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komehara

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A member registered Mar 13, 2016 · View creator page →

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Le fameux sprite de personnage test ! Je l’ai utilisé aussi dans un proto Godot.

Y a pas mal de trucs à travailler sur le feel (paramètres d’accélération/vitesse/inertie) et le wall jump (le saut doit fonctionner quelque soit la direction en input, en général on met un petit sticky time ou alors on permet une sorte de coyote jump mais depuis le mur).

Par contre le squelette est bien avec son attaque lourde avec du lag ; dans mon proto il est terrible et attaque sans prévenir, un enfer.

Le air dash aussi est cool. Mais les contrôles au clavier release directional input -> Space -> Shift c’est pas facile. Pas de contrôles en directional arrows non plus (arrow keys + Space + ZXCV (en Qwerty) peut être une bonne alternative)

J’ai accepté ton invitation LinkedIn, on peut en parler davantage si tu veux.

Aha, I like that character in Avatar, although I think the heroes and future king should be a little more careful about their citizens.

I found a hack: I found out that when cabbage is hit you don’t lose health so I just cover myself behind the cabbage cart and I’m invincible. Otherwise, if cabbage had to be protected as well that would be a great mechanic to force player to think 2 steps ahead!

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(found this profile from Metroidvania Month 31 x Magical Girl Game Jam 13 recruitment post)

Oops. The waves were so long, I looked away around Wave 25 and then the grandma told me I was a brave kid and I have no idea if it was the true ending or the game over message. Plus the game auto-pauses on window unfocus which prevented me from doing other things on my computer for a while, so I ended up picking a book and that’s when… Did I do all of this for nothing?

Paradoxically, time goes on during the tutorial and I lost 2 HP at the beginning because of that, causing my ultimate demise at the end I suppose…

That said, I really like the risk-reward mechanic of letting enemies go closer to increase fear and buy more upgrades, instead of traditionally killing enemies to loot resources.

I think this game would benefit better from short sessions, a few waves to push the player to run that risk (balanced in a way that it’s impossible to win if you kill all enemies near the entrance at first).

It has been set to last many waves to advance the story but at some point, I could win without adding further upgrades and lost interest. It would be better to advance the dialogue after every wave instead of every 4-5 waves, but in counterpart making each wave increment much harder than the previous one (and obviously give fear resource proportionally to it). Because I’ve been very patient and I suppose I failed, so very few players must have been able to get to the end.

P.S.: you should update Xina and link to tokubetsuna.itch.io to add the new name Stardust.666. It took me a lot of time to understand what Stardust.666’s role was on this game (and it was important since I come from a recruitment post).

Wait. At once I thought “Adult” really meant “featuring serious management” because the thumbnail looks perfectly normal (I’d even say cute), but looking at the jam’s name and the tags, it is not the case. I didn’t get a warning when I opened this page, so this must not be tagged NSFW (which I think would add a special tag in the “More information” section too). Please make sure to mark your game with the special tag that triggers the warning popup (you can test this in a guest browser session not logged in itch.io).

I’m actually surprised the jam organizers didn’t check that all the submissions properly set the flag.

Unless, like, this game is exactly on the edge being like 17+ but not more, but the only way for me to verify is to play the game… I’ll just leave at your discretion.

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Hey, I found your profile from FastGameStates (FGS) after the GodotCon 2024 @ Berlin and I was very curious about this game! In fact, I wanted to play it for the comedy first and foremost, but now I realize how this is also a promising puzzle! (and the mood during puzzles is actually not funny at all…

I like the twist on classic block pushing puzzles, esp. adding friction and momentum in typically arcade systems (ice momentum is common but not pushback on ice nor block being stuck between two walls!)

I have to pause my game for now but unfortunately I don’t see a save system nor level selection, and I don’t know how far from the demo end I was… If you could add this, it would help me finish the demo in several sessions.

I tested the game in German and I found this odd character:

Also, the first level spawns the character at screen edge, making it hard to spot her. It would be nice to have something animation showing her fall, and a bit away from the screen edge.

The FX and screen effects are cool, I also like the timestop and vignette showing how we’re in “thinking mode” and that explains why the character may respawn (impressive she can guess all the game mechanics with just her mind). Although it took me some time to understand that the “it should work” (trying to translate from German) message after each screen solved actually represents her confirming the plan, and executing it during some time ellipse, then we proceed to next screen.

I’d like an option to disable the punctual screenshake during resolution / thinking mode though, as it may be distracting (and not sure that it represents since we are in the character’s mind).

P.S.: I was impressed by voice acting, it wasn’t written at all in the description and you don’t expect that at all from this kind of game! Did you work with a voice actress? It’s even less common to get them to voice not in English, excluding student games - even in France, it’s pretty rate we get French voices in indie games, I can only think of some student games where they’re encouraged to do so, and student short animations - and, erm, Clair Obscur, but that reaches another scope.

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Oh, an entry with animals and a more simplified, allegorical setting! I thought I should do that next time - building a huge fairy tale world was too much work for a few months. While your web game with a few pictures and short story was very efficient.

The content is exactly as the description said, although I imagined it’d be more a story with other talking characters and several phases. Instead, it left an open ending for the reader’s mind, unlike traditional fairy tales - but many good stories do, in fact, even when they have a “physical” ending. And that reduced production scope as well.

I was worried it would be a story that just judges people who defend themselves even when the others push them too far (including me), but in fact it does a good job at exploring the wolf’s own state of mind and wondering. Feels more like the author either has experience with it or studies the subject from 3rd eye perspective seriously - or both.

More personal experience below, long text warning

Sometimes people criticize me I never give warnings, but in fact I do give them, at least one, and often 3 (like Buddha, aha). I think the story is also good at conveying this (the snarl, then the rabbit doesn’t catch it - should have the snarled be clearer? Should I double snarl? Make an elaborate statement on why what you just did is annoying/disrespectful (but often it sounds like explaining simple human right concepts to a Middle Ages person - or just a 2010s concept to a 1990s person). And yet, at the end, I see the person in front of me what not terribly evil, at the scale of the whole humankind.

So, I had to decide about a range of actions to give proportional retribution to people. I went with talk -> shout -> hit as a response to an increasing order of disrespect (hit is reserved to bullies, and I didn’t have to hit anyone for years - although I did call the authority a few times, and I recognize they’re often so slow that I do wonder if high-school me was not a more efficient citizen).

Now in adult society, even shouting is considered like biting, so I’m a bit at a loss. People expect me to talk calmly and rationally for a good while but they are just fine saying extreme or mocking things as if nothing. That includes insulting a game, operating system, series or ideas right in front of me, right after I expressed a strong liking for said product or idea, and keeping a friendly expression as if we were casually chatting about it. I think it would be more believable if they were saying straight “No, I can’t agree with you. This product has too many issues, such as X and Y, and the lead is a tyrant, as I noticed after the 2020 dismissal scandal.” At least I would learn something.

So I experimented with low-volume and written replies, but let’s be honest, that was more an exercise of passive-aggressiveness and quietly crushing my opponent under a heavy argumentation. You could call that snappy replies. Snappy means incisive. Incisive means biting. So I can follow society’s etiquette, but behind the hood, it’s really the same. But I think people are happy because they don’t feel physical pain (including in the ears) at the end of my action. Personally, I feel the opposite, where people’s words would hurt me more than their fists. In fact, in stories, when a character says bad things and the other one slaps them, the slapping person is often the righteous protagonist defending the honor of something (next jam, I want a story about a slapping princess!)

That said, I think the big difference between this story and my case is that the other characters are pushing pressure onto the wolf in undetermined way (including doing too many requests and expecting too much of them), which is quite different from making fun of and insulting. I think it’s actually better written this way; if the other characters were just villains, it would be a standard hero story, and the reader wouldn’t understand why the wolf is so worried about it and wondering if other ways exist.

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Oh, interesting, so it’s just a stylized textbox. I thought it was some cinematic timed subtitle system or something.

I wanted to try it, but the web demo has an error on start in Chrome v144.0.7559.96 (Official Build) (64-bit)

While running game code: File “renpy/common/00start.rpy”, line 279, in script python: File “renpy/common/00start.rpy”, line 279, in script python: File “renpy/common/00start.rpy”, line 1632, in <module> Exception: Could not set video mode. The game exited unexpectedly. More information may be available in the browser console or contained in the log.

Oh, that’s cool, reminds me of my introductory classes with NLP and Bayes.

I also remember a term-based search topic matching system in “Event[0]”, although they said it also counted extra words to identify if player was typing “politely” or not (with the hilarious effect that the AI will complain if you speak like a robot).

Unfortunately only the old Ludum Dare version (said to be unbeatable) has a p8.png: https://ldjam.com/events/ludum-dare/38/paisley-princess

I also requested it on this thread No audio in recent browser so I can play with audio.

For some reason I don’t have audio in this web version on itch (I also checked the default pause menu but there was no Options sub-menu at all to control Sound:On and Volume).

The Ludum Dare version (https://ldjam.com/events/ludum-dare/38/paisley-princess) P8 PNG cart has audio (but since it’s said to be broken I’d rather play the fixed version on itch).

People comment about audio so I suppose this was broken at some point. Maybe browser version vs PICO-8 html template compatibility issue? I found this thread about Chrome new auto-play policy on lexaloffle which could be related Chrome update killed Pico-8 sound?, although I have issues on both Chrome and Firefox.

For now I’ll be playing the LD p8.png version. It would be nice to have a p8 cart for the patched version as requested in this other thread, and/or re-export the game with latest PICO-8 HTML export which I found to work (or a custom HTML template as the one made by Chrome thread’s author on https://www.lexaloffle.com/bbs/?tid=31000 (but this one doesn’t support mobile, so not ideal) for minimal effort).

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Thanks, it worked with Chrome/Windows but not Firefox/Windows (although I’m using Firefox right now) for some reason.

And I actually can open multiple dev tools windows so I just repeat the procedure for every tab that needs it. I don’t know how to make this the default setup for every new tab though.

EDIT: you’ll have to log in again to itch though

Thanks, I was about to ask about the lack of Japanese language which I saw on the Steam page.

Well, the purchase came with a Steam key so I suppose I could use that… But I’ve started playing on the itch version and I’m fine with English, so I guess I’ll keep playing it there. Maybe on my second run I could play the Steam version in Japanese (always curious about pixel art fonts) and try to mess up all my drinks until I get fired and can’t pay my rent anymore.

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OK, I love office stories (and stock photo adventures), although I admit I was lost in my first run because I went to the coffee machine but when I wanted to go back to my computer to check the first client’s address, it said I have nothing to do there. So I wandered around the office, then left to the Post Office but was unable to tell for which continent I needed a stamp.

Also, checking the hub and then going to cardinal direction is a more simulationist approach (like some IF engines), but I’d rather have a simple choice between a list of rooms, because there is already a high-level complexity in the sequence of actions and people asking you for other things to do (“Thank Goodness You’re Here!”)

Typo:

  • an extesion for project XYZ

The timer is pretty cool, I should also add it in my office simulation.

Speaking of which, you’ll probably be interested in those games I’ve made:

Tiens, pourquoi j’ai écrit tout ça en anglais moi ? J’ai trouvé ton profil avec la jam RDV de l’Histoire sur 1848 !

Bref, j’essaierai un 2e run plus tard !

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Facile à jouer, illustrations amusantes qu’on pourrait trouver dans des journaux. J’étais mentor programmation mais je n’ai pas aidé sur ce projet, mais je vois que vous vous en êtes bien sortis !

Quelques feedback :

Introduction

Je ne sais pas trop qui je joue (au début je pensais être une entité abstraite qui contrôle le pays comme dans les jeux de stratégie, mais en fait j’ai une place au gouvernement plus tard - au début, si on annule le banquet, le peuple “n’aime pas notre passivité” donc on est bien un citoyen)

UI

Dommage, pas de support de résolutions différentes, ni bouton fullscreen. J’ai fait un shift+click sous Windows pour Maximize mais ça a juste rempli la fenêtre de gris.

Les longs textes de choix dépassent, je pense que vous vous en étiez rendu compte :

image.png

image.png

J’ai montré aux autres groupes comment faire du NinePatchRect aka 9-slicing, malheureusement pour les post-it / papiers déchirés stylisés comme les vôtres c’est plus compliqué. On ne peut pas juste stretch la zone du milieu, et on peut repeat la texture au milieu mais faut que ça tombe juste. Godot a quand même un mode cool hybride TILE_FIT qui permet de looper autant que possible et stretcher juste ce qu’il faut pour que ça tombe juste sur un nombre entier de répétitions de texture. Mais bon, le plus simple avec ce genre de texture c’est de préparer des gros boutons et stretch un peu si nécessaire.

Choix

Intéressant, en faisant plusieurs parties on comprend que les choix se réduisent selon les choix précédents, comme l’impossibilité de choisir la libération des escales sans compensation. Par contre je ne saurais dire exactement ce qui a contribué à ça car il n’y a pas d’écran résumé des actions précédentes.

De manière générale c’est difficile de suivre l’état du pays.

Quelques choix difficiles à comprendre :

  • J’ai choisi le journal au début mais j’ai quand même eu l’event “banquet”
  • Je n’ai pas trop compris le choix sur les émeutes du début : on prête main forte à qui, on protège la foule de qui ?
  • Je n’ai pas envoyé l’armée face aux émeutiers des ateliers fermés, mais quand même un millier de soldats tués

On a du mal à se sentir investi et immergé au bout d’un moment car on n’est pas trop sûr des conséquences de nos actes, et comment les différents évènements se connectent. Pour le coup, réutiliser les codes de la Visual Novel / Interactive Fiction, notamment politiques, ainsi que les jeux de gestion de cité/pays, pourrait aider :

  • message feedback du style “le peuple/roi approuve/désapprouve”
  • indicateurs de progression/satisfaction / régime actuel
  • rappel des évènements précédents pour connecter aux conséquences, si l’évènement affecté n’arrive pas tout de suite (“suite à votre prise de position lors du congrès de novembre dernier, les directeurs d’ateliers décident de…”)
  • mode debug/avancé qui montre en grisé les choix/boutons qui ne peuvent pas être choisis à cause d’un choix précédent, avec une explication (“libérer les escales sans compensation : bloqué, la censure vous empêche de publier ce papier”)

Et enfin, par rapport aux remarques sur la véritable histoire vs l’uchronie :

  • mode debug/historien pour montrer en couleur les choix “canoniques” de l’histoire (sur votre pitch on voyait bien le chemin canonique, si vous n’avez pas le courage le patcher le jeu, je ne suis pas contre un petit screenshot bien zoomé de ce slide - sinon je lirai la doc “résumé officiel des événements de 1848” mais c’est encore mieux si je peux voir la connexion directement dans le jeu). D’après ce que j’ai compris, la véritable histoire est une solution au milieu, entre le roi qui reste au pouvoir et la république socialiste.

Typo

“a 2e République !”

image.png

“nouvelle charte!La censure” sans espace

image.png

Lexique

Super idée ! D’ailleurs ça résout certains problèmes par rapport à montrer les évènements historiques.

J’arrive après la fête des patchs et tout a été corrigé ! Du coup c’était très clair, il suffisait de trouver deux mots clés et la date déduite du vocabulaire employé - on peut soit commencer par le lieu pour déduire la date et réduire le champ de recherche des objets, soit l’inverse, c’est malin !

J’ai réécouté de nombreuses fois mais ensuite j’ai mis les bons mots-clés du premier coup ! C’est très satifaisant ensuite de voir le texte en français moderne puis le réécouter une dernière fois pour comparer, on comprend encore plus de choses ! (comme “tout seul”)

Et d’ailleurs ce serait encore mieux si on pouvait écouter la phrase encore une fois depuis l’écran de succès avec la phrase en français moderne, pour comparer avec le texte. Mais bon, vu que la session patch est passée, ce n’est pas grave.

I got it!

I realized that a spinning wheel means you reset randomness every time, unlike a physical gacha (with a moderate amount of balls). But there’s the same issue with digital gacha, so they have to add pity (which is just natural with physical ones). So my brain started thinking how to physically apply this concept to a wheel.

A. Assuming 1 pick = 1%, you could remove a slice of 1% from the area you landed it. But then you’d have to split that new empty area into the same proportions as the rest of the wheel, and that would be crazy. If you don’t do that, the empty area will grow bigger and bigger until the player has to spin the wheel too many times not to fall into it.

B. Or you could have area radial separators pushed from each other by elastic materials, such as gumballs inside, the more the bigger the area (or reversely a rubber band, the stronger, the smaller the area), giving a relative importance to each area, similarly to flex-basis in CSS. Then you’d remove some gumballs (amount to decide) / strengthen the rubber band so the relative proportion of the area selected last is reduced.

Hm, all in all the ball system is probably easier…

Hey, I’m keeping this tab around to play later, but the web game starts immediately and plays loud music every time I open it. Of course (I don’t think it consumes a lot of CPU/GPU considering the style but that could also be an issue on some computers).

Could you disable “Automatically start on page load”?

For now I’ll have to switch this tab to your main itch profile page instead.

Oh, that’s an interesting concept… I use a compost in some community garden, although I wouldn’t say I’m a fan of the worms.

By the way, I don’t see the PDF download. There is a PNG on the side but it’s not hires enough to print, and you mentioned extra content too.

In any case, your itch with all those paper games is very refreshing! (I found your account after seeing you following me)

Ah bah oui il y a bien le trailer sur la droite. Tu peux garder juste un des deux du coup, celui à droite où celui de la description. Le code embed SoundCloud marche bien, je savais pas qu’on pouvait faire ça mais c’est logique vu qu’on peut mettre une iframe YouTube (je sais pas comment marche la sécurité, peut-être du CORS un truc comme ça). Faudra que j’essaie sur mes jeux aussi quand l’OST est sur SoundCloud.

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Wow, super weird but on Firefox (not Chrome) that shows (thick) underline under Mona Sans text only on consonants:

== screenshot start == == screenshot end ==

Chrome is fine:

== screenshot start == == screenshot end ==

Yes, an option to set number of elements, as well as filtering out tags that are not relevant to you would be great!

Anyway, theme/genre generators can be useful for jams. For long-term projects I just go through my very long list of ideas…

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This inconsistency is a bit odd, but that’s good to know.

Unfortunately, the bottom-most libraries don’t show their content:

image.png

so in this case you need to force refresh them by adding/removing stuff on them to move them to the top of the list so the items appear and you can reorder them…

A button to force displaying items would be nice (I assume it’s a measure to avoid loading too many pictures at once)

J’allais demander si vous comptiez poster la musique du jeu, et je l’ai trouvée sur le SoundCloud du sound designer : https://soundcloud.com/kevin-colombin/paysan-dur-labeur

Vous pouvez ajouter le lien dans la description ! (vous pouvez même enable download pour le fichier, je crois que c’est limité à 100 DL en compte SoundCloud free mais bon, ce sera déjà pas mal si vous atteignez ce nombre !)

Je n’ai pas retrouvé le clip du trailer qu’on avait vu pendant la jam par contre.

Thanks, I’ll try it!

Aha! Bad Chinese character tattoos have been around for years, I wonder what tattoo artists think when they do this. Are they aware of it but don’t want to hurt their customer’s feelings? Just following the blueprint and no time to search if it’s correct or not on the net? (plus if you’re not knowledgeable it’s quite hard to search) Feeling responsible every time and having nightmares about it?

I see for Furuya, although without the Fu -> Pu I don’t think it really stands out. Another word for player in the context of (competitive) sports though, is “Senshu” 選手 (and “Kyousou” 競争 for competition), in case you want to inject that in a future competitive character’s name, it should be quite easy as they are common syllables.

Anyway, I checked the other names on a pure phonetic perspective and most of them make sense now! Still not sure if there are puns in the Western ones, maybe I’ll learn more about them in the full story!

Même problème sur le clic final. Je pense qu’il faut cliquer vraiment dans le coin de l’écran pour éviter d’appuyer accidentellement sur un bouton…

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En tant que mentor programmeur, j’avais vu le proto et je n’étais pas convaincu que l’expérience serait intéressante, mais avec les nouvelles animations de blé et le feedback de gain/perte de ressource, et en prime la musique tranquille qui avance petit à petit vers du métal, l’expérience est super !

Dommage, j’ai l’impression que de nombreux effets des décisions (récompenses et punitions sous forme de gains et pertes de ressources) sont inversées (si on paie la taxe, on est récompensé avec du blé et puni en perdant de la vie, alors que c’est ce qui arriverait si on ne la payait pas)

Sinon côté UI, les sliders de volume sont un peu dur à bouger sur la version web (sur la version PC en plein écran les zones cliquables sont plus grandes donc ça va).

Les icônes d’events ne sont pas expliquées, apparemment cliquer sur la faux sur le château permet d’avoir du blé sans dépenser sa vie, et la cloche je ne sais pas, je n’ai pas eu le temps de cliquer mais je suppose que ça restaure la vie (EDIT: oui c’est bien ça).

Autres petits bugs :

  • quand on clique sur le Rejouer final on se voit gagner encore un peu de blé pendant 1 frame !
  • pas tout à fait un bug mais si l’action épuise les derniers points de vie, on voit immédiatement le game over sans avoir vu quelle statistique a changé

P.S.: vous devriez flagger le build Windows comme étant Windows pour que itch app permette son installation directement (au lieu d’installer la version web)

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Cool, the detailed diff will be useful to see my progress per scene!

I see you also stopped archiving wordcounter.rpyc itself. I found it weird as the user is unlikely to run word counter, but didn’t mention it in my last comment, but I suppose you were thinking the same.

For wordcounter_hidden_files’s behavior, please see my comment on the main page.

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Looks like I also contributed to make the price bump! :D (interestingly my history shows that I paid an extra for a total of $3 already! but I suppose I would have access to upgrades even for $1 as itch must grant licenses for future updates)

Wow, the new wordcounter_hidden_files look exactly like what I want. I just noticed there was no way to exclude my unused labels so I put them in some backup folder (it wasn’t enough) and renamed extension .rpy to .txt (this worked).

But excluding the backup folder would be cleaner so I can still have .rpy and benefit from syntax coloring and Renpy code actions (like commenting) even on the backup files.

EDIT: Sorry, I misread. The files will still count toward the total. “List of files which should be hidden from the detailed statistics. They will still contribute to the total word count.”

Looks like I still need a parameter to either exclude from total, or a “smart” option to only consider labels that are actually jumped to in game (but it needs a more elaborate parser that detects all the jump/call statements iteratively from the start label - this would automatically ignore unused labels.

The only remaining issue I have is Renpy Linter detecting .rpyc leftover after moving a .rpy away (as I did with backup/) and forgetting to move the .rpyc at the same time. I thought it was just a limitation of Renpy, but since you’re able to pick files one by one maybe you’re also able to add an option to ignore .rpyc?

I found a bug where the File & Label statistics section would always say:

  *  Invalid value for "wordcounter_last_version". Please make sure it says either "save" or "load".

whereas wordcounter_last_version is “save” indeed.

I fixed it in wordcounter+.rpy by replacing

if wordcounter_last_version == "load" or isinstance(wordcounter_last_version, list) and len(wordcounter_last_version) == 2:

with

elif wordcounter_last_version == "load" or isinstance(wordcounter_last_version, list) and len(wordcounter_last_version) == 2:

(elif is needed to chain with the “save” check or the final else that prints the error doesn’t make sense)

You should probably fix this in the non-premium script as well.

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Oh, pretty interesting. Still midway through the puzzles, I like how you can finish in many games (although it wasn’t clear to me that the hint icons represented the last state of the moved piece at first). Sometimes, there are even multiple ways to finish with a given puzzle piece!

I noticed that some boxes like the tutorials have some empty space and I don’t know if it’s intentional or if we’re supposed to see some image.

P.S.: any way to change this page font? I feel like I’m screaming my comment.

So you don’t see anything above the PC version? It should look like this:

image.png

Oh, I saw this showcased at PIGD Sept 2025.

Looks like we’ve also met before that at Play Sorbonne since I tested Monster Care Simulator!

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Hey, it’s komehara here! We exchanged some emails about a potential collaboration with Super Sonic Heroes (since it’s also made under Godot and using GBA sprites). I saw the link to your Discord but unfortunately I hit the 100 servers limit (again, but for a good reason, just joined a local Sonic community) so I won’t be able to follow development closely for now. However, you should still be able to send me a DM/invite directly (I put my Discord username in my last email).

Anyway, I tried to install v0.1.1 via itch app but it failed. It looks like itch needs a direct link to the zip in GitHub releases to properly install and unzip it (in your case you’ll need to prepare two links, for Windows and Linux).

You can also put a link to the GitHub releases page if you prefer to let user read the changelog before downloading the version they want. It’s probably good to do both (the external link to zip will still be useful for itch app users).

There is a macOS version (the usual Renpy macOS build) just besides the PC (Windows and Linux) version, is it not working?

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You’re welcome!

because I don’t speak Japanese myself

Wait, somebody else wrote the Shichirin 七輪 joke then? It’s just on spot if Rin is written 輪 (wheel)! What about Furuya, which is usually 古屋 or 古谷, but could be exceptionally written as 振 (swing) 屋? Well, stats say it’s only 220 people in Japan… and I don’t see other Japanese puns. I suppose I may have read too much into it…

I get the pronunciation thing though. I’ve been working on Chinese names and since I didn’t have a sense for it, I ended up making phonetic English jokes (but that still sound like how Chinese speakers transcribe English names).

P.S.: I noticed Yo-Yo-Oh is not on your profile page, in case you forgot to show it (would be nice if itch had an option to always show games by default even if you’re just a collaborator, I tend to forget to show them)

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Super de voir votre jeu fini après vous avoir suivi en mentorat prog !

J’ai encore quelques remarques, même si vous n’avez plus l’occasion de mettre à jour le jeu encore une fois, vous pouvez toujours les garder en tête pour la prochaine fois :

  • le texte est un peu flou, je soupçonne le jeu d’utiliser une basse resolution de référence, ou bien la font est statique et utilise une font size trop basse, ou un mélange des deux

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  • la progression du camembert sur chaque event n’est pas claire, on ne sait pas ce qu’elle représente (j’aurais dû le faire remarquer pendant nos tests, mais j’étais concentré sur les jauges et les descriptions d’event, désolé). Je pensais qu’il fallait attendre que le camembert se vide pour que l’event soit cliquable, ou applique son effet, mais ce n’est pas le cas. Finalement, le commentaire tout en bas répond à ma question : il s’agit du temps avant que l’event disparaisse.

  • game balance : je me suis retrouvé avec un quartier avec une Santé très basse, j’ai passé les derniers “tours” à essayer de le sauver mais finalement je suis resté très proche de zéro et j’ai même pris une décision qui a fait perdre 5 points de santé (j’ai joué sans indications, ce que je trouve finalement être un bon défaut car c’es t plus amusant de lire le texte et deviner ce qu’il va se passer que de lire des chiffres). Finalement, c’était plus safe de jouer avec les quartiers qui ont encore la vie, ce qui veut dire que laisser un quarter à Santé proche de zéro est une bonne tactique. Du point de vue narratif, peut-être que le scoring final devrait récompenser le fait d’avoir des quartiers dont la santé n’est pas dans le rouge, pour nous poussez à équilibrer. Mais bon, comme on en avait discuté pendant la jam, je savais que 0 était le seul seuil à ne pas franchir !

  • finalement je trouve le texte du bouton retour “Plus tard…” un peu ambigu car on dirait qu’on va passer le temps avec une ellipse qui nous emmène “plus tard”. Mais bon, comme il n’y avait pas de bouton du tout avant, là le but c’était surtout d’avoir une manière de fermer la popup, et c’est bien que vous ayiez eu le temps de le faire (idem pour le bouton de Menu en haut à gauche)

  • j’avais parlé des variants hover sur les bouton, pas très grave ici mais pensez à ajouter ne serait-ce qu’une teinte de couleur la prochaine fois pour donner du feedback on mouse hover

  • Typo : “l’aurait cru/”, deux espaces entre “On n’a” et “rien”

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Well, for BAF criteria, I asked the organizer and here is their answer: https://itch.io/jam/baf-jam-2025/topic/5033588/sports-story-games-with-exacerbated-but-plausible-human-skills

Sorry, I can’t find where the unstable click button is anymore. I thought it was in the pause menu but it just uses text buttons. You can just ignore this for now (may I confused it with the mouse click effect - thank you for the link, by the way).

Ah, I see, you’ve been working on this in your own circle. I’m trying to build a team by gathering my past jam collaborators, now, trying to make a smaller but higher quality game next.

Anyway, I’ll be looking forward to playing the next Arc!

Oh, I found the episode! https://watch.plex.tv/en-GB/show/chouriki-sentai-ohranger/season/1/episode/21 (needed a VPN but I can watch it now)

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Wow, that’s a pure BAF entry! The introduction! The characters and their motivations! The legendary artefact and mysterious organisation!

Get ready for a very long comment… Well, I have to make up for the lack of comments, right? (I still can’t believe I’m the first to post here, also someone did on the main game page)

Your entry gave me hope that a sports story could make it into BAF, but mine was too realistic and I see how yours is at a different level… Yet, I would say that, at the core, the emotions and the passion are more important than the fantasy powers (like Eyeshield 21 where I’m unable to tell what can truly be done and what not, not knowing US football enough).

Some will say that it’s childish and unrealistic to give so much importance to a toy/game, but this is not so different from all sports and e-sports competitions. Well, for the mystical powers… I can’t comment.

I really liked all the subtle references in naming. It really looks like a work translated from Japanese, where the translator had troubles explaining some jokes and just left them uncommented:

  • recurrent theme of rotation in the character names’ kanji, although they are never shown, but can be guessed
    • well some of them have other references like the very obvious Unicorn L. Crawfish… Wait, maybe the L. is for “Loop the loop”?

  • nobody says “bro-yo!” but I’d get how a translator would come to this…
  • I had to search for what a shichirin is! (even more hidden as the English order “Rin Shichi” doesn’t make any sense)

(for having myself put many name puns in my last VN - which unfortunately didn’t qualify for BAF criteria - I understand how it can be frustrating to spend a lot of time of them for little gain, so I wanted to let you know that they didn’t go unnoticed)

Aha, I’m still playing 999 these days, the funyarinpa juice made me laugh. I wished Yoyo made a comment about how it tastes though, I’m still curious! I also want to try some sakotis. But not shirako… Who makes these juices anyway? A former sweet designer from Harry Potter’s Bertie Bott?

I really wish the gameplay was more elaborated, but I saw the troubles you got through in the devlog. Although you rejected QTE, I admit it was the first thing I imagined for a yoyo game. But when the “RPG” system was revealed, I was still excited about doing cool combinations, so I think that could work but you’d really have to give meaning to the sequence of actions and the modifiers they can give to the next action.

From my understand, this is a skill show like a dance battle though, there will still be the one limitation of the absence of direct conflict and thus no counter-play: each player just do what they think is an optimal sequence and therefore you’d do the same thing independently of your opponent.

BUT even non-violent battles may have interaction rules. For instance, in rap battle, your quip must make sense and answer your opponent’s previous sentence. In Pokemon Ruby and Sapphire, the contests feature indirect confrontation based on the play order and impression made on the public and other pokemons.

For yo-yo, I imagine that your move could have qualities like elegance or fierceness (where character personality would come into play, Shion and Roman being better at elegant moves) - wait, that’s what you’re already doing now with Guts and Charisma, and those are affected by the player choices in the narrative parts, which I think is cool (classic but effective CRPG-style stats). Currently all moves use that bonus but with certain moves being buffed by just Guts or just Charisma, we’d see the difference better.

Then, there could be as novelty: doing a move too similar to your opponent’s previous move (or your own) would lose in originality. But for this to work you need to implement many more moves!

Finally, some moves may give bonuses to some others if they go next in line, related to how they chain well physically (but I don’t know enough yoyoing to say what they are exactly).

Anyway, the ending of Arc 1 was really cool and makes me want to see the other episodes! Uh, I mean, the rest of the game!

The BGMs also fit well and the main theme really standing out (pretty cool to keep the instrumental in the menu and the full song in the game for important events, as in some Sonic games). I thought “wait, they had budget for a Japanese song?! No, that’s stock BGM, right?” and yes I do see a few BGM providers including Maoudamashii in your credits (which I sometimes use too).

Clicking anywhere on screen spawns that rotating logo? I didn’t even know you could do that in Renpy!

Really, this reminded me of that Boss Rush Jam with theme “Rotation” where all the jammers (including us) tried to put crazy rotating elements everywhere in the game, and even in the UI.

Some issues I found:

  • the main logo rotation (also continue button) causes jittering. This is something I noticed in several Renpy games using rotation (I think one had a snowflake rotation). For some reason the pivot is not perfectly centered? But I think Fatal Twelve had a clean gear rotation in its menu (we could check its code…).
  • when the speaker name is too long, the “continue button” appears on top
  • at some point, hovering a button turns it into a rotating logo and it moves interaction box and it’s hard to toggle off… can’t remember where it was, though
  • “You’re foe’s weak, Hero’s Vow!” → is that a reference? It doesn’t sound like something that Yoyo would say? (I also totally forgot that his yoyo was named “Hero’s Vow”)
  • I’m sure I saw a space before a closing double quote somewhere near the end, but for some reason my screenshot wasn’t taken

I’m regularly taking part in BAF, but I have troubles making very shonen-like works… When I started studying writing seriously, I had to unlearn all my high school habits of thoughtlessly placing tropes everywhere and think about a serious theme based on my personal life, which gave birth to more realistic, down-to-earth stories, and now I want to combine that with cool fantasy elements. So I’m learning a lot from other BAF games!

Finally, are you looking for extra programmers / game designers? I’d love to help you finish this game!