How cool! I also saw this game on your youtube. The UI is clever and also does a good job of communicating events /stat changes quickly and with character. I can't believe you were able to integrate live 2d into this and it looks great! I'm not in the VTuber space in particular, but you can see the love of fandom and cons in here. Very cute !!! <3
yayyyy this is amazing!!!! as a vtuber (specially HoloEN) fan, I adore this game! I managed to get all the endings, though the marketer one was definitely hard. Thank you for making this game!
Was nice. Though, at first, I didn't know the Art, Craft and Marketing were their own buttons, and thought they were just category labels for the stuff you make lol.
Quickly got all six endings! As a stat raising enthusiast my first instinct was to max out all 3 stats in my first three play throughs and I managed to earn 3500 something in the round I got the delusion ending. Yayyy! (Saddly my yuri doujin of my oshis does not sell that well irl lmao) This game is very cute and I love how you designed the oshi. And the UI. And the writing. Basically everything feels very cute and familiar to a member in the vtuber fandom :3c I'm so gald youtube recommended the devlog to me so I get to spent some time playing this cute game <3
Heyy, I came from your devlog video which got recommended to me by Youtube! I actually commented there today :D
Just beat all 6 endings (in order: Crafter, Artist, It worked out, Marketer, Normie, and then I had to use a guide for the last one).
Getting two of the endings was actually challenging, though not because you had to melticiously plan out stat-rising, but because I didn't know requirements to get them. In some games I'd call this bad, but here the game is short enough for it to add to replayability, so I thought that it was good here.
No need to say that presentation and sound are brilliant, as everyone already said.
I really liked writing, it was really close to home and kept me smiling. And I also liked length of the cutscenes: they were long enough to convey story and characters, but not too long for a stat-riser to get boring (hello to a visual novel of a stat-riser called Uma Musume).
Going to gameplay, I like simple UI-based games with short or no animations which I can turn my brain too (Uma Musume while skipping cutscenes, Plague Inc, Tubestar, Slay the Spire etc), and this definitely is one of these!
Your game felt like an actual polished game. You could easily add a few variables (like maybe money?) and an endless mode and go sell it on Steam (instabuy from me BTW).
Of course, there are some slight QOL flaws, but some on, this is a 1) free 2) gamejam game 3) which was made in half the time. I'd never bash a game, while considering this and 4) the game actually being really cool. And 5) these "flaws" most people probably wouldn't even register.
But I (personally) would love if someone listed me little things like these so I could consider them while making my future games. So I'll write them out (though if you don't want to read them at the moment, please feel free to skip this numbered list!):
For a replayable stat-riser, an ability to skip animations (like results of your actions) would be great. Sometime you just want to click through everything without waiting, just like with clicking instant text in cutscenes.
If you advance your cutscense by clicking the spacebar icon with mouse, you can accidentally make prints if you click fast and don't notice that a cutscene ended fast enough. I personally can see two possible fixes for this: block controls for a bit after cutscene ends (this would be in line with action results), or allow player to progress by clicking anywhere else in the speech bubble. Also, being able to advance tutorial boxes with the spacebar like cutscenes would be great!
I couldn't read finish stats, because the cutscene would start immediately after they appeared. I'd integrate this stats in the ending cutscene or add a screen with them after the cutscene (either before credits or right with them). That is actually probably the worst I can say, which says a lot about quality of your game.
That's probably more than a nitpick, but the game didn't launch in a Firefox fork with some extensions enabled. You said in the devlog that you didn't like making downloadable games for jams, but having the option would be nice. I still managed to play with Edge though.
That's a smaller one, and probably not a UX-thing but me-thing (as I never saw this hindering anyone else), but it would be awesome to have text tips for making-things buttons. Having text with an icon really helps me reassure it's meaning. Even small tips like what you have with training buttons would still be great!
Yeah, I didn't call these nitpicks for no reason. These probably made half of the comment, but in the end, please remember that nitpicking is easy, and for a professional UX-nitpicker such as me, my latest game turned out to be a UX-nightmare thanks to my great UI-making skills :D
And! I actually have two little things I really appreciated while playing too!
I loved that in the action-result and logs texts were always stating not just how energy has changed, but also how much did I have after that. Always writing out how did stats or inventory change was also very helpful!
Thanks for the bold fonts!!! It was easy to read them both on PC and phone. I usually play Switch games on a Switch Lite, and playing this game with big bold fonts was such a nice experience! I don't know if you (Moka) or the artist (Mini) picked them out, but you did a great job!
All in all, I had a great time with this game. I'll be looking to your next games and videos (the devlog was lovely)! Thanks for the great game, reading my wall of text and also replying me on Youtube!
BTW, I've recently been wondering on doing a few things in Godot, and these appeared in your game. So I wanted to ask you a few questions:
— How did you do the tutorial boxes? Was the same as cutscene system (I assume, it was powered by Dialogue Manager?), or it was some other method of doing them?
— Were dialogue sounds just one sound with different pitch for each character, or did every character have their own sound? Did you record these by yourself?
(I thought that the original post was already long enough and the questions would ruin the flow, so here they are in the replies :D)
thanks for playing and for all the feedback! dialogue had 2 sets of “voices” (vowel sounds a, e, u, i, o) that i recorded. to differentiate them, they are in different voice registers and i did my best to pronounce the sounds a little different :)
I tried making different character voices by just changing pitch of the same sound for each character, but your approach sounds so much better. I'll try your method!
I loveeee the art and animation for this!!! All the endings were cute and fun! I also liked the gameplay; it had me strategizing a lot, which I liked A LOT!
Nice art. I think you should show some buttons during the tutorial, because it explains and links things you don't know yet and it's hard to remember things you have never seen.
I thought oshi was the name of someone, until I discover it's a japanese term ^^" But the story may be a bit hard to understand for someone who don't know about Vtuber and Oshi too
Ack, sorry to hear that!! :[ Can I ask for more information about the sound? If it seems to be happening at random, when a certain event occurs, etc. In addition if you’re comfortable sharing your browser + OS that might be helpful! I can’t update the game until after the judging period is over but I will try and fix it as best I can…!
I personally use Firefox! It started as soon as I started playing the game so I ended up muting my window so I’m not sure if it kept occurring afterwards sorry ; __ ;
Cute, fun, and pointed without being mean-spirited!
I got the following endings: Artist, Crafter, Normie, and It Worked Out, I Guess (the moderate success one). Can't quite figure out how to turn the marketing path into an ending, as I've followed the goals set by it but so far only got either Normie or It Worked Out depending on my merch count.
Not quite sure how to get the other endings I'm missing, either - hints would be lovely if you're up to giving them!
my main issue with the marketing ending is that i can get modest success by doing the marketing quests, then focusing on one skill and pumping out a bunch of related merch... but if i try and spread both, or don't make enough, i usually end up getting the normie ending; either way, i end up with a non-marketing ending i've already seen.
the consistent way ive been managing is only training marketing the bare minimum since the events even before the first goal give plenty! once you know you're set to reach that goal in time, pick a merch type from the second goal and lock in on training its skill. it's best to make a ton of that one item when skill is as high as can be. spread love of SP always
if you like i can also just say the specific steps i did (i tried to keep it still somewhat vague)
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Absolutely incredible for the fellow Vtuber fan creators!
just learned about your games today on a yt video <3 tried this one first, it's really fun and has a unique concept! :)
I love raising sims, and this is such a fun concept!
How cool! I also saw this game on your youtube. The UI is clever and also does a good job of communicating events /stat changes quickly and with character. I can't believe you were able to integrate live 2d into this and it looks great! I'm not in the VTuber space in particular, but you can see the love of fandom and cons in here. Very cute !!! <3
yayyyy this is amazing!!!! as a vtuber (specially HoloEN) fan, I adore this game! I managed to get all the endings, though the marketer one was definitely hard. Thank you for making this game!
this is so cute, ive actually never seen a game about vending as an artist
would be cool if this became a full game one day! thanks for making this
Was nice. Though, at first, I didn't know the Art, Craft and Marketing were their own buttons, and thought they were just category labels for the stuff you make lol.
Quickly got all six endings! As a stat raising enthusiast my first instinct was to max out all 3 stats in my first three play throughs and I managed to earn 3500 something in the round I got the delusion ending. Yayyy! (Saddly my yuri doujin of my oshis does not sell that well irl lmao)
This game is very cute and I love how you designed the oshi. And the UI. And the writing. Basically everything feels very cute and familiar to a member in the vtuber fandom :3c I'm so gald youtube recommended the devlog to me so I get to spent some time playing this cute game <3
Heyy, I came from your devlog video which got recommended to me by Youtube! I actually commented there today :D
Just beat all 6 endings (in order: Crafter, Artist, It worked out, Marketer, Normie, and then I had to use a guide for the last one).
Getting two of the endings was actually challenging, though not because you had to melticiously plan out stat-rising, but because I didn't know requirements to get them. In some games I'd call this bad, but here the game is short enough for it to add to replayability, so I thought that it was good here.
No need to say that presentation and sound are brilliant, as everyone already said.
I really liked writing, it was really close to home and kept me smiling. And I also liked length of the cutscenes: they were long enough to convey story and characters, but not too long for a stat-riser to get boring (hello to a visual novel of a stat-riser called Uma Musume).
Going to gameplay, I like simple UI-based games with short or no animations which I can turn my brain too (Uma Musume while skipping cutscenes, Plague Inc, Tubestar, Slay the Spire etc), and this definitely is one of these!
Your game felt like an actual polished game. You could easily add a few variables (like maybe money?) and an endless mode and go sell it on Steam (instabuy from me BTW).
Of course, there are some slight QOL flaws, but some on, this is a 1) free 2) gamejam game 3) which was made in half the time. I'd never bash a game, while considering this and 4) the game actually being really cool. And 5) these "flaws" most people probably wouldn't even register.
But I (personally) would love if someone listed me little things like these so I could consider them while making my future games. So I'll write them out (though if you don't want to read them at the moment, please feel free to skip this numbered list!):
Yeah, I didn't call these nitpicks for no reason. These probably made half of the comment, but in the end, please remember that nitpicking is easy, and for a professional UX-nitpicker such as me, my latest game turned out to be a UX-nightmare thanks to my great UI-making skills :D
And! I actually have two little things I really appreciated while playing too!
All in all, I had a great time with this game. I'll be looking to your next games and videos (the devlog was lovely)! Thanks for the great game, reading my wall of text and also replying me on Youtube!
BTW, I've recently been wondering on doing a few things in Godot, and these appeared in your game. So I wanted to ask you a few questions:
— How did you do the tutorial boxes? Was the same as cutscene system (I assume, it was powered by Dialogue Manager?), or it was some other method of doing them?
— Were dialogue sounds just one sound with different pitch for each character, or did every character have their own sound? Did you record these by yourself?
(I thought that the original post was already long enough and the questions would ruin the flow, so here they are in the replies :D)
thanks for playing and for all the feedback! dialogue had 2 sets of “voices” (vowel sounds a, e, u, i, o) that i recorded. to differentiate them, they are in different voice registers and i did my best to pronounce the sounds a little different :)
Thanks for replying!
I tried making different character voices by just changing pitch of the same sound for each character, but your approach sounds so much better. I'll try your method!
I loveeee the art and animation for this!!! All the endings were cute and fun! I also liked the gameplay; it had me strategizing a lot, which I liked A LOT!
Nice art. I think you should show some buttons during the tutorial, because it explains and links things you don't know yet and it's hard to remember things you have never seen.
I thought oshi was the name of someone, until I discover it's a japanese term ^^" But the story may be a bit hard to understand for someone who don't know about Vtuber and Oshi too
10/10 love it!
Played this on stream and it was soso fun!!
I got 4 out of the 6 endings, so I was surprised how much fun it was to replay over and over.
Good job devs!! Good luck at the jam
this is a really fun game and i really like the art
this is adorable, and I love the art! :D
Very fun and love the game but every 20-30 seconds a loud sound plays making my speakers crackle hard!!
I’ve been experiencing the same thing ><
Ack, sorry to hear that!! :[ Can I ask for more information about the sound? If it seems to be happening at random, when a certain event occurs, etc. In addition if you’re comfortable sharing your browser + OS that might be helpful! I can’t update the game until after the judging period is over but I will try and fix it as best I can…!
I personally use Firefox! It started as soon as I started playing the game so I ended up muting my window so I’m not sure if it kept occurring afterwards sorry ; __ ;
Cute, fun, and pointed without being mean-spirited!
I got the following endings: Artist, Crafter, Normie, and It Worked Out, I Guess (the moderate success one). Can't quite figure out how to turn the marketing path into an ending, as I've followed the goals set by it but so far only got either Normie or It Worked Out depending on my merch count.
Not quite sure how to get the other endings I'm missing, either - hints would be lovely if you're up to giving them!
perhaps the lesson is that there's no money in Posting?
sorry if these hints are unwelcome or anything of the sort, but i was similarly stuck and just figured the rest out!
marketing ending: popularity alone doesn't pay!
6th ending: focus on trying your best for the convention!
i love and appreciate the hints, thank you!
my main issue with the marketing ending is that i can get modest success by doing the marketing quests, then focusing on one skill and pumping out a bunch of related merch... but if i try and spread both, or don't make enough, i usually end up getting the normie ending; either way, i end up with a non-marketing ending i've already seen.
the consistent way ive been managing is only training marketing the bare minimum since the events even before the first goal give plenty! once you know you're set to reach that goal in time, pick a merch type from the second goal and lock in on training its skill. it's best to make a ton of that one item when skill is as high as can be. spread love of SP always
if you like i can also just say the specific steps i did (i tried to keep it still somewhat vague)
This was fun, I loved the CGs! Not quite at "quit my job" level but I am a bit more motivated to work through pure love for my oshi myself now
I've only done a single playthrough of this so far, but it *IS* really cute! Smart stuff. :) Looking forward to playing it some more.
Love the game! It makes me remember the time I helped friends at the convention tables. Thanks for the good time!
Very cute game! Love the art and the different paths!
this is really cute! also realising you actually have to draw the doujin you want to exist is so real 😂 definitely worth quitting your job!!