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Selrev

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A member registered Oct 06, 2018 · View creator page →

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Great production value on this game! I think things like having an attractive title card and an intro cutscene actually go very far in terms of making the game feel polished. I was certainly impressed when I first started.

I think Biboo's hitbox is quite big. I found it very difficult to dodge things and instead relied mostly on hoping to hear as much as possible from the tea and coffee drops. Fortunately that seemed to work out as I was able to beat the game by taking and healing a lot. However, it does mean detract a bit from the game design when you can heal your way through fights.  I tried pretty hard but always seemed to get hit by the bosses's attacks. But the relatively plentiful health drops meant i was able to make it through anyways.

I don't think I was quite a fan of the healing items changing your movement, as they made Biboo a bit too uncontrollable for me, which made it even harder to dodge attacks.

I tried both weapons. The heavy attack seems to be a clear favorite against smaller enemies, being able to take out groups with just one burst. But the light attack's range and safety made it better against the boss. I did get pretty tired of mashing the attack button at the end though. I think I would have personally preferred 2 attack buttons or swapping weapons so you could hold to fire rapidly but it worked well enough for me at the end.

I think as far as being a Fanwork goes, this game really meets the "fan" requirement. After playing the game I went and watched the KINGWORLD music video. It really is quite impressive how much in that music video is captured in this game. The enemies, the backgrounds, music, color scheme and boss, are all taken right from the music video. Even the UI seems inspired by it. The devotion of the team to FBK is really quite evident.

As far as feedback goes. Everybody has mentioned the camera, and I agree. It really is the crux of a lot of issues though. For instance, I also rarely used the dash attack due to not knowing where I would run into. The close camera also causes a lot of blind jumps or unavoidable damage.

Still, the improvement from pre-patch to post-patch is still quite noticeable. In pre-patch I literally almost never fought enemies and would just run past them since they took so long to kill. I would just try to find the nearest Sukonbu to heal. Now, I still run past enemies quite often, but occaisionally would stop and clear some out in order to make a path. The balance between Sword and gun is also way better post patch and i find myself switching between them.

I still think that the enemies are still a bit too tanky for their own good and are often in places that are difficult to attack without taking at least a little damage. The Sukonbu being full heals make this so much more doable. 

The Sukonbu bonuses are a bit hard to perceive though. I don't know quite how much they improve things by but I didn't quite feel it in my playthough. Maybe a number saying how much the stat is improved by can help.

I actually quite liked the final boss. The trick is to just memorize the timing. Your eally cannot react to the boss, but memorizing the timing of the attacks makes things much more doable. I also think that completing as much as you did, with 2 levels a tutorial and a final boss is something to be proud of. It delivers a cohesive package and feels complete.

Quite a vibey game. The art is well integrated. And the music goes very well with flying around (It also goes great with looking up Cecilia's skirt for 80% of the game!)

I think as far as design feedback goes. I wasn't quite sure if this was a bug, but the Red Cecilia seems to be overpowered, as she has 7000+ energy while the others have way less. The numbers seem so random that I am convinced there must be an inside joke going on that is floating over my head.

Anyways, I ended up flying as Red Cecilia most of the time. While the color match bonuses are nice, the convenience of Red Cecilia's huge energy stockpile made it so I preferred to just stay with one color and collect everything.

I also think that the game is maybe a bit too long. Rounding up 300 collectibles can get a bit tedius after a bit, especially when there are only a few remaining. I think a slightly shorter game can help incentivize things like going for high scores or top times.  

Nice an simple little game!

I think that sometimes, with a simpler game. It's just nice to set your scope well and make sure you meet that criteria. I really can't give too much feedback on the game since just about everything that the game presents is done qutie solidly.

One props I will give is that the cute cover art of the Chattini is quite attractive. Among the tons of other games I saw, this was one of the first ones I played because the Chattini was cute.

I think the main feedback is just a hold to fire option instead of spamming the attack button. I also couldn't quite tell how much health I had.

I feel any other feedback I may have is more along the lines of wishing for more content rather then feedback.

Hi Rusu! 

How ya doing!

Pretty cool game you got here! I think it is one of the most mechanically coherant games I played so far. Every mechanic fits well and is tuned to work with the levels. The level design teaches players mechanics well and  forces players to use each mechanic properly.

I will say though that I did get stuck since I didn't realize you were supposed to kill all the enemies in the indoor section. So something giving feedback on that can be helpful. 

I am also.... very .... very bad at this game. And I can't seem to tell why. As you know, other people were able to quickly pick this up and make a lot of the mechanics given. I can see the potential of all the mechanics but can't seem to wrap my hand around it.

I THINK that one thing that messes me up are the enemy attack patterns. I cannot be quite sure but I think there is some random offset that the enemies will miss by. This actually messes me up a bit since I sometimes get hit by stray bullets. And sometimes tactics I try work, and other times it doesn't. If that is the case, I think it may be better to reduce difficulty in a predictable way such as making enemies be more accurate but fire slower, or increasing the punch hitbox. I think for a skill focused game like this, making sure everything is as consistent and predictable as possible is important. If I am wrong then maybe there is a conveyance issue instead where I just could not figure out the attack pattern of the enemies.

Otherwise, I think this is a great game concept. It's what I think is fairly ideal as far as a Holomem game goes,  as this game showcases Gigi doing her abilities best, doing something particular to her. And the tightness of this game concept is something to be proud of.

This game was way better then I thought it would be.

I haven't played all the games yet. But I actually think mechanically this game is one of the best interpretations of the Corruption concept so far.  It actually feels very much integrated to the gameplay rather then being a visual or storytelling element. 

I actually liked how you don't explicitely explain what the effects of corruption are, as figuring them out and having an Aha moment that I really enjoy from puzzle games. It was surprisingly solid in terms of design. I read some other people talk about getting stuck or cheesing puzzles, but I didn't encounter anything like that in my playthrough. 

Of course, the main thing for feedback would be the presentation aspect of the game. But I think you know about that already. I think for future jams, finding a team that can focus on art or presentation can help a lot. You seem to have the design aspect of the game down, and getting others to help you can free you up a bit more to focus more on level design.

I could see there being more complicated puzzles later on that showcase the corruption effects more. 

Life is Roblox!

I am not too familiar with the Roblox Tycoon source material. So feedback is not going to factor that in. This game does remind me a lot of Factorio though, with the belts. I think a little factorio like game is actually a great concept for a Holojam game. And it certainly is original.

I thought the art was very cute. I especially liked the little grems in the boxes. 

You have quite a lot of mechanics, but they maybe aren't quite used as much as they could be. I recognize that the game jam probably added a lot of constraints. But I think a few additional tweaks can help showcase the mechanics you already have. For instance, there are a lot of different conveyor belt patterns, and the option to add extra shoeboxes, but I don't think there is anything preventing you from just going with the simplest design with just one long conveyor belt full of blue beams.

Something to incentivize a bit more planning can help showcase the mechanics you already have implemented. Things such as "rocks" or "walls" you cannot remove, a few prebuilt items you need to use,  a more limited build space, or maybe even grems being "full" after a period of time are all ideas. But a lot of things can work. 

I also wan't quite sure what exactly the blue beams and red beams do. The blue beams quickly allowed me to get so much money I lagged the game out. (But I won't lie... seeing a slow march of gigantic, burnt, marshemellows was something that gave me a laugh I hadn't had in a long time.). So just a line of text explaining their effects can help a lot.

Finally, I enjoyed the references to other members. But I think there is a lot of potential to integrate them into the game a bit more. Things such as making the corruption member's items have special properties (I could not tell if they did).  Since at the moment, there isn't really much thought needed to deciding where you want to put the members. Although maybe the joke of Gigi Corrupting people with Roblox alone may be worth it.

It's good to see someone make a game like this for a gamejam though! Good work.

A nice little project, and the art is really lovely!

However, I for the life of me could not figure out how to consistently get home runs. I could get hits, but trying different timings and positioning did not seem to change the result. I got lucky maybe once or twice but that was about it.  

I think adding a tutorial or a bit of feedback after a swing can help the player get better at hitting things consistently. Something like a "too early!" or "too late!" message can be very helpful with keeping players engaged! I also think you guys have some great art. It would be cool if some of the art was featured more in the game.

I think the scope is well thought out for a game jam, with some potential avenues for future development (such as more batters). 
But I don't really know what it has to do with corruption.

Really glad you enjoyed it! I'll be sure to get to your game soon! It's art also caught my attention.

There are actually a few hidden cheat codes in the game. I think you may have inputted the unlock gravity cheat code button combination. I thought it was well hidden enough to not be run into. But it is Jump + Interaction + up + Ability at the same time to unlock invert gravity.
As for the both ability bug? Not sure what could have caused that. May have been related to activating the cheat code in a weird spot.

Regardless, you can also reset a room using the Pause menu if you get stuck.

Fixed the up UI input bug before the grace period ended!

As for aiming throws. Well, that's a bit more of a change. Maybe some other day.

Hello! Thanks for the feedback!

I am just curious, do you recall any specific frustrations with the UI navigation that you encountered I think it may be possible that could be something that I may be able to fix.

(only if you want to of course)

Hmm... Not sure where the bug is coming from. I updated it so selecting restart from the pause menu should deselect whatever you have selected though. It may be worth a shot to see if that solves the issue?

Oh! So you can! Yeah, I think this may be just a case of needing a tutorial prompt or something akin to that.

I understand... my game also suffers from a lack of text to explain things.

I find that in my experience, text that is forced upon the player tends to be skipped. I while back I worked on a game before where there was a text box that says "do X", a playtester skipped it, and then immediately asked me "I want to do X, but I can't figure out how to do it".

But when there is text that players can open at anytime, or players seek out, I think they're much more willing to read it since they reached it voluntarily.  So maybe the tablet could be a way to show info?

I can tell you worked a lot on the sprites though, the production value of the UI elements and presentation shows. 

Quite ambitious! There is really a surprising variety of environments in this game, with a lot of 3d environments that actually feel quite different from each other.  You do end up navigating each level a bit differently and they indeed feel like very different locations.

I know that with Game Jam constraints balance is pretty tough to maintain, but I do think that more enemy variety and balancing can help a lot. Since there are only melee enemies, ranged skills are very powerful. With a few upgrades I did not end up using my melee attack much. You can also defeat a lot of enemies outside of their aggro range, maybe making them aggro onto you if you hit them would quickly make the levels more challenging. 

I think there is a lot of demand for a 3d hololive adventure game. 

I think... I ran into a bug? Suddenly my resources started shooting up like crazy. Not sure how I triggered it.

Anyways! I think just a little bit of time for someone to get used to the UI before the timer starts counting down could be useful as it did take me a while to figure out that you could switch between characters and give them unique weapons.

I also kind of wished that the weapons had more unique requirements, as you don't really have to alter your strategy very much to max out each weapon (assuming you don't run into the infinite resource bug)

Congrats on finishing your first Godot project!

It's hard to finish a game in only a few days but you did it!  The premise of the game reminded me a lot of chaos theory.

The game did get a bit predictable though, as I was able to find a pretty consistent position to click on the screen so that the balls would always fall into the leftmost target. I think a few things that can make the pattern of the balls more chaotic can help with the premise of unpredictable events. Things like moving bumpers, bouncier balls, spinning elements, etc.

The art style is very consistent and the writing does help carry the game through.  The presentation as a whole is great with the enemy types, fonts, and UI being very coherent in presentation. 

I think the game could use a few more numbers for displaying things like HP and stats. I would sometimes get a stat increase on a character and not be too sure what it means. There is also an issue where if you hover over an item the textbox explaining what the item does goes off the screen.

I really wanted to understand how this game works since it FEELS like it could be a very unique puzzle game. And unique puzzle ideas are kind of hard to come by. But I really had a hard time figuring out the mechanics of the game.

I think just a few more hints somewhere could help a lot and help me engage with the mechanics. 
On the other hand, the presentation of the game is really well done. The little intro dialogue, the sprites, and even the itch page itself added a lot of production value to the game which added a lot of "weight" to the puzzles.

The tablet you can interact with is cool, but I wished it provided a bit more explanation regarding how the game worked. I feel like there is a lot of opportunity to even give tutorials or hints in a way that still feels mysterious and fit with the vibe you have going on. It would be satisfying to figure out as well!

This is... the perfect Ririka game. 

I really hope Ririka finds out about this game. The game over screen is so funny. 

Not much else to say really, simple concept executed well. It does everything it needs to.

Well done! It takes a simple looking concept and iterates on it surprisingly meaningfully. I enjoyed seeing new mechanics/obstacles pop in that kept things fresh as the game progressed. And the difficulty progressed naturally as these mechanics started to overlap with each other. There was quite a good variety of challenges with the tools and obstacles that were given and they felt very explored. It feels like a complete package that uses everything that it presents well.

Now, I also got confused a bit in the tutorial with the double jumps. But everyone else already mentioned that.

I didn't even know there was a secret level until I looked down into these comments so that's actually really cool.

Controls and movement felt shockingly good for a game jam game.  Punching was also very satisfying. That's quite impressive as it can take a lot to get that right.

There are also a few things I thought were quite cool in this game. For instance, I think what you did in the Title screen where you punch the rock to start is actually really clever. It's both a "tutorial" and a cool intro that reminds me of old arcade games.

There are however... SO MANY ROCKS. There was stuck at 9 rocks for a very long time, and there were a few moments where I saw some rocks in tricky to get to locations and was like "Ah! So that's the one the devs wanted me to get to." I had a few "platformer puzzle" type moments where I would try to figure out how to get to that rock... only for it to be empty.

I think some indication of where the necessary key rocks are could help. Maybe a little glow or slight change of color. Or... another option could be just putting more keys. Since figuring out how to get to some of the tricky rocks is actually pretty fun. It feels like you guys put a lot of thought into some of the paths to these tricky rocks.  It's just that finding out the rock is empty is kind of disappointing.

What was the 2nd white feature going to do? Would it give you a 2nd dash? Double Jump? 

The silhouette is a good idea for solving that issue. Yeah, I think the camera thing has been something that everyone has brought up. It would definately be something that I'll want to fix if I keep working on the game.

I noticed a lot of players would end on 2/3 pieces. It makes me wonder if a re-try mechanic, or giving more time would help with that. 
Anyways thanks for the feedback!

Thanks for such kind words!

Thanks for playing the game!

I thought of the game a bit as a risk assessment/resource management game, where the lantern time is used to encourage you to try to plot out paths that are shorter or less risky. 

I think a game where you have unlimited time to explore would be interesting. It would be more sandboxy in nature and exploration-focused rather then optimization focused. But it may end up being a pretty different kind of game with different pacing.

It's incredibly impressive to get so much done in such a short time. Clearly a lot of work has went into this.

Well... you know me IRL so I already told you everything I thought and all the nitpicks I had with the game lol. But one thing I will say is. There is a lot more to say about the game because you have provided so much that the players have a lot more to engage with, and as a result there is a lot more feedback and a lot more that can go wrong.

I hope you don't let it get to ya! The premise is cool and combined with the visuals this is a game I could see myself getting excited for even outside of the context of a game jam game.

Thanks for playing the game! Your words mean a lot to us, as we thought that your game was also very well-made. So hearing this from you guys is great.

As for the feedback. All of it sounds very useful! We actually didn't get that much playtesting in (not as much as we hoped) so feedback like this is very useful.

I'm hoping to collect some feedback, fix some bugs and maybe post it as a little game.

  • Art is very well made across the board. The amount of animation is impressive for a game jam.
    • Generally all the attack animations are quite nice But in particular, the Ina tentacle spin, and Gura wave look particularly cool.
    • In combination with the SFX the gura wave is actually quite fun to use. Waving through a big group of enemies is cool

However, I feel like the enemies are a bit too tanky. They take a lot of hits to be defeated and it’s hard to tell when they are defeated since you are attacking such a large crowd of them. It sort of makes it difficult to feel like you are dealing damage.

An hold to auto-attack feature would be very much appreciated.

Also, it can be a bit difficult to tell what the random buffs/debuffs are. You are often looking so closely at the action that it’s hard to notice the buff/debuff icons on the top right of the screen.

  • Some kind of Visual Effect when they change can help.
  • Also, I am still not quite sure what the buffs/debuffs are. I do notice my cooldowns going down sometimes so that may be at least one of them.

The title screen alone adds a level a production value that really elevates the feel of the game, as does all of the unique character portraits and assets.

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This game has Zeta in it and as a result I love it!

On a more serious note, I feel like this game tries something unique and exeecutes it quite well! It can be very hard to execute something new , so doing it in 2 weeks in a way that demonstrates the mechanics clearly is very cool.

This is a game I could see expanded upon and made into something larger! (If you are into it)

The attack animations are a nice touch and really help make the game feel complete and have the flair of a bigger product.

  • Being able to test out the controls before the game starts in a safe environment is good game design.
  • Also showing the controls in-game is quite nice.
  • There is a bug where Baelz can still get hit by projectiles in the top row while she is in the middle row. Her hitbox may be a bit too big.
  • Art generally looks good. However, more importantly, it's very consistent and fits together. I think that's a smart approach for a game jam. 
  • A win screen and win condition is automatically a big plus for me. However, it may be nice to have some way to tell how far along you are in the game. Like a timer countdown or some other UI element to know how close you are to completion. I actually didn’t know that the game had an ending until it suddenly happened.

  • Kronii’s animations are very well done and add a lot of charm to the game Good impact on the punch animation in particular
    • It would be nice if some of the backgrounds and menus were also drawn in the art style. Or if enemies had “hurt/defeat” animations since it worked so well for the Kronii sprites. But me wishing for these extra things is really just a testament to how well established the Kronii art is.
  • The game having an ending helps make the game feel a lot more complete. It gives the game a lot more purpose. But some way to better keep track of progress towards the ending would be useful.
  • There is an bwhere you can interrupt Kronii’s punch with a same punch if you spam the attack button.

OMG A ZETA GAME!

My Zeta Bias aside, I feel like this concept has a lot of potential and the idea is quite fresh. It's something I could see developed further.
That being said, the multiplayer was a bit broken when I tried it and I could not get very far when I played with a friend. The Bazo player had a lot of difficulty moving after being connected. The fact it works as well as it does within the timeframe you have is impressive though. I've worked with network games before and even getting them set up in any form is tough.

Very well polished! Very well scoped. I think it’s one of those cases where the game is really as good as I can imagine this concept will ever need to be. It’s not missing anything and adding anything to the game would be fluff.

Not too much else to say. The art is pretty and music fits well. 


The addition of a score server is extra cool and adds something special. (even though I suck)

Good example of a game jam game! A Well scoped, well defined concept executed well.

Everything that is in the game feels complete and it doesn't feel like there is really anything missing from the experience. (I may add some kind of hitspark on hitting Baelz but ah well)

Art style is simple, but very consistent and as a result looks very nice. 

I suck at this game.