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emptyhaven

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A member registered Jul 30, 2015 · View creator page →

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I'm not kidding, if I didn't find a team for this jam then I would have worked solo on a game that would essentially be a 2D version similar to this @_@ I find it cool that at least one other person thought of using TTRPG Fauna as the premise for the game (albeit mine would have been centered around ENReco). This game is pretty much putting ourselves in the shoes of the Holomems themselves, managing a party of 4 of them and going through the dungeons through randomized encounters. Really great concept. I loved that you can reroll, and that it resets per turn instead of per encounter. I liked what you did here. Good job on the game!

Side note: I've actually working on the game even if the jam's passed, if only because I really wanna see how my idea turns out. While the overall concept of Fauna TTRPG is similar, the main gameplay is different enough that I feel okay continuing developing mine and it not looking like I'm just riffing off your work. But again, I'm so glad to see that someone else thought of DM Fauna for this jam, that makes me happy.

I figured out the game after playing it twice, and finally got the end screen as promised by the pictures. The fish all shift towards the right by a few pixels every cycle in their animation so eventually you can get softlocked because Red Gura gets too far to the right and you can't fish her offscreen. I think what I liked the most from all this was the art. They were fun and silly. The game itself needs a lot more work, but the idea's there. That's at least some points in my book. Good job on this. I hope to see it fully realised in the future.

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It's a pretty cool game. I know the number of members is more a limit of time, but I can totally see this with a sizeable roster of Holomems and each game shuffles who the housemates are. It's a great test for a fan to see if they know the girls well enough to remember details about them to sus out the impostor. Some things confuse me like what is Gura breaking from the bin and why is that important, or what is phase 2 as implied by the ending? But overall I think it's pretty solid work. Played a couple of times just to see all the interactions possible and it's pretty cool what you got done over the course of the jam period. Great job!

Edit: Nevermind, I think Gura is biting through steel bars(?), and that the phase 2 line was me getting the bad ending for spreading bad info about Ame (which meant I was getting the bad ending this whole time; don't worry, I finally got the good ending ;>_<).

- If the screen change happens while pressing the attack key, it considers it as charging at the start of the next screen, even if the key was not being pressed.

Note to devs of this game: this comment from David reminds me of how you can keep charging your Buster Cannon through screen transitions in Megaman. So if that sounds like a concept you wanna explore, you might want to consider developing and implementing this as a feature instead of removing it like a bug. Just a thought. :>

GREAT game. Really love the application of the theme, and how corruption wasn't completely a disadvantage (i.e., where if you took too much damage/corruption your attack would actually get wider allowing you to hit enemies easier). I wish there was a bit more lore for Corrupted Nature, but it all worked out in the end. The corrupted creatures could have also been corrupted versions of fans that fit the forest, like Hoomans, Risuners, or Matsurisus. Also, while I appreciate the size for clarity, the UI is a tad too large and it obscures a good part of the screen and I lose Biboo when she goes under it (especially the boss HP bar when I fly too low. There's several ways you can approach this, but as it is now isn't working for me. Music is fun and I like the references to their songs (or was that my ears playing tricks on me >.<). Also, the pause screen is cute. I appreciate you all giving us the option of both coffee and tea. In all, it's a wonderful job. Great work from everyone involved!

Before anything else, I want to first commend you on the scaling of difficulty in this game. It scales sharply (understandable because limited levels and it's a jam) but never too punishing (i.e., puzzles are reasonably solve-able). The whole atmosphere and adherence to the theme are both nicely executed. I really like the simple pixel renders, they're cute. Finally, the gameplay is GREAT. It's like a reverse-Minesweeper (you HAVE to touch the mines to get to the missing memory). This reminds me of the reverse-Sokoban game I made back then. I really like the idea of taking a popular game with an easily recognizeable mechanic, then flipping it on its head and making players deal with this new but very familiar environment. Wonderful work all around!!

Really fun game. Felt like a throwback to that one fish game I used to play as a kid that started this whole genre. I liked the mechanic of—apart from dodging fish who can eat you—having to dodge the medium sized fish and avoid making them chomp your tail. It's such simple gameplay and easily repeatable and scale-able levels, which makes it such a good idea for a jam game. An idea for next time is you could have Holomem themed fish instead of just regular sea creatures. Overall, very nice, great success! 👍🏼😎👍🏼

Very short and feels more like a proof of concept than an actual game. I can see a lot of ideas, and I would urge you to play more similar games (or at the very least watch people play similar games more), like, action adventure platformers (metroidvanias, essentially) because you're hitting a lot of the tropes but there's also a lot more you can do to improve execution-wise. The animation's a little lacking, but that's forgivable if you were trying to manage everything, in which case, really, getting gameplay right is more important. But even then, like, the attack hitboxes look too close to the character so you're literally at almost 0 range when you attack not giving any real options for dodging in an out of attacks. And hits don't provide any visual or auditory feedback, so I can't really tell if my attacks are landing because they both don't flinch or get knocked back, and there's no hit/damage sfx; and at the same time I don't know I'm getting hit other than when I look up at what is essentially a health bar.

I'm not trying to destroy your efforts here. I don't know what your circumstances were. I just feel the execution leaves a lot to be desired, and that it comes from a lack of experience. I say this with a 100% genuine desire to see you do better in the future. Good luck out there o7

Really had fun playing this. Interesting take on the theme of corruption. Everything inside also felt very on point with each other (like, nothing really felt out of place). I would love to see this expanded with new ways of dealing with Krotana (like the 2 unused items in the store), and ways to optimize desktop management (apart from shoving the icons around every so often; like folders or something. Very cool ideas in this game all around, and congrats on implementing as much of them in the time that was given.

Softlock bug: If you drag and drop some of the icons into the Recycle Bin (e.g., Observer Studio, Kiwawa Firebird) Kronii's sanity goes down. If you do this enough times her sanity hits zero even outside of a stream. If her sanity is zero and you're not streaming, no streams can be started essentially making it so you can't do anything anymore other than fiddle with the desktop icons.

Currently among my top picks so far. It just hits everything right, from the theme to the gameplay and the references. It absolutely captures the feeling of a souls game and keeps it simple enough to be enjoyable in a jam context. I really like the combat and I'll definitely keep playing this in the future to try and get the crystal sword! Great work!

Small bug report section: if you run into Biboo at the start (when she runs towards you) it's possible to get shoved under the stage and it's impossible to hit her from there, and the only way to get hit yourself is if she spins. I can recreate this bug more consistently with the pickaxe than the shovel (not sure why). Also (in the first phase of the fight) sometimes I am hugging the boss so close that the overhead and side slash don't connect even if I don't dodge. Might be also the angle I'm at. Not sure why that happens too.

Really solid work. Simple but effective use of the theme, on top of some challenging but not punishing gameplay—this game was really fun to play through. I even got through the 'not polished' extra levels! I can see myself definitely playing through several more levels of this. Great work, overall. Good job!

Not very 'in theme', but still a fun game experience. It doesn't feel too smooth handling movement(?) but it does feel like I'm handling a GameBoy game, so there's that. The premise is also simple but effective and cute. Overall, a pretty enjoyable game that I think with a little more thought could have sat easily in the top since the gameplay aspect is already there. It's really just missing that one thing to definitively connect it to the theme.

Simple and to the point. It's a fun challenge, on top of being an interesting 2D adaptation of the Subway anomaly game. I like that you went with a greyscale, so you can look for the anomaly without colors being a hindrance (colourblind friendly, I suppose).

Also, (and idk if this is intentional) but bonus points for coding it so that you can't just spam going upstairs and have RNG roll all anomalies 8 times in a row. As far as I can tell, you can spam that up to the 5th floor, where it becomes a mandatory 'no anomalies', so that anyone spamming will always end up back at the 8th. Anyway, was able to legit beat the game. Thank you for making cute illustrations of 2 of the BEST girls.

I'm not sure I played enough of this game to properly comment on the theme, but did you nail the ambiance, all right. I love seeing RPGMaker-like horror games still being made in this era. I don't know if I'm doing something wrong, but the scaling on the enemies seems insanely difficult at the very start and I die often because I can't survive long enough, and there aren't enough healing items to actually survive.

Either way, it's a proper experience. I'm going to get back to it after I review a few more games and try again for a proper ending this time.

Cute art, and I appreciate the attempt at rearranging the music. The gameplay is not very engaging though as there didn't seem to be any real choices to make so I was reading and getting through a story the whole time. In fact, if you click through too fast you can break the game where the dialogue gets stuck and the day counter above turned to Day 1 and I couldn't do anything other than Quit. Anyway, good job on the visuals and the feel, hopefully a little more 'game' next time.

I hope I didn't come off as too negative ;>.< I did still enjoy playing the game! Also re: everything, I can understand, especially with it being a jam with its time restrictions.

I'm not familiar with developing with Godot, but the fact that you managed to do all that for a first try and in a jam setting is impressive. Props to you for attempting that. 

Maybe I'm more critical about the art only because I'm an artist myself (trust me, I'm super hard on myself on my art a lot DX), but again, because of the jam setting I understand the limitations.

Congrats to you and the team all the same! For the time you had, the game turned out pretty well.

tbh, almost did XD np, and congrats on making the game!

Short and simple. The idea of the forest getting corrupted and Fauna fixing it is pretty good. Physics was floaty but not annoying, also very forgiving air movement with how controllable it is. The gun can be set to turbo if you just hold down the M1 button. All in al, had fun playing it. I wish there was more moving enemies, but I can understand if the time didn't allow that to happen. I think the player would benefit if the camera was a little higher, because it's a little hard to see the shots from behind Fauna. The health bar for the corruption was a good idea though. Again, good job!

It's so satisfying zooming about collecting Otomos. I want you to use this more as a proof of concept rather than a full released game, because as it is it has so much potential to do more and (genuinely no pressure) it would be so cool to see the ideas here fleshed out a bit (lot?) more. I don't really see the corruption theme really working here, but other than that it's pretty good.

So, SO satisfying zooming around, istg.

Also, idk if minor bug, but you know how you can only recharge green while standing on the ground? I found you can still recharge while flying as long as you're skimming right above the ground. I think the game thinks I'm grounded because I'm colliding with the ground, even if I'm in a fly state. So I can fly around with green and when I'm low I can skim above the ground and recharge and then go back to collecting green Otomos, all without letting go of the fly button. 

Anyway, good job. I'm hoping you keep working on it XD

As far as capturing the feeling of "Papers, Please but Hololive", you all did great. Although I will say that gameplay-wise that's not even that challenging at all if it's just a straight up clone of Papers, Please. That said, it still does well in that making it about standing in line for a con makes for a pretty good parody of Papers, Please anyway. The cameo appearances are pretty good too. Those were funny.

My main criticisms with this game lie in how too close aspects of it was to Papers, Please. They're minor details, like the sprite for the crowd or the main theme getting blatantly ripped off. Small things that I felt would not have been too hard to make into your own (although, I can still forgive the song part if none of you can make music; a better compromise would maybe have been to just adapt a Hololive song, since yall went through the trouble anyway of redoing the Papers, Please main theme).

I'm sure you've been told several times in the other comments that the collision detection area for picking up the ID and ticket is a little jank. I think it's concentrated in the middle and you can't pick up the cards around the edge. The stamp's collision is also so far up where the handle is and maybe a little too small. Anyway, what I mean is that you have to be too precise to do anything a the workstation. Minor bug maybe(?) with how out of 30mins of gameplay, only 3 people had wrong details on their cards (and one of them was even scripted, so really it was just 2). I don't know if that was a message that Hololive con goers are all honest and upstanding people who wouldn't try to fake documents to sneak into a Hololive convention. Also in one of the days Kronii was standing in the booth, but as the roll-up shade went up Kronii immediately walked out without saying anything. That may have been an event and it might have been bugged into ending prematurely.

Anyway, fun idea for a game—adapting someone's fan animation into a fan game. Works for the most part. Good job to everyone involved.

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If you use the scanner it sends a pulse and if you look you'll see the pulse bounce off the rocks hiding the keys like echoes. but if i understand correctly there are decoy monsters that also reflect the signal so you 'll just have to go around and check them


also, as for ending 1 i just ran to where the end of the game is at the very start bec i wanted to check it out and... ¯\_(ツ)_/¯

786 cranes in 22 days until i maxed out all upgrades. nice game idea

ah ok, that's fair. I didn't understand you or the game's situation correctly then, mb >.<

was literally offered the game again but instead just left a salty reply ;>_>

My brain just went *punch punch punch PUNCH!* and just stumbled into it almost immediately when I started XD

Funny and fun game. I accidentally found Ending 1 first and got confused. Then I spent almost 30 mins on Ending 2 because I punched every rock and was stuck at 9, and apparently I had just forgotten to pick up the key from one of the platforms at the very tippy top XD Overall great idea, just needs a bit more polish with the controls, and maybe the textures (I know you're going for a low poly style, but it would still be nice to see at least a semblance of properly aligned textures to reduce the egregious stretching like in the longer polys).


If you ever have plans of revisiting this, I'd love to see it fleshed out into a proper old school PS1-type action platformer like Croc or Spyro. Would be super dope. I love Gigi <3

Funny and fun game. I accidentally found Ending 1 first and got confused. Then I spent almost 30 mins on Ending 2 because I punched every rock and was stuck at 9, and apparently I had just forgotten to pick up the key from one of the platforms at the very tippy top XD Overall great idea. If you ever have plans of revisiting this, I'd love to see it fleshed out into an old school PS1-type action platformer like Croc or Spyro. Would be super dope. I love Gigi <3

Any chance a downloadable version will be made available in the future? It would be nice to get this translated into other languages, and also make it available for play for when being online is not an option :0

13161

shoulda lost ages ago, but the Sanalite held down several of the other merch and saved the game T-T

Cool take on Sokoban

Hi, your download page was flagged by itch.io for something something suspicious activity. Wondering if this is a false flag or if y'all are working on a fix to this issue or something, thanks D:

ah that makes sense then. Idk if i just missed it, but people usually indicate whether it's in alpha/beta. That said, good luck with development! i just played it a bit to see what it's like but when i have more time i'll maybe leave a proper review--at least of the gameplay, and hopefully i can help.

Here to second this comment. game looks like a beta. you have what i assume your main mechanics are supposed to be, but everything else looks half-assed. I hope you don't take that too harshly. there's a lot to still improve. Like, the chibi model you made is barely chibi. The only identifier you have is the hair and some bare references sprinkled around, but other than, like i said, there's a lot of room to still improve.

Also, for a game that can possibly be monetized you're gonna wanna be careful about including stuff that belong to another company (i.e., the Wii Shop channel BGM). Just warning you to be careful. You're like a tiny entity online so you might have the survivor's fallacy mentality, but still. Just cover yourself legally, pls.

lol no problem. it's actually funny because i felt that it wasn't a complete enough bug report XD i literally just took a class this term about QA and bug testing so i felt compelled to write out a proper report but couldn't be bothered at the time hahaha DX

can confirm that this still happens even after refreshing the browser. i also noticed that the power button is triggered like a half command late so maybe that's what's causing the error in reading commands the second time around. not sure, i don't know how you programmed it to read the order of commands.


Anyway, I wanted to end this on a positive note: I really like the game concept. I've seen a ton of quasi-programming game puzzles like this  (turtles, little robots, etc., etc.) and this one was actually a fun one to do. I like the added puzzle layer of having the die be up on a specific face. There's a lot of potential here, I think, and I'm hoping that the levels show some kind of added layer of complexity with the mechanics already present. The music is nice and I also like the responsiveness(?) that I feel with the sfx. Something that I would like to see added/improved is just a QoL thing—a more convenient way of inputting commands would be nice (arrow keys? single click for which function to input in, then double click commands to input them in that order?)


Good luck!

BUG REPORT (spoilers)

==================

might have found a bug on 7.

this is the loop i have programmed. for whatever reason, after the stage rotates the first time, when the 4th command in F1 triggers, it slides up one extra time. I thought at first this was because I was running it at max speed, but i went back to the level select and ran the level at normal speed and it still did the same thing. i will try again after reloading the page D:

I cannot believe you got me to play Circus Charlie again. I absolutely hated that game bec of how hard it was. But it goes to show how I'm willing to throw that out just to play a Hololive fan game. Short and simple. Nice.

AH! I'm a doofus. I was getting achievements but didn't realize until you said it that I can try 100% it XD yes, thank you. I will definitely try that now.

2316.0m
~First Try~

Fun but short game. Not much to do than to improve my score, but it's still pretty fun.