Thanks for playing!
Regarding the hidden items, I will be removing the line the cat says. I will be tweaking enemy stats and/or adding signs that warn the player of higher danger areas (such as the dragon spot).
The dungeon designs are basic for now, and are partial hold overs from when I was following tutorials. There will be adjustments in the future.
Thanks again for playing and for all your contributions!
TheAnimationVoice
Creator of
Recent community posts
Thanks for playing! A lot of what you suggest simply cannot be done due to engine limitations. It is rpgmaker 2003, afterall. I will do what I can within the engine. I do have more plans to make the game even sillier.
The "timer" is an auto time battle mechanic; when it fills you can make your move. Games like Final Fantasy 6 use such a meter.
I have not messed with a "Scan" mechanic yet, but if I can implement one, I will!
Static xp for enemy mobs is a standard holdover from older rpgs. For enemy attack damage, I will continue to tweak the enemy stats.
I've heard my npcs move too fast, and will slow them down.
Thank you again for playing the demo!
At 2:05:02 I got a popup saying "Your profile could not be used because it is from a newer version of nw.js" Regular game coverage starts at 2:06:15. Gamebreaking bug found starting around 3:52:32 involving Soul Tether. Adding a standard "escape" so you can just return to the map you were just on might be a better option. The Putrid Perfume potion didn't seem to work in the cave; random encounters still happened. There's a music issue in the cave, when I used Rose's ice all against slimes, the music suddenly gets LOUD. Example at 3:43:28. At 3:45:38, the music spikes again and the battle music continues to play in the cave map until I teleported out. At 3:57:22 the music spike up happened again.
Aside from those issue, LMFAO this game. The bosses were tough, but manageable. There are lots of jokes and silliness, which I appreciate. This helps inspire me to make my game even sillier. It plays fine on controller, game music is solid overall. The "if you had one" joke was funny at first, but got old as EVERY item in the apartment I didn't have said the same thing. Having only the summoned monsters level up is a twist on the normal rpg mechanic. I was also used to just being able to walk out of buildings instead of having to press the action button to exit.
Still, an enjoyable experience overall!
Game coverage starts at 1:34:00
I saw that this was completed in 72 hours, which I give tremendous respect for. I had to set the graphics on "low" even though my computer is quite powerful (4070ti gpu) and can run most games on the highest settings with no issue. Controls were quite rough, and it wasn't intuitive at first that you can run back to your base/inside the barrier and heal. At times, I could not see what was happening due to the walls or trees blocking my view. The ghosts were at times hard to hit. Thank you for having controller support!
There's lots of potential for this game, and I look forward to future updates.
Game coverage starts at 1:16:31
I got hit with copyright claims for the music. This does not affect the video at all, but wanted to let you know about said dings. If possible, controller support would be excellent! The click-and-drag works fine overall for now. Graphics are fine, pixely goodness. The big wave of banana peppers OBLITERATED me. I lasted 357 seconds in my best attempt.
Is it possible to survive the banana pepper onslaught?
Game coverage starts at 23:15
CHOO CHOO!! I played the browser version, and sometimes when I held right click , it caused me to exit out of the game/open a new tab. If you can, please add controller support. Frantic clicking with the mouse seemed more effective than anything else. Holding the mouse to auto fire helped, but rapid clicking was best. Music was fine. Some of the weapons didn't seem to work (missiles, minigun).
For future missions, perhaps have different sizes/shapes of rail and also different music tracks. For the modules, can they be both they keyboard 1, 2, 3 AND the num pad 1, 2, 3?
Game coverage starts at 23:15
CHOO CHOO!! I played the browser version, and sometimes when I held right click , it caused me to exit out of the game/open a new tab. If you can, please add controller support. Frantic clicking with the mouse seemed more effective than anything else. Holding the mouse to auto fire helped, but rapid clicking was best. Music was fine. Some of the weapons didn't seem to work (missiles, minigun).
For future missions, perhaps have different sizes/shapes of rail and also different music tracks. For the modules, can they be both they keyboard 1, 2, 3 AND the num pad 1, 2, 3?
Gameplay starts at 15:10
I tried this with an Xbox compatible controller. Controls were fairly responsive, though there was one weird spot at about 18:00. I also had no idea about a double jump. If you can add simple text on screen that tells how move, including the dash and double jump, that would be great! Otherwise, the controls were fairly intuitive to me, as I've played a lot of Mega Man style games. I'd like to see what comes of this project in the future!
Gameplay starts at 10:57
LMFAO THIS GAME. There were some spelling errors, such as "imployee" (unless that was intentional), but the humor is quite lewd, crude, and cracked me up. Graphics and audio are fine. Controls and understanding the combo sequence and how to time it right was difficult at times. The rng could be unforgiving and not let me have a counter to my opponent at all and I'd just get murked. Other times, it seemed like the enemy's power meter/move meter charged faster than mine, allowing them to combo me into oblivion. The learning curve is STEEP.
I know you said you didn't have time for a proper tutorial/training stage to be implemented. Having that fully fleshed out can help people understand what the different colors/move types do in relation to the enemy moves.
Overall, it's a fun and funny concept. Hope it gets fleshed out further!
Gameplay starts at 2:37:50
Okay, this is an all point-and-click/mouse only, which is fine. If there's a way to add controller support in the future, that would be an excellent addition.
Dying a few times to the armored mini boss and then allowing me to keep fighting regular enemies/removing the armored guy was quite helpful. I couldn't imagine getting locked in an endless cycle. A couple of times, npcs came and gave me spells/weapons I had already unlocked, so not sure if that's supposed to happen. On the plus side, that gave me an extra sword to sell! 😆
The customization for spells is a lot of fun, but raising the charge time seemed to work against me, so I didn't bother with those at all. Instacasts for the win! Also, my jumping slash ability was said to recharge after 2 turns, but often took 3, as when I wanted to use it, it would say "click to deactivate".
Pretty fun overall!
Gameplay starts at 1:57:00
What an absolute blast! Pure chaotic fun, controls were smooth and responsive, graphics were solid, music is high energy and fits so well.
Would love to see more tracks, more selectable characters, and possibly a career mode. I still couldn't get the grasp of drifting nor how to execute it properly.
Gameplay starts at 1:27:40
I played your entry from last year, so was excited to try out your new entry. As usual, music and art are solid. Story is great, and the ending twist was an "oh what the fuuuu" (good kind!!!)
I somewhat expected there to be some sort of branching story/player options, similar to your previous VN.
Gameplay starts at 1:22:30
I'm curious to which version of rpgmaker you used. I absolutely LOVE the retro/pixel art style. It reminds me of the rpgs I grew up with. I saw you pop in just as I was ending the stream. I was also surprised that the demo went on as long as it did (not a complaint!). I like the field abilities; it reminded me a bit of Breath of Fire and also the Mario and Luigi rpgs. Combat went well and the explanations for the different mechanics flowed smoothly.
Gameplay starts at 44:00
This is a solid prototype! I like the video tutorial, especially how it shows what button to press and when/how. Quite useful! During the different fights, mostly from knight and beyond, I *swear* I was blocking/parrying/dodging correctly, but I was getting smacked around instead. 😅
The audio during the mini boss/boss fights caused a copyright ding on youtube (content claim/video is unaffected and you can still hear everything just fine).
Locking on was easy enough, but some sort of indicator (dot, glow around/above/below) the enemy could help even more! Overall, there's lots of promise for the game!
Gameplay starts at 44:00
This is a solid prototype! I like the video tutorial, especially how it shows what button to press and when/how. Quite useful! During the different fights, mostly from knight and beyond, I *swear* I was blocking/parrying/dodging correctly, but I was getting smacked around instead. 😅
The audio during the mini boss/boss fights caused a copyright ding on youtube (content claim/video is unaffected and you can still hear everything just fine).
Locking on was easy enough, but some sort of indicator (dot, glow around/above/below) the enemy could help even more! Overall, there's lots of promise for the game!
Gameplay starts at 7:07
This game has a lot of potential! I would have loved to see enemies to shield bash into, but I see those are going to be in a future update. The lack of music made me add some to the stream--it will not play in the video below, as that's a setting I use in OBS to evade copyright dings. I could see a DNB/cyberpunk, or darksynth soundtrack. I streamed Darksynth from The80sGuy on youtube for the music, and that genre fit quite well.
Controls--oof. This game is action heavy and doesn't have full controller support, so at times I was using one hand on my controller and one on the mouse, which seemed to work fine. I'd love to see full controller support. I have wrist issues where action heavy games using keyboard/mouse cause me pain. The mechanic of bouncing off your shield backwards to go FLYING is unique, and quite fun at times (WHEEEEEE!), but can mess you up when trying to leap/launch over pits or obstacles. I had a ton of difficulty in the second section with the yellow lasers.
Gameplay starts at 2:44:44
The things rpgmaker can do is truly something else. I never expected MV to be able to create a horror roguelite, but you managed to pull it off! I like how when you take damage in the game, your character sprite and menu shows the damage. Hopefully one day Angel can escape from the Evil Mansion of Doom and Scary Things.
Controls are fine, menu easy to navigate. Each room with its own vibe is solid. I was hoping to find a way to heal after taking damage, but I suppose that's part of the experience.
Gameplay starts at 2:20:21
I don't know if I played the wrong version, because I was unkillable, even if I stopped playing and let the enemies swarm me. I did play the downloadable version, as I couldn't get the audio to come through my stream on the web version. I blame OBS for that 😅
I would like to hear different music tracks. Maybe have it so each run has a different track (such as a shuffle of 5-7 tracks). Controls worked wonderfully on my gamepad/controller (xbox compatible). I liked the two stick controls.
I don't know if you plan on having all ships available at the start, or plan to have some ships be available as you progress and earn enough in game $ to buy/unlock them. I know that is a common mechanic.
Will there be any kind of story/missions? There's a lot of potential here!
THE CAKE IS A LIE, DAMMIT! Oh wait, that's Portal. Now I wonder if one *could* make the Portal cake in your game. 🤔🤔
Jokes aside, this game has a ton of potential for real world applications. I could see a person making a cake in this, then sending a screenshot to an IRL baker/cake designer to have it become reality. Well, as long as real world physics are applied, as the cake I made would topple over quite easily, or become a fire hazard if I added candles all around it, as I was experimenting with. 🤣🤣
Controls are fairly intuitive. Adding info when hovering over certain shapes could help when trying to determine the exact decorations you want.
Behold, my creation:

Gameplay starts at 15:00
This was a cute, clever game! I liked the branching options for the run, so you can have different ways to play. The string/ragdoll aesthetic is a cute choice. The game was fairly intuitive, but not knowing which beads on the "abacus" lead to minor confusion. If you could add some info when you hover over said bead (action bead/special bead/attack bead) that could help. The way you can get info just by hovering is great, and stitching together cards to make new amalgamations is enjoyable.
I died to the boss and was unable to click out/had to press ESC to open the menu. Still, a fun game and solid concept!
https://youtu.be/KRefEBZr5M0 Skip to 3:09:30
The plants vs zombies inspiration is quite prevalent (not a bad thing!) Getting the different power ups each round was great, but for some of the rounds I liked the setup I had, so if there's a way to skip collecting a power-up between each round would be great. I did manage to survive all the way through. This game has great potential for the mobile market as well. Graphics and music are fine and fitting.
https://youtu.be/KRefEBZr5M0 Skip to 1:46:00
I finally got to try this game! I wanted to test it last year, but ran out of time. Controls are smooth, graphics are cute, music adds to the chaos. The hidden interactive items (pool, bbq) are a pleasant surprise. Who cares about the race, there's a POOL you can just jump into 🤣 The hidden/unlockable characters are a great touch. And the secret merchant guy who sells the secret chair--LMAO that was a surprise to be sure. 🤣🤣
https://youtu.be/KRefEBZr5M0 Skip to 59:00, then to 1:06:10 to see the full gameplay.
There was an issue when on controller, I tried to back out of the "gamepad controls" menu and the game crashed.
The intro stage was...LMAO WOW. Apparently the VOD had game audio too low or I forgot to switch it on. Oops. The music is quite fitting for the frantic action of the game.
Controls are responsive, graphics are fine, and I like the level select options.
If possible, when you select "level up" have the selector start by highlighting the first (leftmost) option, instead of having to press up in order to select an option. Otherwise, a fun and chaotic slaughterfest.
https://youtu.be/KRefEBZr5M0 skip to 2:41:30
Yay for having controller support! The graphics and music are solid. The aesthetic is trippy, in a good way. Figuring out which blocks act as heavy/gravity warping/bouncing is easy and intuitive. One thing I'd add, if possible, is the ability to go to the next level after finishing a level. Currently, the only options are retry/main menu. Otherwise, it's a fun physics based puzzle game!
https://youtu.be/KRefEBZr5M0 Skip to 9:20
There is an issue where ren'py and OBS don't get along. For this, the game must be played in windowed mode, not fullscreen. This note is more for anyone who plans on streaming in the future.
Music and graphics are solid. The variety of options to customize your characters is quite robust and detailed, allowing for some fun creations, including with randomize. You can get some wacky combinations that way XD.If possible, a little info blurb when hovering over the different customizations could help. I know when trying to change iris color for eyes, if I didn't select L or R, it affected the whole eye. Still, the customization options are fantastic and I look forward to seeing what kind of adventures the characters I create go on!
https://youtu.be/PxcoIl3ur9E Starts at 2:30:12
I really like how you can see characters' thoughts during conversations/cut scenes. The combat setup reminds me a bit of Final Fantasy X, where you see which character's attacks/turn would be coming up, so you can strategize. I caught a couple of times where the healing items still said "HP" instead of "VP" Character images/sprites/music are all solid. I got absorbed into the world and look forward to seeing more!
https://youtu.be/PxcoIl3ur9E skip to 1:12:21 to see the game
I previously played this last year and gave the updated version a try. Still a fun and enjoyable roguelike . Controls are good, and controller support is always a plus! I didn't explore as much as last year, but the progress is excellent!
https://youtu.be/PxcoIl3ur9E Skip to 32:00 for your game
The aesthetic is cute, and the mean/A N G E R Y veggies are hilarious. Music is fine, controls are fine, though if you can implement controller support, that'd be even better! Also, if you can add some additional health recovery items, that could make runs last a little longer. Still, a fun concept!
https://youtu.be/PxcoIl3ur9E Skip to 54:25 for your game
I really like the aesthetic and the Mirror's Edge vibe. The instructions on the buildings is a cool effect, but easy to miss. I didn't even know you could slide until I was looking back at the VOD. Music is great. The corpo AI does get annoying at times. Platform creation made sense once understood, but I often missed the jump on to the platform or was *almost* at the building, then started a wall-run or fell off. Also, if you can add controller support, that would be helpful.
Overall, liking the concept!
Hello! I'm Rob aka TheAnimationVoice aka RoboRob. This will be my third time joining, and my second as a dev. I won't be as active as a streamer this year due to Life Situations, but will stream when I can! If you miss a stream, I upload all my VODs to youtube.
I like all kinds of games and am willing to give almost anything a try.
Twitch: https://www.twitch.tv/theanimationvoice
Youtube: https://www.youtube.com/@RoboRobVT
The graphics are great, the sound started LOUD, but the slider did enough to get the sound to a comfortable level. One of my chatters said the sound and aesthetic remind them of Jet Set Radio (note: I have not played that)
A few recommendations:
Allow right shift to be sprint as well. I noticed I could use WASD as well as the arrow keys to move around. I am HORRID with WASD controls, but arrow keys are fine.
Please add controller support if possible. I could only play for about an hour or so before having to stop due to wrist pain. Any action based games that are keyboard/mouse do this to me. As such, I was only able to get to level 4 of the first world before I had to stop. That, and that level was so frustrating. I was SO CLOSE so many times and then the ball either glitched out spectacularly, or it fell off and I had to reset the ball. 😆😆
Checkpoints are a life saver, thank you for having those. I also really enjoyed the Not Mario and Not Bowser characters present, as well as all the silly things you could punch/interact with.
Will there be music added to the individual levels?
The full vod is available here:
I played this with Plabs and BricksParts, and I know one of the devs showed up in the chat. I had vtubestudio and discord issues, so had to bail early. We talked about boss fights, difficulty spikes, and a few other things that are apparently all in development.
Graphics are cute, music is great, and OH BOY does it get chaotic after level 5. Still, a lot of fun, even with the little ring toss mini game. That's cute! Controls are easy and even in a "trial-by-fire" method, it still is easy to figure out, generally. Frank was a bit confusing, but we figured out how to use him a bit more as we played. He can definitely be an asset! This has a lot of solid potential and am looking forward to the full version!
Vod can be found here. Gameplay takes a while to get in to, as we were trying to get stream together to work, fully starting around 40:00 in
