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SquishyDove

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A member registered Jul 23, 2022 · View creator page →

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One of Fauna's TTRPG streams but it's Saw now.
I suppose it's because you ran out of time, but it seems like no matter where you put your pieces you end up fighting an enemy. The reroll's are good, they allow for some depth of strategy during fights aside from just who you chose when you started. The colored dice are cute too. 

I am once again saddened by the lack of story, but I think you did really good on this.

This is like mini exploding kittens. The game looks quiet nice, and feels good to play. The sound design for the music and effects is really good. Appropriate for such a high stakes card game, however I do think Gura is just a tad too noisy. Seems like she's always making her little noises (Which may honestly be true of the real Gura,  but I thought it was too much)

I think you did a really good job communicating what's happening in the game to the player, the glow for the cards, the heart tokens on the table, The little warning when you try to play a card you can't play. That's an important detail that gets missed a lot in game jams and you nailed it.
Nice game!

A silly little game where you make silly little medicines for silly little creatures. and I like that!
I did have issues seeing just exactly what the book wanted me to do sometimes, specifically the cutting board was very hard to see for me. Some feedback on certain things would be appreciated too. I thought I had broken it when I tried crafting a pill and nothing happened, but I just had the recipe wrong. It also seems prone to giving you the same ailments on the same critters twice or even thrice in a row. (Maybe I just have bad luck)

The office looks great, all of your art is so cute! The book's ailments and cures are... unexpectedly suggestive.
Nice work! I like this one!

A rarity in Holojam: This game might actually be too easy! Which I'll definitely take over too hard! (Take that with a grain of salt though, it's coming from a touhou player.) The tutorial does leave out some important details. Fortunately I learned them from this comments section before playing.
I think it would benefit a lot from a score counter, as it sits you can just sort of float off to one side and occasionally switch colors until bloop appears. (and is it playing... halloween music?)

I do like the UI in the tutorial showing you the buttons you're pressing. That was a nice touch.
Switching colors to avoid certain patterns and fight certain enemies is a cool idea too.

I really wish it didn't just start. But it also just ends and so that means I don't have to play a FNAF clone. It's almost unfair for me to rate this, I am deeply biased against it, you don't understand how much I despise FNAF. I'm so sorry, you probably really like it since you made the clone but it's just... ugh...

I can't really tell if anything works?
Nothing bad happened when I played. Nothing jumped out of the wall to eat my frontal lobe. No sound played.
So I commend you for submitting it even though it wasn't finished! It's still good experience for next time.

Don't make me play FNAF again.

This is nice! It reminds me of that streamer game from a while back (I think it was "I'm on Observation Duty"). To me it seems just as good too. The ambient music and the colorless office feel creepy, but the game isn't necessarily scary. It has halloween vibes somehow. 

You *can* just go into the first doorway repeatedly by spamming w to try and get to a lower floor quickly, but that seems to backfire in the long run.
Nice job!

Pretty good! It's a cute little puzzler, some of the levels were a bit of a challenge to sort out. Which is good in a puzzle game. 
My little critique is that if you're going to tell me that switching planes is corrupting you, you should show it somehow too. Even just a little static at the borders of the screen or something of that nature would go a long way.
This one was nice, good work! 

I cannot believe this was done in two weeks. I can't even complete the whole thing, I don't know what I'm missing but after Mumei's ability I got stuck. The art is lovely, the puzzles are good, there's so much GAME here, this could've been someone's months long passion project! 
There are still places that are a bit odd, I wish I could remap the pause key to something besides escape, since escape also exits fullscreen, meaning I have to exit fullscreen to reset the puzzles. The main dining hall also seems to have issues with the powers not working. (Possibly intentional, I don't know) 
But this! Divine! Exquisite! 
Excellent Game! Beautiful work!

I think this game looks really good, The movement is fun to play with and the sword I really like using. Fubuki's sprites are sooo cuutee!! 

I wish it were a little easier to see what's ahead of you. There were times when enemies had a chance to attack me before I knew they were there. Fubuki would've benefited greatly from just a handful of invincibility frames. It's easy to get stuck on one enemy and lose your entire health bar in 2 seconds. I found the boss at the end to be pretty much impossible because of these. Not to mention unfair because your sword knocks the boss away but getting hit by her just stun-locks you.

Mechanical issues aside, I really like this game. Saving the little fox things as a way to heal and gain stats gives me a reason not to just rush past all the enemies.
I did phase through the ground and get stuck inside the level at one point. But aw well, it's a jam game, it happens.
Nice work!

I see you have made Pikmin (clone). Pikmin is my absolute favorite game in existence. So perhaps my review will be biased, but I do really like this entry. .
I ran everything over and created the 100% tentacult convention on my second try. The merch booths as upgrade stations is cool, but your scenery is perhaps a touch bland. (Conventions are usually very colorful places, the venue looks about right though) 

It could perhaps use a touch of polish. Particles, animations, things like that. But the gameplay is fun. I think you did good.

This. Game. Needs. Feedback. 

I can't tell when I've hit an enemy, or when my wall jump timing is correct. I'm not sure where I'm supposed to be going necessarily, or when I've collected an item, or what the items do. I can't see my health, or my items, or my trident sometimes!
Damage boosting as movement tech is a cool idea, but if you do it you need to give the player a way to heal or you're just punishing them for backtracking. Which is (I think) required in this game.
Making the shrimps the enemies, and the NPCs was a little confusing too. I feel the whole experience would've benefited from just a little more direction for the player. 

I can sort feel the love in it though. It seems like you've drawn the whole thing yourself, and I do like the world map when it works. The settings being a little iPod is a nice touch too, even if it's not implemented very well.
It's a good try.

I really like this one! I may be somewhat biased since this is one of my favorite genre's, but the movement feels really nice to me, and the levels are really cool too. Some levels may have a few different solutions, which is always cool to see. 

I did encounter an odd bug in the beginning where continuing to dash after the game teaches you how causes the tutorial prompt to reappear and the camera to zoom back in. 

I love that you gave me an air dodge, 10/10!
Excellent work! 

The text on screen is SOOOO small, my damaged eyes cannot even perceive it's presence. In a similar vein you should not ever put white text against a turquoise background. It hurts, it hurts!

The controls for the game itself are pretty fun to play around with, breaching and flipping in the air especially. (Gura is the fidget spinner I never asked for) Gura looks cute in her maid outfit too, though I'm not sure she should be swimming around in the dirty water with her mouth open like that. (lol)

I'd like to see the corrupted elements fight back more, or try to get away maybe? 
This entry is good, I like it.

We've decided on my stream that this is mini-Celeste if the writing wasn't as good. But comparing game jam writing to Celeste writing is properly unfair.
The gameplay is neat, I like having the mechanics between the two characters for the little puzzles. It kinda reminds me of Fireboy and Watergirl (hopefully someone knows what that is.)
I'm sure that you know this, but the visuals leave a little to be desired. 

It's a nice little platformer. Good job.

In the best way possible: This feels just like a fan-made Earthbound boss fight. (Or Undertale boss fight, depending on how old you are.) You've gone and demonstrated that less is more by doing one scene very well. The effect for getting the attack timing just right is very nice, and there is a bit of strategizing to do even with only two options for the player on each turn.
There should probably be an epilepsy warning on this, but otherwise I think it's very good. 

Nice work!

A cool little tower defense game with a surprising amount of depth. This one was a lot of fun! Having the unit health bars even for off screen units and the exclamation points indicating off-screen portals was a good choice. This way you can see things going horribly wrong even from a distance!
I was able to beat the game by summoning an absurd amount of rangers, but I'm sure there's a few ways it can be done.
There is a bug that seems to cause violet to play quietly in the background over the normal BGM. I think it was the game over music and it just never stopped playing. That and I can't tell if the healers are working properly. (Maybe they just suck?)
Overall, very nicely done.

It's a bit bare bones, but it looks very nice! I love your sprite work for the characters in particular.
It's a bit odd to have a volume slider for music when your game doesn't appear to have music. (Unless it just changes Nerissa's singing?)

I was kind of unclear what had happened with Bijou, I thought she had sent me back to the character select with her brainrot powers or something. I would've liked to see more variance from the fights though. Essentially all of them are solved with by [walk up, attack, walk away] 

...Deez nuts.

I appear to be fairly bad at this game. I made it to day four or five I think? Being Mane-chan isn't easy I suppose. The art is simple and cute. The mini-games are cute.
I just feel like I need an auto-clicker to complete it. 

This is so sad. I love Kiara and I let her down.
Really though, it's a cute little entry. Nice work.

Get out of here.

This game looks really nice! The controls are a bit slippery at first, but jumping and sliding around in this is pretty fun too, even if I can't land on a platform to save my life. I think you did a really good job here.
I was a little worried about having to backtrack the whole time for the little puddle at the beginning, and relieved to find more water ahead, lol. The corruption indicator on the top left is cool too.

I have no complaints. Amazing work!

Coming from a fan of Celeste: I refuse to any longer subject myself to this hell.
Good job, I hate it.

Oddly it's possible to simply walk off the top or bottom of the screen. As far as I can tell you could just walk off infinitely as long as the chumbuds don't catch you. You've also got something odd going on where the tridents seem to spawn in the wrong area altogether sometimes. I assume it's some weird global to local or local to global space translation issue (I had a similar problem with Gun Fauna.)

I do appreciate your boxy programmer art, games made of boxes paved the way to games made of other shapes. The homing tridents are fun to play around with too. With a few tweaks this could be a score based endless shooter like asteroids!
and people LOVE asteroids!

(1 edit)

This was quite nice. I think your environments look really good. Shiori's narration of it all is a cool touch, but I found it a touch distracting at times. There are also places where it's hard to read, especially in the final boss area where you need to deal with the boss while trying to read what she's saying. 
The platforming itself is really nice. It's fun to jump around and fight with all the little inky creatures.
This may just be me, but I think the sound you picked for swinging the sword is a little out of place.
Overall, I quite liked it. Nicely done.

Edit: I forgot to mention that your options button didn't work for me.

Why does shuba ducks hurtbox come out NINETY YEARS before the actual attack it does!?? Would've appreciated a heal after fighting the hell duck for the final boss. The tranquility system is far too punishing. Draining so fast, dropping by like a 3rd when your hit, and draining during dialogue too. It should at least pause for your conversation with Buffson if nothing else.
I feel no tranquility, I feel ANGER!!! 

That said, the vibe is kinda nice. The fixed camera angles take some getting used too, but it does make everything feel more mysterious somehow. Sniffing out the corruption in a race against the clock is a fun idea, I just wish I had more time. 

I personally don't see the merit in recreating a part of EnReCo as a Visual Novel, but I've combed through the review section and it would appear that my opinion is rather unpopular. I think your sprites are cute, and the storytelling itself is fairly solid. The side events were fun too (Though I was also plagued by Elizabeth for the majority of the playthrough) 

I do think the "ambience" is lacking in some areas. Some backgrounds feel a bit plain to me, and some sections have odd transitions with the music or music that doesn't really fit the scene that's playing out. Things I feel are really important for a visual novel.
The sanity mechanic is also a bit lackluster, it felt irrelevant for most of the run. The only time it mattered it was locking me out of an alternate path that might have been interesting. Usually penalizing the player for doing a thing well is bad.

It's been mentioned, but you might've suffered a bit for your choice of engine too. Unity's UI is rough, and this game is all UI.
Even so, you pulled it off and a lot of people liked it. Maybe that makes me a hater.
Maybe having a hater means you've made it.

I had no idea about the fox thing, I'll definitely look into that.
Thank you for the feedback David, it's very helpful. 
Thank you for playing it too :>

I apparently need to watch Fauna play games other than Minecraft XD. What do you mean she doesn't like guns!? She's played so much Hitman, isn't the whole thing about shooting people!?!?

I would have loved for Gura to have more attacks, originally I was going to give her a three I think. 2 weeks just turned out to be less time than I thought it was I suppose. Thanks for playing!

Thank you! ^~^

You are correct. The gun sound effect plays once every frame. I think it was one of the last things I did so not exactly a polished solution.

I kind of knew the fox fight was unfair after I'd finished it. I think I chose the title just for the meme value, it was honestly my first thought for the name.

I'm glad you had fun. It makes me happy.

It's funny that you've said that because I did find your game much too difficult! XD I couldn't get through the longer streams, but I still enjoyed it. I think difficult games have their place. (Maybe it just isn't here) 

I'm glad it worked on steam deck, I made absolutely no considerations for controller support so I'm also stunned that it worked on your steam deck. Godot is apparently just goated like that.

Not a stylistic choice exactly, more like "backfaces aren't rendered by default and I don't have time to figure out how to render them." It may be possible with Godot's default shaders, but in the interest of time I just let the trees be. I would've liked to give the trident's particles when the hit the ground, or possibly make them stick when they land like they're embedding themselves in the dirt because there's so much force behind them. I'm glad I was still able to make the feel dangerous without all that.

Thank you :>

It is like PowerWash Simulator! Although I was thinking of Terraria when I was making it.
Thank you for playing, I hope you had fun.

I'm so glad you liked it! Thank you for trying it! 

I'm glad you liked it. No promises but I really am considering doing more work on this after the judging phase ends.

Thank you! Yours was so pretty though! I definitely think you made better use of your movement than I did too. I wish I'd done more platforming segments.

I thought about damaging the player when they fall, but the corrupted fox changed my mind, lol

Bro your walls don't work.
Like if you find a corner and walk into it you'll raise up into the ceiling.
But if you sprint into a corner you will simply phase through the wall. As far as I can tell that's every corner. In the game, and a few spots where the lockers meet the wall or where the wall meets a column.

It would appear that you can also bring up the victory screen by pressing G pretty much at any point in the game. Even before Gura and the other Gura are done talking. So I believe I've completed it the fastest. owo

It does look good. The VHS effect over the samey maze-like school hallways is creepy when you're not blasting through walls like the Juggernaut. There's definitely more to this game than what I've seen. (aww well) 

So I played this several days ago, but I am only today rating and leaving a comment. Now my memory of it has been staled by dozens of other holojam entries. Perhaps that's unfair to you developer, and for that I am sorry.
I just remember watching on as my sister struggled to stab on onslaught of boops. There doesn't seem to be any penalty for swinging and missing, which seems important for a rhythm game.
The dialogue between the characters was pretty light, I remember jokes but not what they were. Actually, the whole thing is pretty ironic considering that this game was about Gura losing her memories. Maybe the game is really good then.

But I don't remember...

The variance of combos is pretty impressive. I liked tentacle garden a lot. The idea is cool too, that Shiori would get herself into trouble by stealing AO-kun.
I guess my trouble with it is that the story isn't really being told by the game. I'm just beating on dudes in the void. I had fun beating on dudes in the void, so it's fine. I just thought Ina was gonna show up and kill me or something.
I like this game.