Thank you for playing! Glad you like it.
Reim Harbert
Creator of
Recent community posts
I love the truck selection screen! It really sells the vibe of the game. Well, it also make me thinks the game is about running over zombies with a truck though. The town also looks a little bit empty.
I think the game need to show the ring after the next ring instead of just the next ring. In the third stages, I wasted a whole minute doing a U turn after I took a wrong turn because I didn't know where the next ring is. Besides that, I also experienced the known issue.
That being said, I actually had fun playing the game. Good work!
This is a good one. There is a lot of creative ways to beat the course and a lot of routes to take. The movement is really solid, precise, and fun. I also love the subtle hints in the stages about the story, such as the graffiti and the light pilar (which sometimes I mistook as the finish point of the stages).
Sometimes I get lost in the stages despite the graffiti hint on the wall, maybe a minimap could help. I also think the epilogue is too slow considering how fast the pacing of the game. Maybe this is for making the ending more realistic but for me it kinda kills the momentum.
Anyway, this is a good game! Good job!
This game is on the harder side. You need to memorize the bosses' attack pattern and time your attack, or you will be punish severely. I am surprised by how many attack pattern the bosses have, not to mention they have multiple phases with more attack patterns. Unfortunately, the game is too hard for me to really enjoy that.
The first boss with the claw have a dash attack and fake dash attack followed by the real one. The dash attack punish you when being too close to the boss but the fake dash attack punish you when being to far from the boss. The problem with these attack are they have identical visual cue, the only different that the dash attack have the hitbox appears sooner. But when you notice that, it's already too late.
The second boss seems to have a bullet hell approach but the player hitbox is too large and the bullets are too direct and fast for that. The third boss with the chainsaw sometimes swing her weapon to the left when facing right and vice versa. Well, I cannot say much for these two bosses because I spent the majority of the game fighting the first boss.
The character movement also feels sluggish, and the enemy can easily body block you. This is quite a problem because the game mechanic is revolving around evading enemy's attacks and looking for opening to attack.
That being said, I actually like the game. The hammer attack feels powerful and the art style is cute and beautifullyanimated. The game needs balancing but overall it is a good game. Good work!
While visual novel is not my cup of tea, this game still grabs my attention. The ending is kinda expected halfway trough the game but still caught me off guard with the delivery. The music also fits into the game nicely. It sounds great and really elevate the gameplay.
The platformer section is quite hard, mainly because I cannot see too far forward. When the enemy appears, it is already too late. Or maybe I just too impatient.
Overall, I enjoy my time playing the game. Good job!
Thank you for playing!
Yeah, I only focused on technical stuff in this build. Even the cutscenes are focused on the technical stuff. But I get your point. I may have someone else to make the dialogue and proofread the game.
While we have planned multiple type of enemies, we can only implement the slimes with the remaining jam time. Even the mimic in this build technically just a slime reskin with less attack variant. Making the custom battle system and pause menu took a lot longer than expected.
Dying in the cave alone actually give strategic purpose since you got more money when respawned. Your equipment and item won't be reset and It also refills the chest on the dungeon. Besides, I want the player learns stuff in the game by experiencing it first hand, wise or unwise. It fits more with the themes I had in mind. That being said, I think the warning could work. Thanks for the tip!
Don't worry, the story turns out great. Not pulling any punches makes the game more impactful.
I think there is a time and place for everything. While technology will keep advancing, digital art will still be disqualified in traditional art competition and using guns in martial art tournament is not allowed.
Besides, I believe some jam allows (even encourages) AI generated stuff nowadays. Make sure the jam state it's fine to use in the rule though. If AI generated stuff isn't mentioned, it is safer to think the jam host forgot to add that rule or maybe ask for clarification.
Thank you for playing!
Yeah, I took too much time making the battle system and pause menu I don't have enough time to make more enemies. The game does have mimic enemy who appear when you interact with one of the chest, but that monster only have basic attack in this build.
There is an Archeologist inside the dungeon. She talks about the place used to be wildlife preserve and has the required dialogue. She also open a shop. You can found her on the map after getting surrounded by slimes, the same map with the mimic chest. Looking back, I should have put her in more noticeable place.
This game has creative puzzle and battle system. Well, the first time I entered a battle can only escape but that is just because I did not take the weapon. I also love the art. Hand drawn art always have its own charm.
That being said, this game seems to be made with bad faith. Yet surprisingly, that makes the story good.
Anyway, Glenda is still the best waifu.
Thank you for playing!
I am glad you like the visuals and vibe of the game. That was one of my favorite parts when making the game. It was a fun challenge to push the limit of the engine and make something not RPGs with RPG Maker. Also, don’t worry about the story, it’s not the main focus of the game after all.
Anyway, thank you for hosting the jam!
Thanks for playing my game!
I did tried making the player sprite turns toward the shooting direction but it disrupts the movement, which I believe is more critical for the game. Therefore I decided to remove that feature from the main shooting. One of the skill still have it though. Besides that, I guess the balance do need some work. I found out that people who are not used to the controls have trouble beating it.
Anyway, thanks for the feedback! I appreciate it.
I did not expect a love story between an elfen girl and a tank. The intro is quite long, but it is not unnecessary long. I also love the interaction between characters, it's funny and feels so alive. The battle is on the easier side but that is perfect for this game. I notice the character facesets turn into RTP when interacting with stuff on the map but that is not really a problem for me. My only complaint is the file size. I notice a lot of assets in game file are not used.
Anyway, this is a good game. I enjoy playing it. Good job!
















