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nekodaman

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A member registered 76 days ago · View creator page →

Creator of

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Thank you for your comment!
This was my first time creating a multiplayer game. While implementation was easy using Codex, there were still many areas for improvement in the game design.
I decided against including a chat function. I don't think that was necessarily a mistake, but even so, I restricted communication too much. I tried to avoid the "worst-case scenario" by making the hint function available multiple times, but it wasn't a very good solution.
Thank you for your helpful feedback. I want to create a game that players will enjoy. I want to improve my skills so that I can consider various scenarios to avoid causing any unpleasant experiences.

Thank you for your comment!
After completing the tutorial, you'll be able to play with random matchmaking, but I can't gather enough players, so I don't have anyone to match with.
You can also create a private room where you can play with friends by sharing a password, so please try that if you have the chance.

Thank you for your comment!
I made it a game that requires two players, so it's not as easy to play casually.
I hope you'll pick up another game I create in a different genre on another occasion. Thanks.

Thank you for your comment!
I'm so glad you actually played and enjoyed the two-player mode.
The idiom "Dive Into" means "to become engrossed in something," so I chose a puzzle game that allows for immersion. I might not have handled the theme very well, but I like it myself.

Thank you for your comment!
I wanted to make a casual game, but as a result of designing it as a two-player game, it's no longer a game you can easily play casually.
This is my design failure.  I hope you'll have a chance to try two-player mode.

Thank you for your comment! Bug reports are also very helpful!
I made it a game that requires two players, so it's not as easy to play casually.
I hope you'll have a chance to try two-player mode.

Thank you for your reply!
I'm planning to release it on another site to coincide with the start of the evaluation period for this game jam!
I will also include a link to this game jam in the description!

Thank you for hosting this wonderful game jam!

The game I submitted is an online co-op game, so I would like to increase the number of concurrent players as much as possible. Would it be okay to publish the same game on another website during the game jam period?

The other website is aimed primarily at Japanese players, and the game would also be available there as a free browser game.

I look forward to your reply.

It's amazing that you got an S rank on every stage! While there's no game over concept, I made getting an S rank quite difficult.

Thank you for playing!

The visual design and sound are fantastic. 

I generally prefer more traditional games, like those where you compete for points or clear stages, but I still enjoyed this game!

I like idle games and I'm currently playing several. I enjoyed this game at first, but I think it would be even more enjoyable if there were more things to do. Overall, I like it!

The idea of shaking a cola bottle to create bubbles was brilliantly translated into an action where you actually shake the mouse. At first glance, it seems like it would just be a hassle and negatively impact gameplay, but in reality, it worked perfectly as a game.

Also, I love the cute characters. Thank you for a fun game!

Thank you for playing!

I should have made the coffee and cola machines more easily recognizable. This is the result of aiming for a unique world that's like a cafe and a factory at the same time.

However, the gameplay is simple, so I'm glad that the gameplay was ultimately clear!

Thank you for playing!

This game was created with respect for the game Rhythm Heaven. And just as you commented, it was released 20 years ago!

To differentiate it from existing rhythm games, I added several original features. For example, the gimmick where objects flowing in the same lane react at different times is something I haven't seen before. While this gimmick has the drawback of reducing the freedom of note placement, I believe it's an interesting idea that offers a different experience from typical rhythm games that mimic playing musical instruments.

Another example is the addition of posters that increase with combos. Once a poster is placed, it doesn't decrease even if the combo is broken. I wanted to prevent players from getting discouraged by a single failure. It's a simple idea, but I haven't seen a similar effect.

Synchronizing gameplay and music is something I couldn't fully explore during this game jam. Due to the limitations on note placement, it might be better to design the gameplay first and then create the music.

Thank you so much for your kind comments 😀

Thank you for hosting this game jam and for playing the game! 

I really like the idea of having different hit timings on the same lane🙂

Thank you for your reply! It will be challenging to finish within the time limit, but I think it's a good rule to uphold the concept of this game jam.

I think I'll be able to upload it today. I'm looking forward to seeing everyone's creations!

Thank you for hosting such an interesting game jam.   

I have one question: Am I allowed to update my game during the evaluation period?

I think it’s a really interesting idea! That said, I felt that having the music fall apart after a single mistake might make the gameplay feel a little harsh.

I can not figure out how to play it.

This is my first  itch.io jam.

Since I subscribe to Codex for AI-related tools, almost everything in this game was created using Codex.

Code: The code was generated by Codex GPT-5.5. I have not looked at the code at all, except for the code related to music generation, which I mention below.

Visual assets: The visual assets were created using Python code generated by Codex.

Music and sound effects: I had Google AI Studio’s Gemini analyze gameplay footage of my own game and generate prompts for Codex. Based on those prompts, I then had Codex generate Python scripts to create the music and sound effects.

Localization: I created the game in Japanese. The English translation was handled by Codex.

Game engine: Unity 6. I have not looked at the code myself, but I did edit the values in the ScriptableObject settings.