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Incredible stuff. Very engaging the whole way through. I enjoyed the puzzles, a bit of a challenge but not too brain-busting (a good mix). I was surprised by the stealth sections and they were a nice change of pace. And when Chief of the Depths appeared... holy fuark. Everything came together in a satisfying way in the final boss battle.

I had a few bugs: I cheesed the rock pushing section and pushed rocks a few ways I shouldn't be able to and when Obed was chasing me in the attic he got stuck in the first section and I could get through the rest with ease.

I also appreciated the PilotRedSun music! 

 I've never heard of this streamer before but this got me check them out out of curiosity. I got some chuckles out of the game but I imagine there's lots of in-jokes in here from the streamer's community that they'd appreciate. My guess is this a game you'd like Haru to play, and if I were a streamer and someone made this for me I would think this is awesome. Good stuff!





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Thank you for playing Nekotiti! I didn't communicate this well (and have some plans for improvements), but some of the actions you use on her have a small chance to fail (affected by discipline level) but can be attempted again. You were doing the right thing.

Thanks for enjoying the vibe and for the feedback!

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Hey! Of course and fair enough. I think I haven't communicated the clicking thing well enough as I've seen a few people not realise they could click the family to go away as it does take a few clicks.


It's always a bit of a balancing act. You want people to have the fun of discovering things but you don't want them to be bamboozled by you not explaining things.

Thanks for your feedback and for trying out the game 🤝

Very cool idea for a game! Extremely charming and Gameboy is da best

Gravlane community · Created a new topic Cool stuff!

Really cool game, feels tight to control and is easy to pick up and start having fun. For me, the hurtbox on the ship is just a little too unforgiving, being slightly smaller might be a bit more fun! Keep on making progress!

Extremely fun character to control. Gunplay, movement and abilities all feel great. All of the guns I tried so far had an enjoyable heaviness and kick to them. I thought the music was great and fit the frantic action. It was a little laggy once I had finished the training level. Really good stuff, keen to see some more aesthetic flourish and levels/enemies in the game! 

Felt like this playing the game.

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Well done! Thanks for trying it out and beating it! TRVE GVMER

Even better that it's real 3D!

As far as I know you are the first to beat the game. Well done! When I showed my wife that you beat it, she said: 'Now that's a gamer.'

You're 100% right about spamming riddles as you can effectively never die if you're fast enough. I've got some plans to improve this and reduce the reliance on riddles. The discipline does make actions more likely to fail and the 'naughty' check where you can potentially raise your discipline is heavily RNG for when it triggers, so you can get into some negative loops where you can't do much, which is not fun. I'm going to have a think about this and try and come up with some more fun tweaks to discipline. Overall, watching people play I think the game is overtuned in difficulty. 

Thanks again for your feedback and for beating it!

Thanks for giving it a go! I appreciate that you persisted with it for as long as you did. If you felt like giving it a go again, try some more riddles. Nekotiti dies when her happiness is 0 and riddles can increase happiness. Watching you play is really helpful--it's come up a lot in the comments that some of the gameplay elements in the game could be communicated to the player better. Thanks again!

Definitely feeling a lot more solid since the version I played at the game jam. This is a really challenging game! I often feel like I don't have enough actions from muh boi to recruit/eat/defend and that the enemies make a bee line for his his Life Tokens. I have died a lot! I wish he went first all the time. I'm 100% sure there's some strategy that my smooth brain hasn't quite thought of here with managing the actions.  I try to end every fight with a party of 3 so I can recruit as my first action in the next fight. What's a good strategy to employ? I know there's restrictions with can be done in a GameBoy RPG but I wish I had a bit more in battle information. All of your work has a very distinct style to it. Lots of offbeat humour, lots of charm, lots of story telling through your game mechanic choices. Always keen to see what your're up to next!

Solid roguelite with a 'pre-rendered 3D looking' style that I like. I found moving around to occasionally move me too far in the direction I wanted to go (as if I were pressing the move key too long?) but that may be a skill issue. I agree with the below comments that the UI could be streamlined to give a bit more visibility to what's going on in combat. Perhaps a slight camera zoom out too as it feels a little cramped. Good stuff, keen to see more progress and dungeons!

The battle system reminded me of Slay the Spire but sans cardboard. I thought the battle system was snappy and had lots of options and I can imagine some interesting builds later down the line. I like the art style, the character portraits, and clear communication of walkable areas/enemies/objects etc. I'm still not quite sure what is going on or who these furries are but I like it! I also liked a lot of the enemy design. I would like to interact with a few more objects in the game world to add a bit of spice to walking around. Good job being the 69th entry in the jam as well

I like the art style in this and some of the UI elements have that Persona 5 spice. Adding the prisoner's dilemma to a Danganronpa is an interesting idea. Cool stuff!

I was a bit of a surprise to enter Zero G but very cool. Character controller is feeling good, satisfying like Outer Wilds. I collected all the cubes! Keen to see what direction you take this in as you could do a lot of different things with the movement system


Really enjoyed controlling this character. Melee and shooting are both satisfying. Having a functional tutorial is a big deal and was appreciated. Very cool upgrade system and I liked that I had to pay to talk to the shop keeper. This is just my opinion so don't be mad, but I think main character design would be improved if she had body armor to match the boots to complete the red ensemble. Really cool stuff, keen to see more progress!

Cute blue witch in a sorting hat! Felt bad knowing she had cancer and no kidneys. I assume the collectables are magic kidneys needed to replace her own. Really enjoyable 3d platformer. I thought the controls felt nice, the world was fun to explore, puzzles were cool and the character design is striking. I couldn't tell if the sprint button was doing anything and it would have been nice to move a bit faster in open areas. Looks promising and has nice N64/PSX collectathon vibes. Keen to see what you do next!

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It's really fun to control this mech. It's the right mix of heavy and floaty. General movement, the gunplay, and transformer mode all felt really satisfying. I was pleasantly surprised by the variety of weapons and their alternate fire modes--they all were great (particularly the laser). Is your plan to focus on single player or multiplayer for this? Honestly could see both being fun! Good stuff

P.S. I got jumpscared by the söy. The game was really dark even with max brightness on my first time playing it but that didn't happen on subsequent plays


Thanks for giving Nekotiti a go! I appreciate the playthrough commentary vid--it's helpful to hear your thoughts as you play

Thanks for checking out Nekotiti! I've had a couple of comments about being unsure what to do next so I'm going iterate on how instruct people how to play the game--I'm not communicating some stuff correctly. If you felt like checking it out again, if you can get the red ??? button to flash, try pressing it next time one of your family enter the room (something amazing will happen). I think UI being a bit clunky, coupled with the family intrusions is clunky in a fun way too!

Thanks for checking it out. Fair call, I'm going to take a look at the alarm to make it a little less overwhelming  and make it clearer what Nekotiti needs. I didn't communicate it in the best way it seems, but if you felt like giving it another go, you can click on them to make them go away faster. Thanks for the feedback!

Thank you for the kind and considerable feedback! I definitely will iterate on the UI for hiding/showing Nekotiti (and that you should do so).

Haha yes the memes are perhaps getting a little long in the tooth. I plan to give the family a bit more character in their dialogue soon, so hopefully I can shift the meme balance a bit. Thankfully there is no need to curse my shit up 𓂺.

I will 100% fix up the full-screen button and pop it on the enter-your-name screen, which I should have done in the first place. Things to click on in the BG is a good idea and will be incorporated.

Thanks again for your encouraging words!

Thanks for playing and for giving feedback! If you ever feel like giving it another go, try clicking on the family members to make them go away quicker. This isn't really communicated well enough in the game so I'll have a think how to improve this. Yes it's fair to say the way she communicates what she wants needs some iteration. I didn't necessarily want the riddle to be 'how can I keep this fkn cat alive?' Thanks for the kind encouragement

Really fun stuff dude! Great looking style and destroying city blocks/enemies is very satisfying. Keep up the good work

What if Wolf was a girl? Satisfying Sekiro-like combat, smooth animations and good level of polish. I was a little bit overwhelmed by the sheer amount of combat options I had at my disposal. Goof stuff and keen to see you release it!

Crazy stuff dude I love it. Also agree that skipping the opening cutscene option would be appreciated (even though it was very cool). Discovering you can climb up walls/go upside down (and then all the other movement options too) was great and the mech is very fun and unique to control. I'm interested to see where you take the story elements, right now they have very strong visuals but are a little obtuse. Architecture looks awesome and is very striking (gave me HL2 combine vibes). I also felt the grapple was a little janky. Excited to see where you go next!

This is fkn sick. Very satisfying mech movement and gun play. I'm interested to see where you take it storywise/stylistically if you choose to focus on that more. Good stuff! 

This iteration of the game is feeling really good!  Gunplay is already tight and satisfying. The initial jump where I had to crouch filtered me the first time I played this and I think for today's modern audiences (fools like me) either changing jumps to not require crouching or explaining it somewhere may be helpful. I think for later versions of the game, if you're going to have sprawling levels, some type of map/navigation/objective marker tool would help smooth things out. I'm curious what type of overall game design you are going to head in (levels with objectives in them like Goldeneye, some type of sandbox assassination thing like Cruelty Squad, get to the exit stuff like Doom, etc) and I think having a bit of a think about this now might help shape the direction you take it in. Loving the aesthetics and keen to see what's next!

Really cool stuff dude! I think these cute animal mascot designs are working well. Fun characters to control to zoom around Banjo Kazooie levels. I think the challenge for you will be designing levels that take advantage of type of 3d platformer character moveset you've created. The collect-a-thon style of levels from Banjo Kazooie worked well enough but I think exploring a few new types of level design (for example, get-to-the-end style sonic levels, segments of connected areas in a void like Mario Galaxy, puzzle/capture stuff like Ape Escape, etc) could be worth spending some time on. Good progress and keen to see the next iteration!

Really impressive stuff! I'm getting strong Seaman (1999) vibes from this (although that is the only game I've ever played). The addictive number-go-up loop was already sinking it's fangs into my brain (in a good way). I did feel that the vibe of this game could use a bit of iteration. I think it was not really quirky enough (like Seaman) or not really cute enough (like a gacha/anime game). I also felt since the conceit of the game is fish with anime girl faces that I really wanted to see their faces/reactions to things a bit more. In something like Viva Pinata, the creatures have big cute faces that are easy to see while they react to things. I think giving the fish a little bit of story or even potentially dialogue could help with this. Overall though this is looking really good and I'm keen to see you finish it!

Really cool stuff! I found the controls for the character really satisfying and I liked having the spell book for some additional effects. I think that the level design could use a few iterations to spice things up. Not to scope creep your game to hell but I think the game having some light Metroidvania/search-action game level design would be engaging. I agree that some of the enemies were not very fun to deal with. Keep up the good work bro!

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Wtf dude this is really cool! Some really great sprite work, funny dialogue, huge variety of minigames. Good stuff! I think I would have liked some linking factor or more concrete overall structure to the game, for example a protagonist or common enemy that helps draw me into the story quicker. Clicking on random spots around the kingdom wasn't a strong enough hook for me. Also, I think the screenshots don't really do the game justice and I think adding some more energy/character (which is definitely there in the cut scenes) in the marketing material would really make a difference (specifically I think Warioware does a good job of this). I'm keen to see where you go with this and would 100% play a standalone game with the fairy characters...

Thanks for giving Nekotiti a go and for your feedback! You've made some fair points. Maybe I could have a more relaxed mode (like a desktop idle mode) where the game is a bit more chill and the focus is on slower, more cute tamagotchi-like interactions (rather than the sacrificing your family narrative and attention diverting mode it has now). Is that the type of gameplay you'd like to see?

Really cool stuff dude. Lots of interesting visual effects and good style. I liked the weighty combat. I too would like to click on pamphlets. Interested to see where you go with it!

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Really intuitive turn based tactics/strategy RPG. Interesting stuff, especially the aesthetic. I would appreciate having to confirm my defends as I accidentally triggered them a couple of times. Keen to see where you go with it next

I'm a big fan of turn based tactics/strategy games and mechanics-wise this is cool stuff. Camera, moving, and shooting all felt pretty good. Keep up the good work

I thought this was cool! I enjoyed interacting with the world and all the different ways to do so--everything felt pretty smooth. Driving around at night was unironically comfy.  Keen to see where you go next with this

Thanks for trying it out and I appreciate the feedback! I've had some challenges balancing communicating what you need to do while still keeping a little bit of mystery as to what she wants and I think it's not quite right at the moment (often she just wants a riddle). Is there anything you think would make it a bit more fun communicating her needs? 

Awesome stuff dude, looking forward to Mouseman

This is really cool stuff!