Comments

Log in with itch.io to leave a comment.

(+1)

it's pretty fun, but i can't tell whether avoiding her requires keeping track of time passed, noticing cues in advance (e.g. i can't figure out how to predict the explosion), or just hoping you don't get caught

The main mechanic I was aiming for is for the player to be more courageous, and take more risk on approaching her. In hindsight, the mechanic is a bit janky, but I'm glad you had fun ^^

I loved that!

(+1)

does anyone have a playlist/compilation of the OST? links no longer work and I can't find a reupload anywhere. Such a shame as I really enjoyed it.

(+1)

Here you go!

https://soundcloud.com/jettmance/sets/renko-has-too-much-fun-drawing-on-poor-dre...

thanks dude!

(+2)

This was the most stressful experience of my life.

(+1)

I beg you, I need the soundtrack file

(+1)

Ahh I'm super late but you can find the soundtrack here!

https://soundcloud.com/slowbro-554220534/sets/renko-has-too-much-fun-drawing-on-...

(+1)

Thank you. I shall play fighting games whilst listening to this bop of a theme.

(+2)

i got caught literally in the smear frame to hide in the bed, great game lol

me too

(+2)

Simple, but very well executed is what I can say about this game. Well done! :D

(+3)

Heya!

Such a funny and cute game! Loved the idea and the fakeouts!

(+3)

what a sweet game. the wake-ups and fakeouts got me on the edge of my seat. i got so giddy even when i got caught hah. wonderful music and art too! love it.

(+3)

A really neat game and concept, and it definitely does provide a good amount of thrill as you try to paint on Maribel's face without being caught in the act. The fact that you never know when she stirs adds to the thrilling experience. 

One criticism I want to point out however is a little bit of a graphic design issue. The game seems to be a sort of balance between key spam painting and refilling your ink meter. The main issue is that the ink meter is not very obvious to the new player, and the full and empty states are near indistinguishable, though still visible, to the eye. (Later in the game, the screen gets even darker, which further hurts the ink meter's visbility)

Now, to its credit, the game provides the new player with a prompt to refill their ink when they first run out, and they could easily spot the ink jar from which to refill from. The progress bar also helpfully stops responding when the ink has run out, which serves as a hint to the player to refill after learning about the filling mechanic. However, since the players' focus will tend toward the left half, where the action (and the progress bar) is, they can easily miss the ink meter on the right half changing as they brush, and it tends to lead to uncertainty as the game progresses when the player becomes more cautious and spams less frequently.

It would certainly be helpful to have the ink meter be more visible, as it would let the player more easily track the ink level without having to rely on the progress bar not responding, which can easily be missed as the player becomes more shifty. Since the progress bar already has a red meter matching the color of the bar, I would suggest at least making the ink meter be blue to match the bar, rather than the black it currently is.

All in all, beyond the visibility problem, it is a really fun and thrilling game.

(+1)

heya, game's artist here! We tried to resolve the visibility issue with a separate Postjam release by adding bubble animations to the ink bar (alongside other additions like highlighting the ink bottle when the prompt tells you to refill). Hopefully it's much easier to track now!

(Also, thank you for the kind words in your comment!)