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Lumi

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A member registered Jan 16, 2016 · View creator page →

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I’m red-green colour blind. All the crystals looked like they were the same colour. Luckily I was screen-sharing to friends so they told me which one to aim for.

Thank you :)

The Plains is definitely the area I can foresee the most people getting hung up on if they don’t immediately click on one or more of the puzzles. Area order is random so the fact it ended up being your least favourite and also your first is just bad luck. I’m glad you otherwise enjoyed it though. :)

a post-jam update will be coming soon, and we plan on restricting stun mechanic of the fat fuck’s ground pound to harder difficulties as part of trying to make the standard difficulty less brutal.

The game should work with pretty much any controller automatically, and there’s also rebinding in the options menu, for both keyboard and controller.

We’ll likely put out a Post-Jam version once the Jam’s rating period is over, with some nerfs and quality of life additions (nerfs will probably only apply to Hawk and Fledgling difficulties) which should make the game easier. Until then, I say keep at it, you’ll get it eventually! :)

Cute art, simple puzzles. Could’ve done with a bit more content and needs way more sound effects. (Like, nothing you interact with makes a sound its uncomfortably silent)

Blue - a human-dog hybrid - and his boyfriend Iris - an anthropomorphic snake - live together in the small village of Smalton. They live a generally peaceful and happy life together.

One day however, as they are going about on their daily errands - their home village is attacked by an army of ghosts. Thanks to Iris's brawn and Blue's magical abilities they're given the chance to retaliate. But it's not going to be that simple.

- Traditional Active Time JRPG Combat
- A variety of Puzzles and Challenges
- The occasional Secret
- A short (30 minute - 1 hour) experience
- Rabbits

https://lumiscorner.itch.io/blue-iris-vs-ghosts

This is extremely impressive!


However, There's some jank where if you double tap the arrow keys too quickly the next press will cause a dash even after a significant waiting period.

The platforming could benefit from being able to hold down to fall through platforms instead of having to press it each time, and having a variable jump height mechanic (tapping jump results in a smaller jump than holding it) but, knowing the limitations of RPGMaker, I understand these may not be easy or even possible to implement, as its already a feat that this game controls as smoothly as it does.

I really enjoyed it though, and I'm very much looking forward to seeing further progress!

Ye

(1 edit)

Fun movement, and chicken parkour
not much else tho

also the music boppin

This game gets a:
Has a few small graphical issues, non of which detract from the overall experience and enjoy-ability / 10

so I think that's like, a 9?