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Vinyis

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A member registered May 26, 2019 · View creator page →

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The scariest part of this game for me was that I unknowingly started playing the day before I moved to the state it takes place in. Let's hope these plants stay in Bethany's Mirror!!

This is a super cool combination of Flappy Bird and scrolling shooter gameplay, pretty polished too. Interesting balance to learn flying and focusing effectively and the story was funny

The thumbnail is truly beautiful but you shoulda put screenshots so I could see that gorgeous gameplay sooner!
That is to say it was some of my favorite gameplay this jam, I love the sense of speed and barely skimming by obstacles to get a better time. Got about 33 seconds on my best

Started out kinda slow but I quickly enjoyed the feeling of buying all those upgrades and seeing how much farther you get. Nice bird orb (borb) action and a hell of a way to do the credits too

She jump and she spin

Reminds me of those old flash games. The pogo mechanic took me a bit to figure out but adds some neat depth to it

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Very unique! Can't say I've played many games where you platform to match a rhythm, and the different speeds you jump between was especially creative. I got 117/124

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Oof, the fight length/patterns is brutal for little old me but very cool and dramatic experimental flappy content. Having to flap alice while more and more stuff slowly starts coming at you is pretty intense

No way... a Metal Gear entry...

When I beat the stage it sorta transitioned to random earlier scenes so I assume the ending wasn't in, but the story setup was interesting and I liked nyooming past the guards. Pretty neat

That thing is definitely not Mystia!!

Nice lil' horror story. Absolutely tragic how sad Kyouko is to see dusty pizza

This was hard enough that I think I only beat one pattern. That said, this was super cool and the trickiness of it was fun to control. Big fan of how games like this have used aspects of Flappy Bird design this jam and the lil' bird sprites are very friend-shaped.

Satori Gives You Advice and Drinks Tea

At first it was a cute visual novel about birds, but then it was a heartfelt visual novel about anxiety. This is a double compliment by the way -- I think it was very cute and genuine and all came together really well. The art is lovely and it really feels like the author knows what it's like to work through not just anxiety but, even scarier, pet dinosaurs

Another Genesis classic yeah baby
Amazing job of ZUN-ing it as usual and although I wsn't quite sure how they worked, I especially like how you used radioactive elements thematically.

Hell yeah tengu oc!!
Neat concept to make a game centered on the jam participants itself and it was nice to see what everyone else's responses were. It would have been cool to see more minigames but I assume there were already plenty of ideas defeated by the time limit

An interesting auto(?) kinda game. The difficulty made it feel like there wasn't much point to which upgrades I picked, but I like the idea of strategizing perk selection along a route and the little blurbs that they had. Or maybe I was just a super smart tactical genius and picked all the right upgrades. Regardless, Tokiko was protected.

Any Disco Elysium inspiration probably went over my head, but I still thought the presentation was pretty quality and I liked the amount of descriptive, branching paths you squeezed in for just 3 days. That said, this is a heck of a topic(s) to try for a jam and it felt a bit preachy in ways that I'm hesitant to wonder what the message was really supposed to be. I agree with others that it would land better if certain character writing was given more depth/balance.

Interesting boss fight, but Utsuho moves and shoots so dang fast I wasn't sure it was possible to win. Story is funny tho

Beautiful visuals as always, and I love seeing melee mechanics in any shmup (more games should do it). It does move very fast with a screen size or sprite scale or something that felt a bit claustrophobic for me, but ten outta ten would ponder orbs again

Polished shmup stage. The gameplay was straightforward and the art and dialogue are cute. I will say once again the radiation warning symbol focus sphere is a great detail

You ever heard of HYPER DEMON? Anyway, pretty neat. The visuals and mechanics mesh together in a unique way with some fun details, like when the illusion fades and you can see somebody is zonked out of their mind on an inner tube.

At first, life was easy. I had no need to survive in the wilderness running from vicious creatures. I had my impenetrable wall of seeds surrounding me, an unflinching fortress. But in time, the walls fell, and I was forced to flee. At approximately four minutes, it was hopeless to resist. The vast sea of feathers comprising the cataclysmic birdsphere had taken me as one of its own.

Had to give it an extra point in writing solely for aya die because of me (tragic). I hope she isn't mad I killed her too much cause her collider was just too dang tall

That aside, nice and simple flappy bird entry that this jam deserves. Nice art also

Birdtacular. I'm not sure exactly what happened but it's clear you went all in on it, so, respect. At first I thought the bosses were kind of impossible but as I went around I felt out a certain fight order with lots of unexpected synergies and power increases which made the fights much easier. Also some good jokes in there

Not just an online jam game, but a mobile MMO format (a Clash of Touhou, if you will)? This is insane. There is some jank to it but it's super impressive and I had fun shuffling territory and making the leaderboard with a few friends.

Very cute! The movement makes the bullets kind of hard to dodge, but returning chickens to the nest while avoiding bullets is a nice spin and I love the vibes.

"You know..." Aya said to Utsuho. "I'm working on a bit of a project."
Still walking, Utsuho looked over at Aya. The trees were still, the only sounds the rushing water of the stream and distant birds chirping.
"A Touhou Project." The perimeter triggered, an alarm blares its klaxon.

There wasn't much opportunity for dialogue, but we still did a little bit of joking around. Some mechanics I'm also still not sure how they worked (projectiles and some other things like reaction or fling interactions didn't feel very thoroughly explained), but all of that considered, I think this was the most polished tabletop entry I've ever played. Having a physical board and tokens adds a lot to the rules, and the illustrations went the extra mile. As a tabletop game on it's own, I like the execution of a Touhou "beat-em-up" co-op game with a story scenario and would love to see it on the Tabletop Simulator workshop or something.

Oh man. This one was wild. Admittedly, I got a bit frustrated with the inconsistency of the clicking and dragging windows, but the concept was just too strong for me to not love it. I've only seen a couple games out there that play with windows, but not like this, and I've never played one myself. Especially with the sfx for piecing yourself back together, it really makes you feel like an unstoppable automaton. I even took it a step further and played with a friend over Parsec, one person repairing and one person shmup-ing, and it was pretty cool!

Grateful for the high life counter as always, cause man I suck at this and these patterns were super hard for me. That's not to devalue them, they're cool designs to look at and I like watching the pretty fireworks (and art, on that note). Also an interesting combination of characters, with a not-quite-forgotten PC-98 classic and a brand new 2hu gal.

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Oof, this one had some tough spots but the challenge was worth it and it was dang fun to nail down some of those maneuvers. Smart level design with how close some of that meter management comes! Having the lore alongside stage unlocks matching the scroll collecting is also a pretty cool integration. My one complaint: the spikes blended together a little with the grass for me, so I found myself touching them by accident occasionally. Perhaps Mokou is secretly a nerd and unable to touch grass

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Looks like some aspects were short on time, but I like the idea of an immortality platformer where you attempt to find effective ways to die on obstacles. Of course, the water boiling interaction towards the end is a neat bit and a good example of this. Also, this is your first (jam) game? Congrats!

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Of course, I loved this and talked about it plenty already in Discord but I gotta leave a jam comment anyway.

Super unique concept with an aesthetic to match! Maybe it's nostalgia but I always think it's neat when people replicate the vibe of mechanics associated with classic consoles, and I haven't really seen anything like this anyway. It was fun to desperately crank out the shapes to try and keep up with the ramping difficulty, although I do kind of wish the high points lasted longer or escalated quicker instead of seemingly fizzling out for so long with taking damage. Skill issue on my end perhaps

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oh yeah baby wii remote time

Heck yeah, unique immortality mechanics

Having to basically control your character backwards by acting as a meatshield for Kaguya definitely tripped me up, but in a cool way. Presentation was also great, I'm a fan of this sprite style. You bet I played it multiple times to get those endings

Excellent art and music in this! Especially the UI and screen transitions, wow. I also agree with eurobeat being a good vibe. Solid lil all around shmup experience

Ah, the hardcore picross for real gamers

I unfortunately encountered the audio glitch on my own, it sounds like the volume meter might be multiplying the audio rather than setting it? Honestly pretty funny when it happened while streaming to a few friends. 

Anyways, I also suck at picross so I wasn't able to get very far on my own. But programming it at all seems like a technical feat in the first place, and it's a unique entry especially in that I don't think I've ever seen Touhou picross, somehow. My main critiques are that I would have liked to see what I got wrong and what the completed image was, but it seems like you've gotten plenty of informative feedback already. Interesting work!

Hotline Miami but you get to squeeze fairies for cool effects!

Some aspects of collision and abilities were a bit wonky for me, but I had fun going through each stage and it was pretty funny at times to stack up enemies or hit them through walls just by punching the heck out of them as Mokou

Even though I had to do the minigames slowly to not softlock, and it still bugged out a bit, and I wasn't sure when it even "ended"... I hope that makes it all the more meaningful to say I loved this and it's an awesome concept. One of the more somber ideas I see touched on less often even with immortality stories is daily life after someone is gone. Writing with Mokou and Keine together usually explores how sad it will be when Keine is gone, and maybe when she dies, but how this portrays the approaching inevitability, and then the monotony and quiet emptiness of a daily routine without the loved one to look forward to through gameplay kinda resonated with me.

The lasers seemed a bit unfair to dodge (especially from offscreen), but it feels like a well-rounded entry overall. I also like the flavoring of health as a pain threshold.

Oh like that one Stack song I get it

I couldn't seem to get local multiplayer working (over Parsec, anyway), but I like the idea of a Mokou/Kaguya versus game and it plays well enough. Cute character art, too.

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Oh wow, is this an original engine? And a first jam game?? Super impressive! I don't have much else to say, good assets and a simple shmup but it seems like quite the technical achievement.

Short and sweet. I like how even for an educated immortal, having to think about the end of all things is a bit distracting. The casual mention of even being able to safeguard against entropy but having to set that ambition aside for later to focus on the task at hand felt especially realistic given the setting.