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Soraora

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A member registered Sep 03, 2024 · View creator page →

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Boa ideia!
Aqui o vídeo de gameplay:
Obrigada por jogar!

Will admit my keyboard doesn't have a numpad, so I had to open up virtual keyboard for this... Still simply think that essentially programming a whole violin for us to play is incredibly cool, and the simple imagery of playing it for the old couple is pretty and memorable. Genuinely cool experience!

The artstyle is not just beautiful, but also has some of the most focused aesthetics I've seen from any of these projects. Very pretty overall. The text bubble being outside of the game is a super evocative choice, just a bunch of good little details like that I could point out. Made me feel very breztel :D

Artstyle is amazing, the 3d modeling here was wonderful to look at. The music choice at the end was fun too haha (the saxophone tho). This one's 'calm before the storm' prompt usage is a bit vague though, most of the minigames  are too different from eachother to feel like they're increasing in tensity. Making something this pretty in a week is amazing though!!

I like the idea of a game with the "calm before the storm" theme having a ship upgrading phase as a metaphorical calm, and then flying through a tornado as a literal storm. Game is a bit laggy, but I also like some of the particle usage here. I succeeded in a mission, and the cargo I needed to bring lowered; it'd make sense if the more I upgraded my ship, the harder the missions got instead.

The art here is simple, yet can suddenly stick out as stunning at certain angles. Love the dithering on the lighting. The song lends atmosphere well.The theme is used in an abstract way I think hits well, and the dialogue is evocative here. Plus, the randomized playthrough elements mentioned in the description are genuinely well-placed for a story like this. Wonderful stuff!! Though, sometimes I walked past things too fast as to miss dialogue (still kinda fits the themes of the game? lol) 

I like the animated cutscenes :)) Props for making that and the dialogue system in python. Maybe there should be some feedback to show that each character has more than one line of dialogue, as well as when they run out of dialogue. Also, was seeing "p" in the middle of the screen where the dialogue was before I interacted with anyone, is that supposed to say something else?

Artstyle is absolutely amazing, your team did wonderful there. Music is also nice, I like that anxious one that plays during rush hour. Finding the rhythm to beat level 4 was pretty fun! I do think you could've ramped up the difficulty faster, or removed Level 2 or something, it becomes a bit repetitive. Also, I personally dislike mashing mechanics in games, would prefer if you could hold the button down (unless I misunderstood how the cooking works, if so sorry!!). Overall though, good job, really stands out!

The base mechanics here are very fun; how quickly it gets into interesting formations of weaknesses you have to tree reset for is well-paced. Our friend watched us play this, and decided they should no longer have a grudge against auto-battlers because of it. If this had more than a week to be made, the first thing I'd want is a sound effect for our cooldowns; you can't really look at your own cooldowns, enemy rotations, and skill tree at the same time. Just not enough feedback is all. Amazing work getting an online leaderboard working for this, by the way!!

I was running into bugs playing this--I could infinitely spawn the turrets for some reason--but intentionally playing while ignoring that is interesting. Initially weaving through projectiles to pick up coins, until you can eventually build up a safety net feels rock solid. In a game developed in more time, it'd need a lot more variety in both weapons and enemies for it to stick.

If you don't mind playing things like visual novels, that aren't quite the same as your average video game, check this entry out.

Game page:
https://teammillennium.itch.io/requiem-of-last-lunar-phase

Rate Page:
https://itch.io/jam/brackeys-12/rate/2971980

I looooove this one to be honest. The bosses are all very good; I like the raising complexity of the second phases, I like the chicken man one the most (cool dodging patterns!), and like that the final boss naturally counters the predominating strategy of dodging through your opponent. Animation-work is also good and brings personality. The way everyone talks with speech bubbles is even more charming. Great job!!!!!!

Good enemy design! I like the light acceleration physics on the player, and I also love how being able to knock enemies into other enemies plays into that mechanical theming. The controls are a bit tight for keyboard.

I adore the songs, they're beautiful, and the tense track works wonders for conveying dread. The graphics are very cute, and I like the character designs quite a bit, though the pixel density on the environment is a little high. I like how the camera moves cinematically, and think it adds a lot of charm to the presentation overall, though controls could lean into it more (I'd suggest tank controls but most people hate that). The part where you have to go through the fog to get to the bridge parts felt the most finnicky for me. The dialogue is also a good bookend to the experience. Very nice job!!