A cool trick or treat spooky game with good pixel art.
At first I didn't know what I was supposed to do, the place was too big, but I realised I can only trick or treat at the houses, I completely missed them.
The monsters can still move after you press shift.
The maze was too hard for me.
Fun game, I guess you should add a way to know the houses you already checked.
Good job.
IvChill
Creator of
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-The game begins without an explanation of what's going on.
-Rintaro character portrait is black and white but the character sprite has color.
-The enemies don't look scary.
-Entering the cabin doesn't let you go out.
-The enemy follows you down the stairs but it gets stuck.
-Some places will get you stuck and you will have to restart the game.
-The cutscene at the inn locks the game, preventing continuing forward.
I like the art, but character portraits have different art styles, the gameplay is pretty fun and unique. The ui, sound effects and music are awesome, good job there.
-The rescuing passenger mechanic is pretty cool, but some passengers move too fast to interact with and once rescued they visually clip to the seat.
-The monster still kills passengers while talking, so the sheriff repeating the dialogue can be a problem.
-When you die you have to restart the whole game, this isn't that much of a problem but maybe add a skip intro option when starting the game.
-If you dash while with TNT you will die.
-The tranquilizer needed too much meat! I don't know how many it needed.
-You can dash while talking or on a cutscene.
To increase more expose, consider adding more images of the game on the page, like 5, just the cover image doesn't let the player know how the game looks and the description doesn't talk about the main mechanic, you should also add how many endings there are while you are at it.
And consider uploading a browser version, people play those more than download.
Pretty ambicious game, despite some flaws I still liked it, I was able to kill the beast with TNT, your team did a great job!
This game is beautiful, incredible art style.
A fun and cute little adventure with nice music.
Really charming characters and some basic puzzles.
My favorite characters are the big brother, and the anime dude.
I didn't see any bugs but there are some characters that you can't talk to and a door you can't interact with.
You should probably change the cover image of this page to something more interesting to get more people, the main menu makes it seem bland, maybe a drawing of the protagonist.
Really good job, this is an underrated gem.
Interesting and fun concept, I played the game on mobile Android.
-A bit too challenging for a game jam.
-Main menu is a bit bland.
-How to play menu has some grammar issues.
-You should add more tags to get more exposure on the page.
-I don't see a timer to see how long until I win or how many kids to spook until there's no one left.
-There isn't any settings menu to control the volume.
-Sometimes the kids take little damage I think, is this random? It also depends of the type of kid it seems, if it has a random element it could be a little bit frustrating.
-I didn't notice any bugs.
Good job to your team, this is a nice spooky short game, I liked the visuals, mechanics and music.
At first I didn't know what "Transformation" meant, but I guess this is related to furries.
There are 3 stories, the introductions to each one of them will describe everything that will happen and there won't be any plot twist so it can be too straightforward.
The first story seems to be inside of a fictional videogame, hence the fake errors, I think this should be more clear. This story is also the shortest.
Second story has a puzzle, it wasn't that hard but it can be a little bit confusing, I had to combine the cows from both windows.
Third story has the most dialogues, and I guess that also happened inside a videogame.
There isn't any music I think.
I didn't spot any bugs, the only obvious thing would be returning to the lobby after clearing a story, maybe you could reset the variable or just don't allow to go back to completed stories in the same save file.
The idea of transformations was pretty bizarre, I think some parts had too much dev explanation, but you were improving your writing during each story so props for that.
Cute game, this is a personal project about the childhood of the developer so these kind of games can be quite inspiring.
I played the game in english.
The item menu has some options in chinese, a person in the house has a name in chinese and some dialogue options are also untranslated.
There are some collision issues, some places that you shouldn't be able to go and furniture that you can pass through.
Eating the food from the table doesn't make it dissapear.
The art style is cute but only at the house, afterwards the quality drops.
There's nothing at the end of the road.
Main menu has 4 characters instead of just Jing Xinyi.
Going to the square hardlocks the game and you can't continue.
The place is massive, it's hard to know where to go.
When you reach the classroom music stops.
There's an illustration when playing at the park.
There doesn't seem to be an ending after coming back to your home, also going in an out of your bedroom will trigger mum's dialogue.
This place makes me feel trapped, a little bit like claustrophobia I guess, and I don't like tall building with a lot of people because I feel like I get less privacy, but the park was pretty nice.
The game needs more work, it's current state is very incomplete but I think you can do something pretty good with more time, good luck with your game dev journey.
A cool yume nikki type game, I liked the story.
When starting the game there's already a save file, and creating a new file is a new life, interesting.
There's an option to turn auto dash but I think you can't dash.
Cats dungeon is cute but confusing.
Interacting with some ghosts plays a water sound so my headcanon is that they pee on you.
A light of mesa "The essence" hardlocked the game once, but I tried to skip it teleporting to the portal once it started and everything was fine (yeah you can return to portals while in a cutscene).
You either sink on the abyss or let the abyss sink on you.
Some parts drag for too long, especially the teleporting doors part.
The ending leaves too much to interpretation I think, so I guess she was dead and exploring limbo or something like that probably, but I did like the message about light and love.
Good job with the game, it was fun even if some parts where a bit tiresome.
Rest in peace Demyx.
Don't worry about the late reply.
I'm happy to hear you are motivated for game development, I suggest you should join a short game jam if you haven't, you will get more feedback and have even more motivation to complete small projects.
I hope so too! If I come across your next game I'll review it as well.
I tried the game again and beated the general.
Yeah, I used all the skills but my mistake was spamming them since the cooldown times are a little bit long.
Personally, I think if something isn't meant to be used then it shouldn't be there since it could be confusing and you could use the normal attack by mistake.
In some rooms, there's some furniture that is placed on the walls.
Second time in the house, I tried talking to the sister (first time I didn't explore the house at day because I didn't know I was supposed to do that) and there's no dialogue, text boxes pop up but don't have anything.
I beated the prince and princess but the game crashed:
Lightning skills feel too weak (6 turns for 300 damage?), damage over time is too small to matter.
Sometimes boss fights drag for too long.
I lost to the zombie king and lost my motivation to continue, and I saw the other comment talking about a sad ending so, I don't feel like it will be worth it.
I still think you did a pretty good job, good luck with your game dev journey!
A cool rpg maker game, I liked the writing and the characters.
Monsters attack you while you are talking.
Some places look like you can go but can't, maybe add a dialogue like "the door is locked" or something.
Normal attacks are too weak, I don't feel like the buffs do anything.
The walking armor self destructed and insta killed everyone.
I like that you don't get a game over by losing but you lose all your items, it's better to load.
I lost to the general so I couldn't continue the adventure unfortunately, but the game was going well and it's your first so good job!
An interesting story driven game with great music.
The beginning is rough but it did get better,
You can't save or load in this game, I thought that was going to be cool, but this game really needs saving and loading since you give so many game overs (at least at the start).
I stayed during the entire space self reflecting sequence, there was no way of leaving except closing the game so I didn't know what I was supposed to do, there wasn't any indication that this would be a bad ending, maybe give me an option to go back or just stay forever there instead of an instant game over? It felt like a lot of effort was for nothing.
I mean, I think it's bad design, but I get why it was this way, because I'm supposed to find my truth, but was my truth not that? Or I'm supposed to find the truth of the developer?
(The description said "You", so that was confusing).
The blue torch changes colors depending on the direction you interact it with.
This game feels like it doesn't want to be played, having for requirement using a translator to continue playing is bad, if you want to have it for an alternative obscure optional route I think it's good, but not for the "main game".
I don't know who the protagonist is supposed to be, if it's me I can't relate because I know what I want to do in life, if it's the character I can't relate because I don't know anything about this dude (before the house segment), in writing you have to let the player know about their backstory a little bit and build sympathy, you need to make people care for your game, or they won't even bother.
The house is too big, and some objects don't have collision, and having to interact with some objects "you are not ready yet" in order feels arbitrary.
Sometimes the game makes you repeat things for no reason and feels like padding time.
Despite all the flaws, I did enjoy the game for what it was and it did archieve what it wanted to be, I liked the honesty, this seems to be a personal project, so if you don't want to appeal to other people that's fine, it it's tagged as experimental after all, so feel free to disregard my opinions, but if you want to make a game more accessible this may be worth thinking about.
The only thing I have to say about the story is that sometimes you just have to forgive yourself.
Keep the good work and good luck with your trials too.
I played again and discovered a passage I missed, my bad, here's part two of my review:
Walking into the ladder uses it, maybe it would be better if you had to interact with it instead?
On the island there are some mushroom that make you jump, one key aspect of game design is repetition, the way mechanics function in the game teach the player the way it's meant to be played, so it would better for the mushrooms and the ladder to be interacted in similar ways to not confuse the player.
I liked the combat, this game is pretty epic when it wants to not gonna lie.
Pretty wholesome interactions, I liked the people and even some had character development, I also like that ugly doesn't equal evil here.
Witches are op.
When I went swimming, I couldn't talk with the creature in the water.
The fact that there isn't any gameplay of this game in YouTube is criminal.
Great ending, if there's only one, then I completed the game, spectacular writing, all I can say is things will eventually get better, nothing last forever, not even pain, and who knows, maybe that pain makes the peaceful times more worth it.
So yeah, in conclusion, this game is absolute cinema and recommended to everyone, this really is a work of art and you have a great future, a lot of talent and effort here!
(I found this game using the short tag, I don't think this game is short but if it wasn't for that tag I would have never played this).
Beautiful surreal experience, loved the music.
When you enter save menu and quit there's a weird interaction where the selected option is like the fifth one after the end game.
I think it should be more clear the places you can go to other rooms, the tiles sometimes are the same and the path isn't blocked.
The red dude got me stuck with no way to leave once so i had to restart.
In the pirate cove there's a missing collision behind the car that let's you go out of bounds.
That fortune teller lady is really cool.
You can move while dancing.
I found a Cred-Chip.
I couldn't find clam for the pepper clam so that was the end of my adventure.
Pretty good game, aside for the collision issues and the pepper clam thing, I think you did a great job, this is a hidden gem.
I played the game on android, it worked perfectly.
Cool sound and music design, I like the story.
The how to play menu has a big buttons and small text.
Pressing the pause button pauses the game but I can't unpause it by pressing it again (I have to press somewhere else).
Restarting the level doesn't reset the coins you collect (it's not something necessary bad, just pointing it out).
If you pause the game while walking and hold, the stick will stay in place and you will still hear the player's footsteps.
When completing a map, you can replay it, but the player should know they don't need to replay it and choose another one, so I think it would be better to send them directly to the level selector.
The arrow pointing at the ghost should look more dangerous so the player doesn't mistake they need to go there.
Pausing the game stops the aggression of ghosts.
There are some times when the ghost spawns close to you and you get insta killed.
Mazes get big and you don't get faster so it wastes more time and the gameplay is use the hat to teleport, pray you get close to the key and if you don't restart.
You should add a mini map.
The collision with the ghost is a little bit unforgiving, maybe they should be more close to catch you.
The skills have cooldown but you can only use them one time.
I completed all the levels but there doesn't seem bo a an ending yet, good job and good luck to your team with the development.
Very fun, quirky and funny game, I liked the music.
I think the background when you are fighting should move slightly.
When meeting William, there's a part where his name is displayed in the name box instead of Boy before he actually presents himself.
Gale's Magic doesn't work and it's imposible to escape, even in random battles.
The guard command only does an attack.
I couldn't beat Krem and Davey, and in one point I didn't gain any more exp from battles (maybe i'll keep trying someday).
You did a pretty good job, there are some flaws but they can be fixed! You should add a better description for the game to get people more interested.
What if you wanted to go to heaven but Old mc clee said no minorities.
You should add more tags to your game, like "greyscale" and "adventure," to get more exposure (as many as you can, not only about mechanics but feelings too like "emotional").
"Buring fire" should be "Burning fire" I think.
You can actually move during the last scene.
This game can be linked to many things, but I got these themes: depression, monotony, and repetitiveness. Going outside and touching grass can make a good change to our mental health.
It's great to stop and look at the small things in life. When we change the way we think, we can change the way we live.
Beautiful little game! So many colors in the world, and sometimes we only look at the same ones.
Great job! I liked the ending even if it was rushed.
I wish you good luck on your game dev journey! And journey in life in general!
Hay algunas faltas ortográficas recurrentes con los acentos, quizás podrías usar alguna ia como chatgpt que te ayude con eso si querés.
Luego del "¿Qué está pasando?" sale este error:
Error
Uncaught LoadError,chrome-extension://njgcanhfjdabfmnlmpmdedalocpafnhl/movies/intro.webm,() => { this._element.load(); }
I haven't played Yume Nikki yet but I did play LSD dream emulator, so this concept isn't entirely strange to me. I had fun, and it was well made.
This game also comes with a file called "dotled"; it may be worth checking out.
The warning screen is too fast to read.
Awesome room transitions.
Maybe the dialogue for the statue shouldn't repeat after the first time.
I think I like this kind of game, but it's weird because one part of me thinks the developer worked hard to add all sorts of things, and I should see everything so that effort doesn't go to waste. Another part of me thinks, "I'm too lazy to do all that."
When I give feedback to people, it's relatively easy to know what they want to make, so I tell them ways to do it. Here, it's hard to know what the developers of this kind of game want to make because it's just a dream. Nothing really has to have purpose or make sense, even if it does. Spotting bugs or unintended features is even harder because of that.
In the pink, bird-shaped room with five red holes, there's a weird interaction where moving forward diagonally lets you pass through the solid holes. Even if it was a mistake, it probably adds charm to the dream aesthetic, so criticizing things here feels like trying to lecture a stoner.
But I did get hard locked in place in that room with five people spinning with the flashing cyan and pink lights trying to go right pass the white door where you meet the kid (the jumping goes to the wrong direction).
I don't regret playing this game, The artistic value was pretty high and I did get some meaningfiul messages out of it, or deluded myself into thinking there was, but it has it because I say so.
Have a great day you too btw.
The game looks beautiful, amazing character design and funny Scooby doo reference!
I think that Grace should have different sprites for walking up and down since the direction of the characters affects interactions with objects. For example, I might walk right and try to interact, but I can't, so I press up, and it works.
There are some characters that you can't interact with, maybe you can add some generic text like "I don't want to bother them" or something like that if you don't want to add more dialogue.
When saving data you can see the sprite of Grace on top of the text.
When going upstairs, if you hold the up key you can just go in and out continuously.
There aren't many errors in the translation, I think the ones I saw were the "She gone" instead of "She's gone", the survivor instead of survivors, "you probably don't think i'll forget, huh?" should probably be "You didn't think I'd forget, did you?", and the "Opne" instead of "Open" (if this isn't a reference to something).
Only the pager has a description, I think all the other items should have it aswell.
Sometimes there's a weird visual glitch when progressing text were the portraits of the characters flicker.
It is hard to know the places that I can go, maybe add an arrow pointing at places where I change rooms? Or another visual solution.
This is even more of a problem for places that you can't go yet but after some interactions you can, there should be a message saying "I don't need to go there yet" or something like that.
The protagonist acts kind of strange, maybe show the player what she's thinking so it's easier to know what to do, throwing water at someone to make them go away it's something uncommon.
When you play as that other character you still hold Grace's items.
I got 3 endings out of the 4.
Great plot twist! I didn't expect it. Derek best character!
I loved that ending! You did an outstanding job with this game, this is a hidden gem for sure.
If you can, add more tags to your game to get more exposure, like the puzzle tag, the more the merrier.
You should customize your itchio profile to get more people interested, maybe add a background, a banner and a short description of the games you like to develop.
Good luck with your game dev journey!
Cute game full of charismatic characters.
You can't go inside houses, but you can stand on top of their doors, which doesn't look good.
There are places where it seems you can go but can't, and that can be confusing. Maybe make it so the character says they can't go there? (For example, the path to the top left near the sign in the village).
As Naomi, when you go up, there's a character hiding near the palm trees that you can't talk to.
There are some grammar issues, like using a double negative in "I don't think your parents wouldn't care" or something like that.
Great sound effects, but the music could use a little more work. However, it's still pretty fitting.
I also encountered the bug after meeting Ningyo, as someone pointed out. You can still pause the game, but nothing happens.
I couldn't progress the game any further, which is unfortunate since it was really good. I think you did a great job, and the story was very interesting. I didn't see any of the bad stuff you warned about, I can only be scared of what horrible events may happen.
This game is like a kinetic visual novel, it tells the story of two bounty hunters, a bad ass demon sinner girl Akani and a cute but strange and childish angel regular human Mar.
Their interactions are pretty funny, and the story has a lot of lore. I don't know anything about this world but it looks interesting.
The game is polished, it doesn't have a save system because it doesn't need one, I like that.
Art is pretty good, especially the scenery, also the music is quite nice.
For the plot, there seems to be creatures that come from the sea and spread diseases, the main conflict is resolved fast and easy, it was a pretty chill adventure, and that's to be expected since this is just a side story.
The actual horror here is Akani, I don't think there's anything that can really hurt her, honestly.
I couldn't find any bugs, great job for your first rpg maker game!
Very creative game, pretty unnerving at times.
I don't think the story is too vague; it's pretty clear what kind of story it wants to be and gives enough information for the player to piece things together.
I had a fun time, and this got me intrigued. Good luck with the full game! This experience was focused and polished, so if you keep going this way, you can make something great!
I can see a lot of work and care was put into this game, don't let depression and trauma win, you are worth more than you think!Amazing visual style, I love the characters.
When speaking with Doremy, there's a part where Yuuka speaks in a different language other than English.
This game is actually pretty creepy, despite not having a horror tag. It reminds me of .exe games but much better.
I think this dream was sort of a nightmare that Yuuka had, displaying her insecurities. She saw herself in Momiji and experienced what other people feel when dealing with her, but that's just my theory.
I don't know who "Anna" and "Itoru" are.
Dog I am by Neuro? I didn’t expect to find a Neuro fan here, but I guess the Touhou and Neuro fan bases are pretty close. I’ve also made fan games for both Neuro and Touhou (for game jams).
Great job by your team! This game was pretty cool and polished. I enjoyed the bonus room and the memes.
I love the drawings; the characters are cute. The chibi character seems to have a small visual issue: a black rectangle floats over her head when she isn't walking down, and sometimes even in her portrait.
The tablet dialogue has a small mistake; it should say, "no one here will replace it for you."
Maybe when you get cut, your HP should lower?
Mian seems to have a sword and a shield; maybe patients shouldn't have that?
The story leaves too much to speculation. I don't know who the stranger is supposed to be— is he like a demon or something? Why was the protagonist in that facility? Is this some kind of creature containment situation? You have a strong foundation to create a great story, but in my opinion, something is missing that should tie everything together. It doesn't have to answer all the questions, but it should give the player a sense of fulfillment. Right now, I felt there was an objective, I completed it, and that was it. I think there was a plot twist, but I didn't fully understand it.
Good job regardless! I enjoyed it very much.
The game succeded as a horror game, it scared me a little, it's a simple game but it has it's charms, I like that you can't pause and have to find save points, it adds tension.
Your team nailed the surreal atmosphere, death scenes were pretty intense.
The animations could have a little more work but I like the art style and the music.
My favorite character is the happy mannequin.
If the mannequin dies and you go back to the zone where he helps you his dialogue will trigger anyway and it will lead you to death.
I think you shouldn't mix irrelevant information for the first puzzle because it can confuse/distract the player.
For the second puzzle at first I had no idea what I had to do, but when i remembered the board it was pretty easy, I just think that maybe that hint should be closer to that place so the player associates that they are related and don't forget it so they don't try to just brute force the solution.
In the description of the game you say that you can Alt + F4 to switch windowed and fullscreen mode but that just closes the game, to actually do that you have to press F1 to open a menu and select it.
I couldn't find the eyes for the mannequin so that's where my adventure ended sadly, this is a pretty cool game with a lot of potential! Good job.
A cute game about dolls and tragedy with a profound story.
In the red-haired doll's room with a piano, some collisions are missing for the sofa and the table with the flower. In the first book I read, I think there's a "<<look>> like a grandma" missing. Since the game is browser-based, you need to edit the theme, and in layout, you have to set the screenshots to sidebar to show up.
Amazing story! I played this because you made Midnight's Bell, and this game did not disappoint. The plot twists were great, and I did not expect that take on phobia. My favorite character is the artist. The puzzles were pretty fun.
You should add more tags to your game—like 10 or the maximum—so more people can discover this gem. Also, consider editing the pages with more colors and maybe a custom background. Your Itch.io profile is important too. Add a banner and maybe a presentation about the things you like to develop.
You have a great future in game development. Keep up the good work!