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Xziled

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A member registered Jul 17, 2018

Recent community posts

Well, it had some akward movements and the ball got stuck into bumpers at some times, I did a recording about it if you like to see it, it's in spanish though.

No problem, it's late now, but I hope you keep that in mind for the next jam. cheers.

It didn't disspointed me, it was exactly what I was hoping for.

Nice muse dash clone.

Good news is that today I learned about a new hands game, bad thing was I didn't when I started this, without explanation I couldn't get anything, this doesn't have a winning screen, so I never knew if I won.

Forced use of controller seemed creative, but I don't think it should be mandatory, anyhow, I guess it's a fun game, but this simulator lacks some basic rules to work better.

This was so much fun, it has some undertale feels for a rogue pong stick, having a sense of wanting to be powerful could make a good story to be told, anyways, I think music could make this a lot better, even so, I had fun with this one.

Hitting the orb feels so wrong, there's no sense of direction, it just reacts as it likes, this could be so much better with improved mechanics. I thought the final boss was kagerou (?

I beated this because I loved the models, flan taking off her hat was quite badass tbh.

But yeah, gameplay is broken, if you touch any edge of the screen, sakuya will start turning and knifes can end being shot from her back (NO WAY), so aiming is terrible when this happens, some bullets went suddenly still at times, so it need a little fix for some things, but visually is very nice, I hope you keep on on making more like this.

IT'S TETRIS!

You can't fail making one of those, it's fun as always, really needs more portraits other than dai-chan (?

Didn't had much fun since I test it by myself, it could be nice to have some AI to enjoy alone.

I don't think danmaku fits well into pong, reimu's orbs worked well, but maybe other attacks or defense patterns might work to fit this better (I like sanae snake though), maybe a little bit faster could do the trick.

Portraits and spell cards are very cute.

Too easy, level 1 is literally one way to the exit.

Hidden items mechanic is interesting, but sound should beep faster when you're closer to an item, and rods should be longer, if enemies shoot it might be a good challenge too.

It's good, but it needs to be more difficult, I had to let the enemies pass by in order to be more challenging, it didn't worked, they happen to merge in the same place, so a little random movement could do the trick.

we might be asking too much, but it really has potential, since it's based in a very good game.

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Totally loved it, you need to farm a lot in order to get the best items and beat the final boss, but it was so much fun to play.

Map is quite broken tbh, is a hassle to move with the mouse, and it really needs to improve player position, its very easy to get lost, specially after a hard battle, you barely know where you are after one of those.
Other than that, this is a very fun game, I hope it could be turned into a full one.

oh, thank you very much.

I love the model even if it's creepy, the ambience is nice, but the text is very hard to read.

I totally wanted to blast myself with suwako, the game takes the fun from my life choices.

This is the first time I see a secuel of a game on the very same jam lol.
I honestly couldn't get more than 1 point, I have no idea how to get more, I had more luck with part 2.

I hope you fix this on the last minute, I still want to play it

Pretty neat, I got all 3 endings, C was the best so far, it hit right in the feels

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Took me 9 hour to complete, I thought it was like a 5 minute game considering another entires on the jams.

It was quite fun and enjoyable, controls are wrong, it could be a lot more comfortable to have right click to absorb and space bar to stop time.

As always, beautiful art, people quite enjoyed it on stream, and I did so.

I loved the variety of mechanics proposed, some of them were quite unique, but the major bother is that I always had to set up a screen full of one only danmaku in order to create more damage, it could be nice to have a multiplier over multiple combos to make things more interesting, since the method used takes a lot lot lot of time.

Please keep making awesome games.

Fun action game that goes straight to the point.

It took me like 10 minutes to end the game, but I see potential, feels like katamari and in the endgame you're even bigger than Reimu, so I think the "Im very smol" theme, kinda ended well, it just needs more bosses that clearly are small to represent that suika is getting bigger every level.

The visuals were funny, I would like to see more comedy in this style and gameplay.

So, in the end, it was too short, but I like what it offers.

Yeah, this is a good concept with broken mechanics.

Starting with the use of the gun, why?, second, the reloading time just takes too long, parry mechanic are somewhat useful with aya, but I still don't understand why youhad to add immortal faeries, I almost thought it was the final fight just for that.

And never really used teleport because it hardly explains when can it be used, sometimes works, sometimes don't. I might suggest an infinite double jump, because it is just not enogh in some places, believe me, it doesn't make it any easier, but reaching enemies and keys is just a pain when you don't have an idea that you had to touch them, I thought I had to shoot them (?

Music was a curious choice, I like it, but it doesn't seem to fit, but I like it (?

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War never changes.

This was challenging and fun. At first I didn't get why you got hearts, I thought it was life, then I noticed the Yuri meter and then I read the explanation on your page (I should have done that first), so a recommendation is to add a hint to notice the meter at the start of the game.

Although, I notice game breaks a little.
- I soft locked it when I tried to move across another unit that ran out of turns, and the game never ended.
- Characters get stuck and their routes are cut in presence of other units, I've played rpgs that obviously block you when you put them at the door spot. This is not a real problem when you realize that, but still needs some tuning.
- Broken hitboxes: very short range does strange things to shotgun bunnies, sometimes the shot goes thru the character without harming it, and others, you don't damage anything, but then  you got shot and ded.

Still, the experience of a 3D turn based shooter was pretty rad, I definitely want more.

PD: stream was kinda boring because of lack of background music, so you might wanna add something (?

Hella fun. Though I broke the game, there's an specific chest on the second floor that has infinite stuff in it. You might wanna check that out.

Still, both the dungeon and the battles were so much fun, farming juice and money to get bombs is a viable option to cross the game, and thanks to the save option, little can be risked.

I lost my stuff several times, but still, it was kinda nice that equipment and MP didn't, so the risk-benefit is quite satisfactory, also, NitoHina is quite nice too.

The only thing I didn't get was, "how is that the floors get bigger, the more you advance, you said to be wanting to reach the top of the pyramid, but it had to be inverted for that to make sense or you actually start on the top (?

PD: Rip Wakasagi and Iku, you were delicious.

Quite broken on the gameplay part, the learning curve is just very hard, plus, the trayectory of movement and attacks are dependant of enemies nearby, wich results in poor efforts defending others even in distance. 

Worst part is the % of damage according to health, it makes sense, but difficulty spikes when you add resistance to certain elements, a balance in such power might be needed catch early.

As a concept it might work, but still need to be tuned.

I love it, not very good combination with acrophobia 

Ohhhhh, that totally makes sense, well, too bad it happened like that, it totally could work if divided by levels

ooooook, I don't think I'll curve it to that extend (why even, lol)

Even if audio was improvised, you should consider that on a future game, its totally original

Yeah, thanks a lot for watching the stream too : D

omg, I just realized, its quite sudden, but ok xD

ngl, I wanted to get a bad ending and I tried so hard to achieve it xD.

DAMN OKUU YOU'RE CUTE, its so adorable to see her trying her best, putting words together seems a nice mechanic to pick routes, and yata is a good companion too.

Both endings were so heartwarming, I felt so good just by playing this, thank you very much.

Damn I felt identified, I could eat that much chocolate too.

Never got to be the best, I was close, but only unlocked the last song and I gave up, still, this game has potential to have multiple levels, more stuff and a story that follows them, art and sprites are cute and wombo combos are a good excuse to have a good time playing this, thanks a lot.

Honestly I just created only 1 pair to play the game, confident that if I was good enough I could succeed, little did I knew the game punish you for doing that, and eventually any character could turn immortal, not my proudest 2 runs.

I guess the concept is ok, but it should be pointed that you can create those pairs ingame, not on the pause screen, and if so, at least hint the players into doing that.

However battles are quite fun, except for seija, really hate her and those half inverted controls, many place to experiment and enjoy multiple spell card battles, the lack of sound is an issue, is not that epic and it takes a bit of the fun away.

Animations do their work but I would like there could be a way to teleport myself to the center of the screen when a battle is over, because its a pain in the ass to walk all the way to the top over and over again.

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Acapella game, round of applause for the originality. Audio is ugly af, but it made me lol.

I didn't found this so hard as they said, missiles solve any problem, what I found was a bug, if you enter yuuka fight while shooting flamethrower you're stuck with that sound the rest of the game.

Not exactly my favourite, but the effort is appreciated.

Wow, the clash of the princesses from both worlds.
Funny thing, I thought they were playing minecraft and boom, minecraft bar xD.

This was very nice to see, I totally needed to see what happened when pc98 meet windows saga. 
And still, watching them getting along was such a natural feeling.

The font is a terrible choice, is very hard to read, i j t and l look quite simmilar on this text. That's my only complaint on this work.

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First of all, thanks a lot for your help about the route system, it was awesome to see the developer on my stream.

I think this is amazing, characters are adorable and totally connected with them, specially cirno and the way she speaks.

Something still was kinda weird, when the prismrivers asked about her favourite flower, did kokoro got her voice back?, or else, how did she responded to that?

Still an impressive vn, funny how everybody loves to be listened despite her muteness, my favourite part was when she started dancing on the street, 'cause that's something I definitely would like to see irl. xD

This totally needs a score system on the music part, how do we know that we suck if we don't have one?. (?
Still, the best part, totally enjoyed the guitar hero vibes from this. 

But the question remains... where are the other 2 band members?, never met them, lol.

Many games on this jams offer a sweet love story, but this one had a bitter side, I take my hat off to that, we totally need more daring routes that show the misteps that love can take you to.

Nice ship (?

I usually dont like point and clicks that use real pictures because is less obvious where you have to point... and click. Fortunately there's a glitch that sets the canon on the wrong picture and is more obvious what you must do.

This is a nice spooky story, really enjoyed the part where you manage to save yourself, still, very weird how the story goes about the dimension part, we definitely know that's a little bit weird than usual, but ok, that works for me.

Still a wholesome story, with a good moral, never date on spooky ships.

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I got stuck with Aya because nobody said I had to speak with her so I ran around the museum trying to find the lonch ness monster, guess that's on me, huh.

I really had so much fun with this one, taking pictures is like activating fps mode, the characters have funny faces, and is adorable to run away from the flan horde on first person, is just so dawwwwww.

This felt like Ib museum, but with less things trying to kill you and with more paper craft, is a very nice story with a satisfying ending, thanks a lot for creating this.

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As veterans of this jams, we could only expect high quality games such as this one from you guys, congratulations on this new achievement.

I like so much that stories are told in different art styles, my favourite was the one that looked like the touhou endings, is great to have minigames to have those stories told, those could be a little more complex, but they're great as they are.

I still feel kinda awkward about shou, bishamoten might be a little dissapointed to have an alcoholic and gambling big cat disciple, but yea, the magic of doujin I guess ¯\_(ツ)_/¯