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Nobuna

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A member registered Aug 21, 2019 · View creator page →

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Hi bryn_music, we are a team of 3 and we are looking for a composer. We have most of the concepts and themes on paper but still have environment context to define. If it's fine for you, let me know how you'd like to be contacted and we'll share the concept documents with you so you can see if you're interested in joining. : )

Thanks x)

I wanted to share the fun with my partner but the game was not recognizing the text anymore and after a few try the game did crash :'(

Also missing the transformation incantation still transform the character.

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Gosh, I died of cringe at least 5 times during my play O.o

How the f**k did you thought that playing back the incantation was a good idea? This is the cringest idea I've ever heard. Hopefully, I was not alone and the developper also pour their best performance into this Magical Festival of Cringe. The game is honestly so much fun that it might get banned in some country.

BOIN BOIN, BOUNSHI SUMAIRU!!!

Honestly, thanks for bringing so much fun into my day, we all need a bit of that sometime =w=)/

Also I think there is a bug when you return to the main menu after the battle as the play button is not displayed anymore...

Edit: Ah, I've been so carried away that I forgot to mentionned that the game is super polish, the art, sound  and presentation is top tier. If you make a proper story and more battle, I would pay for it straight away :D

fingers crossed =w=)

I was not ready... No Way! You Died! NANIIII~! 

Fit the theme Death be not proud so much. I could just not stop kamikazing myself on unit because the death explosion is so juicy and my monkey brain is going bruuuh on the coin sounds.

Explosion out of 10. Will play again for sure.

Wow, I was not expecting something like that. The atmosphere is really on point, the art, designs, dialogues and music, everything complement each other to immerse the player through Junes instable and emotionally charged journey. I feel like the game fit well "Life's but a walking shadows", as, even if June has magical power and feels great about helping people, she can't help herself and would like to go back to her previous life (+the reference at the end of the first nightmare...). The challenges facing June are very human and relatable, even more in nowadays world.

I am impressed that you did managed to pull out such a consistent experience: the story, code, art and music of the whole game in just a month. There is so much work and attention to details (I mean, even the font is changing based on the character talking).

I remembered I was playing a jam only after hitting the start of the second nightmare. 

Can't wait for the story to be finished.

Good luck!

Thanks for playing and taking the time of providing extended feedback!

I'm very happy to have submitted, everyone's comments are good for morale =D=)

Definitly something I'll keep in mind, thanks for playing :)

Thank you :)

Very cute and consistent artstyle that has been well polished (I mean, look at this awesome main menu). I'm even more terrified of rabbit that I already was after the ReZero's Great Rabbit, but it also gave me good and funy vibes of Magical Girl Boy with all these rabbit bodybuilders. 

Gameplay wise, at first, it felt more like an infiltration game as the player that don't have a safe scenario to learn how to deal with the bodybuilders (At least that is how I felt). After a dozen death where I used my previous body to unlock doors after another, I managed to reached the first boss encounter. (I'm probably juste terrible at it though). From what I described, it also sounds like your game fit nicely the "Death, Be not Proud", "Under pressure" and "Life's but a walking shadow" btw. =w=)_Io

Did finish the game after a good 15min, and the last encounter was not super hard but good enough to close the adventure. I continued to explore and noticed I missed the attack speed buff, so I went back to the final room and did the boss again =w=) (dunno if that was supposed to happen, but no bgm on that second fight).

I would just have like to get some lore about the world, maybe under the form of logs scatter around by the now dead people or scratch on the walls... Dunno, I just liked the mysterious atmosphere and would have like to get hints of how these rabbits managed to get that beefy... and also why a good looking prietress seemed to be behind this macabre invasion...

Also, this game is probably the wet dream of Rayne Ames (Mashle - vol. 6, bonus).

Thanks again for the good time, was fun. Let me know if you update the game with lore or want more feedback.

Thanks for playing! I will give a try to a less "top" view :)

Short but enjoyable experience. Really liked the soundtracks, game's humour, high-spirited characters and can't wait to play the epic adventure of Mark being reincarnated as a Demon Lord in a RTX world xD.
Nice character design, I like that you are showing what the town should be through the dialogue, it is a nice town that I would love to visit again in case you finish the game =w=) 

Regarding the dialogues, a faster character rate display would be nice. I would have liked to read all the dialogue after each battle, but at some point in was just too asking for too much patience, even from me =w=)'

The battle was fun, I mean, I am not sure what the goal was, but killing enemy in rythm for just the right amount of time bore getting bored, on that nice jazzy theme... It was fun to me. However, after each battle, I got at least a good 10 seconds of fade to black before showing the result screen. (I played the windows build)

During the second battle I understood how  to light up all the square, not sure what consequence it has though. Could it be that having all square green at the end of the battle will have a good effect on the townfolks?

Dunno if that was an easter egg, but being able to change your battle outfit after buying the guitar is a great addition. Such a shame to not have a string played when you burst an enemy with it!

WTF moment xD

  • Why is "Norm" named "nice day isn't it" after the second battle???
  • "NPC Name" is doing a great job as mimicking a placeholder character - but his dialogue can't go away and forced me to restart the game TwT) 
  • WTH was that ending?! I'm glad I've reached the end xD

A great concept, great presentation, fun to play, very polished! The OST is great too, I know it has been composed before the jam, but it is consistent with the game arstyle and really give an identity to the tile. 
A few feedbacks:

  • The camera follow could benefit from a kinder lerp time, moving one way to another of the train sometime felt motion sickness indducing, but that might just be me. =w=)' 
  • There is a big thin circle around the opponent. At first I though it was the softlock for homing projectiles, but it seems to only be use to help indicate their position. Could be nice to increase the target collision radius maybe, the nature of the level made it even harder for non-fps player to hit the target ^^;

Thanks for the good time and can't wait for Chapter 1! Good luck.

I was a bit doubtful at first, but this is actually a complete adventure with several short level, boss and story progression.  I genuily had fun, thanks for the good time. The BGMs are nice (mention to Noriko's Theme - when piano go bruuhhh), but a bit of sfx would benefit the game though. Also, maybe it was just me, but I was not able to throw any item like the knife, only eating food. Also, serious question, why would a Magical Girl need to throw knifes, Axes and a Shovel to their enemies? =w=)'
On the downside though, the opaque backgrounds with very little pattern (there is rocks and water, but not enough maybe) is a bit hard on the eyes and make the navigation through the levels hard (hopefully there is arrow on the ground right?). For the last level before Noriko, I ended up crawling along the walls until I found the missing enemy.

Also I guess I would have become a gluten free miso soup...
"This game so bad man." xD

Waiting for the update :)

It felt like play Nier Replicant Forest of Myth, but what is a Myth if not a widely held but false belief or idea. In fact, the act of playing itself raises questions about my own nature, as it involves engaging in activities for enjoyment and recreation rather than for serious or practical purposes. It's fascinating how such a simple act can reveal so much about oneself... f*ck, I've been infec-

Simple, yet, effective entry. A magical girl themed survivor-like game that is also fitting the Under Pressure theme.I like the idea of using constelation inspired rune for the different weapons. I like the characters design, and even though the background and audio (at least I don't have any audio) are lacking, you've got a great base that is already fun to play with. I am intrigued by the lore you mentioned in your description. If you are willing to share them, I am interested in learning your original ambition for the game :) 

Finish the game, not sure I'm glad I did tbf xD

Thanks for the control, I was definitly looking for the camera controls! I've gave it another try and the river crossing makes more sense now, I was even able to win with the Quilombos!

I hope everything is fine with your family and I wish you best of luck for your future projects :) 

Thanks for playing!
We are still developping the game to reach our initial goal and integrate some of your feedbacks, so stay tuned for more :D

Thank you for playing! Something that was made clear by comments is that we didn't put enough emphasis on the Taiping rebellion itself, but at the same time, we wanted to focus on the life of a particular person and give the idea to player about how a nobody could drag against all odd into something that could impact the whole. We wanted to emphasize the local contexts, stories and lifes at that time and hopefully give player more curiosity to learn more about the actual rebellion. But as hihglighted by other comment, we could have done better to give more context ^^

Regarding the combat, well in fact that was the least worked feature xD. I ended up working on it 2 days in the end where the first day was focus on trying to make animation for the game. I eventually gave up on the broken rig and moved on retarging free to use animations to our rig and modify the animation using Untiy Mecanim to fit with our game. The second day was mostly integration as the movement and battle mechanics themselve were pretty simple and straightforward to implement. Nevertheless, I did had some issue with physics, but as I implemented it on top of the Untiy CharacterController, so it was just my fault ^^'

To give some insight of the development (hoping that it will interest anybody), most of the time was spend working on a framework to quickly integrate stories, battle and point and click sequence all together. As I was the sole programmer (except for graphics feature), I could not integrate all the stories and assets by myself on top of coding the game, so I ended up being more of a tool programmer for this jam. 

If you're interested in more combat, we're continuing to develop the game to meet our original goal and incorporate some of your feedback. So stay tuned in the coming weeks :) 

This was the last entry for me to review, and I'm really glad I played it! Very well presented, and I really like the attention to detail (the protesters' shouts get louder and louder the more people you gather, for example). Even if I had a little trouble grasping the objective at first, the rules quickly made themselves clear in the turmoil of the situation. The moral gauge and progression system may seem a little hard to manage, but I honestly feel it's an excellent representation of what protests are all about: making as much noise as possible and rallying protestors while trying not to get beaten up to keep gathering more people.

I finished it and was surprised by the ending - I came here to comment and learned that it was about the current climate. After playing so many entries about revolts, finishing my review with your game really echoes the experience of others and seems like the best way to end the jam. Thanks for your participation!

It's always interesting to see how good storytelling and judicious choices are enough to immerse the player into the midst of the action. Bravo!

A few ambiant sounds and effects would have been appreciated though.

Thanks for playing and for your interest :) 

Giving more context around the Taiping Rebellion is definitly something we should have done, we were a bit too focus on telling Qiu's story and forgot about this important part. I guess that at least a simple text panel in the main menu would have helped ^^'
 
As we were envisonning an adventure game where the player would followed Qiu through the beginning of her involvement to the end of her life, we wanted to give some variation in the gameplay to not bore the player with too much text. We also wanted to give historical context information while keeping the player immerse in the experience and that's how we ended up adding the exploration (point and click) sections. We were planning a very simple battle system for people that prefer some action in games too.

The main goal was always to give as much story as possible, so we did integrate it in priority and delay the battle integration after. We could have added more, but I had some technical issue with WebGL at the end (not my best idea to make a game jam with a tech stream :x). Looking at the end result, there is definitly an unbalanced, but well, that how game jams goes sometimes. I'm just glad to have been able to put at least a bit of everyone's work into the final product :D

Dialogues wise, steredice took inspiration from the source she could find, but there isn't much archives from this time unfortunately. I don't know how much familiar you are with the original revolt, but we hope the provided interpretation was appealing enough to keep you engage until the end :)

The game looks awesome, but in this unfinished state there isn't much to play unfortunately. Really like the crips retro looking graphics. 

I will come back when you release the updated version :)

A mesmerizing stroll through historical Paris. This short, side-scrolling game recreates the era's architecture and ambiance, immersing the player in the chaos of the context. The coherent and researched art style sometimes resembles paintings in motion, with a strong sense of composition. Though brief, the experience leaves a lasting impression, evoking the tension of escape amidst the Reign of Terror's turmoil.
Will come back when you release the next version :)

Caught in the whirlwind of Athens' half-baked revolt, I, an everyday city dweller, was suddenly tangled in political drama. They wanted a new monarchy-democracy mashup, leaving us scratching our heads. The Assembly still had some say, but it felt like a committee planning a party with too many cooks. Not a leader, I found myself debating the revolution over bread and olives. Well, at least we weren't trying to teach owls to debate like in those quirky isles across the waves...
Alexios Katsaros

Can't wait to try it!

Thank you for playing and for your feedback! The point on the need for more context is very good, definitly something I'm looking to provide in the future!

Whaa the mood is really convincing, awesome atmosphere! Everything is very polished and the gameplay is engaging, I honestly have no idea of what could be improved, this is legit a full fledge historical experience. Congrats to the team!

Wow the game is weirdly really well balanced..., I died from both exhaustion and starvation!

Joking aside, really well made! Would have been even more fun with NPCs insulting you xD
Would also have love a bit more lore about the context of the French revolution, but as a peasants simulator, it is pretty accurate (even in nowadays standarts :') )

Very charming, educative and honest way to learn about the Cuban revolution! I love the music too :) 

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Haha yeah I understand the focus on scalability and reusability. I've also been fighting against my inner will to refactor half the code everyday I worked on the project xD

For the dialogue/story, did you make a custom implementation or did you use an existing library? We did use Ink and were blown away by it's potential once integrated into our framework, it might interest you!

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A 1v1 turn-based battle for 2 players. I played until one of the team got eliminated. Balance is non-existent as quilombos have no range and half of them can't swim. I guess in a way this is historically accurate and explains why they got slaughtered :'(
I understood a bit better after reading the tutorial that was also holding a piece of story information, but I would have liked to get more context for the battle or a meaning with some dialogues in the game depending of the side you choose to play. 

There is a minor bug with the camera, where after an attack, it shakes but doesn't go back to it's original position. I ended up having 2/3 of the screen in the skybox. Also the buttons after the end of the battle are not working ('Main Menu' and 'Play Again').

Still you can be proud of what you achieved, turn-based battle is really hard to implement and I've learned about Quilombo dos Palmares :) 

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Great intro video, very engaging and informative. The game itself is very polished and fun to play, the character movement based on the character's rotation is a bit disorienting, but that didn't keep me from having a lot of fun! 

Edit: I finally beat it, the game is really addictive but also very hard x)

I notice that they were some neat interaction, like friendly fire, and if you shoot at your ally they then start to shoot back at you, I don't know if that was planned but it give even more appeal to the game. Very impressive entry :D

I'm so sad, I've been wondering for 15 minutes in all the room, outside the building, outside the map, below every table and beds BUT I didn't managed to find the one last artifact :x, it  is so frustrating x) Could have been nice to get some hints.

But anyway,  it's a fun little game with a crawl that even Solid Snake envies where you get part of the lore throught  the military collectibles. The music was great.

Ok my bad, I checked the game page and I needed to press R to recruit. First feedback is that it would have been nice to have UI to open and manage the soldier. The gameplay itself is quite good, I like auto chess and I like the idea of recruiting your army, gearing and training your troops. The recruiting panel could have been a great place to inject lore through some kind of "soldier file" where you get some generic but meaningfull information like their age and what they liked to give these name some humanity. Personally I trained a John with full accuracy and a riffle and he did survive 10 waves, I had high hopes for him, but he died :'(

Regarding the game balance, even if I started to buy the best recruit possible (rolling indefinidely to get those 12 coins soldier), I quickly realize that the best way was just to buy inexperience soldier in mass and give them saer while keeping your best trained soldier in the back of the battlefield... what a grim prospect right... ;')

Great game, it lacks polish, but it is still great and I had fun playing it. My only regret is to not have any idea about the game context ^^'

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Short prototype with top down controller, dialogues, combat,  quest systems... and a lots of work put into the environement. Did you sleep during the jam :D? Quite an impressive amount of content (and I'm not even talking about the time require to integrate all the assets!)
The dialogue are also well written and the mood and characters are belivable. 

It feels like you put a lot of thinking into the combat system, but the lack of polish make it feels a flat unfortunately. I hope you will refine it! Didn't find a good use case for the dodge, but after reading your answer below I did launch the game again to try to make some combo and effectively sometimes it feels good, before realising you have a limited number of throwing knifes ^^' - btw, the black text color showing your resources are not visible when the UI is outside the wall of the dungeons.

I can't give you much Graphics points as you didn't make any of the assets, but I recognize your great world building skill too. 

Great entry overall even if I would have like to get more story and lore through notes in the environment or dungeon for instance. You have a good base to expand on!

Yes! Another funny and famous revolt we wanted to make with the Emu revolt xD 

Honestly, this game is a hit! Simple mechanics with well crafted level, good blend of art and sound... I really love the different approach you can take to complete a level: playing it safely using the crate to sneak around, or going berserk and using them only as a last ressort to block bullets. I felt like a Mohawk ninja warrior fighting british Batmans :D

Thanks for the fun experience!