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Kobato Games

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A member registered Jan 31, 2022 · View creator page →

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Thank you. One of the pluses of Wolf is that despite having much smaller assets than RPG Maker, they all have 8 directional movement by default. I had to laugh a little at the bad end deaths suggestion, since the game I made after this one, Isolated Future World, leaned into that way too heavily and had a lot of other issues due to me trying to add survival and a complex story into a game in 10 days and I ended up unpublishing it until I can get it properly finished. Hopefully I can get a happy medium :)

Good luck finishing your game.

Glad to help :)

I most recently saw the Change Equipment option in this VX Ace game and if I recall correctly, it only seemed to work once per battle. Not sure if that was a tweak by the creator or a quirk of VX Ace.

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Hi. Cool to see the progress on this game since I last played it several months ago. The new staff image is much easier to see. A couple suggestions for gameplay.:

Since having the right item equipped is important for having the right/best skills for each battle, I would highly suggest looking into adding a change equipment option in battle. I've seen these in other RPG Maker games, so I am sure there is a plugin available. It seems I'm always getting caught in a battle suddenly without the optimal skills for that enemy, so it would be really nice to be able to switch and it would reward players for remembering the best skills. 

My second suggestion is, (if it's possible and maybe you already are on this) set events so that blasts do not activate when you interact with events. It makes the game seem less polished when they do. If setting it to not activate when interacting with an event is too complicated, maybe it's possible to bind it to the Shift keys instead?

I had a great time playing this game. A great start to the mystery and you out did yourself with the art. User interface is okay, but definitely needs an explanation. I almost gave up the first week because I could not figure out how to advance to the next week until I pressed Escape hoping I might find something and I probably mainly did that because I am familiar with RPGM games.

I would suggest when the map is first shown, to ask the player if they want a tutorial and explain how each aspect works. Adding a tutorial icon to the map and letting players know they can review it at any time would also be a big help.

That might be a good idea. Thanks!

Glad you enjoyed the game. I hope to use this type of premise for more/longer games in the future, so thanks for your feedback.

I made the game in Wolf RPG Editor and used all in engine assets. Wolf's kinda like  a free RPG Maker, though it's unaffiliated and not commonly used. No idea if you've played Wolf games before, but the assets do look similar to RPG Maker and classic JRPG assets in general.

Glad you enjoyed the game. Sorry about the safecode. It was a glitch of the software I used I never could fix and never thought anyone would actually be able to read it (maybe you had a slow connection on your side :) ). I suppose I could have the text at the back by default and bring it to the front. Maybe I'll do that if I decide to update this game again.

Don't think I've seen that error before. Thanks for sharing.

I like the polish you added to this VN. The coin was my favorite gift to give; I liked learning bits of mermaid lore through it and how it was so mysterious not even Echo knew it's full origin.

Forgot to hit post on this. Being messy is fine -- no to get rid of the trees. Then you couldn't call it a forest and it would be a lot plainer if there was nothing but grass and bones. Hard to really explain, but the map would feel better if it were other ground textures and at least least remnants of paths on the map.

I like your take on two views and the surreal world of this game. Definitely the controls were over sensitive and it was basically impossible to climb the "tongs" at the beginning of the game because I kept sliding off them. This lack of friction might be a fun challenge for a hard mode or on a small section where the player is scrambling on ice, but was a trip up for a regular playthrough.

Weird bug. She's supposed to fall into the scene from the top of the screen. I think platformer controls are still activated until she hits the ground, so maybe if you were pushing the right key, she might have fallen out of the screen.

Thanks for playing :)

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I like the focus on mental health/story concept and the art is nice, though gameplay could use some work. 

Like Goed, I could not get past the second ferret. It also would be more polished if you could deactivate player controls while the doctor is speaking (so the player's not jumping in the air every time they press space to advance the text) and hide the textbox after she is finished speaking. Another option for the platformer part is to add lives or a health bar so that we can bump into ferrets a couple times before autodying.

Anyway, I like the concept and think it has the potential to be a good educational story game.

Liked there were voices in this game, though I suggest making the music quieter so that they can be heard. I was not even sure it was actually voice acting at first and had to turn down the music volume to hear them.

Nice prototype. Not much  graphics yet, but what you have are good.

Looks like you can walk on the water right now. Don't know if you just have not blocked it yet or you're planning to set it so that part of the player is submerged while wading. Some other interesting things you could do with the water is have the hero able to walk on it when in the spirit world, or set up some spirit world portals that transfer you between islands.

Hi. Godot downloads do not work on my computer for some reason, so I can't play it, but I wanted to let you know (in case you were not aware and wanted to edit your game page) that you are allowed to add a title image and edit your games description, etc. during voting. It's only the game file itself you are not allowed to change. 

The idea of an automatic platformer where you have to change the screen color for platforms to exist is neat and the character's design is cool, though as others have said, the game needs polish. Maybe you already know this, but if I fall off the platform, the character just bounces along with it's head just above the bottom of the screen for half a minute and then the "You Died" window pops up.  Others have said there might be more to the game than fits in their screen, so maybe there is something I am missing, but from what I see, it would be simpler if they just died after hitting the bottom of the screen.

It would also be helpful if the controls were listed at the beginning of the game, as well as the game page, and for a note to be added at the beginning of the scene to press W to advance the text.

It was short, but really well done. Don't worry about "not being good" at thinking of level design ideas. The ones you used in the game were really fun and clever. I didn't even notice until voting that the game had no audio, probably because the well polished animated visuals kept things lively and interesting.

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Gave it a try. This might be a weird me thing, but the blurry cloud effect over the scenes really agitates my eyes. (My distance vision is a little blurry, so sometimes blurriness can bother me, but this is the first time I've really felt bothered by a games visuals. I doubt many other people will experience this.) Otherwise, I had fun playing around with it. You might state in the menu that it's possible to double jump because I don't think that got mentioned in game.

Cool use of the theme. Definitely needs some music. The movement of the player almost felt slow, but that might have only stood out because I was focused on the lack of music.

"Here is our exclusive interview with a tree. It said 'Hi.'" --- A talking tree? This is actually bigger news than finding Bigfoot :D

Great implementation of two points of view. I'm gonna have to come back and try this game again later to get the non-talking tree ending. My one suggestion would be to state the controls in game (not just in the description, though that's important too) because I was a little confused as to how to keep the drone in the air at first. (It's press Shift any case anyone missed it.)

You're welcome. Glad I my comments made it stand out something was up with the list. I was just reminded you were the one who noticed my note about pressing Shift to skip dialog got cut, so glad I could reciprocate.

This is going to be a bit disorganized, but we go.

The game looks and sounds really good, but the gameplay could be improved. Much as they were easy, there were a heavy amount of battles, which was a little disruptive in areas that require some exploration to get through and there was not much incentive to find resources (though I get it's kind of a plot relevant the heroes have hoarded all the potions).

I also found some of the maps to feel like confusing wide open spaces. The forest was the worst because it just felt like trees and stones were scattered around at random (you might look at some of the sample maps of forests for ideas). The mazes actually felt a bit less confusing, since having walls did guide me a bit and you're supposed to be a little uncertain in a maze. It was not too bad in town, but adding some paths around town would be more realistic.

A common tip for RPG Maker maps, especially interiors, is to avoid big square, mostly empty maps. The first house I went into with the guys and the chest could have been way smaller, especially since the building itself was pretty small from the outside.

I liked the twist ending. It would be cool if their were two endings (1 where he believes the demon boss and 1 where he does not) depending on how the hero behaved in some situations. Like whether or not he chose to fight or negotiate with the monsters guarding the stairs, and if there were response choices for talking to NPCs where the player could chose between a more forgiving or more hostile response.

Curious how did you do the page turning effect at the beginning. Was it a plugin? 

Neat you recolored the MV Logo, though it is actually possible to turn if off -- it's triggered by a plugin that's on by default. Finally, one of my favorite plugins is the keyboard options plugin, because it allows players to add WASD and any other keys to the controls if they wish: http://www.yanfly.moe/wiki/Keyboard_Config_(YEP)

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Well, I loaded the game from continue, which restarted shift 3 and the list is working properly now with about 5 or 6 items appearing so I can't show you a screen shot of the list being super long, but it definitely appeared to be using more or less your whole database earlier. There was a scroll bar for the list and you had to go down three times to read it all. I hope this ends up an easy bug to fix or at worst a freak incident.

The lists all had at least 2 dozen items and you had to scroll way down to see them all. Maybe it glitched and used your whole list. I'll see if I can get a screen shot.

Double rock paper scissors. Cool idea. I like the vocals for win lose, etc, but the music was a little annoying. Might have fit okay for a game with longer play time, but restarting every few seconds it was kinda distracting from the game.

Game looks and sounds great and the two points of view are done well, but the jumps are way too precise for me.

You're welcome. Good luck!

I really like your two world mechanic. Looks like it was way simpler to create than the mirror world I (kinda) did in my game.  Visuals are simple, but work without real need of being more complex and the music and sound effects are good. I just had some trouble with the controls partly because there were no right hand/arrow keys implemented, but mainly because I kept hitting Space to jump by mistake, especially when in hurry to jump before the platform disappeared (from hitting Space). I think a different key would have worked better to switch worlds. My suggestion would be Shift (both Right and Left if possible) because not only is it a common control key, it also fits what being done (shifting reality).

That would explain it. I tried zooming both in and out, but no change. I find it odd because usually Unity games scale really well when fullscreened. Maybe you can figure out how to make the screen size more flexible post jam. Still frustrated I won't be able to rate it at this point, but fortunately it sounds like enough other participants have big screens :)

P.S. I had a slightly similar frustrating fullscreen issue with my software GDevelop at one point that when I tried to fullscreen my games, it would only stretch the window to the right instead of increasing the size of its contents and there was no intuitive way to fix it, so until I finally got some tips for another dev, I just couldn't add that feature at all :(

This game was great. I'm surprised this is your first jam and have a feeling this is going to be one of the top games. Reminds me of the kind of game I might have found on Kongregate browsing the IF tag. The difference in perspective of the two characters was done really well, done to the colors. The guy being down, and getting more depressed, the girl being more positive and reassuring herself, until she starts to realize she misses him and she made some mistakes too.

I did have trouble with dying a bit at the beginning, partly just because I was still getting a feel for the game and partly because I sometimes hit Space to jump by instinct.

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I can't get past level two. I interact with the bed, but nothing happens after becoming a ghost or changing back. to a boy. (Well, I might have seen some switches appear once, but I died right after.) What am I supposed to do?

Nice polished soboken game. Art and level design was really professional and the music really relaxing. It was really fun to fiddle around with, though I was a little confused trying to figure what the second character could do and even once I had a feeling of what it could do, it still felt random as to whether or not it could move the box.

Really frustrated my computer won't play this game. Nothing to do with you. My laptop just can't play Godot downloads. Browser Godot games are fine, but if I try to play a download one, all I get is music and a black screen :(. 

Hope more people are able to actually play it. Looks fun.

Hi. I'm stuck on the phone. Press T does not escape it and I see no other way to leave.

(Just out of curiosity, what is the screen size of this game and is it set to stay that size, because even full screened, the right edge of the texts are cut off a bit and I can't see the very top or bottom of the phone. My screen about 1300x760.

I had a great time following this game's progress on Discord and the art great, though the actual implementation of the game could use some polishing. As I know others have said, music and sound effects for when the people are sucked to the great beyond would make it a lot more fun and immersive.

I ran into a bug in the third shift where I could not put the document in the envelop, so I can only assess the plot and logic up to that point, so please forgive me anything later in the game negates some of my critique.

For assessing the people, the initial cross system was okay, but adding in documentation got really confusing, especially since everyone has basically the exact same super long list of auto generated great and terrible things. It basically sounded like they all did superficial things to look good, like support their church and volunteer at homeless shelters, but behind closed doors they were using violence to assert dominance, spreading malicious gossip, taking advantage of vulnerable people, etc. If the lists were a little shorter and had a less even split between "good" and "bad" actions, it would have felt like I was actually able to assess just how much bad vs good they did and pick accordingly, as opposed to just sending everyone to Hell.

Anyway, I do think this is a still a neat concept and I'm glad to see you were able to complete your game for the jam :)

Thanks. Clementine is technically a CC0 asset I recolored for the jam, as well as most of the other assets. I really like how they came out and since they were all CC0, I'm thinking I might share them as a free asset pack at some point.

Definitely need to add some hidden walls to keep the player from falling out of the scene. Sorry I missed that. At this point my immediate postjam plans for the game are add those walls, an instruction about pressing Shift, and an option to press R to restart a level. Then I want to add 2 to 3 more levels, using mirrored screenshots to make adding each part of the mirrored world easier. (Still can't believe I did not think of that until after the jam.)

Cool you're interested in checking out more of my games! Most of them, including this one are not technically made in RPG maker, though several are made in Wolf RPG Editor, a free unaffiliated RPG software that also is really good for making topdown/jrpg type games.

Great game. You used the color palette really well in designing your levels. Art is simple, but well done. I recall during the jam you were concerned about "lack of gameplay," but this game had enough exploration and mini games I felt it had plenty of opportunities to interact during the story.  (Wish I had opted for something like that instead of the overcomplex mechanic I tried to add in mine.) 

Story was really well done and complimented perfectly by the soundtracks. The only additional point I would have  liked to have seen would have been for the knight to go get the healing orb and bring it to the village, finishing the task he had been desperate to complete in monster form. Besides being cathartic for the player, this would further solidify his path to redemption by saving a life instead of taking one and be a first step towards a potential peace between monsters and humans. (I get the feeling the knight can't/couldn't speak their language, but he could still leave the orb in the clearing.)

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I'm a little confused on something. Sometimes, it sends me back to the menu and I am not sure why. This last time, I think I pressed Q while the ghost was on the door at level 1.

Get that. My game went from the contrast between an internet celeb's "perfect" life and her real life to a game about a teen getting sucked into a retro platformer and quarreling with her overprotective mom.