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Lilliana Raquel

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A member registered Jul 09, 2021 · View creator page →

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This is such a crazy unique idea!!!! I love it so much. I have no idea how this works, it feels like magic!! I was really bad at the training minigame though (I understood what I had to do, I was just messing up a lot) so I kept making the controls worse haha. There's a lot of cool directions to go with this idea, I think it'd be really cool if you had a limited amount of actions you can know at a time and you'd have to figure out what action you can replace to get past a certain area (like if you only had 3 slots and you need a dash so you replace your jump, but then there's a place where you need a jump and dash so you have to say, replace walking right and get there with only left, jump and dash). Great stuff!!

Oh my god, after 2 hours I finally managed to finish it. This is really a great game, the hook mechanic is very fun to mess around with, the wall jump is fun to pull off, level 2 and 3 were great fun, the art is really cute and the soundtrack is great. The player controls are a bit imprecise though, I feel like it takes a bit too long to accelerate and especially change directions (the acceleration should be higher if you're switching sides). The jump goes quite high and you rise very fast, and the gravity acceleration is also very high and there seems to be no maximum fall speed, so it's hard to control the height of your jump and land precisely. I also think having to click the hooks is very difficult when you're moving, I think it'd be better to just have a button to use the nearest hook if you're close enough instead of having to use the mouse (or maybe clicking should use the closest hook to the mouse so you can still aim at the right hook). My biggest problem was the first level though. It was by far the hardest level, and more because it felt unfair and inconsistent rather than difficult. Especially the portion with the falling tumbleweed followed by the sequence of hooks with the vulture occasionally flying over, every time I got there the vulture/tumbleweed were positioned slightly differently, and aiming at the hooks while avoiding the vulture was incredibly hard. The level design greatly improved for the next two levels though, I had a lot of fun on those! One thing I think would also make things a lot better would be having some checkpoints. I understand the difficulty is meant to be a part of it, but it also got a bit too frustrating at parts, and I think it'd be nice if the first two levels were split in half with a checkpoint in the middle, as at some point I was already used to the first half and it was just boring doing it all over again every time. Overall, I still had a lot of fun and the last two levels were really nice, and with small adjustments to the levels and player physics and a more consistent difficulty curve it'd be an even better experience. Great game! (and sorry for the wall of text hehe..)

Had a lot of fun trying different builds on this one! I was surprised by how strategic you can be with the upgrade choices, and the downsides made it a lot more interesting. The upgrades are really funny, I love the "mini gun", tower defense and isekai especially hehe. The main problem I had was with the mouse sensitivity, which was way too low even on the highest setting and I needed to manually increase my mouse's DPI to be able to play. Maybe it's a problem with firefox since I don't see anyone else mentioning it? The crosshair also seemed to not be very accurate, it was quite hard to aim sometimes (even without upgrades that messed with spread), which was probably worsened by the slow bullet speed (I think hitscan would've worked better here). I managed to make it to round 26 at which point the rounds took so long I just let myself get killed haha, fun game!

Thank you!!!

Took me a long time to come up with something for this limitation haha, glad you liked it!!

Thank you so much!!! :D

Thanks for playing!

This is insane for a game made in a jam! It's incredibly impressive how you managed to make such a complex game in such a short time. I had a lot of fun with it. One thing I was confused about was the effects of happiness, as even though it says it makes bad things less likely to happen, and I remained with a "Happy" overall mood for most of the game, there were still very negative events happening pretty much every day, with extremely few positive outcomes. I suppose if good events were more likely it'd go a bit against the whole everything going wrong idea haha, but I think it'd be nice to have at least a bit more positive events and a little more agency when it comes to resource aquisition, maybe by providing some way of trading resources (maybe having a currency you could spend to get resources sometimes would be nice). I was robbed of all of my medicine pretty much immediately in a random event and didn't get any at all throughout the rest of the run, and ended up failing just 30 meters away from the destination when all 4 of my surviving members died all at once in a wolf attack haha, so something like that would be really nice to offset the RNG a bit. Overall though, this is a great game I could totally see being expanded to a full product I'd spend many hours on! Great stuff :3

Hahaha I had a lot of fun implementing those effects, unfortunately didn't have time for sounds. Thanks for playing!!!

Thanks!!

hahaha guess that's what happens after playing too many bullet hell games XD

Really cute and funny. I struggled quite a lot with the rhythm mechanic though, it's quite hard to tell when your turn starts, what the right timing is, and whether you were late or early. I think that improvements to the UI on the bottom could already make that a lot better. The art style is really cute though and the idea is pretty unique and funny!

Very fun and polished!! Feels really good to play and love the visuals and sfx. Sometimes it was a bit hard to distinguish the enemy projectiles from the explosion particles and other effects (even before the glitchy effects) and I felt that the player collision was a bit too large. I also did experience one (real, probably unintentional?) bug where the enemies just decided to leave around level 8 which was really funny. But overall it is really fun and I couldn't stop playing haha, after much struggle I managed to get 3020 score (level 12 i think?) and was finally satisfied :3

Thank you!! Glad you enjoyed it ^^

Nice score!! :D

That's actually what the bad aim does already, it's a 90 degree offset! But perhaps 90 degrees was too much haha (or maybe there's a real bug in the implementation? that's what it should do at least..). Thank you for playing!!!

whoops, forgot to mention in the title screen that you need to press space to play, the "PLAY" button doesn't work '^^
(there was supposed to be a joke about the play button not working if you tried to click it and then it would tell you to press space but i didnt have time lol)

Ah I see, that makes sense!

Really fun game, it's so fun to try different strategies and characters, it's very simple to understand but the gameplay is still very interesting, the art is adorable I love it so much, the music is great too, I just really have no complaints for this one it's one of the most fun submissions I played yet!

This was pretty fun, difficult little shooter, hard mode required me to conserve my shots and pick my fights and it was pretty interesting figuring out a route through the levels. The artwork is great as well. Love the interactive menus. I really like the limited ammo, but there should be an indicator of your current ammo (both in the current magazine and total), as well as for your hp. Not being able to run and dodge backwards feels really weird for a 2d top-down game like this and kept throwing me off. Besides that, this was tons of fun! Has a lot of potential to be built upon with more content  and maybe more weapons, enemies, etc.

Pretty cute story, the minigames were a bit buggy with it thinking I released the mouse button when I was still holding it (maybe cuz of web version but I couldn't figure out how to run the downloadable version), also took a while to understand how the first 2 minigames worked, other than that was an interesting concept. Lovely art and the song at the end is really good as well.

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Very cute and sweet. Lovely story that was fun to go through. The little minigames were nice though it would have been cool if there were more of them. The art looks so amazing and adorable I love it. Very simple game but it was very enjoyable. Also you can spin so 10/10

Also I got the last dog school sentence right first try so I'm very proud of myself

This one actually made me cry I was not expecting that 😭
Simple story that hit right in the feels, the gameplay was pretty fun and I liked trying out the different weapons, the dialogues were cute, the art is really good (I love the character sprites!) and the audio fits well. Unfortunate that there wasn't enough time to do much content for the later half of the game (the meta jokes were funny though lol), but it still manages to have a proper progression and ending despite that. If there was more time, besides just more content, I would love to have seen more creative weapons like the shock collar which was quite special and fun to play around with. I feel like a bullet hell style boss fight would have been really fun here too. Of course, those things are outside the scope of the jam, and this was a really great experience as it is!

Nice little tower defense game. It was pretty fun, the artwork is great, the story was really sweet. The animation for unlocking a new character reminds me of plants vs zombies which is nice lol. The upgrades were very weak and expensive though, making them not really worth it at all. There really needs to be a way to sell or move towers. I would have liked if there was a way to know how much damage I'm doing and how much hp the enemies have, as not having that makes it harder to figure out a strategy since I don't know exactly how strong each tower is. There seemed to be a really long delay between an enemy entering a tower's vision range and the tower actually attacking which makes it really hard to catch leaks, especially so when the attack speed upgrades are so expensive and do almost nothing. Still was a really fun experience though!

This is surprisingly fun for something so simple. I like how some of the items are new attacks and some are like modifiers for them, that's pretty unique. Still don't know what the hammer does though or how exactly the order changes things. Using the number keys for picking up the items is extremely awkward. It would be nice to have more enemy variation and more items. The little fireball seems just straight up worse than the big line. It's very hard to pick up a new item when you're not strong enough to get the ghosts out of the way (specially with the awkward keybinds), and that's exactly when you need to get new items. You get very strong very fast past that. Oh and it's quite laggy, specially when shooting.

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The visual style and audio builds the atmosphere really well and makes this a very immersive experience. I find it weird that you can lose at all in a game like this when it's more of a narrative experience and there isn't much challenge, but I imagine the whole energy thing wasn't fully explored due to the time constraint. It wasn't clear sometimes what I could interact with which is specially bad since the game is actively punishing you for moving too much with the energy cost. A lot of the text was very technical and dense making it hard to follow, but this might be more of a personal thing. The audio file was very quiet and blended in with the background noises, specially after turning the power back on, so it was just unintelligible for most of it since there are no subtitles. I think some puzzles would fit really well here to add more gameplay. This could be very interesting with more content and gameplay, looking forward to the updated version.

Incredibly fun and satisfying movement game. Love the crouch jump speed ups (although my hands don't love it after spamming it so much lmao) and it's very fun to blaze through the levels. The boss fight was also great. I love the art style so much. I think it doesn't fit the theme very well though. It's a very simple and well made game, this is a game I'm looking forward to playing more trying to beat my records :3

Really sweet game. Loved seeing all the interactions, and the story was nice. It is quite linear though, most of the game is going somewhere, interacting with something, going where it tells you, rinse and repeat, with very few moments were you had to actually piece together some information or use the item system in a way that required more thinking. It was still really fun to go through the story though and there were lots of little interactions to see, I love how you could use vedal and evil on items and characters to see their reactions as well. I love the art too, the characters are so cute, and the audio fits well. In general, this was really fun and I just wish it was a little less linear with more puzzle elements, but this is great for the scope of the jam.

Thanks for playing!

I didn't have time to do much balancing in the end and the units are completely random right now so yeah unfortunately there isn't much need for doing any strategy in it's current state. Thanks for playing though.

Yeah the idea was to have a few levels with hand picked sets of enemies, and shops in between each level to buy new units for yourself. I was gonna still use a little bit of much more controlled randomness to give it more replayability, but the completely random units that are implemented right now were a last minute thing as I ran out of time. I'll try to follow through with my original idea after the voting period ends. Thanks for the feedback :)

I did feel like multiplayer could work haha, might be something fun to try in the future. Thanks for playing!

Thank you :)

This was so incredibly fun! Very simple gameplay but I enjoyed it from beginning to end. It was missing a crosshair which made it harder to aim (also I feel like the projectiles go a bit off to the left?) and some turns were really hard if you don't cheese by staying really far from the enemies were they can't attack, but it was still super fun. I like the models and the sounds (though they were kinda loud and the shield sound is quite long), the song fits well and crazy robot body evil cover in the end was funny. I think having an indicator showing where the enemies are would be nice as I took a while to find them sometimes or they showed up behind me and killed me when I couldn't see them. Also, since there is no punishment for running I think you should be constantly running, or if necessary do like Spelunky 2 where you run by default and hold a button to go slowly, it's annoying to be holding the button constantly. I think that's all I have to say, good stuff!

The idea is interesting, however in practice it was a bit frustrating to play. I like the idea of attacking and moving on beat like crypt of the necrodancer, and this has a unique twist with having the specific beats that you can attack in with different patterns each fight. However, there's a few frustrating issues. The enemy attacks linger for multiple beats, and you can get hit in the middle of moving between tiles or when an attack spawns in a tile you're moving away from, which makes dodging very annoying, especially when you have 1 hp and have to redo everything every time. This has potential, but those problems take away from the enjoyment and I was not able to finish it in this state. If those problems were fixed this could be really fun and interesting.

Fun and sweet dialogues, it was fun to see all the interactions, the art looked cute, it's missing some bgm or other background noises like the crowd sounds to fill in the silent parts. It's a shame you couldn't finish it or implement the theme, this definitely looks like a lot of effort for the jam time, but it's clear there is a lot of potential here with the ideas you had for a really nice experience, so I'm looking forward to the full version! :3

Really interesting and fun! This is the best use of the theme I saw yet, really being a main gameplay mechanic that's very interesting. It's fun to piece the clues together in as little moves as possible. The art looks really good, and the audio is great as well. When evil finds you, the sound effects that play along with the music stopping makes it feel impactful, and the animation afterwards retracing your steps with the sound increasing in pitch is satisfying. I just think the random aspect doesn't really work for this style of game, at least not in the way it works right now, and I think it would be more fun with handmade levels to explore with specific action count goals to beat. Though making that much content for the jam would have taken a lot of time, and it was fun to replay a few times like this, so I understand the choice of going for random generation.

Ooh all that makes a lot more sense now haha, thanks for explaining! I'll definitely play the updated version when that is released!

This is amazing! It's insane how you managed to make a strategy game with such fleshed out systems and interesting content in so little time. This is all I wished I could have done in my game hahaha. I've never seen this cooldown system with the actions before and it's really interesting. There's a lot of interesting skills and it was fun to try different strategies. It's quite difficult, specially when you only have Neuro, and it often takes a long time to get a new character, so I think the chance for that should be increased (or have a guaranteed one in the first shop), but it was very fun trying to figure out a strategy to win a fight despite the odds. There were quite a lot of things I didn't understand though: I still don't really know what the stats "Footwork" and "Remoteness" do and there was never an explanation for any of the stats. The targeting for the attacks is very weird, some attacks said they attack the closest enemy but seemed to target a completely random enemy every time, and support and heal skills would always only affect the character that was using them for me (but I could see the same characters use those skills targeting different characters on the enemy side). I also found it a bit confusing at first that the PREP and COOL stats in the attacks show the preparation and cooldown speeds rather than time, but that might be just me (and wouldn't be a problem if you could see what each stat means, which also helps understanding the character stats). I experienced one bug i can remember (besides the bars staying after a character dies but I'm sure that's already known and it doesn't affect gameplay), where every time a shop appeared it would open a character page showing evil that I had to close each time and didn't do anything. In my last run this happened much further on in the game and I could not close it anymore, so I had to quit the game. I really love the art, all I can really say in that aspect is that the UI needs some work with things like the unthemed buttons and some elements like the bars that look improperly scaled. The audio is minimal but it is good, I like the soundtrack and the sound effects fit well. In general, this is a really great experience :3

Wow that was way longer than I intended 😅