I wasn’t expecting this… Wow. Probably among the top 3 idle games I’ve ever played (is it idle if you have to click a button to respawn?). The presentation, story (not to mention the ending) and simple but dynamic gameplay system on one hand, but to be honest the thing that gave me the most enjoyment was probably all the funny randomly generated zombies. This is what I wanted when I was organizing this jam. Thank you.
lapspider45
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This was honestly even better than I expected. Game is short but you really notice the care that has been put into every part of it. When every little detail is made with purpose, I feel like thoroughly exploring every nook isn't just a waste of time. The story is maybe the highlight, due to how it's not just told through dialogue but baked into the world itself. I found myself really empathizing with June, and felt the same unease as her while exploring the nightmare. In previous jams, I think I've said that your games are almost on a commercial level of quality. Well here is what I'd like to say now: After MGGJ10, I hope that you set out to expose Basin Lake to a wider audience with your next project.
The adventure game puzzles even MADE SENSE!! I really can't emphasize that part enough.
These girls seem kinda shady, you don't think they're... anyways this is an amazingly well polished game. The gameplay is no joke, and that's good because the story... anyways the aesthetics are excellent, there's even pacing between combat and story. Combat system is not perfect, but it does enough things uniquely, and takes inspiration from just the right places. I got to the end (nice bossfight btw) and sure enough the story went exactly where I expected it to. However, since you did not include a full karaoke minigame, I am forced to remove two stars in the "Fun" category.
I'm kidding. How did you even make something this good in a month? Seriously...
I didn't know I wanted to play a witch alchemy puzzle game until playing this... Reminds me of the alchemy minigame in Oblivion. I like the thought that's been put into the character and all the different effects. Don't really like how slow the world is to traverse. That parkour platforming section is basically unforgivable in a game jam... Speaking of, that's where I got stuck. Maybe missing an ingredient somewhere or just not finding the right combination for the levitation effect. As expected, there are bugs and weird behavior if you backtrack or play with the wrong combinations in the wrong places. However I did like the calm feeling of just wandering around without being explicitly told what to do. By the way, it seems you can't hit the enemies so having different attacks is basically pointless... though I appreciate the thought.
It took me over 30 minutes to reach the point where I got stuck, that's my main complaint, how long this game is. Luckily I didn't have to backtrack much but having to walk 10 minutes to near the start of the map would really suck. Otherwise it's mostly a calming and pleasant experience. With enough polish, I could see a game like this being really popular! Maybe release some updates for it? hint hint
How did I not play this earlier? (Well I know the reason, it was because there is no browser playable version) I've played many a shmup made for game jams, and every time I have had lots to complain about. Not this time.
I don't know how you did it, but this is a proper bullet hell game. The hitboxes are good. Basic movement is good. Bullets stand out clearly against the background, as do the bosses. Your own shot pattern leaves room for high level play. Bullet patterns are made with care. There are 3 bosses in total, each with a standard amount of patterns, and each boss fits a theme. Again, the patterns are good.
Firing it up on maniac mode, you can tell this is actually a proper maniac mode. If I'd have to start with only 3 lives, I'd have trouble but I'd be motivated enough to learn the patterns, dodge the bullets, stream the streams, and beat maniac mode on one credit. As any well made shmup should motivate you to. Right now I got a game over to the final boss, but I will be back and hopefully clear it after rating more games. This is a good shmup. The story isn't the most impressive, but it's clear where the focus went.
For how polished this game is you deserve all the praise. the aesthetics are also incredibly good. If you win first place, you will have deserved it!
Ahhh if only you had scoped smaller! The amount of sprites alone in this game is crazy for 1 month, and the amount of levels it looks like you planned would in my opinion have been impossible for almost anyone. The playable content right now is at least 90% testing rooms with NPCs that have no dialogue. I managed to find the bossfight and it's actually a pretty good one. Sadly it's just so incomplete right now, so apart from 5 stars in Aesthetics, for the nice sprites, I'm giving this game a pretty low rating. If you finish this game though, I'm very much looking forward to playing it!
The visuals are really cool, sick battle music, and the battle system is interesting. But this game just confuses me. The enemy changes moves constantly so you have to redo your strategy. Sometimes it's not clear what happened (did I get attacked just now?) or what the enemy actually did (attack, guard or what). I love a good stagger system in a RPG but when I don't even understand what is happening or why it's a little hard to learn. How does magic work? Why do I get staggered all the time? Why can the enemy clear their own moves but I can't?
And then there's a bunch of weirdness that I honestly don't know if they are bugs or me not understanding how it works. For example, sometimes when attacking the open enemy, my own HP goes down? Somehow I seem to have won a battle when my own HP reached 0. And later I ended up with 131/100 HP. When I win a battle, the "battle won" screen appears multiple times. Sometimes, I win a battle randomly for no reason??? Now when I enter a battle, I instawin? Or I get hit **after** winning a battle? Thankfully you can cheese any enemy by spamming 5 "healing rays" whenever you're starting to get low on HP.
All of this is probably explained on the page, but did you seriously expect me to read anything beyond skimming to the controls? It needs a good ingame tutorial, or at least some help messages.
This game made me ask a lot of questions. You know I actually like the ideas here, so hope I'll see those questions answered in a future update! Thank you and my apologies.
What's this? An extremely polished game in MGGJ? Unbelievable.
I was pretty sceptical towards the aiming mechanic, but you made it work. There's not much content, just a few minutes of dialogue and levels, but it feels well thought out. Maybe you should add a few more levels? It could turn out really nice
Well well, if it isn't Shibey's game. Really impressed with what you've done, as usual... The gameplay is pretty tricky, you have to dodge bullets while aiming with your mouse and chaining together enemies, which isn't all that easy; bullet players will know your central vision tends to be mostly locked on your own hitbox. But the challenge is what makes it so fun! Did I mention, not one, but two puzzle bosses? SunnyChow's music fits really well too. I'll be back when the full game releases :)
PS: My speedrun strategy is to get up close to every enemy and take them out with rapid fire. This is also a fun way to play.