The demo felt a bit on the short side but I liked the art style and Pluto character introduction. I wonder what sort of relationship dynamic Pluto and Gaella will have.
Soul Narrative Games
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Your game was definitely game was definitely a fun little brain teaser with a super nice art style. The game definitely gave me Super Mario Galaxy and Superliminial (which I haven't played but know about) I also made an Alice in Monderland theme game for the GMTK 2024 Jam, but due to some technical difficults I wasn't able to get in on time but it's still here on Itch.
Meet the cast of my upcoming game, "Echoes of the Scourge".
Odette: She is the main character of "Echoes of the Scourge". She is a kind and curious girl but is rather shy, finding it difficult to speak her mind despite her intentions.
Elek: He is the secondary lead character for "Echoes of the Scourge". He is confident and looks out for others, but his brash nature leads him to say and do things based on his emotions.
#anime #manganime #rpgmaker #indiegames #indiegamedev #indiegamedeveloper #oc #originalcharacter
This is the first time I made an announcement for my game before its released. I learned from my brother that I should drum up some attention before releasing my game.
This game is an RPG with Horror elements. You will have to contend with an ever-filling Blight meter. If completely filled will turn your character into a rampaging monster temporarily. However, there are skills and a transformation that benefits from a high amount of Blight. Outside of battle, explore a desolate copy of Springure, learn about the past and meet monsters eager to play games with you.
You can find out more by checking out the link: https://soul-narrative-games.itch.io/echoes-of-the-scourage
I really liked how the story of the hospital unraveled, you definitely took a tired idea of a haunted hospital and put your own spin on it. I also liked the characters as well, Vasilis was thorny but I liked how he developed into a nicer person. The interactions between them and Mary were one of my favorite parts of the game. So overall, another great game from Arcadekitten, looking forward to the next game whatever it may be.
This game definitely has a gripping story and interesting characters. Bonnie was definitely a good character, she eventually overcame the obstacles that stood in her way and was quite endearing. The puzzles were nice, although there were a few too many code puzzles. (Don't sweat it though I did the same thing in my first RPG Maker game too) One critique I would make is during the maze section I would add an event in entry way you get the item the enemies don't lock you in there.Then set the event's priority to "Below the character".
I'm glad you liked the game, it was a nice change of pace for me. MZ and MV maybe similar but the quality of life feature of event locater thing is like a blessing, definitely makes it hard to go back to MV. Using plugins also feels a lot smoother.
The game doesn't have a horror as a genre but I thought I would foreshadow it it's arrival. These is actually two endings in the game though, so there is another ending you could get if you haven't already got it. You just have to win the "debate" with Avil in the ending
I liked this game, the characters felt grounded and relatable. Mei and Chrissy relationship was a joy to watch as they both go through the struggles of life together. Their parents were also well-written the parents are usually forgotten in most stories but I appreciate you took the time to flesh them out too.
I really liked the premise of this game and the overall atmosphere of the game. I also liked the backgrounds and the sprites. The jumping isn't precise enough and having the high jump as "Enter" makes it feel awkward. Maybe, set it on the "S" key since it is on the same side of the keyboard. Also, I would make a square around the arrow so it's easier to telegraph the jumps. Natalya development was excellent but the rest of the characters felt a little flat in comparison. I think with some polish and fleshing out some more character details you could easily make this into a full game.
In battle and sprites, the stylization is almost necessary since you don't want to lose detail. The critique is applied to the illustrations of the characters, although making all those drawings to tell the story is an accomplishment on its own.
The numbers of adult anatomy are ingrained in my brain, other age groups I still have to look up though. I am more of hybrid of storyteller and artist by trade because I highlight those elements in my own games.
Anyway, look forward to any future games you may put out.
I see you also submitted to this IGMC after the Harold Jam. I tried but couldn't come up with any good ideas. If this returns next year I am going to try to get a game in.
Anyway, this game was short and sweet. You did an excellent job incorporating the theme of the jam. It was delivered in such a way no words were needed. It reminded me why I started to take a liking to your games.
The only critique I could give is the heads of the humanoid characters are a little too big. (They would be roughly 7 1/2 to 8 heads tall if they are adults or teenagers.) Other than that you hit it out of the park with this one and I hope you rank high for this game.
The game feels very unfinished and not player-friendly. I understand it being a prototype but demonstrating how to put the blocks and other mechanics is important to a seamless play experience. Also when the main character talked before the corridor you kept switching between his "???" and "Kadena", when you were talking to the other NPCs. I think in the intro cutscene where his name is established to the audience you should keep his name "Kadena" from now on.
I really like the premise of this game. It used the jam's theme of Rebirth really well. I like the little bits Rebertha commented on her surroundings and her interactions with others. The puzzle felt unique although the only element I feel that was underutilized with the Spirit Projection. Overall, it was a fun game with unique mechanics and an interesting premise.
Thanks for the feedback, I am glad you liked the karma system. It was my partner (JBo) that implemented the limited uses I think it's good in concept but it's like what you and many others have said just refilling the Elemental skills with items only can be cucumbersome. The ultimate skills you learn by obtaining the books are meant to be limited skills.
Are you referring to the art style or the style of the games?
You contact me through Facebook: https://www.facebook.com/kazuki.takamura.58
This is quite an impressive game, despite it being your first game and you make it in 20 days. Although there are some repeated events you could fill Self Switch on for when you play it once. The characters were charming, the fourth wall breaking was appropriately placed and the story had layers the more you played. I also noticed you made this game in 2020, that was a year after I started game dev, just as a random thought.
The adventure with Antonia and Victor was fun, they had really good chemistry. However, you could have taken some of the dialogue bit more seriously, because it is jarring in some places. I think moments of comedy should be fewer but you shouldn't get rid of them completely, it adds to the charm of the game. The dialogue was a bit rough in some places so maybe you could proofread some of it unless English your first language.
Overall, it was a pretty solid game despite it being your first game.
There was a visual bug I found those.
All the various Harolds designs were great to see and comedy in this game was well done, although the term "harold" being attached to everything was a bit much. The battles were a lot to swallow at times but, the story kept me invested. Despite the story being a typical anime tournament arc with minimal stakes, I got more invested in Zakrias's conviction to be his own person. The game's story definitely feels like a bigger world, I think I might play last year's entry eventually to get the context for this game's events.
I like how you used the Legend of Zelda method of discovery and trial and error teaching strategy to make the player learn the game on their own. I can tell you are well versed in teaching players invisibly. Although the lack of a story hook minus Harold's dark nature and seeking the villain wasn't enough to stay invested. I will say, this is a pretty well-put-together game and the puzzles were fun.
I liked the character busts used in the cutscenes and the battle tracks you used for this game. However, the rest of the game felt too stripped down, like Harold having one attack and not having any options other than using the skills assigned to each character. However, I think the story is where the game suffered the most. It lacked context and lacked any sort of impact.
My suggestions of how the events could have played out: Harold and his friends enter the dungeon where the goddess was, and state how Demon King has affected their home or world. Then go through the dungeon and face the Goddess of Darkness. Then they get the sword and face the Demon King. Then when the King is killed you could have Harold take over Harold and he becomes the new demon king or when they try to return it the sword disallows Harold to leave so they have to destroy the sword to free Harold.