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Valonad

197
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A member registered Sep 30, 2023 · View creator page →

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Insanely polished game. I really like all the little details in it.

Really cool game but also extremely difficult. I think the hitbox of the enemies should be a little bigger since it seems they don't get hit unless you aim exactly at their center. 

Also lack of a tutorial is a problem since I can't figure out how to heal or change weapons. I only discovered you can reload and sneak with R and C by pressing every button on the keyboard. Atleast add the controls to the game page.

Neat little puzzle game. Though i wish the controls for pc were explained as I had to press everything to find that the swipes correspond to 1234 on keyboard.

Also, the mouse disappears during a level? Makes it impossible to leave until I complete it.

What is the gameplay...? Just wandering around a map? Are there any controls other than movement?

The tree of life in the second level blocks my path and I cannot progress further.

The little movement pause when youmu parries is a little awkward and there is a big pixel dissonance between youmu's sprite and the background, but the game's visuals are really cute and gameplay is decent.

Though it feels weird to see a 2d game in unreal engine especially with how that engine inflates the file size.

The menu bug has been fixed. Multiple other people reported it and I finally figured out the issue. Thanks for playing!

I don't know if it's a skill issue on my part but this game seems WAY too difficult with how fast the ball moves around the screen. You practically have no time to dodge it if it comes at you other than to hit it again. And if you get into a new area it will hit so many blocks that shoot out bullets which fill the screen. If the ball moved slower it might be playable for me but currently I can't really rate the game because it really might be a skill issue and I just can't finish the game. The slow animation for continuing/restarting doesn't help either.

Which spell do you mean? Raiko doesn't have a timeout spell...

funny story, I didn't realize in my first game that friendly fire was in the game, so i just accidentally killed half my teamthinking my bullets would go through them instead.

A tactics game is neat, and it's impressive that it's done in a jam period. But It's very hard to see what's happening on the enemy turn or the bullet phase. Adding an option to slow those down would help a lot. Another thing is that units are very hard to distinguish. They have distinct faces sure, but their icons are so small, and all in a similar colour, that they are hard to make out. Some clearer and more distinct icons for units would be good. 

As someone else said it is very hard to make tactical decisions in the game and usually ends up being a bigger number wins the battle. But I don't really know what to change to make it more. I'll just throw some ideas into the ring. Maybe give the player more info to work with? Stuff like how fast every type of bullet moves per turn, the movement of every enemy. Maybe ways to shoot that aren't straight lines. Adding some terrain to maps could also work.

One of the cooler units is the laser ones since you can plop those on the top and deny your opponent an entire section of the map. Perhaps make the game more focused on area denial?

You could also add an additional phase after the bullet phase, to see what bullets your opponent fires, where if you have spare command points, you could move units that haven't been used out of the way, but they wouldn't be able to shoot. To prepare for next round.

Hi yachie

Pretty cool concept. The seismic laser concept is made well though it doesn't play as much of a role as it could. I was halfway through my playtime before i realized it was even a thing.

Perhaps making the map stretch out horizontally to let the seismic lasers cover a wider area, and therefore, you'd have to rely on it more to find where the oil is among the bigger map, would help. You could also dabble in making a story mode with handcrafted levels. I can think of a story boss chasing you as you try to find the oil to heal to be fun in this game.

Really nice vn. Though I didn't fully grasp the incident itself (a backlog to the dialogue system wouldve helped) but the ending was heartwarming. The music and art also looks fantastic. 

Really fun game. Though i kept facing off against "Rumia's elastic tale" who had a pretty bad setup. Im not sure if i just didnt connect to the internet.

Very janky but also very impressive to make a (kinda) working level editor game in 3 days. I have no idea how you're supposed to get high reflections or how people do get them though. The reflections seem much faster than the player when you're playing. Maybe it's a browser issue though idk.

I had lots of fun in the level editor though, even if it had lots of painful things like auto scrolling at the sides where all the buttons are.  I hope people enjoy the level i made.The 20 second time limit is a bit restrictive for valid levels though.

Fun puzzle game, though the boss at the end was kinda underwhelming. I died a few times to it before realizing "Oh touching the boss kills me and i have to needle it." Still a great game overall though.

Really fun game with a cool concept. I got the laser upgrade in the last level and was surprised by what it did lmao.

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Game bugged and i was stuck playing pong with junko forever. 10/10 would play as se(ija)kiro again.

Cute and short game. The first level is kinda annoying in how many ways there are to softlock yourself, forcing you to restart, but the rest of the levels are cool. A way to see if there was a switch that activate in a hidden wall would be helpful.

Reminds me of old flash games in how charming this game is.

Awesome game. I loved how clever some of the puzzles are. Especially the last one with how it utilizes the turn system. Also, one of the levels had an out of bounds solution only possible in the web version when out of fullscreen which was fun to discover.

Extremely fun game, although Remi is difficult and i still haven't beaten her. But that's purely a skill issue on my part. Good job!

Despite the broken english, it was quite enjoyable. Though I wish there was a way to quickly skip the intro to more easily experiment for endings.

The game ends a bit too quickly.  You don't even really need to reflect the bullets except defensively (which might the intention since some of the fairies self destruct?), just surviving for a few seconds seems to end the game. But an endless mode, or atleast just making the main one last longer, would've been good.

 Aside from that, the parry has a bit too much recovery cooldown to it.

I really like the art style though.

"Added emotions during dialogues." is one of the funniest changelog lines.

Would've liked if there was more of a pattern to Shinmy's movements, rather than it being seemingly random. The shot also seems to have a system that limits how much you can shoot. What determines it i dont know. Is it time or just after every reflect?

Atleast the reflect window is pretty intuitive and forgiving. You just reflect bullets as it hits Seija's hands.

Is it that the exporting problem ruined the entire game or just that it made you miss the deadline? Because if it is the latter, and the game still exists in its jam state, you can just ask one of the jam hosts on discord to let you submit the game even post the deadline. They are pretty generous regarding this stuff.

The game has no download and it isn't even a part of the touhou jam? I'm assuming it wasn't finished fast enough within the jam period but i would've liked to see what this game is.

The game is really beautiful and the mechanic is fun. Reminds me of cuphead's parry system. Though it does need some more sound effects and some more faster patterns with less downtime between green bullets as i find it a bit too easy. Regardless one of the best entries of the jam.

Pleasantly surprised at how well written this is, and this is as someone who doesn't care about the scarlet sisters much. The progression in gameplay, while simple, was thematic to the story.

If i had a cent for every touhou game jam game where kyouko is the victim i'd have 2 cents, which isn't a lot but it's weird that it happened twice (the other one was in bird jam).

Neat concept though without a goal there isn't really much to do. The simplest thing to do with this idea is to just have the usual horror game gameplay of having to find stuff around the map to progress while avoiding the monster. Which i think could work very well with this game's mechanics.

Hey atleast it functions. Exploding the boxes was fun.

Also is that Shinmy sprite from an earlier jam game?

Fun and short game. Although the boss' last pattern does linger for a while longer than other patterns. I especially like the boss' second pattern and the stage pattern (which i suppose you can call the midboss sorta?) with the spinny bullets.

The art in this one is nice. Cardboard cutout hifuus are cute.

Really fun game but also really hard, even in the easiest difficulty. I found mima to be easier than reimu but that's probably because the amount of bullets she throws at you means you can just run around while holding space to reflect all the bazillion bullets at her. Her lasers are also a lot less ambiguous. Though lasers in general i feel activate way too fast. I think atleast in lower difficulties they should be slower.

Art is really cute. Puzzles are fun but the second to last one is a little buggy. As the right platform moves so fast that it sometimes clips through your character. Also it's weird that it's a puzzle based on reaction speed when the other puzzles arent.

a cheat sheet on the side while answering questions that tells you how many years after each thing till it's remembered would go wonders to making this game a bit easier to play.

Pretty good for a first game. Some of the levels do get frustrating when you have to retry them (especially the counting one) and there is some jank with the 3d mode. Some QoL features like a faster speed to switch between modes (especially at the end) and a more consistent way to interact with enemies in and the 3rd and 4th mode would be useful. Also i didnt know it at first but the signs say different things depending on your mode which made me miss an important detail about the third mode.

But the last puzzle was really good and the endings are quite hilarious. 

Thank you for your detailed comment.

Raiko's nonspells arent that hard to dodge while damage on raiko from my own playtesting. But her first two spells are designed so that you'd have to dodge more patterns if you're on the side that can deal damage to her. For the last spell i just got lazy and made her take up a random position everytime so that might be a bit frustrating lol.

Eternal Suffering

Komachi monday

I tried to gaslight the ai into making it think its books were cheap then the game said end 4 times then closed the program. The ensuing screen with my reflection on it made me reflect on myself. Truly a soul-taking experience.