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icrawfish7

15
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A member registered Aug 23, 2020 · View creator page →

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Was not at all expecting this genre of game in a game jam like this but I'm here for it. The atmosphere felt like it was giving the theme away but I still didn't convince myself of what was happening until the knock sound startled me. Good atmosphere. I do think the greatest mystery left is why the sofa chair in the starting room doesn't have a cushion like the long sofa does. I hope he finds his lost cushion.

It does fulfill the limitation and theme, but with no instructions or description of the game outside of the title it's hard to describe this as a game. The TVs aren't really interactable and the stamina bar instantly replenishing somewhat makes it redundant (on top of not having a goal to move towards and no money with which to buy TVs). I can see the basis for a game here, though, so I'd recommend you take what you have here and expand it into something that can be played beyond moving around and exploring the limited map.

It's a humble game, but it has decent core ideas! I definitely think it'd benefit from some obvious upgrades, like having more levels and having different kinds of cards. I also think it'd be neat to experiment with more complex platforming in later levels that demands you to use the cards in unusual ways or at the same time. Solid stuff.

Interesting idea! I'm not the most experienced player of Touhou (or schmups in general), but I think there are a few notes I would suggest with the balance in terms of the enemy waves. It feels like the very start is a barrage of bullets that most times you can't avoid due to the size of the character, and after that enemies either come in short and very manageable sets of 2, or in numbers large enough that (it feels like) the only viable way to not die is run on the side to the top of the screen above the enemies. The boss also feels impossible to overcome head-on, since after the initial appearance there's no way to shoot at it between the constant barrages it puts out without getting washed with bullets and dying immediately, thus making the player rely solely on what cards they can get on the side to do the damage. Again, there may be a tactic I'm missing due to being a newbie to the genre, but those are just some ideas. I really like the concept here and could see it being expanded into a fuller game.

I had a solid time playing! I believe I ran into an issue where it was not clear to me how to use more than 1 inventory slot, or otherwise was unable to, so I had to spend the whole game walking 1 item at a time to the bay. It also felt a bit like I didn't really need any of the cards as long as I played tactically, but I did use the block one on some of my first tries. Over-all, it is a neat concept, if in need of a few tweaks.

This is an interesting little concept, it's not your typical kind of shopping as much as it is a stock market simulator of sorts. I do think a lot could be added though, like more interaction with the terrain, and I think a game like this could benefit from dialog of some sort, to give the world some flavor. Overall, solid idea!

Really neat and simple idea! I can easily see this being expandable into a larger game with more complex mechanics outside the scope of a jam, so it's a good showcase of that. It also forces players to either know or learn the differences between different kinds of flowers, eyes, and more, which is interesting from a learning perspective.

Interesting game! I like the D&D-esque elements with the actions and bonus actions, and I was pleasantly surprised when I got to the end thinking I stood no chance against the boss, only for that to be (I assume) intended, and starting a new loop with better equipment and stronger enemies (I didn't understand fully where the "shopkeep" part came in until that happened, and it kind of clicked everything together for me). I'm also just a fan of the drawing mechanic that fits the theme very well. Awesome stuff here.

It seems like when I attempt to play it, it makes my laptop fan run really high and takes awhile to be able to move forward from the start, then after 3 text boxes and only the big guy appearing in front of me the game ends? It feels like I'm either misunderstanding something or something unintentional is occurring with how the game is running. I wish I could offer more meaningful commentary but that was all I was able to experience. I hope this isn't a universal issue for players...

Very unique take on the limitation, even if it is directly inspired by an existing game! The aesthetic design fit the theme of the game very well, and the progression of tasks and information was well done. There were only a few small bugs with the delivery guy not loading in a few times, and it would probably be good to implement something that differentiates the new days delivery-wise and audio-wise, so that it doesn't seem like you get the day over screen and then immediately jump back to the start of the task that was just delivered to you at the end of the previous day. These are little touch-ups in the scope of a jam, though; this is a really cool game to have put together!

I think it's a pretty decent concept! There's a lot of small things that I think would help improve the experience, such as making sure the music doesn't reset every time you go from the main menu to the manual and vice versa, or doing some spell-checking to make sure there's no unintentional grammar errors in the submission. I would also suggest making the effects of the speed card more noticeable (maybe faster), and another good thing would be to attach sound effects to the cards so that it feels good to collect them. Those are just some thoughts though; for the scope of a jam, it's hard to get everything perfect, and you showed up with a complete product at the end of the day, which is the goal!

I like the overall design, very Gameboy-esque! I think the music could've benefited from being longer or more developed, or looping smoother. It was also a bit difficult to figure out exactly where to go and what to do at the start since there were not directions and getting stuck on every wall led to several restarts before realizing I needed to go into the store. I also think the controls could be laid out better, though I can't describe how. Don't get me wrong, though; it's very impressive looking, and certainly a unique spin on the integration of the card mechanic with the shopping.

Really beautifully designed visually! You picked good songs for each area, and you did a good job of making indications for when certain characters liked particular items. It feels like a well-thought-out system.

I like the concept! Some of the interactions were a bit buggy with getting caught while in the game tab or not while in the shop tab, but overall it kept me on the edge of my seat and required me to be optimal with the storing numbers in my brain.

Simple but enjoyable idea! The sprite art is cute and fluid, and you picked a good song to match the vibe. I had a fun time!