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arkicade

351
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A member registered Oct 31, 2016 · View creator page →

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Amazing juice on this game! The purple/green colour palette, star particles and 2D drawn hands make for a memorable art style. Also very fun to play. I appreciate the leaderboard as it encourages me to go back and get a better high score. I was wondering if simple names like "Sam" award you less points than longer names.

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Did not expect to see an FMV game and was pleasantly surprised! Loved the cinematography and sound design, it really adds to the atmosphere and immerses you in the scenario. Someone feigning apathy at the situation whilst meticulously trying to leave without any faults or regrets. I had no idea that such a feeling could be expressed through a typing video-game. Phenomenal job!

Thank you for playing and the feedback! It is possible that you don't actually have to read everyone's statements in order to deduce the culprit. I am considering adding a "WILD" mode where you can adjust the length of the timer :)

Thank you for playing!! It makes me really happy to hear you enjoyed the game :D

Glad to hear people are liking the mystery theme :D It took a long time to of decide how it would work. Thank you so much for playing! I tried to add more polish in this time compared to previous game jams.

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Thank you for playing! Nothing wrong on your part, the game is quite hard. But once you figure out how it "works" on multiple replays, you can expose the killer pretty consistently :)

Thank you for playing!! I'm contemplating about adding a "WILD" mode where you can decide the timer length, number of people, and number of rooms (possibly)? 

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Thanks for playing and the feedback! It was a bit difficult trying to make it procedurally generated but that means the puzzle had to be a bit simpler, so the time is what's challenging. Happy to hear you like the graphics and theme ^_^

Thank you so much for playing! I'm so glad you managed to catch the killer.

Also thank you for the suggestion! Luckily, even if you click on them it doesn't do anything (or hover over them). I just wanted to space out the instructions to ensure the player understood how to navigate between rooms :)

This game was surprisingly difficult! I appreciated the "stunning" enemies after one was defeated mechanic. The monster design was well done and intriguing (reminds me of the sprites from Yume Nikki). I also really liked the "font" used in the logo, considering it was made in PICO-8 you'd have to have made it yourself. When there were multiple enemies at once, it would be nice to choose which one to "hone in" on but I know that the monster that's the closest to you is the one selected by default. 

Wow so much polish in this game! The tutorial was incredibly elegant in how clearly it communicated the mechanics and acted as flavour text. I really like how relaxing the music is (I think it's a loop from Trois Gymnopédies but I could be wrong). It contrasts with the strange atmosphere of fighting these monsters. Fantastic job :)

I adore the hand-drawn graphics and the pencil/sketchy brush you use for the artwork! It's very charming. The gameplay is very intuitive and easy to pickup. One thing I noticed is that in the web browser, the game's window is stuck to the upper left-hand corner (or maybe at least for me in my web browser). It could either be (1) needing to set the dimensions in itch.io correctly, (2) if you're using Godot the stretch mode should be canvas_items or (3) something else I don't know ^^' Overall very cute game :)

Thank you so much for playing! The game is definitely on the more difficult side but once you know it's tricks, you can reliably figure out the culprit quickly :) Also I really like your profile picture.

Great typing game it was very fun to play and the UI/gameplay was very intuitive. I also love the design of the main alien girl and the flavour text/cutscene before the game :)


One thing I will mention is that when I played this in a web browser the game was shrunk to the left-hand corner of the screen. In the game itself, the border would overlay on top of the game so some of the words were obscured (I just had to go through each letter individually and use intuition). Most likely you can change the embed size of the window in itch.io settings. But if you're using Godot, it could be you didn't set the stretch to canvas_items. But overall really cool game!

Fantastic art! It's always lovely seeing hand-drawn sprites. The fun little gags (e.g. the guard in the bathtub) are incredibly charming. I did not know you could go "off-screen" at first (I only went into the door on the right and left or the queen) but I eventually figured it out given I exhausted my options. Overall, a fun game :)

Collaborating with other devs of the jam is such a great idea! I'd be more than happy for you to use a character in a future update :D

Truth be told, all of the characters in the game are procedurally generated with the exception of the murderer (the guy with the hat in black and white).

Super cute game, I loved the graphics! Didn't come close to your high-score but was enjoyable anyway. At the beginning I thought that you could only spawn coffees when your character was adjacent to the coffees on the table (I have no idea why)? But then I realized you can shoot it anywhere. It would be cool if you could "stack" a bunch of coffees (as in brew several back to back and then shoot all of them). Great job :)

Really cool seeing a PICO-8 game for the game jam! The cut-scene of the world blowing up was a great extra touch. Having a "progress bar" to see how close you are to the goal would've been a nice touch (but I managed to complete the game anyway). Good job :)

I didn't expect to see a 20 second visual novel but I'm glad I did! Love the use of red and black, it reminds me of the of an old console that renders games entirely in that style. A clear atmosphere is built by the ominous background music and the eerie noise of our protagonist (you?). Great writing as well.

Very simple controls, elegant design and yet the game is quite difficult (especially with a trackpad)! I also like the warm muted colours and calming music which contrasts with a semi-stressful gameplay. Great job :)

A super adorable game! Having the boba in the cup is great (not just because I'm a boba lover) because it makes it more difficult to estimate pouring the liquid as the boba occupies volume in the cup. I also liked the design of the customers (and some fun cameos).

I really like how you don't guide the player as to what to do but let them figure it out on their own (I didn't know for a while there was an undo button). I tried to make a birthday cake (with candles on the arms). Very cute game! :)


Hey thanks for playing! The last level is more like the game "glitching out" at the end and is less of a puzzle and more showing the game degrading. I did have other mechanics I wanted to add but time was a big constraint and I'm happy that I got to finish it at all :)

Thank you so much for playing until the end! Very glad you liked the game :) I wanted it to be slightly challenging but not too difficult for teh game jam.

Amazing visuals and lots of juice! Pleasantly surprised to see an autobattler in a gamejam with a card game (and all of this is inside the meta game?). I really liked how every turn there was a different effect which kept you on your toes. It's clear a lot of effort went into this as it's very ambitious but it pays off! It would've been nice if we could see what cards our deck holds for strategy (but I guess that would take away the chaos). But honestly, this is an incredibly entry and a very polished game given the 3 day time constraint!

Fantastic execution! I was surprised how many new puzzles you were able to extract from the concept. Every idea (tied together movement, spatial constraints) was really explored yet I find myself wishing there were more levels! Very polished overall and there was nothing that was too confusing or a new mechanic being un-intuitive. A great balance between challenging yet satisfying :)

Really love all the extra polishes in this game. The fact that you can change the colour of the pong, stopping the screen when a "glitch" happens (and when it's fixed), how every stage of the announcement changes the visuals. I never thought how drastically pong can change just by layering different "glitches". I also like the design choice of "fixing" glitches as I have to keep track of what "glitches" are being applied and how to use the controls. Fantastic job!

At first I thought the game was just about wacking enemies with the UI (which is a really creative idea!), but then I saw how you had to fill up the "mana" meter by dragging it to the enemies' bodies and it got you updates and was happily surprised. A very interesting roguelike. If you want to expand it, having each UI element (start, options, health bar) inflicting different types of damage or various types of enemies can increase the complexity :)

Very interesting idea of wrap-around falling (and relevant to the theme of a "glitch)! Also quite polished and I didn't find any (unintentional bugs). With the enemies, it could be more difficult if you had to restart the level from the beginning. Aside from that, good job!

Thank you so much for playing! Very glad you enjoyed it :)

Thanks for playing and for finding the error! (maybe it's a feature? haha)

No worries! Out of curiosity, what would you have to do to progress past the "test" screen? I tried pressing different keys but they didn't work. Maybe playing in a browser affects it?

Love the colour palette and quirky dialogue! Catching the bugs was satisfying and I liked the surprise of how each "giftbox" would accessorize your home in a unique way. The glitches were well implemented too and I was amused when NPCs started talking about it. Unfortunately, I couldn't get past "day 3" where the protagonist goes "test". What I did see of the game I really enjoyed! Good job on the entry :)

I'm impressed you managed to draw so much amazing art for a deck-building game! The theming across the different cards was fantastic and made it feel more cohesive (worms in dirt with birds, to using the worm as bait with fish). Sometimes with the font it was a bit unclear about how the misprints affected the text but zooming in on the browser helped. Great job! :)

Thanks for playing! I was aiming for a chill/relaxed game feel.

Thank you for playing! I'm glad you enjoyed it :)

Super fun platformer with a lot of polish/game juice! I'm impressed with the variety of platform "glitches" you managed to come up with, bouncing and jumping from one platform to another was incredibly satisfying. I really appreciated that the "save points" were close to where you died which significantly reduced frustration and I managed to get to the end :)

Having the platforms be colour-coded can be difficult for someone who is colour-blind though.  Overall, great entry!

The world-building in this game is great! I enjoyed learning about the The Magical Girl Employed By The Demon Lord series through descriptions of the merchandise and charming interactions with the NPCs in the town. I appreciate the controls in the description because I was confused that buttons in the UI didn't correspond with letter keys (maybe it can detect if a controller is plugged in and change the UI in response?). The beginning scene transition was fantastic!

I also caught this bug where if you don't enter your name and just go directly back to the main menu the "enter name" UI will remain on top of the title screen and you can't do anything. That aside, good job on the entry!

Very impressive that you did the art, music and code! I'm glad you had the instructions in the description otherwise I would've been completely lost. I enjoy relaxing games to unwind but I couldn't tell if my plants were growing or not at first. Like other comments suggest, having a meter/bar to show the progression of each plant would greatly help. That aside, it's a very fun and calming game. Great job on your second game jam entry!
 

This game is adorable! It's a cute, simple and polished experience. Loved that you could pet the corgis and that it didn't interrupt dialogue at all (I tried petting them during the final cutscene and it worked smoothly!). I think the maze was the most "engaging" bit because you had to deduce where the corgis were. I was surprised that there was an intricate quest system given that you only had to find Corgis. My favourite Corgis are Sir Woofaine (first one I found) and Will <3