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matte

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A member registered Feb 20, 2024 · View creator page →

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Thank you for trying and sharing the feedback!

Thank you, and congrats on getting the most out of the game!

Other endings are not as worthy, as they abruptly finish the game in the middle. I admit that trying to squeeze them in was a mistake (but a fun one, so no regrets on that ¦3)

Thanks for checking it out!

I tried to record a 100% gameplay video with the main ending, and, to my surprise, it takes ~40 minutes even if you know where to go.

Don't want to trick you into replaying, but there are more moves in the last third of the game ¦3

But yeah, having a more complex combat system from the beginning is a great idea! I think the game suffered a bit from a self-imposed restriction of having only two action buttons (yet I can experiment with adding a "run" by double-press on any direction button, and processing when punch button is being hold, which will give a bunch of different combinations).

Very happy to read that, thank you ¦3

Thank you for playing and sharing the feedback!

Yeah, it grew bigger than I thought, with a lot of exploration required to truly become a Magical Girl game.

I've noted the ghost lady bug to fix in the post-jam update, thanks!

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Wow, that's very nice! Rhythm Heavens are among my favourite games ever!

You've nailed the rhythm input, that is an incredible achievement in itself!

The second stage is very tricky. You've tried to reduce the confusion with the tutorial, but I think this tutorial makes it even more confusing (not sure how to make it better though ¦3). Also, the stages felt a bit disconnected from each other (like they tried to be connected, but couldn't find a way to do so), and I would definitely love to see the remix stage!

Graphics, music, and sound effects are amazing as well. I like all the small details, like in-rhythm animations, and bunny bumping into the screen.

Good job!

Based on the overall progress bar, I would assume there is a third boss, but my skill doesn't let me go through the second one.

Another thing I appreciate after replaying it 4 times is that the game progresses in an interesting way with my skill, allowing me to discover new moves (e.g. collecting a lot of bullets in one place and then manipulating the boss to be there). That doesn't help me with the lightning though :<

Please consider adding WASD controls!

Game pretends to be a simple shooting arcade, but don't be fooled!

The intermediate parts are too easy, and felt unnecessarily long.

Bosses are much more challenging (must mostly because of a huge hitbox of the playable character).

But these suns! And then lightning that just corners you without a chance! With the amount of HP they have and such little damage each of our bullets causes it quickly becomes incredibly repetitive and too risky with no reward.

I would love to see some upgrades to make it a bit easier and more interesting ¦3

Congrats on finishing the game!

While it is rough on the edges, I'm sure you've learned a lot.

Making a game with realistic animations to feel good and control well is incredibly hard even for AAA studios, so I can only applaud your courage to try exploring that kind of style.

While I see a lot of effort you've put into it, the game felt like a bunch of unrelated scenes from other random games stitched together.

The battle system is a bit overcomplicated for the situations. Having Fly and Shoot abilities would be more than enough (and I can't imagine how would I use the normal kick). The final fight was fun thanks to the shotgun that is much stronger than any magic (Madoka reference?).

The realistic light does not work well with such a multi-step cell-shading filter, which makes it harder to appreciate the character design and object details.

I hope you've learned a lot while building this game!

Interesting adventure! I managed to finish it with 21196 points ¦3

The story and characters are entertaining. Art is simple but easily readable.

The music is great, perfectly fits the style! There were a couple of places with many eyes, and their sounds combined were very funky.

Character control felt a bit weird (including the P-bombs collisions mentioned in other comments), and the skills are not very well balanced (but maybe there are some enemies with weaknesses that I didn't explore deep enough).

I didn't quite get the idea behind letting the Game Over to restore you fully everywhere but in the last fight, but I guess it is just some technical limitation.

All in all, it was fun to complete, good job making all that in RPG Maker!

Vey stylish main menu, and cool comic! I would love to see it more directed (e.g. so the game would reveal the frames with right timings) and with some sounds.

As mentioned in the comments already, the came just stuck showing "WASD" and some empty dialogue box, without reacting on any input. I also noticed that level is shown for a fraction of a second before the comic appears.

Cute little Metroid-like puzzle.

I like how you placed a lot of hints about the rotation, and the first time I could finally rotate the level it was very satisfying. But that mechanic becomes obsolete when you get all the power-ups (the game length is just right in that regard).

Music and sounds are nice, and the presentation is amazing! The controls work well, and the room size helped a lot to quickly overcome all the challenging parts in a fun way.

It would be cool if the game could explore the "Magical Girl"-iness a bit more though, currently it feels much more abstract.

Nice game, good job!

Thank you for playing!

Yeah, the maze of this facility is hiding a bunch of things from you ¦3

Only one of two lifts required the card, so the idea was to force you to leave the card in one of the terminals, locking you away from certain floors for some time. Sorry for making it too confusing!

Nice idea to include that kind of progression system in a horde survival!

The game is really fun to play, with a great difficulty curve (I guess that highly depends on the order of flavors).

Everything is polished to a very good level. There is one funny bug that only appears if you defeat all the bosses, start the game over and click many times ¦3

Visuals, music and sounds are pleasant, the controls feel great (I would appreciate having an in-game cursor, as my own cursor sometimes was hiding somewhere on white background), and the game is almost always nicely readable (except in late game, where enemy bullets are very hard to see in the overall chaos).

Yeah, the controls are very confusing with so many buttons. It also felt like in every menu there are new input conventions, it is definitely worth unifying (e.g. remove R button completely and only use e.g. J and K to select and cancel/go back).

I think simplifying the game by removing half of the moves and most of the modes would help to focus on the basics. Right now it feels a bit janky with so many half-done features (like the special powers on Space that are not even mentioned anywhere, or the game going gray for a couple of minutes after selecting "continue" after loosing in arcade mode).

The visuals are great, good job doing the movement shadow effects!

Can't see any mention of the composer. Well done handling Vocaloid, it is quite rare to hear them nowadays.

Great to see more beat 'em ups!

The animations and art are great (there are some quirks with enemy sprites changing size when they are punched though), and I really like these light effects on the boss level, but the music is mindblowing!!

Dash with variations is very cool, although there are not much place where to use it (it does not seem to be possible to lose, which is great for new players).

I can't see a way to finish any of the battles, the main character is stuck there forever alone.

But regardless of that, well done packaging so many things together, including the narrative part!

Congratulations on finishing the game!

You have some cool intro art, I like the portraits!

The game seems to be a horde survival, but I am not sure if there is any unlockable skills or other sort of progression (there are some red and blue circles from enemies, can't pick up any of them though)

And the game crashes exactly when 3 minutes left ¦(

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Yeah, using the same button for "advance the dialog" and "shoot" you've tricked me into playing another time ¦3 (even though I was extra careful, finding the "exit" took me a lot of time, cause I never knew there could be more that one line of dialogue per character; I expect most players will find themselves locked in this room)

That time I successfully encountered an error and uninstalled the game (or it uninstalled itself, dunno).

The more I played, the more I wanted to have a jetpack and ski. Grappling was quite hard to learn, but once it clicked in my head it became super fun to pierce the space at the speed of light. It was still hard to read the distance to some objects, which is a nightmare in the level with many projectiles and that box that is always 1 mm beyond reach.

I am still not sure what are the rules around the dash and double jump, but I appreciate having them for that extra boost! End extra thanks for the R button, ultimately I used it more than the left mouse button ¦3

Also, it is very confusing that not all the wood is grappable, and not all the grappable surfaces are made of wood.

But otherwise, it was an incredible experience, thank you!

The grappling and inertia are really cool to have, reminded me a lot of Tribes (I would appreciate having the jet ski from there that completely removes the friction between your character and any surface it is sliding through). Would be cool to explore that mechanic more than in a couple of segments (the lava corridor was quite a challenging puzzle, maybe having a checkpoint there and some simpler section just before it to get used to the movement would make it less frustrating).

I accidentally killed the boss with one shot as soon as the leaves started, not sure if there is something else after that (couldn't find any way forward from that arena).

Short and funny VN with a small rhythm game section, good job! Extra kudos for not making it hours long ¦3

The animations and transitions are nicely done. The drawings are a bit simplistic, but they are all consistent to the game style.

Music selection is also pretty good. Sometimes the same music could restart from the beginning, and loops are not perfect, but these are all minor things.

Making a rhythm game is hard, and even if you picked the right tech for the job, I think the hardest part is to make the actual mapping of expected inputs to match the song. You can try recording yourself table drumming the rhythm section in the game, and then check how that recording fits the music.

Good effort, it was fun to see all 3 endings!

It would be really cool to be able to pass some data to HTML5 games through query parameters, and it seems to be close to a one-line change (just append these when generating iframe src URL).

That would help put the game or tool into a certain state, for example to:

  • immediately join certain private room in online game
  • start from specific level
  • share the save between multiple devices and players

My personal use-case would be a cross-device game that should be played on both PC and smartphone, with an easy connection via QR-code with session ID encoded in the itch.io game URL. Currently that would require me to host the game somewhere else, or players to establish the connection manually.

There is a workaround of using the iframe src URL that itch generates as the base URL to use with query parameters, but there is no guarantee that the URL won't change, it skips the itch page of the game, and degrades the user experience.

Good job finishing this game!

Presentation and music are incredible, I love them! The main menu looks awesome too. Usually I feel sad to see pixel art sprites scaling and stretching, but in this game it is done perfectly to the overall design.

It super hard to code a rhythm game, and you've got many things right. Small lifehack here: you can record an audio of yourself drumming the table at times when you were going to press a key, and then layer it on top of the music to see if your inputs align with the track rhythm.

"Good" circle placement seemed to be a little off, too far away from the place where it would align with the grey circle.

Hope to see more tracks in this game!

1) As I was experimenting, I discovered the hibox placed in the necklace, which was a bit counter-intuitive (usually it is in the visual center of the sprite, to make it easier to control the position by using peripheral vision only)

2) Yeah, I was hoping to use that penalty for precise positioning and pixel dodging during the boss fight, but couldn't do that most of the time as it still was too fast (but that's my own problem)

Congrats on finishing the game!

The character animations are nice.

Programming rhythm games is very hard, especially with browser builds (as different browsers on different devices with different sound interfaces could have different input and audio latency). Although even on Windows build the first ~6 notes and some notes in the middle are placed perfectly on the beat, but all others felt very random.

It would be great to see and/or hear some feedback when you miss or hit.

Keep it up!

Very good twin-stick bullet hell! I fully enjoyed it, never played anything like that before.

Incredible game! I'm surprised to be the first one to leave a comment here.

I don't recall playing a twin stick bullet hell before, and it felt great! In the first minutes I was a bit scared that game won't let me shoot anywhere but right, but the first boss totally delivered with all the shifts and rotations!

The art style is super cool, I totally felt the speed with these multiple layers of parallax and different backgrounds.

The difficulty is fair, I could beat it 1cc from the first try with a tiny bit of HP left ¦3 (but maybe playing so many shmups in this jam helped to recover my old muscle memory of hundreds hours spent in Touhou)

The only thing that left me sad were lack of sounds, lack of the usage of free shooting (apart of a couple of places in this short but whole game), and lack of levels.

Thank you so much for this experience!

Good job finishing this little game, everyone! 

The visual style and music are truly charming.

The gameplay seemed to be overscoped, as there are too many different pieces (dialogues, cutscenes, arena battles, player-controlled camera movement, multiple levels) to tackle. It takes a lot of courage to go for such a concept in a restricted timeframe of a game jam!

Great art and sounds! It's awesome how you made all the assets fit together.

Here are some random thoughts of mine (you don't have to address any of them, I just wanted to share these):

  • hitbox is not obvious, but small enough to make it fairly easy to stay safe
  • the speed in focus movement felt too fast, with very little difference from normal movement
  • what is that in the bottom left corner? this random number does not seem to affect the game, or being affected by my actions
  • what is rank? and why does in go up as I die?

When I participate in a game jam sometimes there are games that I can't rate for various reasons (e.g. they have controls that I physically can't use).

Currently it is impossible to hide such games from "Haven't rated" filter and "Submissions in need of ratings" list.

Ii would be really cool to have a button like "I can't vote" that will mark this game as rated for me, but won't affect its rating in any way.

Nicely polished bullet hell, great job!

Art, music and sounds all work together.

I almost defeated Type C for Akira without continues, so the difficulty was just right for me.

When I tried playing for Yami it felt like cheating ¦3, and sometimes she stop shooting or shooting the wrong target (I think it is just the first enemy that was added to the scene, not the closest or whoever is in front of Yami), But maybe it is a good option for beginners.

Would love to play more levels!

Great bullet hell!

I am not a pro, but almost finished Type C for Akira with 1cc on a second try, and it was very fun.

Fun little scrolling shooter. I've got 102900 points with 22 lives left ¦3

Amazing art of the menu, background, UI, character, and enemy animations. And extra kudos for smaller unnecessary details, like shadows, main menu design, and different fonts!

Music is great too! There are not much sounds, I love to hear more of them (e.g. for shots and hits).

The fact that the character's hitbox is of the size of its body is fine as it is compensated by the amount of health. It would be cool to have some visual/audio feedback when the character catches a bullet though.

My only minor complaints are:

  • the game window is only big enough on 1920x1080; on smaller resolutions it does not fit the screen, and on higher resolutions it is too small
  • it was hard to keep shooting all the time, maybe having an auto-shoot option on button hold would be a good option

Hope to see the game expanding!

102900 ¦3

Fun game! I think it is be possible to defeat all the enemies if you know where they spawn.

Having separate restrictions for the magic powers is a great idea, thanks for that! It could be really fun, I should definitely experiment with this mechanic post-jam.

The music and enemy movements are synchronized to the same rhythm the player should use, not sure if additional sound would help, but it is worth a try (can't test it on myself though, need to find someone who wouldn't mind suffering through a rhythm game without prior experience ¦3).

Yes, there is a list of things I wasn't able to finish in time, and I would like to address it post-jam.

One of the items there that might be helpful is an input delay calibration, as different devices may give you different responses to correctly timed actions (especially when playing with wireless headphones that add a huge audio delay, making it almost impossible to find the right time).

It was very hard, but I think I managed to fill the bar a couple of times. In-game description says that I should get an extra life for doing that, but still any damage sends me straight to the main menu ¦<

The intro is very cool, and requiring to install the game is not very cool ¦3

It is a lovely little adventure with turn-based battles.

The art style is great, and I like these squishy animations.

Music and sounds nicely fit the mood.

It feels like the game is impossible to beat mathematically without dying at least once, as there is no way to heal properly (the weakest enemy attack deals 5 damage, and the only heal option heals 5 damage).

Thanks to the short length the battles didn't have enough time to become too repetitive, and the final boss battle provided a decent challenge (I had to sacrifice Lucy to get an extra 5 mana points for Mel's final blow, I hope she understand).

Nice demo, very beautiful visually. I would love to see the finished project!

Movement and charging speed are too slow, making the best tactic of the epic boss battle just to find a blind spot and charge there for a couple of minutes, and then to fly to another blind spot to stand there and click-click-click.

And the reversed mouse controls felt very strange.

Cool little platforming boss battler.

The speed of movement of everyone puts the pace a bit too low, and the healing after defeating each enemy rewarded me just to tank them as fast as possible, just ensuring my DPS is slightly higher than theirs.

Maybe increasing the risk for the player would make it better, but on the other hand it will lead to complaints from players who couldn't handle that. The balancing for everyone is hard ¦3

It was fun to beat, a bit too short though, but I like it. Well done!