I especially liked the sea sequence and the interesting twist you gave to the song in your remix.
Some improvement suggestions:
- The web version screen is larger than the visible area on the page so it can't be played properly. Tried it on Firefox and Chrome and the issue persists. This is probably an engine related issue as it would require implementing screen render scaling to make the game fit the web browser area.
- Timed door switches should briefly move the camera to the door that was open and is slowly closing. These doors were always off-screen so the player won't know where they're supposed to run to.
- Consider adding a way to drop down through platforms when pressing down+jump. It would make some of the platfoming sequences less tedious. (especially if you miss a door timing and need to redo the whole thing)
- Speaking of timed doors. I felt like the one inside the cave was a tiny bit too tight. I failed the timing twice by a hair and it felt like I needed a perfect jump sequence to make it, with no margin for taking a moment to reposition between jumps. If this was the intended experience, please ignore this bullet point.
- Don't forget to add the "hololive" tag to your game for better visibility!
Thanks for the feedback. Regarding the web version, it is less an engine issue (I made the engine myself after all) and more a library, toolchain, and even platform issue. Both the windows build and browser build (which uses Emscripten, similar to Unity) insist on defaulting to the resolution being 1.5 times what I set it to. I've figured out how to get windows to cut it out, but I don't know how to get Emscripten to.
To that end, when you say it can't be played properly, do you mean it displays in a weird way or that the browser actually rejects it?
The game runs on the browser... its just that I can only see the top left corner of it. The rest of the screen simply doesn't fit in the page and no matter how I resize the browser window, the display area remains the same. It's not playable since you really can't see what's going on in the game lol.
Thanks for the help. That is a very different problem than I thought. It turns out the issue is because I forgot to skip the automatic sizing for the offline version in the browser build. The reason I wasn't aware of it before is because no one I knew had a screen with higher than 1920x1080 resolution, which is the condition to play in a bigger window. This should be fixed now.
I also added the drop through platforms ability. I think the only reason it wasn't there already is because when I coded the base gameplay I didn't know whether that would break any of my ideas for puzzles. I also added a second and a half on to the cave timer since I've heard from other people that it's too strict. However, I do want it to be challenging.
I can't really do the camera movement on switches, because the jank way I handled the image loading would result in massive pop-in. This was a consideration back when I made the game, which is why I made sure the sound would be directional.
Also, yes, I use an ultrawide monitor (3440x1440), which is quite a bit larger than a regular 1080p. Making the game window larger in bigger monitors is a great idea! Some games I've tried don't allow resizing and are super tiny and hard to see in my monitor, so thank you for that.
Thank you for updating the game! You did the best you could within the limits of your own original game design. :)
I just updated the game page with an extra version that can be localized more easily. Depending on what you think is needed, it may not need anything more than just editing a bunch of images. Feel free to make whatever localization you want and post it where ever you need for your portfolio. Just make sure the Hololive and Nanashi Mumei credits remain intact so their copyright isn't violated and don't try to involve any money (there's a separate license needed for that which would complicate things).
If anything about the process is still too hard to figure out, feel free to ask.
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Nice game adaptation of the Mumei MV!
I especially liked the sea sequence and the interesting twist you gave to the song in your remix.
Some improvement suggestions:
- The web version screen is larger than the visible area on the page so it can't be played properly. Tried it on Firefox and Chrome and the issue persists. This is probably an engine related issue as it would require implementing screen render scaling to make the game fit the web browser area.
- Timed door switches should briefly move the camera to the door that was open and is slowly closing. These doors were always off-screen so the player won't know where they're supposed to run to.
- Consider adding a way to drop down through platforms when pressing down+jump. It would make some of the platfoming sequences less tedious. (especially if you miss a door timing and need to redo the whole thing)
- Speaking of timed doors. I felt like the one inside the cave was a tiny bit too tight. I failed the timing twice by a hair and it felt like I needed a perfect jump sequence to make it, with no margin for taking a moment to reposition between jumps. If this was the intended experience, please ignore this bullet point.
- Don't forget to add the "hololive" tag to your game for better visibility!
Good game! :)
Thanks for the feedback. Regarding the web version, it is less an engine issue (I made the engine myself after all) and more a library, toolchain, and even platform issue. Both the windows build and browser build (which uses Emscripten, similar to Unity) insist on defaulting to the resolution being 1.5 times what I set it to. I've figured out how to get windows to cut it out, but I don't know how to get Emscripten to.
To that end, when you say it can't be played properly, do you mean it displays in a weird way or that the browser actually rejects it?
The game runs on the browser... its just that I can only see the top left corner of it. The rest of the screen simply doesn't fit in the page and no matter how I resize the browser window, the display area remains the same. It's not playable since you really can't see what's going on in the game lol.
Thanks for the help. That is a very different problem than I thought. It turns out the issue is because I forgot to skip the automatic sizing for the offline version in the browser build. The reason I wasn't aware of it before is because no one I knew had a screen with higher than 1920x1080 resolution, which is the condition to play in a bigger window. This should be fixed now.
I also added the drop through platforms ability. I think the only reason it wasn't there already is because when I coded the base gameplay I didn't know whether that would break any of my ideas for puzzles. I also added a second and a half on to the cave timer since I've heard from other people that it's too strict. However, I do want it to be challenging.
I can't really do the camera movement on switches, because the jank way I handled the image loading would result in massive pop-in. This was a consideration back when I made the game, which is why I made sure the sound would be directional.
Yes! The game fits now in the web browser!
Also, yes, I use an ultrawide monitor (3440x1440), which is quite a bit larger than a regular 1080p. Making the game window larger in bigger monitors is a great idea! Some games I've tried don't allow resizing and are super tiny and hard to see in my monitor, so thank you for that.
Thank you for updating the game! You did the best you could within the limits of your own original game design. :)
Hii! I am looking for experience to create my own portfolio! Are you interested in an Italian localization of this game?
I would be very happy to share my linguistic skills with you creators! 🤗
I just updated the game page with an extra version that can be localized more easily. Depending on what you think is needed, it may not need anything more than just editing a bunch of images. Feel free to make whatever localization you want and post it where ever you need for your portfolio. Just make sure the Hololive and Nanashi Mumei credits remain intact so their copyright isn't violated and don't try to involve any money (there's a separate license needed for that which would complicate things).
If anything about the process is still too hard to figure out, feel free to ask.
Cool game i like the story :D
This game was a hoot! Thank you for sharing this experience. It was a lot of fun :D