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Nyt3Bl4d3

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A member registered May 06, 2023 · View creator page →

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Seeing you tweet about the game made me realize I forgot to comment, whoops!

I really like the building aspects, letting you make some crazy paths all feeding into different sections. I didn't mess around with it too much, but I'm sure you can get pretty whacky and creative. 

The DDR-esque minigame to corrupt other holomems was a cool mechanic that I wasn't ready for going in, but it makes me want to see how difficult it can get if you keep adding more members after the voting has concluded.

I think it also would be cool to add upgraders that apply to the talent resources as well, so you can increase the value of those similar to the marshmallows. And, of course, an end goal, but that's already been addressed.

Great work, and thanks for sharing!

Nothing like playing this game to find out that I'm bad at precision platformers.
Jokes aside, the game played well and working out the approaches to each room's challenges was fun.
Ran into a few bugs, like getting stuck on the stars that you had to dash through multiple times, sometimes I would charge the dash and it would vortex me into the center and keep me there.
Also managed to hit all the stars on level 16, launch out of bounds but hit the door collider before the level reset, so I was stuck being invisible between levels after that. Tried to replicate it but it was kinda one of those frame perfect things.
Regardless, fun game, and Bloom and Gloom being the main characters was unique, feel like I don't see them around nearly as much as the other mascots. I'm interested in seeing how much more complicated the levels can be once they're fully fleshed out, if you keep working on the project after the judging period ends. Thanks for sharing with us!

I'm a really big fan of these sorts of tower defense games where you can actively participate outside of just placing down defenses, and this was a fun take on it!

Really enjoy that you can run around to buff your summons and heal them, though on the last couple of larger maps, having to trek back and forth can be a little tedious if you place your units closer to the portals rather than the king.

The stained king fight at the end wasn't something I was expecting, though it was a fun fight. He went down a little quick since you've got your starting summon points upgrades that take effect, so you can just kinda spam down summons and chunk him down really quickly, I barely even got to see the ads start spawning before I had killed him.

Also the remixes were really good, funky Start Again was not on my list of songs I expected to hear, but I was really vibing with it!

Lastly, sometimes the stains would just bee line straight to the king, even if they weren't inside his little circle, not sure what was happening there, guess they just really wanted him, and it only happened once or twice.

Would love to see some more units and upgrades added after the judging period is over, if the team continues to work on the project.

Challenging platformer, despite the fact that its only one level. I think the most similar game I've played to this was Neon White, so it took a minute to get a grip on the controls, but once you get used to it, I think the game handles pretty well. 

Sometimes getting the depth right on longer launches can be tough, since momentum drops off really quickly, but that's kind of a given due to the nature of launching Gonathan around like that.

One thing that I noticed was that the tracking on the enemies projectiles was a little inconsistent, sometimes they would predict my movement nearly perfectly, and other times it would be way off, even without me changing my trajectory. Probably not super easy to tweak the aiming calculation, but it might be something to keep in mind if you keep working on the project.


And I really enjoyed the ending sequence, running back to the entrance while getting bombarded by the stains, though there was some screen clutter in the open areas, since all the stains were shooting and you couldn't stop to kill them.

It would be cool to see more levels or complex platforming and launching sequences, similar to the final stretch of the game, once the jam is concluded.

I think that's about it from me though, great work, and thanks for sharing with us!

This game was a lot of fun! I haven't played any auto chess type games before, so this was my first foray, but it has a ton of depth, especially for only having 2 weeks to work on the project. 

I love all the synergy possibilities and would love to see more added later in development, it really makes putting together a strong team comp satisfying.

I will say that I ran into a bug on v0.1.4 on the 3rd stage where the game thought I had a unit left when they were all dead, so the game soft locked and I had to close it down. I didn't run into it on v0.1.5, so hopefully it was a one time thing.

Love the character art, and the store system, though sometimes you end up tearing through coins rerolling the store once you have a full line up. Not sure if you'd be interested in skewing the random generation towards duplicates once all team member slots are full, cause I can see how that could be abused by buying cheap units to quickly power specific ones up, and then selling them.

Also think some sort of endless mode would be awesome, letting the player power up a god roll team comp to just crush some waves of enemies for fun.

Regardless, great work, and thanks for sharing with us!

This is such a cozy game, I love it!

The art and the saplings all having names are cute, and I like that you've got this stat system implemented to make things more complicated and give more to manage.


Some things I would like to suggest:
I haven't messed around with camera constraints in Godot just yet, but it would be a nice quality of life fix to lock the camera to the size of the background, since you can just pan the camera forever
Also, being able to cancel building something after you've hit the button for it would be nice, I accidentally built a couple things that I didn't mean too cause I missed clicking the scroll bar and hit the button instead.

I think that's about it from me, but this was a lot of fun to play, thanks for sharing, and great work!

Fun little game, the Gura art is really cute, and the controls work pretty well.

I think I cleared everything up, with 0% remaining and not holding any slime, but there was no pop up or anything, so I'm not sure if the completion state is working.

An idea I had was having the enemy fish respawn after a set amount of time, since once you defeat them, they're just gone forever, and while they don't really seem to pose a threat right now anyways, it would still give some challenge to avoid them and keep up the combo. Also some combo incentives would be interesting to see, I can't tell if there's any bonuses for a building combo in this version.

Regardless, thanks for sharing with us, good work to the team, and hope you all can keep expanding it after the jam!

Fun little platformer, I think making the corruption puddles damage you when you hit them might be a fun idea, since there's not really any danger outside of the boss fight. 

But I also like the barriers that you need to be empowered to break through, can make a fun little time trial where you might have to optimize a route to reach a door before the empower runs out. Just spit balling ideas.

Lastly, I ran into some issues with the wall sliding colliders, where sometimes I would snag a wall and get stuck in the wall sliding state, causing me to lose control and plummet. Might just be a skill issue on my part, or it could be worth looking into.

Great work from the team, and thank you for sharing the game with the community!

This was a really fun project to play! Bijou's move set felt very fair, had some trouble reacting to the overhead slam, but it might just be my waning reaction time and getting greedy for punishes. The fact that you made most everything in the game on your own is a huge feat as well. Personally really like the music. Excellent job, thanks for making and sharing it with the community!

This is a really interesting concept for a game, (mostly) relaxing collectathon with calming music and a pretty setting.

I really like the attention to detail, like the physics on the ribbon, and the fact that Cecilia will look in the direction the camera is pointing when grounded.

One thing I found frustrating, though, was the Otomo movement.
Since they could turn on a dime, I ended up having a handful of circumstances where I would just slingshot past one and have to scramble to find it since it would switch direction at the last minute.

And I'm interested in how this ties into the theme of corruption for the jam, are you planning to come back and add some story for why the Otomos are in space that brings in the theme? I thought it might also be interesting to have corrupted otomos spawn in, that work like the obstacles that spawn around the map. I think it would add some extra challenge as well, since the giant hazards are pretty easy to avoid for the most part.

All in all, fun game, thanks for making it, and would love to see it expanded upon!

Fun little game, I played the browser version, so I hope the lighting issues didn't make it look too different from the downloadables, but the environment still looked good, especially with the purple hues when you first encounter the other Fauna. Also like the text box design, simplistic, but still has some flair.

I think I finished the game, after picking up the apple, but there's no confirmation, or "thanks for playing" screen, so I'm not sure.

I think some of the hitboxes on the thorns might be little big in some places, I know I got reset when I didn't touch one patch, but that's the worst thing I noticed outside of the bugs mentioned in the description. 

Hoping you can come back and fix them, and maybe add some more levels that take advantage of the 3D environment to give some challenge or fun jumps. I haven't seen many HoloFan 3D platformers, and its always nice to have more!

I agree with some of the other comments about the uncharged attacks, I think they could be sped up a bit to be made more useful.

I also think it would be helpful to have an indicator for enemies that are off screen, since they can charge at you while you can't see them,  forcing you to kite them towards the center of the screen to be able to see and hit them. Or maybe only allow them to charge at you while visible on screen.


And again, seconding reducing the speed boost granted when an item is picked up, since it just ends up hindering the controls in most cases.


But the music and SFX in game is great, and its got solid foundation to build into a great bullet hell/touhou style game, nice job for only having two weeks!

Thank you! I had originally planned for this to be a much larger and more fleshed out project at the start, but ran into burn out along the way, as well as picking up some other projects, so I've decided to come back to this when I feel inspired. 

But I've got a list of a bunch of stuff that I would like to add when I've got the energy: sound effects, mini-bosses, UI updates, more upgrades, and some upgrade reworks, among other things. 

Hoping to get around to it eventually, but this has definitely become a long term project that I return to when I want to work on something at my own pace (and that isn't a Hololive related project).

Oh, finally had someone else figure out how to get this bug working.
A buddy ran into it but couldn't pin how he recreated it, thanks for giving some more info, I'll try to get it fixed ASAP.

So, I didn't play the entirety of the game, I upgraded the terrarium to level 3, and the other two rooms to level 2, then I looked away from the screen and when I looked back, I had clipped into the wall beneath the watering can and was stuck. So for better or worse, I'm going to base my comment on that.


It's a fun little game, the art is very cute, and lots of Gigi love.


But I feel like progression is a little bit too slow. I optimized my route, feeding 1 grem, then running two bags of trash, and cycling back to the grem, which was the fastest way I could think to generate GG coins, but even that felt like it took a while. I think a save system could help fix this, which I know is a big ask, but with the first upgrade requiring 50 coins, then jumping to 150, it took me close to an hour to get just the terrarium upgraded to level 3, never mind the other rooms.


Maybe the upgrade prices could be reduced, or you could work the jobs like feeding snails or watering plants to generate coins in a way that's more worthwhile. Since you have to run back to the watering can and feed bag each time, it doesn't make the trip worth the reward when you could just run the trash for more coins in the same time. Maybe something like, the watering can and feed bags have more than 1 use, so you don't always have to run back.


I know it's kind of nitpicking, especially for a game where you're still learning development. This was really well done for a first game: it's small in scope, its got charm and style, and (aside from me somehow getting myself stuck in a wall) I couldn't see any surface level bugs. I hope you keep making games, for Gigi, other holomems, or just in general. Thanks for letting us play!

Thank you for checking it out, I’ll definitely experiment around with ramping speed and see about getting it pushed out in an update!