to enjoy it without losing due to lack of timing options during battle. Having items and using them during battle could help with player survivability and allow for more chances for the player to like push through the game. Otherwise, polishing the gameplay will really make this game soar high.

Presentation and style wise, this game is immaculate. The gameplay though is too hard for someone like me who isn't a fan of action platformers. I gave up halfway because I lost interest in moving forward due to dying way too many times. Mind you, I played on Fledgling.

This game is cute but the many evidence to shift through makes it hard for me to really hone in on the right pieces.

Presentation wise, this is cute. I enjoyed it overall. Doesn't blow me away that much.

Originally, I was giving this a 2 star because of the softlock Firecat mentioned but after playing it and seeing the overall story, I can see how there is quite the strong emotional resonance within this story. Well done.  The writing is pretty subtle and decent and while I know the Hawk is pretty much gone gone thanks to the miasma breath and the abuse alongside the boy's incredibly low self esteem and negativity permeating throughout his dialogue (even though there is a light at the end of this dark flight within this tunnel).  And while there are some awkward positioning and probably the visual presentation of the UI, the boy and the baddies could have been a bit better, its unique and stands out and that's what matters.


Honestly, if the presentation was a bit more cleaner and the gameplay was a less buggy in some areas, this would have been an easy 5 star for me.

I know. That's why this is more of a prototype than the real deal. To be honest, this is probably a bit less of a bloat than Honeynut's other entries where she introduced 10 characters all at once and I start having whiplash on keeping track who is who.

You're getting your wish. The game now has a browser version as of this v.1.2 update. https://berryitch.itch.io/bushiyoroimaki/devlog/686877/bushi-yoroi-maki-v12-upda...

Thank you very much for playing the game.

Now. The issue with setting up a browser version is that my files are set at 500 mb+. I need to compress the audio and image files so I can set the 100 mb limit and 1000 file limit proper. Which is hard to do. I apologize for the inconvenience.

I can try and see if I can submit a browser version that's not borked but I make no promises.

I'll be honest, I had to cram so much in 2 weeks. I was glad to be able to finish on time. Granted, I could have time to polish level design and progression better. But I had real life stuff to handle at the tail end of the dev time cycle so I had to make due with hitting the minimum requirements.

So, my work is more in line with Akira Sakuma's design. He worked with Toriyama, so the resemblance and inspiration can be felt from there.

Thank you for playing.

Thank you for playing.

I will admit the learning curve seems to be a point of feedback contention. Good to know that you picked up on it quick.

Funny you mentioned Dragon Quest. The art style is more in line with Takayuki Doi and Akira Sakuma's works. Akira Sakuma has worked with Yuji Horii, who is the one of the leading founders of Dragon Quest. 

So the inspiration semblance can be felt from there.

I apologize if the artstyle doesn't appeal to you. But I guess different strokes for different folks. Also, having to move around the overworld is too large of a scope for a gamejam entry, so I decided to go with the menu selection format instead, though I will keep your feedback in mind if I ever make a longer game that's more in line with JRPGs. I appreciate you liking the combat and the interesting plotline at least.

Funny thing about Fear and Hunger is that the dev acknowledged a project I made alongside a good associate of mine. He liked the whimsy style I go for, which honestly is the greatest praise I could have gotten, and I couldn't be grateful for it.

In terms of the game itself, it is practically a prototype game at best. If I ever make a full game, it'll be a continuation of this series taking place in a different universe.

Thank you for taking your time playing the game.

This feedback is very well noted. I was short on time, wasn't able to give more details regarding the stance changes.  I could sort the skills out so that its clear which is which, though again, I wasn't sure if the classification works or not. Either way, this is pretty valuable feedback. Thank you for telling me about it.

I appreciate you taking the time to play this. Much appreciated.

I saw the video. I sincerely apologized that you lost directly on the first battle because I didn't redirect to skills properly and you spammed attack at the first juncture. My apologies for that. 

Thank you for giving it a chance though. I appreciate this new perspective from someone not used to JRPGs.

Thank you very much. I'm glad you enjoyed the experience.

I appreciate you taking the time playing this.

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I had high hopes with the aesthetics, then I played it and some of the stuff just broke. And it became unplayable after round 1. The game is a hack and slash. Honestly, considering I've played so many of them in this jam I might consider docking originality because of it being mostly slash your way to victory. Mine has that too, though its genre and style is different. I won't really dock this down too much, clearly you know its still in development phase and you wanted something out quick for the public to see. But that's gonna come at the cost of brutal feedback sometimes, if not from me, probably from others too.

I get that this is still in really really rough alpha so I won't judge it too harshly. But yeah. This feels like it still needs work.

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Soooo... this is a hack and slash game. You have simple controls. But you gotta use it in tandem with a mouse, which I'm not exactly adjusted to nor am I a huge fan of these kinds of double mouse/keyboard input requirement.

The arrow spam stunlocked me, I wasn't exactly been given a good indicator of when my health was down. The arena design, while consistent and looks nice, felt like some of the corners show its gaps when looking at it critically.

I do like the menu screen music and at least pixel art wise, it looks crisp and clean. The animations felt fluid. It didn't work on all the background art but considering the time constraints, it can't be helped.

Tried one round, pretty much had little compulsion to continue since I'm unsure if there is a story behind beating it or if its an endless run. And also this type of gameplay isn't up to my interest. So I apologize for the brevity and honesty in my gameplay experience.

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Ok. So this game feels very undercooked. The grappling is awkward, the movement feels jank, a lot of the impact feels lacking, the music doesn't show up until at a certain point, the enemy's attack patterns isn't bad but its too one note. The fun factor isn't exactly there for me, there's little hook for me to latch onto with this game. 

Design wise, I guess its okay but the spritework and the character design feels very inconsistent with each other.

You might need to keep working on this. I apologize for the critical feedback, but I would be insincere if I say this is an amazing experience when it isn't for me.

I'm sorry. I wanted to like this game. The aesthetics are cute and it works pretty well in liew of what you intend to make with this game. The gameplay isn't something I'd gel with, after 2 rounds and how the controls feel a bit awkward (granted I may have not set the mouse sensitivity right). Beating the different samurais are unique, I'll give you that. But the slashing/parrying could be a bit more forgiving and you could have options for people who aren't into this type of gameplay to get health pickups (unless I wasn't given it until later rounds and I stopped after round 2/9 because I wasn't having fun with it).

I'll be fair and won't rate this at all. This type of gameplay doesn't gel with me and I wasn't a huge 3d hack and slash fan. But I won't discourage the effort and a good number of people seem to really like this game. So being the outlier, I shouldn't really judge others interests.

Visually, this is pretty good. I liked the overall aesthetics and the evil red crustacean samurais are cute. Gameplay wise, its kinda fun matching the right stance to beat the enemies and using space to heal is an interesting moveset that takes control of your gameplay slash mechanic and turn it into a sort of strategy type of move. 

However, the skill curve just isn't really in the cards for me. Playing this has made me realize that enemies comes in droves, sometimes I couldn't hit them right and the space to heal doesn't work somehow? The lantern enemies are egregious for spamming that beam thing that keeps sapping health so I wasn't able to parry that. They have a big health pool so its also kinda difficult for me to figure out how to beat them down. I'm not good at hack and slash games/beat em ups and I wasn't a huge fan of it to begin with so this just isn't really down for me to really enjoy as much.

Also lack of BGM and SFX is noticeable in areas, and audio mixing can be a bit loud and unstable with the slash.

That being said, the potential is there. As one of the commenters mentioned, improving the bells and whistles would net you a lot in terms of potential viability.

I don't think I can judge this fairly on account of it being super rough, incomplete and designed for 2 players in mind when I literally am friendless so testing this is impossible.

The art style is cute, but that's the most I can say positively about it.

I liked the battle music and the samurai armor is beautiful looking. But the gameplay's not for me. The transition rooms feel awkward, using the mouse to control your angle is a bit rough.  The janky controls were a bit awkward for me to move around in. The crab boss is designed with shuriken throws in mind and like it felt weird to me.

Overall, this is a decent concept. Still needs a bit more finetuning.