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Reim Harbert

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A member registered Feb 18, 2023 · View creator page →

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Thank you for playing! Glad you had fun with my game. 

In my opinion, the fun in Touhou really start at stage 4. Maybe that is the reason my first stage feels like the fourth stage of Touhou beside being a shorter game. I also want to prove that RPG Maker engine is not limited only for creating RPGs. 

Anyway, thank you for hosting this jam! 

Thank you for playing! Glad you like it! 

I will take a look on the pause glitch, thank you for bringing this into my attention. 

A platformer game where you can summon companion and stuff? I love it! I think need a little bit more polish on the velocity and acceleration for airborne movements. Other than that, this is a good submission. I had fun with it, good job!

Thank you for playing! Glad you enjoyed it.

Yes, I notice some non-traditional RPG Maker games in MGGJ10. It is nice to see everyone try to push the limit of the engine. 

This game is on the hard side, yet the control is good and polished, making the game fair. The bullets in the first stage really fast and their trajectory is hard to predict. It remind me to  curvy laser from Touhou 11. The second stage feels easier than the first one tho. 

Anyway, this is a fun game. Good job! 

I beat the story mode! Love the bait at the end. The minor enemies also have interesting expression. While not impossible, the enemies' bullets are challenging enough to keep the game interesting. The intro cutscene and ending are also beautifully done. The BGMs are also great and fit within the game. 

That being said, I encounter a few issue (and maybe a bug) in this game. First, it is hard to find the player's hitbox. Second, please put the bullet in front of the character instead so it easier to maneuver in the narrow gap between bullets. And the last one, when I tried moving with the arrow keys, the character only move one pixel for each press. Dunno if the last problem is on my end tho.

While not affecting my gameplay in the story mode, all those issues are making the extreme mode harder than it should be. 

Anyway, this is a good game! Good job with that! 

Thanks for playing! Glad you enjoy it. 

Also, thanks for streaming my game! Watching your stream was really exciting!  

This game seems to be unfinished yet have a considerable amount of polish. I love how dynamic the enemies fall down after getting hit. The explosion caused by the Anna's bullet is beautifully done. I also love the boss' BGM, it sound funny yet chaotic at the same time. 

For me, Anna's hitbox is quite obvious. Anna's necklace is suspiciously bright and contrast to the rest of her clothing. That screams hitbox, imo.

The balance could be better though. It's kinda unfair for the enemies to do high speed vertical shot when above or under the player, not to mention how small the play area is. The boss also keep spawnkilling me if I got careless at the end of the stages. 

Overall, this is a fun game, just a little bit rushed. I also like the direction of this game. Good job! 

Thank you for playing my game!  

Thank you for playing! 

I don't expect someone would notice, but the movement lag is because of the engine limitation. The movement in the game is still tile-based (or grid-based) like standard RPG Maker game. The tile is just much smaller. 

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You did 1cc hard no bomb?! Even I need a dozen of continues to beat the game in hard. You are the real pro at shmup! 

I don't remember how I made this in one month. I do remember sleeping like a log for the whole weekend after the submission period end though. 

Anyway, thank you for playing my game!

I want more! This game is really good. I love how the bullet interact with the enemies. The transformation when reaching 100 power is a great idea! The different sprite after transformation is a really nice touch. I also beat the game with both characters.

On the other hand, I have a few critics for the game. While Yami has homing shots, her bullets seem to deal more damage than Akira. The BGM is also too low for my taste. Maybe add a sound setting to adjust the BGM and sound effect separately. And the last one, the character (even Akira the fast one) move too slow, but this one is just my personal preference.

That being said, this is a good submission! Good job!

Thank you for playing! I did take a lot of inspiration from Touhou when designing the bullet pattern.

Thank you for playing! Glad you like it. 

This game is really chaotic and I love it! And how you defeated the second boss caught me off guard. Love the humor!

On the not so bright side, I think I got a slight motion sickness after playing this game. Well, I do enter the  train more than necessary because it looks cool. 

We are destroying earth in this one!

The bosses in this game are really fun and challenging yet the earlier part are unnecessary long. It become annoying real quick when restarting the game. 

Overall, this is a nice submission. Good job!

Thanks! 

Nice game! I like the enemies design. My cursor also felt really fast and agile inside the game.

Thank you for playing! Don't worry, Luna got some sleep, still doesn't do well on her exam though. 

The washing machines started as a joke when I saw the extra theme, but it does become one of my favorite part in the game.

I do notice the some part of the stages are harder than the bosses, but I don't want to risk making the game unbalanced by retweaking the bullet pattern. Not to mention how counterintuitive RPG Maker for making a bullet hell.  I also afraid the stages are harder only in my mind at the time since I have developer bias. 

Anyway, thank you for playing! Glad you enjoy it. 

I love that the normal dash turns the character around. It makes Elpida feels like a pro boxer. 

The timing for punching at the start of the game is quite hard to pull off, but after you get a hang of it, the fun begin. 

A tactical RPG? Didn't expect to see one here. The battle quite balance but some stages starting position make it more like a puzzle rather than tactical RPG. I like the hand drown stuff. It is really nice.

Anyway, good work with this entry! 

I meet the one of the bug in the known bug list. It's the one where I can shoot both bullets type at the same time after transforming while shooting the bullets. This bug make the game a lot easier. I didn't encounter the other bugs though.

The straight forward bullet will stop shooting if you keep pressing the shoot button after a while. Dunno if this is intentional or a bug. The problem might also be on my end since I'm using an old machine. 

The playable character hitbox is too large for my taste. It cannot fit in the gap between the enemy's bullets. 

That being said, I actually having fun when playing the game. Good work! 

This is a nice rhythm game. The music is good and the button input timing fits the music. It's really hard to do the timing for rhythm game (moreover in short period of the jam) but this game successfully pulled this off!

I also love that the characters have dialogue in the middle of battle, but sometimes it caught me off guard and messed up my timing. This is not a complaint though, so don't remove it. Maybe add more funny one liner. 

Anyway, this is a solid game. Good job with this one! 

Glad you like the art! It was one of my favorite things to do when making this game.

Anyway, thank you for playing my game!

Thank you for playing! Glad you like it. 

I tried to push the limitation of the engine, making something non-RPG with RPG Maker. Glad it turned out well this time. 

When I saw the optional challenge,  I thought it would be funny if the enemy threw a washing machine at you. 

This project seems too ambitious for a game jam. 

I do like the direction of this game, but the at the current state the game is really scuffed to play. 

Nice game! I love to gather the enemies to one side of the screen by slapping them, and then do the normal attack, stun locking all of them until they die. This strats won't work for the boss tho.  

It's the first time you enter the cave, where the eye-shaped monster is shooting red heart-shaped bullet.  I also played the browser version. 

A game made in MZ? It's always nice to see other people make something unique in RPG Maker.  The art style is cute and the last boss is amazing! Music also good, it really fits to the theme of the game.

On the not so bright side, there is a segment where the SE pan over to my left earphone but I don't know if the problem is on my end.

Overall, this is a good entry. Nice job! 

The game start at the only playable song, but you can go back to the main menu and appreciate the animation. I hope there would be multiple difficulty for each song when the game finished. 

Anyway, I like the direction of this game. Keep it up! 

Wow this is a long game. The art change at the start of the game caught me off guard in a good way. I also love how bouncy the horizontal walking sprite animation in the second artstyle, they are so cute. Too bad the vertical movement isn't too bouncy. While I love the skill-equipment system, I found my hoarding habit preventing me to explore the other skills since it cost materials. 

Pretty solid submission overall, good work! 

Thank you for playing! 

Harold is really strong. He doesn't need anyone's help to kick ass! 

Thank you for playing my game! Wow, that's a long review. 

This is not the first time I being told that my art clashes with the RTP. I actually planned to draw my own tileset for this jam but when I start drawing it, it doesn't feel worth the hassle. I also have drawn a few battle backs for this game, but I didn't use them because they looks ugly. I guess I still need a lot of practice drawing backgrounds.

I'm glad you like the Dispel Strike mechanics. I also try a couple of skills that can synergize with each other. For example, David's third skill, Revenge Blade which deals more damage at low HP, synergize well with Necessary Sacrifice, David's sixth skill that make him immune to all incoming damage while decreasing his HP until 1.  This skill can be enhance further by Davina's third skill, Void Thrust, that double physical damage taken by the target for a few turn. When the immune effect of  Necessary Sacrifice is gone, David can use his fifth skill, Draining Strike, to bring him back to 50% HP. In case of the three mages battle, their barrier would decrease 99% of incoming damage but only one time. Therefore you can remove all the barrier just by using a weak AOE skill like Demon Lord Roar. I should have present all the mechanics better. Making the game intuitive always has been my weakness for ages. 

For the boss rush reformatting, I kinda agree. I actually enjoy making boss battles a lot more than the filler encounters. Still, this game is already finished and I do not have any plan to change it (except for balancing, bug fixes, and typos). But I will consider a boss rush format  when making a new game. Thanks for the suggestion!

Congratulation on beating the game! And thank you for playing! Glad you like it.

Thank you for playing! Glad you like it.

I actually want to make all the menus custom but the amount of stuff I need to draw for the plugins is kinda demoralizing. 

I saw the VOD, you did write a comment but forgot to post it. 

Well, it was not intended to kill every soldier since the level cap is 10 and I gave David an exp increase item at the start of the game. I just have a bad habit of creating a hard game. Even a max out party would still have problem fighting the bosses if the player doesn't use the skills effectively. Looking back, I should have make Lucius less overpowered (I love healer/support class).

Anyway, thank you for playing! Glad you enjoy it.

Looks like I won't be able to rate this one. My potato cannot run this game (or most games made with unreal).  Maybe I could rate if I watch someone stream the game. 

Anyway, good luck with the jam!

Why does this game feel so relatable? 

I know this is the "just for the sake getting an entry in" type of game, but it still has a decent effort put into it. Good work on that one!