Thanks to the organizers and good work to my fellow artists! The finished zine looks so lovely~~
MakioKuta
Creator of
Recent community posts
Hi there, first, thanks for supporting the bundle. And second, sorry for getting back to you with such delay. Currently, the terms and conditions do not allow edits, but my tardy response was while I thought over if I wanted to keep it that way. I'm going to upload a new terms and conditions file this week to allow recolours for personal/commercial and edits for personal/free projects.
I hope that helps!
Congrats again on finishing your first project and for finishing on time!!
I played the whole thing from start to finish and really enjoyed the game play gimmick and how well you implemented the concept into various puzzles without the need to add any additional gimmicks. Between the difficulty ramping up and the length not being overly long, nothing overstayed its welcome.
There was input lag from my mouse that made some of the trickier jumps get a little bit frustrating, if only because I knew I had the solution down and was just fighting with the game itself to execute it. I see someone else mentioned the sticky walls as well - not only are they a good way to get somewhere you shouldn't, but they also killed me a few times lol I would clip the edge and fall down into an enemy. I'm not familiar with the program to know what to suggest on either front though.
There was also a level where I was killed by an enemy and he didn't respawn afterwards (the one with the coloured moving platforms and enemies of the same colour on them. It was the first enemy) The enemy deleting itself out of existence made my life easier though :D I'm not going to complain.
Wonderful work overall! I especially love the vibe of the game; it's very chill with the cute background animals and the dreamy music. Good work! Whether you choose to polish this or work on something new, I look forward to it ^^
Hi there! Thanks for asking. They do not have any sprites. I've started working on full body artwork of the characters that would work as rpgmaker battlers though that's still a ways out. It might be nice to make sprite versions of them in the future ^^
At the moment i dont have time for it though, so this set is just the portrait art.
This was a fun little game! I managed to get Grandmaster on my first go through, though I am curious if the fox would have done anything if I hadn't - either way, I was happy to feed him ;3
Aside from the one major thing which I assume was due to a lack of time (no tutorial for the concentration mechanic. Thank you for having one on the page here!), one thing that jumped out at me as something that would help, is a sound cue when more thoughts emerge during this part. I almost missed the second onslaught of thoughts because I looked away while waiting for the timer to run out. A sound as they fade in might be nice.
I really enjoyed the art and the resource management system! And the tone was most certainly cozy heh Congrats on finishing the game in time for the jam, and if you polish it up - I wish the whole team the best!
(in browser, the game didn't run great on firefox, but I didn't have any issues on chrome.)
The character designs in this game are so wonderful. I played this with some friends and every time a new character showed up we all gasped and enthused over them. The story was very cute and I enjoyed the world building! There were a couple of moments that felt a bit padded out, but that's rather nitpicky.
I look forward to the sequel where we're on the run from Luis' load sharks because I failed to return the blue button he loaned me xD
I read this over. A couple things jump out. It's unclear to me if the defending creature rolls a defense against spell attacks like they do with weapon attacks. I assume you do, since it says you have to roll higher than the enemy, but it doesn't explicitly state what you're rolling against. I know it may feel redundant, but if someone is quickly checking the spell attack rules and not reading the whole page, it's unclear.
The smaller nitpick is the use of the phrase "attack of opportunity." Unless there are plans to define this elsewhere, this phrase I think is one that requires ttrpg knowledge to understand. Since the game is designed for people new to ttrpg and looking for something less taxing on rules, assuming this knowledge isn't the best.
Other than that, every thing else looks good. I like the combat crit failure and success parry and counter attack mechanic and the idea that all characters can learn anything they want.
Looking forward to more of this. I have friends who I think a rules lite game system could really benefit..
You say this is your first completed game, it's very well done for that!
I watched a friend play it and found it very charming. The art was well made and there were some nice gameplay aspects. You also kept it simple and snappy, which is a lot more than I can say for a lot of first games I've seen. The endings were a little abrupt and a let down from the build up though.
Great work, and best of luck in the contest and any future projects!
Glad I went and played this myself after watching Indrah's stream - because I -DO- like puzzle games and I quite enjoyed this.
I like the art and presentation, it's very charming and consistent. I feel like some areas need a little polish, but given the time frame and the amount of art, that's understandable. I like the concept, it feels very unique and fresh! I've never played a game with the same concept and the final fight was an interesting blend of the puzzle and the combat.
A few things to keep in mind if you plan to come back to this!
* Change the font. It's very hard to read in large bodies of text. It matches the aesthetic of the game, and is fine for title cards like LEVEL CLEAR or headers on the tutorial boxes, but it shouldn't be used on dialogue, tutorial text, or anything with sentences.
* I'm not a fan of some of the sound effects? I can't place why, but some of the slide whistle sounds were a bit grating. Maybe it's the volume of them. The Leech turn sound cutting into the music got on my nerves a little too. I was enjoying the little bop! Get out of here, leeches.
* After beating the game, it offered me a photo album, however it crashed when I tried to view it. It could not find "Art_8.png"
* Some QOL adjustments. Buttons mapped to skip a turn and the colour map for sure. I'd even go so far to say to just have the colour map displayed on screen somewhere, if you can find a way to do that. You gain nothing by hiding it in a menu since the player can look at it whenever they want.
* You miss too much. A lot of turns are wasted just smacking leeches. Rocks are the most efficient, but there's not enough of them. Maybe having rocks respawn (since the leeches do) or giving the player a starting quantity of rocks will help offset this.
* FINAL BOSS - I didn't like that the colour map changed without any indication. For how long the fight took, I knew the layout well and then it suddenly didn't work. I was very frustrated. Just adding a line of dialogue or some sort of popup saying the boss rearranged the ground or something idk. An indication so the player goes "oh something changed? I'll check the colour map!"
* A turn order display for the final boss might be nice too, so you know when he's going to reset you and you can plan accordingly.
All in all, lovely work! I really enjoyed this game and can tell a lot went into making it a complete experience. Good luck in the jam!
Watched a friend play this! I was excited to see a lead character who doesn't fit into the usual model for main characters, so thanks for that! She's very cute, especially in the last illustration.
As for the game itself, I wanted to enjoy it more than I did. It's clear you have a very strong grasp on how RPGmaker works and how to build the structure of a game - presentation was good, everything worked, the graphics matched, the mapping was nice - but the story delivery was missing a strong hook to really hold the player's (and viewers!) attention.
All in all though, good work. It's a cut above a lot of the other games I've seen and it's a shame it doesn't have more comments or attention. Keep up the good work and really focus on pacing, story delivery, and character going forward.
Watched a friend play this, so I can't comment too much on the battle system and such not - but visually the game shows a lot of polish. The character battle sprite is very cute and I like her design in general, and the menus and UI are clean. I think the story could use a bit more of an emotional core to engage the player and drag them in - especially since the ideas presented seem interesting, but it makes the player feel left out of the loop.
All in all, good job presenting a very complete looking game!
I played this on stream the other day with a friend and had a great time!
The characters were wonderful, especially Ilona, Edwin, and Eisleigh. Those three were my favourites. All of the character art was beautiful, and the background art was especially enchanting. The texture work in the brushstrokes kept catching my eyes and the lovely lighting on each one.
The murder mystery aspect of the story was very engaging. There were a lot of little twists and red herrings - although I will admit not entirely following what the motives of the true villains in the end. (but that may be because we were goofing off a little during the stream haha)
It does make me a little sad that the investigation or the final trial weren't a little interactive. I was expecting to name the culprits as things started to heat up. (ala the ending of Lara Bow and the Dagger of Amon Ra, where you are tested on how much attention you've been paying to the plot by having you name who was involved in individual events or how they played out.) Though, I understand given the time limit why it didn't go this way.
All in all, a really wonderful and engaging story that left me wanting to see more. (and I see there's a prequel mentioned by other comments that I may have to check out ;) )
Great work to the whole team!
woohoo! Glad to hear that.
It seems they made a new account, but I checked and neither of our games were on there.
https://twitter.com/rpgmaker/status/1177291280948322304?s=19
Here's where you can find the new page if you want to keep an eye on it. But it looks like any game that was removed before did not get reupload.
It's just sad someone would do this.
Hello, your game was among many others stolen and uploaded to a google play account: https://play.google.com/store/apps/details?id=com.sculptor.org
There is a video showing how to start a copyright report here if you need it: https://twitter.com/SupplyOnslaught/status/1175451019817508864
Hopefully, with how many of us are reporting our content, this account will be gone soon.
what's wrong with watching a let's play and then voting for the game? You still saw the game. Especially when it comes to story driven games, I don't see why this is a problem. I voted for several games through secondhand experience, either by being on stream with a friend or watching a video later. I don't think these sorts of votes are the ones people are questioning, at least in my opinion, those are still valid.
So cute! This game put a smile on my face. The sound design is fantastic! (something I so rarely get to say about RPGmaker games) There was a sound for everything! I enjoyed putting random words into the search bar too (though I didn't realize that that was side stuff and spent a long time trying to figure out what I needed to search to progress lol didn't realize I just needed to solve the puzzle hahaha)
I can't comment much on the gameplay, as there wasn't a whole lot, still this is very open ended and there's a lot of places it can grow and go. Congrats on making it in the judge's top 10!
Great looking game! I love the character designs a lot, especially of the main girls and the moonshine grandma. The environments are also quite beautiful and there's a lot done to make them feel alive, despite that post apocalyptic vibe the game's got going on. Speaking of that, I love the subtle world building - really makes me want to see more.
The gameplay is very light at the moment. The puzzles that are there vary a lot in quality. I didn't much enjoy chasing the rats (I wasn't sure how to predict their movements. I figured they'd stop at walls, but sometimes they stopped part way!) so it made it almost too easy. Maybe I'm just feeling burned because I tried to overthink it. I liked the water pipe puzzle. Watching where the water was coming out and adjusting accordingly felt a lot more rewarding.
Some music choices didn't jive with me. I love the song that plays on the trainstation map, but the song that plays on the map to the south of there quickly got annoying to me (I forget if it played north of there as well.)
Really interested in seeing what else you have in store for this. Congrats on making it in the judge's top 10!
Now this is a neat little game! It's a shame it flies under the radar, but I'm glad the judges picked up on it. Congrats on making it in the top 10!
I enjoyed the story and world this game was introducing and combat was well balanced and fun. There were a lot of typos and weird run-on sentences which were distracting and sometimes forced me to read the same line a few times to understand it, but the strength of the worldbuilding shines through all the same. What's awkward now can easily be polished up with a proper editor. (Like the intro scene with the car. Very cool scene, but it runs on too long and over explains things.)
I like that everyone can equip the same weapons (minus the dog), I tried to keep the bat with the sweep attack on my fastest character. The glass and wood planks are nice environment puzzles and I really like the Psyscan (though it's very underused in the demo) btw, small error likely, if you psyscan the room the main party drops in or the room with the glass and broom, inspection spots turn up on the wall where you can't reach them.)
I ended up getting stuck and was sad I couldn't save after asking what to do next. (after you get the one time use key from the zombies. I couldn't find any door to use it on.) I also have to wonder, did you make the party invincible? I thought I was going to die when everyone hit max SANS (btw the spring water adds SANS instead of taking it away lol) but somehow, the party pulled through at 1HP all around.
The pockets system didn't seem to work.
Anyway, great entry! I really enjoyed it. It's a wonderful start and will certainly shape up into a unique game if you expand on it and give it the polish it currently needs.
The atmosphere is what really drew me in for this entry. The graphics, sound, and even just the floating text tutorials all came together to make a wonderfully tight package. It's a shame it's so short, I'd have love to have played longer! I do agree with jacksmack that the tutorial for how to use the axe wasn't very clear; it only taught us how to ready the axe and not actually swing it. Once I managed to get past that part though, everything went a lot smoother.
Congrats on making it into the top 10; if you expand this game, I'll be sure to check it out.
Gave this a whirl!
The art is absolutely fantastic. Everything is so colourful and lively and a joy to look at from start to uh... eel-induced rage quit lol I was playing on the keyboard, so my comments here might not be the best input (since I feel a controller would work better) but I really struggled with the controls. I had trouble using the spear attack without moving forward and getting hit at the same time, and yeah I could not make it past the eels at all.
Wonderful game though! With some proper time to balance the difficulty curve and some more beautiful and unique levels, this will be a lot of fun. (oh and a fleshing out of the story, but yayyy time constraints) Congrats on placing in the top 10!
That little clam that gives hearts is my hero.
First off, congrats on winning the popular vote - I haven't checked out your game first hand (only Liberty's playthrough) so I haven't seen the whole thing play out, but I wanted to say kuddos for doing so much to pull yourself in the lead. There's a lot of salt getting tossed around about the popular vote, and I think people are overlooking the success story you are showing right here in this thread.
So, great work getting your game out there and really showing what a popular vote is all about. IGMC has a lot of games, and the world has even more games, so getting people to stop and pay attention to yours is no small feat. Hats off to you, and I look forward to seeing where your project goes with some spit and polish.
I'm not sure where you're getting that from. If you look at the top winner of the popular vote, they have one game on itch.io (the contest game) and no paid games, they don't link to any kickstarters, and they posted in their thread how much leg work they did to boost their ratings and get more exposure.
Besides, even if someone did have a preexisting following, why wouldn't Degica want someone like that under their publishing name. That following is going to bring in sales. Again though - looking at the winner of the popular vote, that wasn't the case this year.
I think I'm still processing this. It's a huge honour to be one of the finalists and to be alongside a bunch of other amazing projects! (I've played all but 3 so far of the other top 10 entries) Congrats to everyone else who made it! :> Best of luck at the end.
And congrats to everyone who submitted your game! It's been fun playing through them and seeing so many unique ideas on display! Keep on making games!
A lot of games had a significant drop. (We lost 24 ourselves. There's one game that lost like 200.) There were nights where every game gained like 5 votes at the same time though, so everyone losing ratings to bots was bound to happen. Still sucks to see the number drop, but don't let it discourage you.