Mission complete!

The story of this one is really cool! Unfortunately, the lack of visuals or music (though well-tied into the plot) definitely hurt it a lot. Also, having no way to tell which endings I had got and the part that is supposed to send you all the way back to the beginning not seeming to work properly made it a bit hard to get all the endings, though I think I managed to do it anyway. Other than that, definitely a good submission!
Very interesting game concept!
The controls are very clunky and unintuitive, but after a while I was able to sort of figure out how to get around. The main gun seemed pretty useless since I could hardly aim my ship at all, let alone directly at the enemies long enough to hit them. Holding ALT doesn't seem to help with anything since it seems like it just points your camera and not your ship or guns. That left the missiles as my only actually effective weapon, which were still difficult to use but that meant running out of ammo became a second lose condition, which isn't great but at least there's quite a bit of it. Like others have said, the enemy AI and lack of an option to skip dialogue also weren't great.
The little model of Libestal in the middle is cute, but scaling it up significantly and adding a few more parts to the environment would probably have made it a little easier to navigate and made it feel a bit more like you're fighting in an actual world instead of an empty plane.
I managed to get pretty far into the Shiori fight but I gave up after a few attempts. I still had fun on this version despite the flaws, but with some improvements, it would be a really fun game!
Thanks for playing!
I was planning on having the love/angst meter be more important, mainly by having it change the story that is reported in the end-of-day newspapers, but i didn't have time to write any but the first or to make the first one change. Right now, the only thing the love/angst meter affects is that Mori gives you extra money from the therapy business on later days if you are far on the angst side.
The game only goes up to day 8, same as in ENreco chapter two. The ending there happens every time no matter what you do. I wanted to have some more events on the last few days to better show what was going on, but once again I ran out of time. (Pretty much all the dialogue was made in the last 1 and a half hours). I was going to add at least one of those events back in to explain the ending during the grace period but I wasn't able to do it in time.
I'll probably come back after the rating period is over to add stories for each ending newspaper, a lot more characters and dialogues, actual unique sprites for every character, and fix those last few bugs (honestly I'm surprised how few there were given how poorly the game is programmed).
This game definitely has a lot of jankiness (in some ways the post-grace period version feels even jankier than the original version) but there's definitely fun inside of that jankiness! I was able to complete every level in both versions (more or less, bugs got in the way of actually finishing some of them). In some ways, working around the jank felt like a layer of strategy itself, LOL. It does feel a bit slow and unwieldy a lot of the time, but the chill music made it so i didn't really feel impatient about it. I like your take on the theme, and I think you did a good job on the level design (especially in the updated version) and the art.
Quite fun! A bit too hard though imo. I managed to beat it after much effort.
I think its funny that this game is based on this animation by DuDul, which is itself based on this from A Hat in Time, which is a reference to this meme about an Animal Crossing error message, which uses this animation of Bob from Animal Crossing. Its a long chain of inspiration!
Thanks for playing! Ironically I've never played Factorio, but the game is still inspired by what I've seen of it.
The grems in the shoebox were a very last-minute addition. The placeholder sprite, just an orange square, almost ended up in the final game, but I'm very glad I changed it in time because I think it adds a lot to the games visuals. Having time to animate them would've been nice though.
Yeah, the only thing disincentivizing super long conveyors is the lag it can bring lol. I was planning on having there be limits on how far things can be upgraded and stuff like that to add more strategy, but I ran out of time for that. I also would've made a tutorial, but that was pretty low priority.
As for the other Holomem, they are just better droppers. I had thought about doing some other things with them, like having some be upgraders instead of droppers, but once again didn't have enough time. I was also planning on making hats you could buy, such as the EnReco hats, and if you wore certain hats certain members would also wear them (such as Biboo wearing the Cerulean hat or the Stain hat). That's the mechanic I most wish I had time to implement. Finally, I was originally going to make the corruption minigame actually look like a discord chat with Gigi trying to convince the Holomem to play Roblox, but I ended up having to stick with the placeholder (actually all the art was meant to be placeholder, I wanted to do an entirely different art style. I think it turned out good enough though).
Thank you!
Thanks! It was actually suprisingly simple. Most of the code is just checking what else is on the tile something is on (or in the case of menu stuff if there the mouse is in a certain area), and doing something or not doing something depending on that result. Doing something more than just for a jam, especially trying to make it balanced, would probably be a lot harder though.
Thanks! Not sure the performance is that great lol, it gets laggy pretty quick especially considering how small and simple the game and graphics are. The lag is quite a bit better if you focus more on upgraders than droppers and add collectors earlier in a conveyor line, aka not what CasuallyPear did lol.
Pretty fun! Its a bit clunky to control though, which makes the difficulty a bit too much imo. I think guras movements are a bit too fast, I kept succesfully doing a jump but accidentally tapping again and dashing into spikes. I also think the gravity is a bit too strong. Some of the levels being shorter/split in two/having checkpoints would also help a lot, and for players who like the challenge they could still speedrun. Still a good game, though!
Super fun! The gameplay and art fit the theme very well. There's fair bit of jankiness, although pro-controller autopilot mode was very funny to see LOL. I do think the music got a bit repetitive pretty quickly, but its not a big problem. I had a lot of fun with this one!
Also, the S in the logo reminds me a lot of a certain other logo...
This game is really cool! The mechanics are very interesting and work well with the story, music, and art.
Its a bit hard to figure out how it works, though. I think having a tutorial that tells you how the takodachis work, how to assign them to protect the priestess, how to defeat the corruption, and how the torii gates work, would help a lot. At least adding that information in the description would be nice.
I also think its a bit too hard. I think it would be a bit better if the corruption didn't respawn and/or attacked less frequently to give the player a bit more time to explore, read the story, and familiarize themselves with the mechanics.
Other than that, its a really good game!