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Riibaisu

8
Posts
2
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A member registered Aug 28, 2022 · View creator page →

Creator of

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Why is no one sharing their designs?! Really fun game, great work on it. For those struggling, take note that certain enemies are more vulnerable from the front, while others from the side. Adjust your design accordingly to target both areas effectively.

Here's the one I finished level 9 with:

I completely agree with you! Those are things I want to improve and fix/add in a new version when the jam ends.  Actually, monsters can spawn consecutively; however, such a sequence would indicate a rather unlucky run. Thank you so much for the feedback on how I can improve the game! By the way, if you got the "Demiurge" ending (yellow background), where you finish a run with the fire completely full, I'm quite surprised.

Thank you so much for playing! My intention was to let the player figure it out for themselves and play a few runs to get the hang of it. The atmosphere and immersion were my priority and I'm happy it seems I succeeded! Unfortunately, the audio lag seems to be a bug in the engine web export that will be fixed only in the next version, I'm afraid I cannot do anything about it…

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I enjoyed playing it! Hearing the flatline and scream when Miku dies is so funny. I'm surprised about doing a souls-like in such a short time, and the areas are not small either, I even did backtracking a bit so I could grow even more to do some hard jumps. However, I liked playing it as some kind of 3D-Platformer, since the combat was very hard.

By the way, this is the reason why everyone should finish the game:

The fourth item is a luck-based item; its effects can vary from having no impact to significantly fueling the fire. It's function isn't explained, and it exists simply because I intended to include four items, which in hindsight, was a misstep.

Regarding the theme: The concept was to nurture a very small flame into a roaring fire, with failure resulting if you don't. However, the possibility of just sustaining enough growth introduces ambiguity, giving you a valid perspective on it. I'm sorry!

Thank you so much for playing and leaving a comment! I'm glad you liked the atmosphere.

The quick little games are fun and the art is so pretty. The story glues everything together and is pretty enjoyable. Yesterday, I got stuck on the politics mini-game because I thought it was bugged but decided to replay it, I'm glad I did, cool message in the end! It's really polished, too. Great game!

I really like it! You start every level being very careful about your movements and you end it being a menace, mindlessly eating what were giant obstacles previously; such a good feeling. The emergence of submarines was an unexpected twist. As for feedback, the cooldown period after eating might be overly lengthy, leading to accidental bumps. Additionally, the size disparity isn't always a clear indicator of what is consumable, leading to very avoidable deaths. I hope we get to see how hungry this tetra can truly get in a update/sequel.

I beat the game! I died in the Temple and in the level where everything is flipped, because I couldn't see anything anymore (streak of blue arrows...), it was my fault though. I didn't find it really difficult, if you make your jumps right, you can stack red arrows and see a lot of the screen, there's even some shortcuts that reward you for that! I would love more variety of platform mechanics and enemies in the last levels. Great game.