If that helps: i played on opera. But as I said, the stuttering only appeared twice (once after entering the water for the first time and once after dashing out of the water for the first time)
ShizaruReykah
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Really nice puzzle game! Visuals can be improved true but you were on your own so I wouldn't judge that much about it (I know how it feels as a solo dev xD). At least we can see that its actually biboo we are playing, the pebbles, saplings, golden apples and gem. As long as we see what they are supposed to be, its well done! Really loved the Puzzles! Though on Stage 7 I kinda cheesed the puzzle. Idk if its supposed to be solved like this (probably not) but if you take the corrupted pebble and jump while facing the barricade in front of the gem while its still closed, the pebble still hits the gem and the level is done. While on other maps I kinda got stuck on random stuff around the map sometimes because tiles weren't aligned properly.
Really short but nice game! As someone said before it's also quite easy if you just keep spamming your attack button. One way to make it more challenging would be make the enemies not oneshottable but instead having like HP or something. But otherwise i didn't really see anything to complain about so its really well made and polished! Nice!
Pretty nice and challenging game and as someone else mentioned, it DOES remind me a bit of ghostrunner xD
Nontheless, there are still a few things I would like to point out since these kinda made the gameplay a bit whacky:
- Depending on where gigi is currently standing, sometimes i do wanna just launch straight forward, but its really hard to aim since gigi blocks the whole view. What you could do is that the camera zooms in besides gigi to give the player a little more view of where they aim
- I had no issues with the stains oneshotting you, but later on after reclaiming the artifact there were quite a big number of stains on the way back which were over time more annoying than challenging. you can't possibly keep track of every single bullet and everything also one-shotting you WILL frustrate players over time. My recommendations would be either reducing the number or making that if you dash into a direction, you block/destroy bullets in front (you still can be hit from sides, behind or somewhere else)
that also brings me to the next issue which happened quite frequently. Blocking/destroying Bullets would fix this instantly though. And thats the frequency of the attacks from the stains correlated to your launch speed. Many times I launched myself at stains and last second they barely get a bullet through and since i was in front of them there was no chance to evade that. This will also frustrate people if that happend frequently especially since defeating the stains is a requirement to progress further.
While I was also suggestion reducing the number of the stains in the endgame, since that would make some passages too easy I would rather increase the speed of the stains chasing you back. That would get pressure into the players and mistakes can be punishing. This would still spice up the difficuilty and make the game challenging but still fun instead of frustrating. While we aren't removing all stains but rather reducing the numbers so bullets will still come your way.
Well enough ranting I do think this game has big potential to be a solid and fun game after some polishing xD
I think I kinda bugged the game out and created an exploit? even though that too is buggy af xD
The Room where I unlocked the Time Stop Ability I somehow also got an gravity invert ability. and judging by the next few rooms that shouldnt be the case cause I literally could skip through the whole jump and run act by just inverting gravity and going to the other side through the ceiling. Now the buggy Part of that. I couldnt exactly "choose" which power to activate. sometimes it selected time stop, sometimes invert gravity and sometimes the selection even selected both abilities at once and couldnt "deselect" them. But also no matter what Ability is "selected", both Abilities will activate at the same Time no matter what. If you time stop, invert gravity also activates and vice versa. That made one of the later Rooms impossible since i needed to stop time to get a box into a hole with a button but since i also inverted gravity (which i COULDNT reinvert) the box was basically at the ceiling with no way to get it down. And that room was basically a soft lock because of this bug. Will see if I come back to it to retry it again from the very beginning without the bug xD
Anyways, apart from that, I really like how each Memory unlocks a new section of the map and the paper flipping sound is kinda satisfying to hear xD Mechanic wise also really fun!
Really love the Sprites and Artworks in this one! After reading the other comments I don't really have anything to add xD Also had some stuttering the first time I went into the water and once more after dashing out of the water. Otherwise also realized that you can still move as Gura after the ending, since the sounds still do play xD
Nice little game! Though I did stumble upon a few bugs. Or rather its the same kind of bug which happened multiple times.
Sometimes after finding anomalies and taking one of the stairs, they dont go away and stay there until I restart the whole game. For me it was the pebble, bae and the door without the handle which stayed and didnt disappear until game reset. They also didn't count as an anomaly even though they stayed which made some stuff quite confusing for if there is an anomaly or not.
Otherwise I also like the greytones you used for this one! Gave this game the certain feel to it!
Really Fun Game! Love the Artwork in this one! Though there are multiple quality of Life changes I would probably wish in that kind of game:
- pressing S or Arrow Key Down to look beneath you since multiple times its more or less "blind jumps" which makes for some HP losses (from enemis or spikes) you can't do anything against. You can use the same keybinding to also slide down if you're on a wall. The stick for the Walljump is nice and all but sometimes (especially in stage 2 inside the castle) it's more hindering your movement if youre e.g. trying to get away from these flying monsters.
- aiming gun maybe or implementing knockback for the sword for the monsters to make some stuff more rewarding. I know this one could make the game a bit too easy but with these you can implement more mechanics for the enemies to still make the game difficuilt. It's just a Quality of Life feature to make things much more managable instead of getting into situations where you can't do anything against them
Otherwise I do love the Kurokami Boss you made! Had quite some Fun with that one XDD and She's also quite difficuilt so took me a few tries. But the right kind of difficuilt xD Keep it up!
Loved the Athmosphere in this one! For the sprite it sometimes seem to not align properly with the tiles (see pictures). It's more clipping out of bounds. The collision and movement is still working its just that the sprite is not aligned properly. The Boss was quite a challenge and took me a few tries to know what to do xD But managed in the end. Still a really fun game!
Fun Game! Though for the Attacks, the normal attack kinda has zero to none usage over the charged attack. It is too slow, and does little damage so you hurt yourself more trying to hit the enemies than if you were using the charged attack. The hitboxes for the tornados also felt a little off. I kept getting hit by them even though it seems like i dodged them? Not sure in that regard though. Other than that it is a really nice concept and REALLY love the sprites!
A nice little Bullet Hell Game. But The mechanics are kinda counter productive? Like why would you need to shoot down the colored shrimps if you can just dodge them instead to not cause bullet explosions. I do like mechanic with switching gura between red and blue gura. Even though it took me a bit to figure out what the difference is so maybe add into the tutorial that they can only hit and be hit by the opposite colors. For the colored shrimps a recommendation is either as the others said include a scoreboard so there is a usage in shooting them down OR making them nuisances if you DONT shoot them down. like shooting big sprays of bullets down which are hardly dodgable so you have a need to get rid of them. Otherwise I like the idea!
Really had Fun with this game. The multitasking is real with portals on each end of the map xD Kinda stressing but I like that part of it! Really does bring difficuilty into the game! The first few waves I was thinking this game might be a bit easy but later on I realized just how fast it can be difficuilt with enemies getting so much more tanky and dealing much more damage. Love it! Some more upgrades would still be nice like gigis revelation with a big AoE Stomp Attack. But thats just a minor thing and more a thought for the future of the game (IF youre working on it post jam xD)
I...still didn't really understood what was happening after freeing korone twice xD From my understanding each time you collect an orb, doors gets locked. and each orb does lock more and more doors and Q is basically like an undo button. i only managed to get the glove once, accidently shot it into the wrong direction and lost it while i dont know what the yubi did after it touched me. on my 2nd try i didnt even get the glove or find the yubi i just freed korone without even trying to. I'm confused xD anyways nice little game you made! Could use some explanation though xD
Short and nice game! I would have loved some variation for each enemy and for both characters. And it more or less seems like a "spam to win" game where you just spam attacks while running away. That way its not really THAT engaging. Could probably use some more mechanics like charged attacks, different skills, movesets for enemies and such to punish certain attacks so you need to think of which attack to use what. But I think that will probably be too much of a scale for a game jam. And thats the reason i still like what you cooked up with this one! Can be definetly build upon into a REALLY fun game! Keep it up!
Nice Rage Game! Took me quite a while to get to this Point but this is the furthest I can get to. Multiple Things:
- I would find it nice to have some more explanations to some Stuff like idk that you could aim your Trident until I read Davids comment. Also I'm still not quite sure what red Gura exactly does. The double Jump also took me a bit until I figured out that we have one.
- I also agree with David that the viewport should be a bit smaller since it barely managed to fit my screensize without fullscreen so it kinda used up my whole screen without wanting it to be fullscreen
- Collecting the extra Jump Items stops your current movement. For the Shrimps I find it okay since you can chain it with your attack into more shrimps but for the extra Jump it kinda got into the way and is the whole reason im stuck in this level since the Items basically kill me since they stop me right on top of the spikes.
Otherwise nice entry! Love the Voicelines you used xD
Like the Idea but since it's a prototype I guess there's nothing you can really do in its current state? At least I could literally just sit there afk and still win the first night. I mean it was similiar in fnaf too for the first night since barely anything is happening so I guess it's fine. I would have wished for some ambience noises or some sound effects if you pull up the cameras or so.
Probably my favourite game of all the ones I tested yet. Love it! The Boss is not too hard, the attacks are easy to remember and dodge (as someone who also played quite a bit of other souls like games xD), but this fight still is really satisfying especially once you try the no hit run xD Besides i didn't see any bugs or other issues (except the one where you clip beneath biboo if you run straight at her at the beginning of the game which was mentioned before already). Solid game especially since you were working alone!
I liked the Idea! But it was really hard to tell when to block, when to Attack while also not knowing the actual hitbox of the Attacks which felt a little off. (Which makes it even harder with no attack animations) Needed a few tries until defeating that Boss and it took me to remember his whole move set on when he uses what LUL.
Nice little game but I do agree that this does strain the hand quite a bit after playing a while. Especially with that many otomos flying around and needing to rotate the camera basically all the time. After winning with Immerred i saw that number 1/4 which probably means different endings? Its definetly a nice little game but for the sake of my hand I leave it at 1 Ending reached xD
As someone who loves puzzle games I do like this game really much! (so much that i kinda wanna have more levels XDDD) Nice Job! Controls also feels smooth. There is just one small thing I would wish to have. And thats that if you hold movement, that you keep moving into a direction instead of waiting and clicking again for movement.
Really like this game! Balancing wise though i think the Hammer upgrade is waay too strong xD you can basically ignore the workers since you literally get like 1000 ore per second (which you can still keep upgrading). My Suggestion would be for the upgrades at least to make them more expensive the more you buy them. Also it would be nice if we can destroy buildings we placed because i missplaced my first hammersmith which was too far away from the rock and the pemaloes focused the farther away hammersmith rather than the 2nd one i build near the rock. But i can see this game become REALLY addicting xD
Nice Game! The Pebble definetly feels WAY too strong though since it can attack everything out of aggro range. Also you can easily lose aggro by running away. Other than that the dodge kinda feels a bit clunky to use. This game could also use some Sounds and Music. Felt so empty playing it without them lul
Nice little Idle Game! As stated previously, it would really be nice if you could see how many duplicates each Item has currently. and maybe more things you can do with holocoins like buying decorations or something like that. Also a small nitpick: Since it is an idle game, its usually a game played while watching streams or doing other stuff at the same time (for me at least). Tabbing out of the Game though freezes it until you tab in again. So that kinda defeats the purpose of idle games for me. Other than that i really like it!
Nice Idea but kinda buggy for me. Couldn't craft certain Weapons even though i have the Materials and the bottom part of the screen is cut off so its hard to see some of the UI (or after the Story Part which key i needed to press to continue). Really like the Idea of a Clicker Game though (even though my Finger now hurts from spamming my Mousebutton like hell xD)
I am..kinda confused of whats happening. I don't know what the cards exactly do and its more of a trial and error type of game, some card pickups appear as a question mark which is weird, the pickups themself felt weird since there was no feedback as if i collected them, the map was buggy once where i needed to restart the game to progress and overall it really lacks a tutorial. Interesting concept but really confusing.
Nice Game. There are several Things which came to my attention though which are probably either Bugs or Things i wished would be included.
- You can't configure Shioris Equipment, Formation or read her Skills in her Menu (But you CAN heal her HP and MP)
- I wasn't even sure what Nerizzlers Gyatt and Bau Bau Buttons did until i reached the Nerissa Ending. Would maybe be nice to tell the Player what these Buttons exactly do.
- The Aiming with the Camera Movement feels a little Awkward. The Camera Movement is nice but i would maybe fix it into one position once you selected a Skill (Either Enemies or Teammates depending on what kind of Skill it is)
- It would also be nice if you could use Items while in a Fight
- For Equipment I wasn't really Sure what can be equipped by whom except by guessing or trial and error every slot. Would be nice to include in the Equipment Description for which Members these are.
- The Music felt repetitive after a while. But tbh for the Scale of this Gamejam its fine considering everything else in this Game.
Overall still a nice Game which can still be expanded on. Also nice hidden dancing Calli xD
After searching for like 10min or so i never even saw kiaras one even once which should be either 03 or 04 from how the takodex is sorted. both 03, 04 and also 19 and 22 are the ones i never found. For me the Takos who swim near me while i was catching another tako are dissapearing but that was already found out from multiple people here in the comments. Otherwise really nice and relaxing Game!