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NonsensQA

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A member registered Jun 17, 2025 · View creator page →

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Thank you for playing! We are happy that you enjoyed it ^_^ Regarding objective case, we have an internal discussion about adding a sort of journal to the game, so that should potentially solve it. Alternatively we are also thinking about a map with POIs pointed. Also thanks for reporting the bug, we will fix it in the post-jam version o7

Thank you for playing! Glad that you liked it <3 Screenshake also appeared in our internal playtests, and we will most likely add it in the post jam version. We will experiment with some other techniques as well, to amp the horror vibe o7

Wait I won't get to Hololive just by sending an e-mail? <pikachuface_meme.jpg> <sound_of_shattering_dreams>

Also a little lie because, Tutorial was very interesting and really got me into the game :)

I like the concept, I would gladly play it again with more content and more polish, but even now it was pretty interactive on its own for a jam game. I liked dialogues and the main story.

The art is fantastic, I really enjoyed aesthetic of everything. The UI, the oshis, mane chan. Really fantastic job with these. Kudos!

What I would improve:

  • In the scheduler view I would like to to see the stats of my oshi, preferably live updated when I change length of actions.
  • The time progressing is a little confusing, as I could not pause the time completely. So I was not sure if it is also a time challenge to plan everything in time or not. If it was then I would replace pause icon with something else.
  • In the scheduler view I would like to see on which day we are currently on, just for QoL
  • I would add option to schedule multiple actions in one day, maybe with some 1

And in some far far future, I would add hardcode mode with managing multiple talents at once :D

Overall a very promising game. I cannot wait for updates for this one o7

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Unfortunately I didn't manage to finish 2nd stage like others. Not sure if it did not register end of some action or there is something specific that needs to be done (I managed to unclip Moom from the PC using my QA powers but still could not find a way to finish the level). If you fix the softlock or add some hints after the jam, I would gladly replay it.

So what I liked:

  • The concept itself is nice, a cozy game about cleaning with your oshis. Could be a little bit spiced up with time challenge or with sort of puzzles, like cleaning things in specific order or finding something along the cleaning that helps clean other places etc. But even without it, if you just scale number of objects to sort / clean / fix etc., it could be fine in its own. Maybe even the best on the phone.
  • BGM was pretty nice and really fit that cozy vibe so that's big plus.
  • I liked the click sounds on Moom and Kronii, it felt satisfying to just click on them, it had that cute vibe with it
  • Art of Moon and Kronii, not sure if it placeholder, but if it is, I would consider keeping it like this or only slightly polishing. It fits the silly cozy vibe of the game

What I would improve: 

  • Definitely have a list of oshis on left or right, so I can easily select them. Preferably with the duration of the tasks. That would be also a good way and easy way of preventing potential softlock when the character clips into the objects or there are some blocking collisions left. I would still keep option to direct click on them because it is satisfying.
  • I would change the progress bar into a green checkmark once the task is done so we are 100% sure it did not softlock or something.
  • I would add a highlight over something that can be interacted or used by oshi (my theory atm is that mumei has to stand next to that "panel" like thingy in the first room in order to open the door for Kronii, as it did happen for me and I could reproduce it).

So overall there is potential here o7 Either spicy it up a little or keep fully cozy vibe with some cute animations for interactions so it is a satisfying clicker (especially on mobile).

I am pretty bad with platformers so I barely managed to made it. But it was a fun experience, I liked the abilities. Biboo was initially underused until I started using it to just fall quicker instead for doing damage. Enemies were also fun altought the floating enemy is my demise. Level design was also pretty fun, enocuraged to use abilities, and had multiple paths to take as well. I liked intro and ending cinematic as well, got me into the mood.

Later on I might try a playthrough without using any abilities and check if I can make it (and if I will get a different ending) o7

For things that I would improve, the floating enemies could benefit from some indicator / animation that they will attack soon, so I could prepare accordingly instead of remembering the timing. Platforming with them was a little bit harder but manageable, I just had to always remember to move left / right when jumping on them.

Overall a pretty fun game, good job <3

Insane that we got a game programmed in vulkan api for the jam. Honestly good job for even accomplishing it.

The game itself reminded me of World of Warships old aircraft carrier "mini-game" which I remember very fondly so bonus nostalgia points.

I didn't finish the game but I tried several strats, like consequently pushing through the center, pushing through two edges to get as many points as possible and pushing through one edge with all I can. Once I was close to Rissa but I ran out of time.

I liked art both for Jailbirds and enemies. The level design of the map was also nice, there were no clear opening to push through or cheeze the game somehow. Balance wise I think I would eventually win if played more and timed my attacks better. I also liked the option to select a lot of jailbird at once when they were close to the cursor (so I could spam spawn them and them select almost all with one or few clicks).

As for the feedback:

  • I think that the selection of jailbirds is very heavily based on the camera position. I had to move the camera to be almost directly above the Jailbirds in order to select them. That wouldn't that big of a deal if not for the next point
  • The camera movement is quite slow, regardless of zoom levels, which makes the battlefield hard to control. I would either give option to adjust camera speed or change camera speed based on the zoom level, e.g. the fastest when zoomed out to the max, and slowest when zoomed in to the max
  • The outline of the selected jailbird could be a little more visible, like maybe yellow, now I think it is in red, which was visible in close zoom but not in very zoomed out camera
  • If possible I would clear the battlefield from dead entities more often, sometimes I would mistake dead jailbird or enemies for still living enties and focus on them, especially in zoomed out camera.

With these points fixed I think it would already be a fine RTS game o7.

Unfortunately I didn't finish the game, I think the last rose that I was missing was in the Reception room which was inaccessible, tried jumping, crouch, sprinting but I couldn't get it.

I liked that you used the og sounds of the oshis in the dialogue and La+ during jumpscares (although La+ could be a little too loud). That most likely required some time to find the right ones, extract and fit. 

I also liked the oshi plushies scattered around the facility (I would even rather collect them than the roses, or have them as collectible or something like that).

From the things that I was missing:

- Amount of roses that I already collected, the objective mentioned only about collecting but I didn't know how many I already have, that would be useful

- Some kind of marking when I "cleared" the room that had the rose. It could be in form of a spray weapon (kind of like Lethal company does with their Spray) or could be something reacting to rose collecting event

- Sometimes I was not sure if the enemy is already dead or currently dying or are stunned but will continue to chase me. I assume that some dying animation was out of scope due to time constraints, but a "Dying" text could also be nice, would clear the confusion a little bit

Overall, I feel that a lot of work and heart was put in the level design and environment and I enjoyed exploring it around, rooms layouts were different, the plushies. Maybe I would put more enemies in them, especially in the server room alleys for the jumpscare factor.

The idea itself was also nice, The Backrooms but in Holo Office and haunted by oshis? I would play this when fully realized o7

After many restarts I managed to defeat the boss, tho I mostly "cheesed" it with dodging instead of parry as I am really bad with soulslikes :pain:

But overall really impressive game for a jam. I liked fighting otomos. Most I stealth killed from the back, so a little cheezing, but it allowed my skill issue to proceed further. The long range attack was a little pain as I could never predict when that would happen and when they would choose to chase me instead. But that's on my reaction time as well.

Boss was of course hard and that's good. I had a Willem Dafoe Lookup meme on my face when I defeated her first time and she gone to second bar :D

I liked level design a lot, there were multiple paths to try, each had enemies so it felt like a "as designed" route. And it enabled stealth killing otomos. They could have Hearing Signal and Damage Signal plugged in, but that would make it crazy hard for me, so I don't complain.

From a little bit confusing things, at first I misunderstood the green particle effect on parry as form of healing. But I guess it's CCs fault for being green o7

From what I would add is some form of "strong attack", like holding the LMB to charge it but being stunned for the duration (so need to cancel the channel and only after that enable doding etc.)

Thanks for playing our game <3 We are happy that you enjoyed our idea. With gun overheat we were a little afraid that it would be confusing and annoying, so we are happy that it turned out good ^_^

Glad that you liked it <3 Thanks for playing!

Hey, thanks for playing and for the feedback <3 We will iterate on the aiming after the jam for sure, we wanted to play with it more during the jam but run out of time and decided to polish what we have to make it as predictable as it can get. We don't have a decision yet if the aiming through cursor location will stay or it will be more based on the direction or some kind of autoaim, we will probably explore all of these or more to find the solution that fits us and the game the most.

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It took me around 1,5h but I finally beat it! 

  • Only after an hour I noticed that you can actually "fuel" these dispensers to get constant flood of assets. There was a bar with the fuel level but initially I did not understood that it is for fuel but for how many items are left in the dispenser
  • Catching things up was also a little bit hard, especially brats, but that could also be my mouse. Eventually I have gone tactic where I grab brats only when they are not jumping, and constantly getting new ones from the machine. I think they are grabbed only when the mouse cursor is pinpoint on them. Imo it could be a box around the mouse cursor, so there is some slight room for error, especially in a very dynamic game, but I am also not very mechanically gifted so it could be me :D 
  • At first I did not notice the coffee dispenser and coffee is very OP so I would add a label over each dispenser to not miss them out.
  • For some QoL, maybe I would add a vertical box widget with list of "broken panels" and their timers. Game would be less about noticing and remembering what is broken and more about planning and min maxing. 

But overall it was pretty fun and challenging, brats flying everyone, tons of coffee and utter chaos, I had a great time playing this <3 Great job!

Very nice idea for the mechanic, I really enjoyed playing it! I finished the game but did not manage to fully max it out with collecting all clocks (unless it was sometimes impossible, but I assume Green mark is for "fully cleared" and blue for just finished). The music really fit the speed and rewind vibe of the game <3 And the rewind mechanic itself was very satisfying to watch and use. I would play around more with that rewind, like going somewhere to push a button that unlocks another passage etc. etc.

Glad that you like it ^_^ Thanks for the feedback, we were afraid that doors might be a problem, so we will surely find a solution for them in the next Iteration. And I will work hard on learning and improving the animations o7

Very nice level design, I had a lot of fun exploring every corner and destroying every box or wall. Also I really enjoyed hidden shortcuts! Beaten the boss thrice, once per each weapon + Irys. Of course Katana OP but it must be OP, how would it not be?! Music was very nice, hyped me to annihilate more and faster. The cherry on top was the UI and voicelines. Fantastic work!

Thank you for the comment, we are happy that you liked it <3

The game was pretty fun, I tried different load outs and the best was of course the Shotgun, the answer is always Shotgun. Also movement speed build with Kronii card was also pretty fun, speedrunning and dodging bullets along the way like in a bullethell game.I enjoyed the music as well.
In terms of feedback, I missed some Controls window, only after some time I noticed that I can juke with Spacebar (very handy!). Also the SFX for Long gun is a little bit on the louder side. And most definitely I would benefit from a skill list with points from currently assigned cards (preferably with some +/- difference values when I change the card).

But all is all, a very cool game, I enjoyed playing it! <3 Great job

Thank you for the comment! The boss was/is planned but we did not manage to squeeze it in. But we plan to add it after the whole jam phase ends. Regarding the weapon, it turned out that the Overheat effect did not work at all, so thank you for mentioning it!
Once the weapon reaches certain treshold it should Overheat and shoots start to deal more damage at the cost of Time (HP).

Thanks for playing and thanks for the feedback <3 

Unfortunately we didn't manage to squeeze in the tips from Wisp which would probably help a lot with progression. Similarly with button animations and SFX. We also planned some notification in the bottom of the screen with the result of the action e.g. "Mixing succesful. X created" or "Mixing failed. Incorrect combination. Resetting cauldron" etc., these should also relief confusion about what happens after pressing. If we will continue expanding the game in some form then these will totally land in some earliest builds.

As for the tooltips, I think the alignment could break on non-1080p monitors but I did not manage to fix it in time. For sure will be fixed if the game will be continued in some form.

Fantastic art <3. The music was also pretty nice and chill, fits the game.

Some minor feedback:

- I would still add info about inputs. Only later on I noticed that Space key can also be used. 

- This type of game would greatly benefit from having a sort of gallery with all the cards (and not yet seen ones in grey). Much better replayability imo. Also some "New!" text about cards that I did not see yet could increase focus when spamming pack openings (so I won't miss that juicy art).


Minor Bug: Choosing to not open the pack results in the pack being constantly displayed. It can be workarounded by selecting the spot with the machine again and opening a pack so not a blocker or anything