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HoshikawaGinza4Chome

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A member registered Apr 18, 2017 · View creator page →

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Very interesting usage of the assets. Also I am sorry for being stupid, but I couldn't open the lock:> It was amusingly interesting to give a brain a bottle of Sprite then put a banana on a clock, though I guess that's phone thing for dialling idk. Very fresh idea and very unqiue experience.

Another museum type of game, yet it is different and unique. The game frames the "asset display" as a critique session. The critique options, the work description and so on are very interesting and funny, thus I can imagine with more time, the game can even feature some hilarious artist statements, and artist biography. Kind of want to walk around the art works though, to really dive into the character of a professor. Nice experience.

I like how the movement of the group of fishe is done, it feels controllable yet also creates situations that are out of my control and unexpected. An interesting dynamic is created when I need to send out fish to rescue more, so I risk leaving myself with less fish than what I had at the start. One issue I found was that it was possible to lose all fish and become unable to rescue more. I also wish there is a score that counts how many fish I have when I finish the levels.

This is a very interesting and weird experience and I really like it. There is a nice balance of mechanics between convincing the cockroach and not crashing the car. It was kind of confusing though cuase it is a very weird game. But after I got the gist it was interestingly amusing. The text box and the cockroach and the top view all show important and interesting information that the player needs to constantly switch between them, it was chaotic and fun. Really great experience.

Oh Ivory, you still haven't fix the bug where you can only jump if you are not moving. Great game though, I like the simplistic approach of a cat paw. The simplistic models of PlayStation4 discs are also very nicely done. I also really like there are more than one endings and I have to score 0 to get the fish ending. I also like how I need to plan my route and some technique in order to reach a higher player. Nice.

I first thought this is a game that tries to make a comment about the community, but as I played through it again and again to try to disect the meanings by analyzing how my theory fits the mechanics, I started to realize it is more a puzzle game. When the intended meaning is hidden from the player, and there isn't an artist statement next the piece like one in a museum, the game functions not like that game that reflects on public opinion or that game that reflects on trust between people, but a puzzle that uses its mechanics and visual as clues for the player to "solve" what it really means. However, it is also possible that this game has no intended meaning, only with vague and broad enough information, that can be interesting too, cause then it opens up space for the player to develop their own interpretation. To take it a further step, when the motifs and imagery are vague enough and the players are searching and solving for the game when there isn't one, it has a satirical effect. This is how I interpreted the game in my case, cause the more detail I notice, the less clear this game is for me. Don't get me wrong, I like how this game gets me to think, like how do the two bars connect with the two types of people? Why are the bars in different colors than the headlesses? Once the chain of question is started I don't see where to stop. Great game.

It is a very interesting idea. Kind of gives me the Untitled Goose Game vibe where you plays as an annoying animal and annoy people. The clunky control of flying gives the me more challenge and makes more sense than making flying like flying in Unity's scene. I can see a lot of potential of a pigeon version Untitled Good Game. Great work!

It's a very nice curated museum! The lightings, the back ground music, the placements of the assets, etc., all makes this tour very immersive and different.I especially like the trees, standing and walking among them feels very nice, with some supplimental light sources, and how the skyboxes are presented is very creative and interesting,it gets me thinking about what an actual cyber museum could be. Nice museum.

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a really great experience! very rich also, saw the usage of silent hill ost before playing, so thought there would be a spooky twist. but after that it then quickly turns to a very warm and light-hearted experience. not only that,  the game then breaks the fourth wall and makes me really sad finishing it. meta elements are just so well done and surprisingly suitable for a virtual pet theme, by breaking the "immersion" the player is even more strongly bonded with the virtual pet! The simple action of feeding the pet is really effective in such context, and feels carrying so much more emotional weight. I don't know if it's intented, but i would love the little cute monster to have a name, maybe named by the player even, that way the connection between the player and pet would be stronger, people tends to connect better when they give them a name. Such a great experience and i can see a lot of potential in it. great work!

Really like the idea of controlling five fingers. It got me thinking about how much we can communicate and do with just fand gestures. I wish the game features more tactic play though. Figuring out and getting used to the control was fresh and fun, but then it becomes a RPS game. Using hand gestures to communicate is a very interesting idea, I really like you restart the game by giving a thumb, I experimented with other gestures, even gave my feathered freind a middle finger when I lost a round :> There is so much potential in this idea, and this game is inspiring and very interesting. Also love the art, as usual, love the shaking of the text.

What is life? The second one is born, the second they start to die. We replace our body with a full new set of cells every seven to ten years. Is the ability to keep breathing really this important? We jump, everyday. We struggle, everyday. We open UNITY3D, we close UNITY3D, everyday. When itch.io is closed and all the servers are down, when the whole internet is burried underground, along with our civilization, when all the WD-blue internal solid state drives are rotten and well passed the 2-year Acidental Geek Squad Replacement plan...... Does anything we do now really matter? Is sacrificing our life, is itself, a way of living? When sometimes we just can't do it, it's okay, cause after all we are just human. But even when we jump and jump and struggle and struggle, we get back to the water, the day of our lives continues, will we live happily thereafter? By then, do we have the will to Press R to Restart? Do we even want to? At the end of the day, all we can grasp from the thin air we breathe, the only truth that we can deperately hold onto so we can at least sleep undisturbed in the face of the vicissitudes of life, is that: there will always be another day. Another fish. On another beach, jumping and struggling. Its day may continue, or end. And we may press R to restart, or not.

Seriously tho, the game is so great, the sound of the wave also makes the theme stronger. Apart from a little thing that the text can be more clear, what if the fish is eaten once it gets back to water? Or more achievable, the tide falls back? I guess that would hit really hard on the player :> 

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The atmosphere is very strong, with the ambience sounds like water and such, the post-processing and the weird sounds my huish makes. Inspired by seaman I guess, the weirdness also comes from the camera angles being almost voyeuristic and the damp and dim environment.Also the huish is well realized imo, its pixel style doesn't conflict with the 3D models, but rather emphasizes itself, and lightens the game's emotion a bit. I really like how the game telegraphs that my huish needs water, I only figured it out after I indirectly killed it:> As for some critique, just like what the postmortem says, I also would like more features in the game. Very strong experience overall, really like it.

part rhythm, part tower defense, part pet sim, and maybe even part idle game. nice take on the prompt! So much great things in the game: good choice of music, with notes on every beat, makes the clicking very satisfying, constraining the clicking to only happen on beat rather than punish player for not doing so is smart, make it more relaxing and reasonable since there are more stuffs to manage than in a simple rhythm game; yet i would suggest making the wing attack happens on every down beat, right now they are syncopated, making it difficult to know when it will happen, also why not display the numbers? i want to know how many damage my pet is dealing and how many hearts it's getting. The bomb mechanic feels so great when they are chained together. Overall, though i would love to have more meaningful decisions, it was a very nice experience.

Nothing in this game makes any sense, 100% would recommend. The gacha experience is smooth at the beginning, but the odds scale up at the end and made it very difficult to collect all the skins, I really want to see what window xp and cyberpunk look like! The dragonball was a surprise, but 1 thing I would love would be some over the top particle effects to really sell the gacha experience:>

+ Such a lovely game!

+ The approach to this prompt is very interesting and imo comments on the relationship in an adoption process.

+ It provides a very interesting experience regarding player identity, I AM the slime in the game, and I am the one who presses the keys to perform the actions, yet, on the other hand, Im looking at it in a second person perspective, and it being cute and trying makes me feel like the adoptor, or a third person witnessing the adoption... as a player my perspective in viewing this adoption process is shifting and it feels not confusing, but new and smart.

+ the art style also contributes to the theme, it's simple and crude, almost desperate, yet it is also cute and effective, echoing the paradoxic nature of the shifting perspective, conveying the bad feelings of the slime(me) and at the same time appeals to me empathy for adoptee.

+ one last thing that stood out for me is the minimal UX of the game, like how the game starts and restarts seemlessly with the core mechanic, the title also serves the purpose of a tutorial. Stripping away unnecessary UIs makes the overall experience more clear and strong.

- though I've encountered some bugs when trying to press the key fast, it is a very unified, innovative and well executed game. Bravo.

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+ this game is gorgeous!

+ the atmosphere is so thick, with the music, sunset background and the distant buildings, the slightly shifting clouds and the peaceful playground all contributes to a very unifying and satisfying experience.

+ like how the sand and water are done, the water shifts colors slightly and gradully, the animal choices are very good, all the elements in the game are slow, neutral, and meditative. If there is one more thing I would love are slight waves that slowly push the ball back and forth.

+ yet it creates a lively picture, the hermit crab will float when curls up, one fish that keeps it companied, and a ball that adds some excitment

+ The counter for bouncing the ball is also a really nice surprise

+ great levels

- sometimes the third stage can't be passed even I've done the right thing, had to call Coop for help

+ very different approach to the prompt than other games

- yet it questions me whether the one button concept is key to the design, you see the game is more playable if the player uses arrow keys to move rather than just wait, for the hanger to move the desired position

+ anyway, cute protagonist

+ very interesting gameplay

+ nice animations and sprites

+ mechanics are introduced gradully, reasonable and friendly

- would like more feedback when hitting the enemy tho, just to make it more juicy and more noticable, right now I would not pay attention to the health bar, or maybe the health bar is not that important, in that case just take it out I guess, I don't know

- would have a better pacing if mechanics are introduces faster and a longer final stage with all the mechanics, i guess, like in Super Mario levels.

+ interesting gameplay

- after a few stages, changing colors feels too cumbersome, could be a challenge for the player, yet I was not having much fun looking at the upper top constantly to see which color I will switch to

+ the speed of the ball is, imo, very well tuned, it generates interesting sequences where I would need to change color quickly when it bounces multiple times, or would be super nervous for the platform below when it drops fast and I couldn't see the next platform

- would be more interesting if there are more mechanics rather than match the color, maybe different types of platform? different effects for different colors?

+ simplistic yet beautiful style

+ very polished

+ simplistic style is clear

- reminds me a lot of OWO though, if you haven't played it, should try it out!

- gameplay somewhat confusing, couldn't know when I'll kill my friend and when he'll kill me, even though we were doing the same thing at the same time

+ nice way to incorporate a tutorial, having the player to hit the head to start a game, yet as mentioned above, it's not clear enough

+ very polished

+ nice visual

+ fun

+ nice usage of circular map

- I guess we are required to say something critical so, I think we have seen so many games with simple mechanics that feature a ball and a circular map.

sorry, I guess itch.io has a bandwidth limit so I had to export it as a standalone exe.

Thanks so much for the feedback! The tress are indeed closing in too fast, but I double checked the original game, trees actually block bullets.😁. Thanks again!

though Im not sure if this the page I should be posting to, but the movements of the trees is the most faith one to the original among other clones, and the bullets change direction when the main character changes the direction, that's an insane detail in my opinion. only problems I have are the sprites, I wasn't able to go into the night patrol, and enemies seem can be offscreen so far that I can't find them. Overall the main mechanics are so well done!

Really love it when the bikers pass through trees, shadow is casted on them. The change of the look of the tree when closed up is also a very nice detail. And instead of only having the first stage it is infinite! I should've done the same:> Apart from how great the clone is, I guess I need to be picky... The helicopter's movement is kind of weird, and the score($) in the original game only increases when there are enemies insight. Anyway, such a great clone!

the trees seems so faithful to the orignal! and the colors used are very pleasent. Would want  the moving of the main character to also be clunky for a more unified experience, and would love to see the enemies and shooting! Other peripheral systems are missing too, but the colors and tress are my favourite.

sick sfx,

the trees are terrifying, and they pop to my face too fast and sudden, i guess it is due to the different frame rate to the game view in editor, except it isn't. :>

the "in range" indicator is clearer than the original game, could be a good or bad thing...

hope to see the $ and High Score tho.

as mentioned the scary tress make it so difficult, I didn't get to the night patrol...

thanks!