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Fefeman

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A member registered Feb 05, 2020 · View creator page →

Creator of

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Thank you, glad you liked it. 

Yeah, I'm thinking on how to make the spotlight mechanic easier to understand and to plan around. I think there's a good basis here, but I need to improve the execution.

I loved it. the gameplay is full of depths, with plenty of factors to take into account, making a very enjoyable RPG-ish gameplay. I especially liked how both characters felt really different in their gameplay, not by having unique moves, but by having a different relation to HP. 

As for the visuals, I found them very interesting. The blend of photobashing and drawings give everything a unique feeling. I'm always happy when I see games blend non numerique medium with their art direction

Again, loved it

It really make me happy you enjoyed it that much. And I do intent to revisit the concept and expand on the story and gameplay at some point. 

I totally understand the issue with sound design. I didn't have a clear idea of how I wanted the game to sound and I took sound effects that felt they would fit. I probably should have made a plan for this. 

For the spelling and language, I'll try to be more careful in the future, but spelling is something I always struggled with. 

I'm very happy you liked the story. 

I do feel as well as 3 combats was too short to explore the battle system fully, and if I had more time I would have probably aimed for a few more, but with the deadline approaching I wasn't confident I could make enough enemy variety in time. Likewise for the universe, I'd really want to take the time to dive deeper into how it work. I think this is a project I'm gonna revisit at some point.

For Linux, I probably should have asked a friend who know it better to help with the version. 

After a quick look,  it's very fun, it really nail the inspiration of R&C, with the gunplay and all that. The ambiance is also very good, and there's a good amount of depth in mechanics. I'm definitively gonna take the time to replay it with more focus.

It's a shame to admit it took me way to long to realize you couldn't double jump while you have a gun.

Aside from that, I had a bug where I fell in the water but didn't die. Only happened once and I couldn't reproduce it tho.

thank you. 

Yeah, I wanted to add safety in the targeting, but other stuff felt more immediatly important at the time, and by the time I remembered I was nearing the deadline. I probably would have made a simpler targeting system that is easier to work with next time. 

I liked it a lot. Very cool visual, sound and platforming. 

Glad you liked it so much. 

thank you. 

Yeah, it's a bit sad of an ending...

making it larger is a good idea to make it more explicit you can't jump over. 

I couldn't get all the base mechanics to work, I don't know if it's something on my PC or not. But I found the chara design of Kagome to be very cute. 

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Quite difficult. I didn't manage to go far, but I think I'll reach somewhere if I continue. I think the music is nice, and dialogues in between fights are funny. 

I do say, making a heal that work only 1/3 of the time is very risky.

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Very much liked the gribble visuals, the audio and the movement. And how you had to pass between your giant's boss legs. That's a pretty solid style you got there. 

Unfortunately, I couldn't beat the boss. I think is hitboxes are slightly too big, so in the second phase, when he did his move where he push you off the roof, I couldn't jump over them. 

thank you. 

A souls like for a jam is very ambitious. I quite liked the pixel visuals and the main character's design, they really sell a retro feel. I had issues with the dodge roll where it didn't do much, but maybe that's because I was carrying too much. There was also not that much tell for the enemies attack, which made it hard to know the windows of opportunity. I think that's the big thing missing for the combat to click.

Thank you. I liked how this turned out, I think it did make the combats more dynamic

made with a custom renderer? That's impressive. 

I love flying around at high speed and shooting enemies, this is a solid concept. I think what's missing is more environment like the building at the start, to help appreciate the speed more.

I liked the music too. 

I'm glad you liked it so much. Thank you. 

Balance was one aspect I was very worried about due to the way initiative worked.

I like the music

It took me a bit to figure out how to play, maybe a tutorial or a line to explain how it work would be good...

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I really liked it, it's a pretty addictive gameplay, and it look very nice.

Thank you, and glad you enjoyed it.

And yes, perhaps I should have have been more cautious about the math for the boss. 

I have a weak spot for witches, I love the concept. So this game immediatly endeared me to it. 

Aside from that, it's OOZING with juice. Shooting feel good, the shake when ennemies die is great, and the overall look is very smooth and cool. It's a solid jam game, but I feel it also have a lot of room for growth and to push things further. 

I really liked the ambiance. Impressive visuals and music, it felt the right amount of stressful. And each magical girl having her own dialogue that explain her lore was a nice touch. I especially liked the way you tried to touch on serious societal themes. And the ending was neat. 

I thinks the two "big" (relatively,  because it's very good game) issues are ballance and UI clarity. I sometime had impression some builds were much less useful, to the point Tank!Bhumika felt like she couldn't do much. And the status effects symbols were sometime hard to recognize. 

It take me back to Touhou, even if it's not the same camera... I love that style of gameplay even if I'm very bad at it. 

I found the pixel art very pretty, and the option minigame fun. 

I think it's a cool concept, that move away from more conflict centered styles. it has a lot of room to grow, if you want to push it further. 

And as Vmpwje say, finishing a game at all is already a tale order. Congrat. 

very fun way to fight, it took a bit to get used to, but once it clicked, it worked very well. 

I found the concept interesting, and the additions of an attack mechanic in the later part was fun.

It's a bit lacking in polish, especially with the camera (it's sometime hard to see what's coming) and the long delay between jumps. Aside from that, it was good fun. 

thank you! <3

I'll have a look

A fun idea, gotta be a bit tactical with it

Thank you for playing, glad you enjoyed it. 

yes, in hindsight, maybe the timer wasn't the best thing to add to the game. Perhaps something different, like a limit to the number of questions, could have been a better fit. Or as you say, maybe just focusing on the murder mystery was sufficient.

Hmm, that's true, perhaps the time limit wasn't the best approach to keep pressure. Maybe counting the number of questions would have been more feeting.

thanks for playing the game

A fun take on the Solitaire... But I suck SOOO much at that sort of puzzles. 

I like the character, it's cute.

It's a very interesting principle, I wish it was longer, because these are some very good mechanics.

Love it. It's cute, and it's an original take on a deckbuilder. 

It's a fun concept... Somewhat hard but I love it.

Crazy good platforming. The fact every run add a new challenge is genius. I really enjoyed it

Thank you, glad you liked the dialogues and story. And yeah, the second cases got a few curved ball. 

I think the visual and ambiance very cool and could be a good basis for the future. The polish on physic and movement need a bit more work, but I still found it enjoyable.

Very funy lol. It make me think a bit of Warrioware, but extra stressful because now the challenges can pile up FAST