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Dracoraz

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A member registered Jun 12, 2019 · View creator page →

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That's understandable, I do still wish I could have added encounters with more/different enemies before the jam submission

Appreciate the kind words! Not sure if I'll get around to expanding on this concept but I'm glad just to have it out there

Poison and splash do combo, though admittedly splash probably should have been more powerful on its own

Cheers for that :)

Enemy variety definitely took a hit due to the time constraints, initially wanted to add at least 1 boss too but never got around to it. Thanks for playing regardless!

That's fair! If I were to continue this I'd definitely like to add an option to make that less jarring

Honestly I'm glad to hear this because from my testing 3 damage was still a little underwhelming, so it's good you found success with it! Thank you for playing!

Thanks for playing! :)

Obviously has some balancing issues due to the lack of scaling, but still enjoyable! Good aesthetics in particular. The placement range seemed to be busted for me and allowed me to create structure masses - seemed to happen by leaving the collider of one building while still hovering over the collider of a different building?

Was fun to mess with though, my favorite creation was the, uh, YabaiRyS summoning circle??

Lots of room to expand on this concept :)

Extremely good entry! Love all the art, the alternate and more casual outfits are a nice touch! If I had to really nitpick just a few small issues: 

  • I think the delivery bag looks more like a box, but I'm not sure if that's just my own lapse in knowledge (idk if the name and appearance are both canon). 
  • Also, if we're going by Minecraft standards (which the logs are pretty clearly referencing) the oak and spruce logs are mixed up (spruce is typically the darker one). 
  • The gameplay is serviceable, but of course leaves a little more to be desired in its simplicity. If this game were to be developed further I'd love to see some more mechanical depth, such as maybe choosing what to stock.

Still, for a jam game this is super nice! I replayed several times to try and find new outcomes and had a blast :)

Interesting concept, but I was unable to beat it. I feel like it wasn't super clear what counts as an anomali, and I feel like it would have been a lot clearer if the game had started by showing you what a normal layout looks like. That would make it way more reasonable to figure out since you'd have at least some point of comparison. I also got stopped prematurely; the page says the halls are endless but I ran into an invisible wall around 6 rooms in and couldn't continue

Overall still a cool idea though!

A radio would be cool indeed! Thanks for playing :)

This is a really good entry! Very nice ambience and use of the theme, with interesting innovations on minesweeper. The addition of the Nousagis in particular are super nice for solving 50/50s which are normally just pure chance in default minesweeper

I have only a couple of gripes:

  • Audio balancing needs a little work, the explosion sound (especially when there are multiple explosions at the same time) is really loud and jumpscared me at first lmao. The obvious solution would be to just prevent the audio from stacking. The ingame BGM was also slightly too loud imo
  • The controls feel pretty unintuitive to me. On top of UIJKL being kinda uncommon keys for games, K not being used outside of the menu leads to this sort of odd arc layout:

    I don't really see why K was exempted from the gameplay controls anyway since I don't recall any situations where pressing K would be ambiguous between the menu or the game (only one is active at a time, so there's no conflict that I can see)

Overall this game is still fantastic! Neither of my gripes are anything really game breaking and I really enjoyed this one

Pretty cool concept! I think the enemy aggro range needs a little tuning since it's way too low, and you can just destroy each ship without them even starting to move. I'd also suggest adjusting the audio, it's currently a little too loud and doesn't loop. Still a solid entry!

Very good use of the theme! My main gripe is I feel like there's a lot of missed opportunities to have additional references to other holomembers, since the NPCs are mostly just rando civilians

Good suggestions for sure!

Well done! And thank you for playing!

Hey no problem! Thanks for playing; I'd definitely love to rearchitect and then continue this game in the future :)

This was a really fun little game! It largely reminded me of a classic Roblox obby (in a good way; I don't play it anymore but I no-lifed Roblox as a kid) with the platforming mechanics and some of the visuals. Very charming! My main complaints would of course be the complete lack of audio; and there was also one time in Calli's level where I accidentally collected the HoloToken without getting to see her dialogue and couldn't go back to check (I ended up replaying just to see it though)

Quite fun! It wasn't initially clear to me that resetting would let me keep the items so I thought the good ending was like a pacifist run or something lol

Also as others touched on, the unlimited fire rate can make balancing pretty wacky. I found the game super easy because I have a reliable method to click fast and aim at the same time

Short but pretty nice! Not really any major issues, I only wish there was more or a bit more innovation

This was really unique! Spent a while trying to go as long as I could and got to day 62; feel like I could probably go longer if I optimised the regen from getting a perfect meal ratio but I digress. Visuals are nice and the background music choice is fitting. My only real complaints are that it gets a little repetitive and also seems pretty RNG heavy but still good overall!

Good start for a game! I've always liked multiplayer platformers where you can mess with each other, though of course the platforming here is relatively barebones. The Gameboy Color/NES style Sprite work is really well done too, love the expressions when pushing each other lol

This was extremely good! Very intriguing concept, and really fun to go through and search for the meanings of the words (and even deduce some of them manually by using context clues). Really my only complaint is some of the dialogue with large amounts of information thrown at you with no way to write it all down in that moment (clicking the scroll progresses the dialogue), and usually with no way to replay said dialogue. I wasn't sure if that was intentional or not so I ended up just screenshotting the dialogue since it felt like a bug. Despite that this is one of my favorites I've played!

Thanks for playing and for the bug report! I have a good lead on why the eel may have disappeared but the circumstances are too rare for it to be considered a "game breaking" bug, so I don't think I'm allowed to fix it for now unfortunately

As for Yorick, its recipe is any crafting attempt with 3 or more of the base ingredient (bottled purple ingredient) but without fulfilling the recipe for any of the other existing takodachis. Essentially just meant to be the result of messing up a recipe :)

This is really polished with a really nice-feeling moveset, but I do have a couple of gripes with the level design. The sheer size of the map leads to a lot of running around, especially towards the end when you have to look for the final few rocks if you missed any. Having to drop off high places to get to certain areas also means repeatedly having to run back to and scale that same high place , which leads to further repetition. In tandem it makes the level design feel like a lot of filler, and I would have appreciated a smaller and more dense level instead. That's really the only problems I had though, everything else is great!

Short but quite cool! Even given the small scope I would have liked to know my final score altogether. Still, an interesting twist on plinko and with quite good aesthetics!

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Really cool idea but the gameplay bugs are super rough. I only know blackjack so I kept trying to win with those, but sometimes the table wouldn't reset correctly. The last horse race seemingly never happens and says it starts at "24:39" or something like that, and all of the other games I could find had betting limits. Once again the concept is super cool and I like the aesthetics but the bugs make it almost impossible to get 1 million from my experience

The fishing mechanics here are definitely something I've wanted to experiment with for a while, so I'm glad I could for this jam. Thanks for playing and enjoying the takos!

Wanting to hook more than 2 fish seems to be a common sentiment for sure! Thank you for playing!

Glad you enjoyed! The fauna fish is a Fuuuugu :)

That was a neat time walking around! At first I thought the reset was the end of the game until I interacted with the first bookmark again, which was a memorable moment. I wish it was a bit more polished but obviously that's much easier said than done for a jam game

Ignoring that the gameplay is obviously unfinished, the UI and aesthetics aren't bad! A good start for sure

Obviously more of a visual demo, but I did enjoy it for what it is! I liked the detail of being able to talk to the takodachis both before and after coloring them. The use of paper mario-esque art style is also super cute!

An interesting idea, and I love the aesthetics and writing, but I'm really not sure how the gameplay is meant to work. From what I gather: the game page says that humanity is more likely to discover things leading up to the knowledge that you gave them. I specifically recall cases where there were several undiscovered things in the tree before the knowledge I gave, but humanity still learned nothing in that decade. Is it based on chance? I managed to win on my 3rd try but I really didn't feel like I did anything better in order to get said win

For what it's worth I still appreciate what you were going for, since it's a pretty unique gameplay idea. Everything else about the game is great, I just found it really confusing to play

That's a fair criticism! I made it that way so that people wouldn't get "sniped" by a fish they couldn't see and didn't want to catch, but I understand it's counterintuitive and can still somewhat work against the player if it was a fish they did want to catch. Thank you for playing!

Might be my favorite one yet (even though I suck at it)! Really my only gripes would be that reading the rules is very frontloaded instead of introducing each rule over time, and that you don't get any kind of feedback for when you mess up until the very end (which makes it difficult to deduce what you did wrong). Overall this is fantastic though! I also love the art style

Happy to hear you liked it! I tried to somewhat elude to the eldritch horror side of things with the fish at the deepest section, but I would have liked to pursue this concept further for sure

Fun idea! I do kinda wish there was an indicator of bounce strength. For some reason it felt inconsistent at times and without an indicator of bounce strength it was kind of hard to figure out why or if it was something I was doing wrong. Still enjoyable overall!