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sheblight

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A member registered Sep 15, 2018 · View creator page →

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(1 edit)

Thank you for the comment! I do regret not having at least a wall of text at the start of the gameplay, but we will def have a tutorial if we decide to come back to this!

It is creepy clown o clock indeed. Thank you for trying it out!

Thanks for playing! Big fan of the visuals as well. And you are EXACTLY on point with the game I personally took inspiration from for design haha. We did take time to simplify so we can convey at least our core intention (controlling chance). So unfortunately it came at the cost of polish, but glad that the idea went through!

Thanks for playing! The game looping after you open the gate is intentional unfortunately because we had to cut out certain features after spending a bit too long designing the mechanic. Same goes for the number of events. We'll definitely take your feedback into consideration if we decide to polish this up a bit more!

I don't think I can get past 12 mainly since it gets too hard for me lol
Overall this could use some balancing to make it enjoyable since it feels more unfairly difficult atm. I think having the enemy spawn less and random events less intense at the beginning, then gradually build up could allow the player to at least not die within the first 10 seconds. Nice effort though!

The player event triggering jump is pretty cool! I like how it balances out beneficial and detrimental effects and I'm sure it has a lot of potential usages. The only event I didn't quite understand was the heart since the coins seemed to represent health, but the rest were pretty intuitive. It would be cool to see some armored enemies that can't be attacked, for instance, until you roll an armor-breaking ability. It could create a way out for some players if they were struggling, which could feel pretty good. Good work!

This reminded me of the game Ghost Trick which has a fate altering possession mechanic and was one of my favorites. I liked the direction that you went for in having objects behave differently to trigger different reactions. The music is nice as well! 

A bit of key control description would help and I think there were a lot of co-workers in the game all dying pretty simultaneously. If you were developing this alone, maybe reducing the employee count and polishing on the co-workers' AI would make the workload more manageable.

Overall, I think you should keep polishing up on this concept, I see a lot of potential in this.

I like the RPG element you added to learning/practicing Hiragana! (Also want to point out that Hirigana is misspelled) I think it's a neat little game that would work well on mobile.

Maybe you could add a level system for each Hiragana column (for example, あいうえお for level one, かきくけこ for level two, etc) so the player can sink in the material incrementally.

Very interesting how you made a dating game a 2D platformer!

Overall the user interface was pretty clear and the tutorial was easy to follow along. The swinging mechanic felt pretty good and I like the prompts that were randomly blurted out on mistake lol 

What caught me a bit off guard initially was the first scene, I wasn't familiar with the mechanics, so it took a bit to figure out what it was. It's a nice detail for keeping the scenes consistent, but personally I'd keep the game mechanic away from the main menu to not confuse first-timers.

Pretty cool!

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Hey Signol, thanks for the feedback!

As for a hint, one cow from the pasture is on the loose and finding it is the key to restoring the pasture.
We definitely plan on adding sound effects and music (including visual bugs + some narrative clarification) when we polish this up!