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KrailCarden

11
Posts
A member registered Aug 25, 2021

Recent community posts

I just checked out the end cutscene on the youtube video you provided, and now I think it was just running slow on my end.

Id say that it's alright, if a bit slow. The cutscene feels like the entire thing is running in slow motion. A slowmo would fit for the SSRBs run to up to the enemies and blowing up, but the rest shouldnt be so slow, in my opinion.

Interesting game the requires precision and ingenuity.
Its not spelled out how to progress sometimes and how to get where you're going, so I appreciate having to think about what to do.
Its pretty difficult to do some of the jumps, and failing a lot doesn't feel too awful.
I agree with some of the sentiments from David Wu SoftDev above, about the controls being a little unresponsive, but I appreciate the difficulty so I hope you don't make it too much easier.
Having to walk diagonally isn't too bad, especially when you've set up a lot of the progression to be in line with direct diagonals, not having to course correct little movements too much.
I did find a way to make the fire area easier.

I was able to jump directly to the support beam that leads directly to the catwalk a lot sooner then I think intended, skipping the segment where you jump across the light bars.

You are also able to jump in the open box and flip it on top of you in the segment before the blue fire, allowing you to just run threw the fire with it over your head till you get to the blue fire.

Pretty great job.
I would suggest the visuals for the bombs in the ending being a little easier to tell when they're about to go off.
I also agree that the first jump from the window to the bridge should probably be a little simpler, due to the awkward angle you have to jump at.
I would also like a Shift to move a little faster option. This would also be something you can plan jump puzzles around. "Do I sprint or not sprint for this jump?" for example.
I also noticed that you move a bit faster when you are moving diagonally then you do when moving just up down left or right, probably due to using two movement keys at once.

I wonder if it'd be possible to find a way to get these in a way capturable on OBS so I can have these little gremlins on my stream :)

Well, that's why I put the sources instead of the images themselves. If you want to contact them and ask to use the pictures. I cant do that for you since its not my project lol

(1 edit)

https://www.reddit.com/r/KiryuCoco/comments/pjzy09/idol/

https://twitter.com/um_eoji/status/1332606035639427073?s=20&t=zDXKfeQOqKM3tc5Vck...

https://twitter.com/norealist_holo/status/1505208781701271556?s=20&t=43kcZ879dqU...





https://twitter.com/stoppachan/status/1503340759336230920?s=20&t=IfOojdTmcsUQDwK...




Ill see what I can find. o7

It'd be a sin among fans to leave them left out though... Perhaps we can work together to look for artwork to use in their place?Kiryu Coco Idol Outfit

This game would be horrifying if it were real....

I am an hour in.... Is there no 5-Star Coco? Is Watame the only member past Gen 4 with a 5-Star?

Okay, so, I played this for about an hour and I want to discuss how I felt about it.
First off, let's start with the good points.

The game's pixel art and visuals are amazing. I adore the aesthetic of the game in both the design and animation. I cannot express this enough, the game is Beautiful. The visual style alone really made me want to praise this game so much more. Also, the songs are fun to listen too, I caught myself sitting in the menu vibing out to the simple menu BGM the entire time writing this.

However, that is about the most good I can say about the games design. Let's discuss the gameplay.

I want to start off by saying that I hope all my critisism comes off as 100% constructive and I do not mean to bash the developer, mearly express my thoughts.

The game is excessively difficult, to the point of me genuinely feeling like nearly 99.9% of players wouldn't be likely to complete a single song in the list without having the No-Fail or "Apprentice" setting active.

Everything that the gameplay relies on goes directly ageinst most all relfexes and common sense that a rhythm gamer relies on. Most every obsticle needs to be avoided off-beat rather then on-beat. You cannot see nearly enough of the track to feasibly know what is coming before it is too late. Jumping over the jump notes needs to be done Before the note actually reaches you, rather then on-beat. All of these things result is a very nearly impossible to complete, and overwhelmingly frustrating experiance for rhythm game fans.
The last thing I must add is about the controls. The game's controls aren't nearly responsive enough to keep up with half of what you're trying to do. Ive noticed many many many times where I would do an input, get hit, and have that input persist after the hit and then activate, causing me to get hit again. This would continue until whatever section I was in was over. The Z/X  input of the game is fine, but you really need to be able to rebind the left/right movement off of LeftArrow/RightArrow as having to spread your fingers for those two inputs in uncomfortable.

TL/DR: The visuals and music are awesome, but the gameplay needs a HEAVY rework to be even remotely completable without the no-fail mode active. I can see the passion put into this game and want to love it, but its just too frustrating of an experiance.