Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines
(+2)

This is really fun! Sugar-coated violence with cute kawaii girls! Big kudos to the artist providing such wonderful character designs, both player character and the enemies as well. The story is a bit nonsensical, but it matches perfectly with the silly morbid tone the game is going for. Gameplay is really nice and super fun boss fights as well! The game is super polished and well-made, and I had a lot of fun playing! Well done! My favourite character right now is the chocolate cake girl, btw.

Other things I like:

  • Loads of funny decorations, especially in the starting area
  • Good moveset with the player character
  • Telegraphed attacks from the bosses
  • Really challanging boss fights. It's rare to see myself putting that Dark Souls mindset on for a jam game
  • Cute and morbid dialogues and cutscenes
  • UI is very stylised and cute

Suggestions:

  • The platforming levels lack the same polish as the boss fights, and I think it boils down to the level not being natural-flowing enough. It would benefit from some world-building in the level design as well
  • Given how quick the last boss is, it would be nice to have fewer recovery frames for the normal swing and make the attack more responsive
  • The dialogue text blends into the dialogue box quite a lot, especially with the pink one the main character uses. Consider doing outlines or drop shadows to increase readability

Anyway, this is really, really well done, and I like this game a lot!

Merch when

(+1)

Thank you very much for the incredibly detailed feedback!

Huge credit to @HyperCandyChan for all the character art, sprite sheets, and story elements. I handled the programming, gameplay systems, and tech art. In addition, we worked together to improve the overall animation quality.

I’m glad you liked the boss fights. The combat is heavily influenced by Dark Souls / Hollow Knight-style design, where attacks have intentional recovery to discourage greedy hits and reward careful timing.

You’re absolutely right about the platforming levels. The bosses received a lot of focused polish during the jam, and that came at the cost of having less time to refine the platforming flow. That’s something I’d love to iterate on further post-jam. I’ll also take the rest of your feedback into consideration.

Thanks again for playing! I’ll be sure to check out and rate your game soon.