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A member registered Mar 10, 2018 · View creator page →

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Howdy! The control scheme allows one player to use the keyboard and another player to use a gamepad, but it doesn't support two gamepads. I think only the 'A' button will select an option from the title screen, pressing the start button on the gamepad will let the 2nd player use the gamepad once you've found the companion.

Thank you, it really means a lot to hear you say that! I'm really happy with how this entry turned out, but it was built on top of previous work. First I made a janky Pokemon clone in two weeks, and then I made enough improvements during RPG Mania IV to have a functional Pokemon clone game engine available for this jam. So I guess the first step to making a polished entry is having a rough one you can improve upon later.

Thanks for playing my entry and giving feedback! The dynamic line of sight is something I've included in several of my game jam entries mostly just to demonstrate what can be done using with a custom engine. I think it makes sense to use line of sight in this game to make the world seem bigger and to show off the palette fade effects when a map tile transitions between the visible and hidden states, but I have no idea if I'm overdoing it because I can't get lost in the maps I designed myself. So that's really helpful feedback and I'll probably add more paths and clearings to the grassy areas, and eventually I'd like to add a minimap or some other navigational aid.

This is a tactical RPG created using RPGMaker MZ and a plugin that converts the standard turn-based RPGMaker battles into something more like Fire Emblem, but looking at the game summary it was originally started in Godot and then the RPGMaker entry was created right before the deadline after the original Godot project got corrupted. Given that context, it's a pretty solid salvage attempt and I'd love to see what can be done using the entire jam duration.

Understandably the game content and balance feel unfinished, but I appreciated that the sample mission had a clearly defined objective and a simple narrative about holding out against continuous enemy reinforcements until help arrives from friendly airstrikes. During my first playthrough I treated it as an ordinary 'exterminate everything' kind of mission and got frustrated, but the second time I played defensively and it worked out surprisingly well.

Issues with project file corruption can be prevented by using a source control system such as Git. Even if you're working on something solo, source control will at least provide backups and allow you to easily roll back any new changes that introduce too many bugs. I always use source control even on solo jams because I develop on both a laptop and a desktop and have to frequently switch between the two.

Thanks for reminding me to fix that, fullscreen mode is now available on the web build.

Thank you for the feedback and the bug reports, I hadn't considered the potential crash on the web build during battles when the Item and Switch buttons are disabled. The greyed out button crashes are all fixed now, but additional work remains to fix the load times, fullscreen mode, and save/load functionality for the web build.

It's rare to find sprite character assets with quality animations, especially ones with multiple directions including diagonals. This style would work great for an isometric tactical RPG, hope to see additional characters in the future.

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Looks like this returning 3D entry from RPG Mania VI has added two cutscenes, another fight sequence, and a prototype for a 1st person open world in an urban setting. I like the not-quite-lowpoly but still polygonated art style for the 3D character models, and I felt like I had a better idea of where the story is heading from the previous entry.

The combat sequences are still in a prototype state but have a lot of potential. I think there's an issue where the enemies will get so close to the player that they step inside the hitbox of the player's punching attack, and might suggest either increasing the player attack hitbox size or have enemies stay slightly further away from the player when pathfinding.

I was surprised to see the 1st person open-world map at the end, guess I was expecting a formula more like Hybrid Heaven or The Bouncer. Those are what come to mind when I think of PSX and PS2 era street fighting RPGs, but I'm happy to see this entry return, especially because it's a 3D game which is a little rare for this particular game jam.

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Really excited to see a fully playable combat system that feels like a mashup of Pokemon and SMT. I liked the art and overall Mother vibe for the overworld map and enemy designs, and the overworld music track stuck in my head the next day.

Some improvements could be made to the flow of battle events, like flipping the direction of the little arrow indicators when an enemy is making an attack to clearly indicate which enemy is attacking which player character, use multiple arrows for multi-target attacks. But overall the gameplay feels very complete and the largest area for future development is story and characters, and I hope to see this entry continued in a future jam or as a standalone project.

Alright this was made in RPG Maker XP, people can download the RTP from the official RPGMaker website, make sure to get the one for XP specifically.

Hello, I'm an experienced game jam programmer specializing in RPGs and other narrative-based game genres. I have a game concept for Magical Girl Game Jam #10 that I'm very confident about, but I'm going to need help from an artist to make character portraits with a few different emotion states. If you're interested in working together feel free to reply here or DM me directly on the Magical Girl Game Jam discord server.

Which engine or framework did you use to make this entry? If it's in the RPG Maker family it may require users to separately download an RTP package that has all the standard art/audio assets for that version of RPG Maker.

I'm getting a launch error when I run the main executable

Actually on second thought, can I get confirmation if address information collected by itch.io for the 2015 EU VAT MOSS regulations are provided to the seller?

These look great and are animated very well. Would have enjoyed collaborating some time but an asset pack is the next best thing.

This was a fun game, I enjoyed the destructible wall mechanics and thought they were implemented and used well. Combat was a little difficult due to the low initial health and lack of a windup to enemy attacks, so they're able to attack as soon as the player strafes around a corner. Voice acting was a nice touch and helped me avoid a death. Overall a very cool entry and I hope to make a dungeon crawler with destructible environments too some time.

Just a prototype and not a complete entry, but I'm still impressed by what was accomplished using such a lightweight game library in just one week. The overall visual presentation and GUI layout looks very nice and is easy to read. I think this is a solid foundation for a dungeon crawler and hope to see it developed further.

This entry has excellent environment design and a classic Lovecraftian action game vibe that makes good use of the game jam themes. A minimap or some other indication of which spaces the player can traverse would be nice, but the tight scope and plentiful visual landmarks help the player to navigate the game world. Cooldown indicators might be a good addition to the battle system to let the player know when their attacks are ready.

Very impressed by this entry, the 1st person dungeon navigation is implemented expertly with solid level design and it makes good use of the game jam themes. Overall a very well-executed and well-rounded entry.

This entry felt very visually polished and I enjoyed the implementation of the combat system and the basic movement controls. Surprised and impressed by the size of the game world, but it really needs either a minimap or a waypoint system at this level of complexity. Overall this is a very technically impressive entry.

I really liked the black & white wobbly aesthetic, and I enjoyed the combat mechanics and thought they were implemented well. Would recommend toning down the wobbliness on the UI elements for readability, and the 1st person dungeon crawling is frustrating at times due to the lack of compass indicators or apparent motion when advancing down a long corridor, especially if the automap ability is lost. Overall thought this entry was very unique and visually striking.

That's correct, the crash is triggered when Lop reaches LV5 and attempts to learn the "Health Shower" ability. This is a typo and the ability is actually named "Life Shower" so the game crashes when it fails to look up the ability details. This normally happens after defeating a tentacle, but can happen any time the party reaches LV5.

Thanks for the comment and the kind feedback by the way, I'll upload the fixed version after the voting period ends.

Thanks for the bug report! I've fixed it but won't be able to upload a new build until the voting period ends. As a workaround, you can still fight the Kraken right away without defeating the tentacles. It will be tougher, but the Angel Ray spell that Lop learns at LV4 is highly effective and can beat the Kraken after ~3 turns.

Happy to see this entry returning from the previous RPG Mania, and very pleased that game mechanic systems have been implemented for combat and skill checks! Overall it feels like this entry is getting close to a feature-complete state where it could be published once the content for the main story is finished.

Implementation of the skill checks and travel map look and feel great, especially after the post-jam tweak. Combat system is adequate but the UI still needs further tweaks like icons for the battle skills and animated indicators when the player gains energy points. If this game is using vector art and there are no plans to have a movement grid during battles, then the overall visual composition of the battle view could benefit from zooming in more closely on the player and enemies.

Overall very impressed with this entry and hope ya'll continue the great work!

Very impressed to see a mostly functional engine for a card game in the style of Magic: The Gathering! That's not an easy feat, and more complicated than a conventional JRPG battle system. This entry also engaged with the elemental theme. I played a round using the fire deck and won by eliminating enemy summons with direct damage spells while growing my own army of summons past parity.

Development of the game UI seems to be lagging behind the implementation of gameplay features, so additional work on the UI is the obvious biggest priority for future development. The indicators for available mana points should probably use graphical icons or have a mouseover tooltip to make it clear what they represent. The UI for displaying the cards in the player's hand is functional enough for now but would be a good candidate for future improvements - maybe look at Slay the Spire for a good example of how to display and select a hand of cards.

Finally, story and characters are difficult to integrate into a game like this, and there aren't a lot of good examples to use as reference. If the game will be a series of 1v1 duels, then competitive puzzle games like Puyo Pop or Puzzle Fighter might be good examples of how to introduce characters and establish a narrative. There's also an old MtG game from the 90's called Shandalar that was ahead of it's time and has a story and a slate of rival planewalkers to battle against - would recommend checking it out for inspiration if you're not already familiar.

I was impressed by the amount of work spent on creating the island environment for this game, and I think it has a lot of potential for future development. Enjoyed moving around the underwater areas but also encountered some bugs while trying to jump back onto dry land that caused the player character to start sinking through the terrain. Although fixing bugs and implementing the casino games should be the highest priority, it's not too early to start thinking about the story and characters, and how to integrate these into the planned gameplay elements.

Happy to see this entry return from RPG Mania 6 with some bugfixes and gameplay tweaks! Graphics and music are solid for this current stage of development. Game plays well but has plenty of room for future development,  such as attack upgrades for the towers and archers. Adding some indication of enemy health or the amount of damage inflicted by towers/archers would also be a good priority for future development.

Should note that this is a tower defense game submitted to an RPG-centric game jam. That's fine, but now's the time to start incorporating more story and character elements. A simple way to do this might be to have each enemy wave led by a unique enemy commander who gives a brief introduction at the start of the wave, followed by a defeat speech if eliminated before reaching the castle keep.

You're a little over halfway through the game content - I'll post a full video playthrough to the game page soon. This is the first time I've received a crash report and suspect it may be related to a pixel shader effect used in the post-village training cutscene. Are you running this on Windows or using an emulator on MacOS?

I believe much of the content for this game was created before the game jam period, but I'm not going to complain - this was a very entertaining entry with a lot of time clearly spent on polishing the battle encounters and adding gameplay features. I also particularly liked the background music and thought it matched the atmosphere well. Aside from a few hanging bugs, my only real complaints is that I'd like to see more equal opportunity fanservice for the ladies to appreciate too.

This looks like an action RPG with a lot of custom work done on the gameplay mechanics, and using character sprites either adapted from or made in the style of the Mana Seed asset pack. Very promising and has more content than I expected with a lot of effort put towards building the setting of the game. Combat mechanics are functional enough for a game jam entry, but mostly boil down to walking up to an enemy and mashing the appropriate attack number button. Probably the next feature to focus on is giving enemies clearly telegraphed attacks so that the player has an incentive to move in and out of attack range and give a more natural flow to battles.

I liked the visual style for this entry with the heavy use of red as an accent color, and the shaded polygonal look for the main characters. Backgrounds probably need to have some texture mapping applied or just be replaced with 2D billboarded backgrounds, but otherwise I think the visuals are fine and future development work should focus on the controls and combat mechanics. Looks like the combat system is still just a prototype but I'd be really excited to see a street-fighting RPG in the style of Hybrid Heaven or The Bouncer.

Was stunned by the intro - it looked and sounded professional grade. Game mechanics are still a work in progress but loved the art style and yokai theming for the characters. Would love to see the implementation of a skill check system for completing quests, and just a little bit of animation for the player character and NPCs would really look outstanding with this art style.

Really happy to see a complete battle system created from scratch for this entry! Still plenty of work that can be done to expand the battle gameplay of course, but a quick and easy tweak to improve the gameplay flow would be to move the HP counters and targeting buttons down closer to the enemy/player sprites. Ideally the sprites would be placed over the targeting buttons so that you click directly on them to select the target of attacks and healing abilities.

Also I'm not quite sure how to describe it, but I really liked the wave and water shader used during battles and how the waves were animating so quickly, like it felt like some kind of manic Spongebob diorama made with paper cutouts. If you added just a tiny bit of animation (even just to make them wobble or squirm around slightly) to the enemy/player sprites it would have a really neat cartoony visual effect that would immediately grab people's attention.

Just a prototype, but the sidescrolling movement and attack controller is coming along well and the wall-jump was a nice game mechanic to include. Would recommend either re-assigning the attack button to the keyboard instead of using the mouse click, or at least making the controls re-bindable by the player so that you're not splitting the control scheme across both the keyboard and mouse.

The main character sprite looks good for a placeholder, and the side-scrolling movement/jumping/attack controller feels solid and responsive for a prototype. So overall this is a good start to making a full game and would like to see some additional work done on adding more areas to explore and fixing that minor graphical bug when switching between side-scrolling and overhead map sections.

I was impressed by the gameplay and amount of content for this entry. It did a good job of imitating the feel of the mainline SMT games with demon recruitment and genome swapping game mechanics. I'm a little unclear about the momentum system - I think the momentum boost gives a percentage boost to damage output but I'm not sure if it was explained in-game at all, and I would be interested to see that game system expanded upon.

Complete and perfectly playable RPGMaker demo about a master thief. If I could make a suggestion, give the master thief someone to talk to during their mission. They don't have to be a party member or even physically present, could be a fairy the master thief keeps in their pocket, the ghost of a dead sidekick, or a 'guy in the chair' who communicates remotely like the SMT: Persona navigators using telepathy or a magic speaking stone.

My favorite part of this game was the hand-drawn visuals which feel authentic and work well with the eldritch, SMT-inspired atmosphere and tone. I didn't get past the 2nd floor though because of the sensitive controls (single button press should rotate view 90 degrees once, instead of continuous rotation while the button is held) and difficulty navigating the featureless corridor maze without the help of a minimap. An easy fix to improve the gameplay experience might be to track the number of player steps on each floor, and automatically trigger the next character recruitment or boss battle after the player has reached a certain (50-100?) step count.

This appears to either be a Unity project, or a Unity web application without the launcher. If a Windows executable or a full web app with launcher is created then I will be able to play through this and give a rating.