Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

yumehiko

311
Posts
539
Followers
55
Following
A member registered Jan 25, 2019 · View creator page →

Creator of

Recent community posts

(1 edit)

I've decided to release it on YouTube. You can find the link at the bottom of the game's description.

Thank you for your kind words about the game! At the moment, the soundtrack is all original and not available elsewhere. I'll consider options for making it accessible.

I was happy because I did not expect there to be an ending. The combination of kiwi and lime, rather than soldiers with morning stars, etc., is interesting. Still, I didn't know that the lime was going for the eggs!

All levels have been completed. Level 6 was the most difficult. The rules are simple and easy to understand, combined with pleasant sound effects and minimalistic visuals. A more complex gimmick could be introduced. Good job!

This was the answer to a question I had as a small child. Who is rearranging the blocks? It's you as an adult!

My score was 38. Don't break blocks for no reason, Mario!

At first, I was burned to death by beams because I did not know where the shelter was, but I soon figured it out. Being restricted in combat range to a small area like a shelter makes for a tense and enjoyable battle. I like the large chains in the background.

I was puzzled by the forced viewpoint correction when using the jetpack. Overall, however, a good job!

Cleared! Even a mouse can beat a crocodile! The flowing water stage was difficult.

It was a very logistically challenging concept, and with more gimmicks and levels, I thought it could be a very deep game. Good work!

Infinity Mode will be unlocked once you achieve a high score of 100,000 points or more.

After scoring over 6,000 points, I considered the possibility that it might never end, compared the longevity of my wrist to my right to brag about my best score, which is second to none, and chose my wrist. The art of meteorites is very good!

The artwork of the planets is wonderful, and the autorun game is unique, although there are other entries that require players to strategize within 10 seconds.

It was a little hard to get to, but after a few attempts, I was able to get to ending A. But I couldn't get S.

Simple but solid, the 10-second time limit requires players to use proper strategy and precise controls. More gimmicks would be a great addition that anyone would be willing to pay for.

The process of gathering materials so as not to run out of oxygen requires constant concentration and gradually makes you feel as if you are meditating. Strange but pleasant. I was able to repair all the boats.

GG.

It was fun to run, extend the wires and batteries, and gradually expand the scope of exploration on the dark and lonely lunar surface. I was excited when I found the last satellite.

I found a few bugs.

Many of the buttons in the Shop's UI do not click properly. This worked by typing the Tab key several times. Perhaps the overlapping UI elements are affecting this?

The battery requires iridium for purchase, but it is actually Copper that is consumed

The feeling of carefully aiming for the landing pad amidst only the warning sound and the dry booster noise is unique to this game. the UI also makes you feel like an actual astronaut. One is always alone when embarking on a critical mission.

(1 edit)

I made a game with these assets.

It would have been nice to have a list of the names of the crops that appear. I'm not familiar with crops, so I almost confused tomato with radish (It's a tomato, isn't it?)

Anyway, thanks for the great asset!

The art style and the animation at the beginning are great. As for the game, maybe I'm not understanding it well, but I couldn't proceed from the long hallway section.

I like the fact that the enhancements through purchases do not simply enhance the player character, but rather make the item appear in the game. Excellent work!

Thank you. The mirror is a great idea!

Yes, that's exactly what happened when I touched the game off-screen while playing the web version.

Thanks for all the great suggestions. You are right, I had an idea to emphasize the theme of not breaking, but after modifying it to more strongly align with Mini Jam's Limitation, I settled on the current form. When I have more time, I will produce it as a new title.

Here is a video of the actual play.

https://imgur.com/a/gOy4oyF

If the second person comes to the position poison pool position, he is out of this point. In many cases, the moment the first person reaches the poison pool, the ROBOBIRD touches the second person and resets.

Yes, I used it. Anyway, this point seems to have a particularly short operable time. Perhaps the speed of the darkening may vary depending on the environment. Or maybe this point is more difficult than you assume.

(1 edit)

This is a shortcut point before falling into the hole marked THE GREAT FALL. If i wait until the end of the screen darkening before starting, i will have little time to perform the operation. After several attempts, I managed to make it in time by starting the input before the end of the screen darkening (and cleared it. (The record was 3:37.63).

This ironic rule looks like it could be extended in many ways. The pixel art is cute. Good work!

Simple and easy to understand. The sound effects are also nice. Halfway through the game, I couldn't type in the keyboard controls and had to quit at level 8. But it was fun!

The total number of deaths was 9. The idea of being strengthened according to the cause of death was brilliant. Good work!

I started the game and first tried the hole in front of me. The result was failure. I got myself together, paid the gym, worked out as hard as I could, and tried again, but failed to reach it again. Maybe this is how life is.

I died in round 11! I am tempted to strengthen my attack, but that would consume more Health, so I am torn. Good work!

Interesting concept. I was able to quickly get used to the rules and controls. However, after some progress, I started to touch ROBOBIRD after about 5 seconds of being revived from a checkpoint, which made it impossible to progress.

Although a little difficult to control, it sublimated Limitation well and was very enjoyable. Good work!

(1 edit)

So much fun! The concept is innovative and makes good use of Limitation. Great job!

When the dragon showed up and blew fire, I was so excited! The stronger the attack of the opponent, the stronger our attack becomes, so it is good to be excited when a strong enemy comes. Music would have been even better!

My score is 5555! I think I can do higher. Anyway, this was great. I really don't have anything to say.

Cleared. Art, sound effects, music, playability were all good, would have been better if there was one mechanic using Window. Good work!

Gameplay is solid. The difficulty curve may be a little steep, but I prefer it this way. The characters look and animate well, and if you add backgrounds and sounds, you won't be able to tell it from a paid game. Good work!

The art is pretty and the game concept is fun. I can't imagine a wizard working in fast food!
Gameplay is a little difficult. Could not get past level 2. Good work!

(1 edit)

The atmosphere is very jovial and chaotic.
I didn't know how to successfully deal with a car that was shooting at me.
The trap where the windows get dirty is hilarious. Good work!

Great work! The idea of looking through a window into a different dimension is interesting to start with, and the implementation is solid. What more can I ask for!