It is so great to see how the 3D assets Tsuneko has been working on have come together to make this game! The references to his past streams and collabs are so good. As another commenter said, it feels like a Tsuneko Museum! I look forward to seeing what Tsuneko does next! Exploring this world and finding secrets while collecting apples was a lot of fun!
PixelDrake
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Really enjoyed the idea of building up your inventory with different bag shapes, buffs and debuffs. Felt like there were some interesting items to make build choices for repeat playthroughs varied and fun too. Very satisfying when the build gets a bit out of control damage wise! Would definitely come back to play more if you do any updates. Had a lot of fun, great job!
Love the character designs, animations, dialogue closeups and overall aesthetic. Really nice stuff. The new layers of music being added as you progress is amazing, the alternate version for when you’re controlling the ghosts is such a nice touch too. Very fun game with a nice progression of puzzle complexity!
This was a lot of fun! I tanked hard on my first go but when I got the hang of properly watching the moves available on both teams it all made a lot more sense :D
The character interpretations and references to past jams were so good! Loved the music and character lines. Whole game was just full of fun vibes with the animations and disco floor!
Really great job! I was a bit spoiled on the big twists by seeing it on stream, but watching it all unfold with the rest of chat really added to the experience for me. Wanted to come back and play it again properly and finally got the chance. Great work! Such an interesting fit for the jam’s rules and so amazingly touching.
That was a trip! Not entirely sure how much progress I made in any of the levels but it was still fun to explore and find traces of interactivity in the world. It feels like you’re constantly on the edge of a major discovery or further understanding of deeper mechanics. Music set the tone perfectly. Once I’ve been able to play more of the games I’ll come back to check this out again!
Such an interesting use of Seraphina’s power. The fact that most of the game takes place with such an absence of traditional visuals works so well. Really heightens the run-ins with the beast and makes them feel so genuinely threatening. I’m glad you get a glimpse of it at the end too! Really great game concept.
This was a blast to play. Those finishers are just insane in the best way possible. I know a lot of people have commented on the models and animations, and they are super impressive. But I’d love to give an extra shout out to those textures. The characters look so good, especially in their closeups when you can really see the detail. The facial expressions, hair coloring, outfits, etc are just fantastic. Awesome work!
Such amazing style. The general aesthetic, intro, menu interactivity, map screen. So good. As a huge fan of Virtua Cop and Wild Guns back in the day this was a ton of fun to play too. The insanely good soundtrack just topped it off and fit the vibe perfectly. That unfinished boss music theme is a masterpiece! Was also fun to follow your dev videos again this year.
Loved the concept for this game! Took me a bit to get used to controlling the bears and not being as reliant on just placing them and forgetting them but it was really fun once it all clicked. The graphics, music and sound came together so nicely. That hoo hoo hee hee will haunt my dreams though… Love all the details in DSD’s shop too!
Thanks so much for your feedback! Yeah we had a ton of ideas in mind for how to expand on this. I actually just added a pretty substantial update to the post mortem on the game page if you want to see some behind the scenes details and ideas that got cut to save time. Hoping to do a final post-jam game update with some minor things we would've liked to include too. Thanks for playing!
zzablo did a final bit of artwork of Aria too, we really like how her design turned out :D
Fun concept and I like your art style! I think it's got some great potential if you were considering working on it more after the jam. The driving mechanics got a bit crazy when heavily upgraded haha, it almost got undriveable! Unfortunately I ended up boosting into something so hard (i think that caused it?) that the screen went a solid grey color for the top down segments and I couldn't really continue. Nice work though!
I'm glad I came back to try this again after some rest. I was really struggling to get past 15 and even see the boss...
But I have now! I'm still absolutely terrible at flappy bird style games though haha. Very grateful that you don't need to get to 16 again once you've reached the boss once. The combo of flappy bird and shooter actually works really well. Great spin on the genre with some fun humor!
Thanks for having a look! There is definitely intended to be a smoothing effect to the cursor speed that behaves a bit like a stroke stabilizer / lazy mouse. I wanted it to even the playing field a bit for players with vastly different mouse DPIs and also so the colliders could keep up :D
I've actually had it confirmed by someone else that their cursor was lagging significantly more, and increasingly so. So there's definitely a bug for some people. I've been working on an alternative movement system but its a bit late now!
ty! I listened to pages and pages of different tracks while I was coding trying to find some good fits. I wish I'd had time to do some fading/cross fading too. Sometimes the transition is a bit jarring atm!
That was more my fault really! I wouldn't think about it too much :D
The final level's difficulty was enjoyable to push through as I'd found each of the previous levels so satisfying to complete. It was a really nice collection of challenges. Your difficulty curve as a whole was quite good and I often found myself going "oh! the solution was simpler than I thought!" in a good way! How you used the mechanics like dryness, lilylpads and dirt were very clever.
You did an amazing job introducing and building on mechanics. The final level and needing to utilize perfect timing and everything learned previously to bring that waterfall down all the way was perfect (and very tough, I retried it so many times!).
You've got a real talent for puzzle design and I thought the art and sounds fit the game well. If you ever wanted to continue expanding on the premise and build on the visuals/sound to suit a larger audience I think you could have a real hit! Axolotls are such a great character to work with too!
Great work! Really enjoyed playing it. Only complaint is I accidentally completed the final screen before seeing what it said :D
You weren't kidding about chaos! I kinda went in blind at first and I think did ok. Was wondering what was happening with the ghost meter but managed to get back in action when I died. I thought I might need to get to the green tiles while a ghost at first.
Went back and properly read the instructions and tried again, really cool! The enemy bullet spreads and using focus mode all worked great. Still super tough after 20k though! Not sure if its intended, but I put it in full screen for the second run and being able to see the whole map made things much easier (until chaos at least!). Nice work!
Thanks so much! I just uploaded a full playthrough of it being played on the itch.io page in-browser. Does this look like a similar cursor speed to what you were experiencing? It's my first time using a WebGL build so there's a good chance it might not be working as well on some browsers/PCs. Thanks again for giving it a shot and providing feedback!