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/og/ - Other Games

saya no uta
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Patchy Illusion Team has just released two new Yume Nikki doujinshi scanlations!
Read Online: Towelll and Holding Back the Real World

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This thread is for:

- "What is this game, please help"
- "I just got this game and there is this bug that keeps happening, how do I fix it help"
- "Where can I download this game?"

And any other help that you might need. Please refrain from creating new threads just for a help request, rather than general discussion of a game - use this one instead!

Also: Please be as descriptive as possible when asking for help. Screen caps and error text copy-paste is the best way to get tailored answers.
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Do you have Japanase locale? Because you will need it and also the RPG Maker 2003 runtime package japanese version.

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Do you play FPSs Uboachan? Which one? Are you addicted?
I bet no one here does.
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can't wait for v20c and the enhanced Starterpack!

Btw: I finally found my favorite western-themed wad:


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downloading now and will never need another FPS in my life.


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This looks fucking incredible holy shit.


I play Battlefield 1942 sometimes. I used to play Doom 2 w/ mods like Brutal Doom and Guncaster a lot.

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What the FUCK does Uboachan think about this game?



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It was pretty enjoyable, my score was 72 I think.


My best score was 53. I used a pump action shotgun and a tec-9. It overall pretty enjoyable, remind of classics controversial game series Postal but with a anime asthestic and more rage fueled rampage than of pure mental illness.


I think that was the score of friend that reccomend me this game. lol


I love it, great replay value and art.


Oh man I love this artist, didn't even know they put out a game till I saw this thread. Thanks OP.

As for the game. It's good for a bit of fun, feels a little odd on keyboard to me, better on controller. The story was relatable and fit the game well, but I would have liked it more if there had been maybe an extra mode with more of a gameplay focus. Like maybe a twin stick shooter mode, or endless waves mode against the police at the end.

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 No.3367[Reply][Last 50 Posts]

Recently a Japanese language game on Vector that has received some attention and well-regard. Soon, it will be translated. Now, by who? We don't know! Not by me, that's for sure! But rest assured, it will be translated soon (I predict within 1 month or two). When that happens, a torrent link will be posted in this page to distribute the translated version. If anyone wants to take the translated version and upload it to somewhere like Mediafire, be my guest, since the torrent will probably die soon after it is first released.

For now, I give you a picture of the main character, Koko.
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why is he so against this game being translated



Thank you, I actually checked this page last Friday (so two days ago) and the links didn´t work and now I came and you uploaded this game. I already downloaded it, before it get deleted. Still asking myself why there is a save file for 4 minutes into the game, but still great to have the game in my computer. I might upload the game files, if the link that gave doesnt have the files, because of you know. So very grateful for that.


I probably played it for a few minutes once. It's the only copy I think I have.


There is actually no problem, it the only copy that I could find with a link (that for the time is working). Very cool, I just found it rather weird, but not biggie. Thx.

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 No.1838[Reply][Last 50 Posts]

Reviving the thread from ye olde /og/. Share indie games here. Try to keep it to the free ones.

Include the game name, download link, game description, and preferably some footage of the game. Screenshot is fine too.

WANTED: I had a huge list of indie shmups, however I reformatted and no longer have the proper links. If anyone has any shmups they would like to share, do so.

Also I'm missing a few download links for some of these games. However I've updated all the links I could so everything should be working.
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Super Mario Bros X 2.0

Fan-made update to SMBX that includes a shitload of new characters, the ability to use lua scripts, and an improved level editor.


While I still don't think its as versatile as ROM hacking Super Mario World, it's definitely more beginner friendly. And of course it absolutely stomps on Mario Maker in terms of what you can do. Future updates will include a shitload of more enemies and gimmicks, along with easier lua integration.


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Beemis: The Curse of God
>Shoot 'em Up

Fun game with weird sense of humor and an art style not unlike Space Funeral's, can be finished in about an hour.

Download: https://blebgo.itch.io/beemis-the-curse-of-god

Gameplay: https://youtu.be/OHuTvOQH0QY?t=1311


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>Action Platformer

Game by obscure dev ikiki, featuring really solid gameplay mechanics and nude ninjas.

Download: http://ikiki.la.coocan.jp/himoji/game/nikujin.zip

Gameplay: https://www.youtube.com/watch?v=Fo6p40RpzrU


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Oh hell yeah, thanks for this post. Thought Ikiki's site was long gone. He made some cool games.

>Action stealth game
Stealth game that's less 'quiet sneaking around' and more using stealth to make opportunities to go in loud with bombs and guns and to manage aggro.

Download: http://ikiki.la.coocan.jp/himoji/game/hakaiman.zip



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Happy Snake makes a lot of cute games, though this time they tried to make something with a little bit of horror in it. QT is kinda like a reverse horror game, in that it starts spooky and then gets full of good feelings instead. It's also a big reference to P.T.

The game is currently on Kickstarter, but there is also a free Demo that can be tried here: https://happysnakegames.itch.io/qt

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Lately, i have been playing the entire Suda51 backlog. Killer7 is so good that after finishing the final chapter, it became my second favorite game ever, only surpassed by Nier Gestalt.

Playing The Silver Case atm, and it's pretty great, i'm really impressed by how underrated most of his older games are. Maybe these recent Grasshopper meh titles like Lolipop Chainsaw and Killer Is Dead did indeed hurt his reputation, but it's kinda sad that the other titles are kinda underrated.

I would recommend especially No More Heroes, Killer7 or the Kill The Past canon trilogy. Any thoughts about it?
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That does leave me wondering something important though. Do you think Suda is actually a hack?

I love his works a lot too, but that whole "taking credit for other people's works" thing feels a bit iffy. Grasshopper games in general feel like poor imitations of his own works. They're rather senselessly random and silly, like how NMH was and how people will gloss over the symbolism and deeper meanings of Killer7 because of "OMG A GIMP GUY!!!1!1 LOL SO RANDOM JAPANESE GAME XDDD". The best Grasshopper game in my opinion was Lollipop Chainsaw, and I guess that's because there's no apparent attempt made to emulate his works. That's not saying it's amazing or anything, but it's better than Killer Is Dead and the overhyped and monotonous Let It Die, which really overstays its welcome. Pretty disappointing too, since this was meant to be "Suda51's Dark Souls", but ends up a petty critique of pay-to-win games with little other story and repetitive gameplay.

NMH really feels like the black sheep of his work for how light-hearted it is when compared to most of his other stuff. It's also his most popular work, and I can't help but feel that he might've made it exactly to be that way, because all his other games are fairly niche. NMH was primarily a satire however, but again, most people ignore that fact because of the cool guy with a lightsaber (and don't realize he's meant to be a parody of them).

Suda finally returned with TSA, but that feels… eh. It's like a sellout game of some sort. Like NMH was, but worse. It feels like Suda just really wanted Travis in Smash. Of course, there's all the little callbacks and references for fans to get, but then you've got the indie game tie ins for publicity and a teased crossover with Hotline Miami to boot. And looking at the games plot is depressing. It feels like Suda mostly venting his frustrations at people who don't understand his work and at the game industry in general. The writing is definitely his, and so are Travis' disclosures, and Dr. Juvenile is just his self insert who has to become a martyr for the sake of the people's happiness. The worrying part is that we really don't know Suda's experiences all that well, so most of this could be extremely petty. I do have to wonder what the EA CEO guy did to him to make a cameo in the game as an absolute douche bag who beats up Suda's self insert aPost too long. Click here to view the full text.



I feel like he just wanted to stop directing. Looking through the development of Killer7, Mikami himself forced Suda to write 100% of the game's scenario and he was kinda unconfortable in doing that (even though he did write the whole plot).

I feel like No More Heroes 2, Killer Is Dead and maybe even Lolipop Chainsaw, which is my favorite non SUDA Grasshopper game (still haven'played Contact though), were attempts in passing his title to his co-workers so that he can focus on being a CEO.

When i think about it, the only major stuff he did between Travis Strikes Again and No More Heroes was Liberation Maiden (which is pretty underrated and i would recommend it anytime if you like arcade stuff). He was stepping away from his director's chair and even Killer Is Dead, which is a throwback to the old Kill The Past games, wasn't really a Suda game when you think about it.

So, i wouldn't call him a hack. I think that, since he directs since the PS1 era, he just wanted to focus in growing Grasshopper as the administrator, not as a dev.

NMH may be more lighthearted, but it's themes were really consistent. It was a pretty good and blod parody of action games and the overall industry. It had this kind of geniality and eccentric choices which i feel that most later Grasshopper games lack.

About Let It Die: it was directed by the same guy that did Killer Is Dead. Not really a very Suda game and some of it's problems are similar to Killer Is Dead's. Lack of interesting themes, repetitiveness… It's a charmy game and i liked it, but sure has lots of wasted potential.

About TSA: i think it's a game made for the Grasshopper fans and the marketing was done wrong. I know the development originally was meant to be a No More Heroes and Devolver crossover but it really derailed because of budget issues. But the problem is: the marketing was done thinking about this concept, not about what the game really is about.
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I am the anon that posted >>5375

Just continuing my text. Reached the character limit.

Overall, i think Travis Strikes Again is the worst Suda game, but i don't think it's a bad game: the gameplay is pretty satisfying at the hardest difficulty (normal is really braindead, i do believe the game is kinda unbalanced), the level design was kinda eh sometimes but had it's sparks of creativity and the bossfights were really fun. Even though the story was really written to appeal to a niche audience, i do think it works fine. I could sure use a better soundtrack, but the graphics were cool enough for me. Loved Travis's redesign. And the main thing: it has lot's of bold decisions, like the inclusion of FMVs, pixel art, the text adventure segments, the trailer itself, reading the old videogame magazines… Damn, that's some classic Suda51 stuff, experimenting with different styles to achieve the desired feeling, and i do think it nailed the feeling of nostalgia very well. Maybe it's not a great game for those that haven't played most of his main games, but i do think it's an important game that shows that he's going to the Yoko Taro direction: keeping his originality and personal mark in his games, but still polishing them more when possible to really make his classic. The next Grasshopper game will probably have a better budget, so: if he keeps directing and continues to stay true to his style, i do think he may get on Killer7 and No More Heroes' level of quality. In my opinion: when he dies, Grasshopper'll probably just close the doors. Grasshopper really depends on his direction.

By the way, Travis Strikes Again was inspired by the indie market, which really made Suda interested in making an indie game (that is why TSA exists). It's funny to see how some japanese cult videogame directors are being inspired by this wave of games. Deadly Premonition's SWERY only came back to the industry because of indie games too. He just released The Missing and i'm actually quite surprised to see that a SWERY indie game resonated that well with the indie audience.


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The Missing hit a bit of a Goldilock Zone of the western indie game community, I'd argue (LGBT-rep kind of, dealings with mental illness and pop culture, overall the whole american scenery and feeling and physical pain and self harm being huge topics)
I'm not saying he sold out, I don't think SWERY is the kind of guy who thinks about what sells and what doesn't. A bit of luck and success. He deserves it.

Thinking about the western indie scene is kind of frustrating. (Faux-)Originality and art styles and self publishing and what not are praised but it feels as if every game still holds the inherent need to sell well or die forever.
Katana Zero comes to mind.

Going back to Goichi, I assume most know by now that No More Heroes 3 is a thing and it leaves me wondering, why does no one care about 2? I hardly hear about it.

Looking at the wikipedia site, two things stand out:
1: The reviews are good.
2: A quote from an interview with Suda saying he never wanted to make a sequel but oh, there was a demand.
Is it on par with 1 or more like TSA, some extra goodness for the loyal fans?


Indeed SWERY deserves it. Deadly Premonition had tons of good ideas and even thought it really was a Twin Peaks clone storywise, the story changes a lot in the middle and becomes something really unique in the end. Deadly Premonition's final chapters were a blast.

D4 was also really underrated. I don't mean to say his games are perfect, far from it actually. But he has lots of potential and i can't wait for The Good Life.

Now, talking about Suda again… No More Heroes 2 is a pretty good game, but it misses a lot the point of the first one.

Part of the appeal of the first game for me was how the over the top stuff had a contrast with the grounded setting. Travis' design is literally this concept: he is a regular guy that tries to act all cool with a jacket but it's really visible that he's just some random otaku guy.

No More Heroes 2 goes full bonkers and studio Trigger style, and forgets one of the foundations of the first game. It also makes NMH1's true ending non canon, which is a very controversial decision. The mechanics are better, but they removed the open-world and well: even though it wasn't perfect, it was indeed a key element in the original game.

Although all of these are important things, i think the worst part is the story: while No More Heroes 1 was really ironic, but dark… Somehow, in 2, they decided to make Travis more like a hero. It has lots of drama, epic build-ups and what annoyed me the most: this "revenge" theme that was really the central aspect of the plot. Which even though i do think it was really well done, it seems out of place to the original game's overall themes.

It's a great game and can easily recommend it to any NMH1 fan, but i don't think it's a perfect sequel. It's no Devil May Cry 5, that's for sure.

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Does anyone here know about these games?

Towelket is a series of RPG Maker games inspired by MOTHER, with surreal, philosophical, and horrific themes. Currently, there are six games, and four spin-off titles.

Recently, a few people have started work on translating the series. If you can aide with the translation, feel free to join the IRC: irc://irc.rizon.net/towelket

English wiki with more information: http://www49.atwiki.jp/towelketranslation/
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Does anyone have a download link for the 5/6/fury versions of towelket?

So far I managed to get 3,2,1,4 (all from https://www.freem.ne.jp/brand/1039 ) and 0 thanks to


I'll help translate and proofread.



I'm pretty sure this zip includes all the games.


>>5382 The zip has every game that's been taken down by the creator, the rest of the series can be found easily online.

Fyi, 表 is the unfinished version of Fury, 裏 is a previous version of 6, the 3 in the zip file is the pre-rework version.

All the info can be found easily on the Pixiv encyclopedia but you'll need to read Japanese or rely on an online translation.
If you play fury, make sure to read up on how to avoid the gamebreaking bugs.



I downloaded all of these. Somewhere at the end of the month I'll get some vacations so I think I will start then.

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Surprised this wasn't posted here before. This is a shooting game by lol_rust, creator of .flow, Shojo Kidan/Gidan, and Milya.

Here's a gameplay video: https://www.youtube.com/watch?v=xvXvAscyVWo

And here's where the game can be downloaded from: https://www.freem.ne.jp/win/game/19074

lol's website, which AruMa KeteRa strangely isn't posted on yet: http://rustlimbo.webcrow.jp/
6 posts omitted. Click reply to view.


Oops, wrong video, this is the one I wanted to show

But the other one isn't bad either. There's also this one if you're interested.


>It looks clunky for a shmup. Bullets feel slow and movement feels off.
I've thought so too at first but I guess I'm just used to it now. After leveling up movement speed everything started to feel a lot less clunky. But sure, it does feel incomplete yet. Still I've liked some concepts and patterns introduced in the game, along with nearly perfect symchronisation with music (and that's my fetish in a bullet hells). So yeah, while I also think that this game needs a bit of rework and polish it's still a great experience at very least.
Also, the way game delivers its story reminded me of Iris Syndrome which was not-so-good-but-cool-as-concept in my opinion. I think AruMa KeteRa handled its story delivery better. Overall it's aesthetically pleasing and interesting game + I think lol is yet to update and fix his creation so, sure, it's clunky a little but the FEELS are real.

>and the "horror" is pretty soft

Well, it may be soft but it works for me anyway. Maybe that's bc stuff lol uses in his aesthetics (rust, desolated surreal landscapes, creamy color scheme, feel of loneliness etc) appeals to me a lot idk.


Thank you for recommendation! It has a completely different feel through but looks interesting.


As you point out, the game feels unfinished/clumsy, not that it's just plain bad. lol is learning how to use unity, and it shows. Give him some more time until he's right at home with it and I'm sure he'll deliver some good stuff. But I really couldn't enjoy the gameplay since I come from many other games where it is very polished (mushihimesama, touohu/seihou, musha, akashikverse, etc) and I just couldn't dig it. I had more fun with Irisu, actually. Let's just hope it improves with the patch.


Can someone post the "customize" stats translation, or at least explain what each of them does?


AK can now be downloaded from lol's new site: http://lolrust.site/game/arumaketera/

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It's finally done. Shoujo Gidan is translated and the english version is released. Many thanks to all the people who helped with the production of this patch.


The game is a sequel to Shoujo Kidan, and works in a similar fashion, albeit slightly differently. Although it's not necessary to have played the previous game, it is recommended. I've included the original hint file made by lol plus a guide I originally made for testers. If any question or problem arises, feel free to post them here.
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So. I stuck the contents of that gibberish Japanese file into Google Translate out of curiosity, and got this out of it:

"There are a couple of creatures in their cities.
The number of liters is equal to the number of liters.
Incomplete design of fuel injection system
The setting value is greater than the set value
The number of entries is less than or equal to the maximum number of entries
If there is more than one of them, the cumulative number is greater than the other."

With the title of the file translating to "Learning from the University of Tsukuba"

I put all this into Bing Translator and got complete gibberish back out, as one would except, so I have no idea how or where Google Translate even got something this coherent, let alone what it even refers to.

I wonder if it's possible to translate this by converting it into another language (not necessarily a language so much as code) and then back to Japanese, or maybe by stringing together and then deciphering the individual sounds of the characters (since there's some katakana and letters scattered in there, and the kanji all appear to be legitimate), or something.


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>I put all this into Bing Translator and got complete gibberish back out, as one would except, so I have no idea how or where Google Translate even got something this coherent, let alone what it even refers to.
If there really is any hidden message on that, you'd have more luck picking the binary data and opening it with different character encodings until hitting something. Google Translator does that weird thing where incoherent data translates as something else that makes sense (I remember people writting あ and then gradually adding more あ's and the output was longer texts that made sense in english even though they were just the translation of "Aaaaaaaaaaaa" from japanese).

>or maybe by stringing together and then deciphering the individual sounds of the characters (since there's some katakana and letters scattered in there, and the kanji all appear to be legitimate), or something.

That mess of text you see is called mojibake, and it's just random binary data being opened through a special encoding. Your text editor just reads the data literally in the encoding set by default/the encoding of the file, and since it's just random data, it outputs random characters. You only see legitimate kanji because the binary code for that kanji just happens to be there and is interpreted as said kanji in the encoding with which you opened the file. If you changed the encoding to ascii you'd only see latin characters and everything else as boxes because your text editor wouldn't even know how to render them.


I'm trying to play this game on Linux using Wine, but I'm having problems. I've installed the RTP and can open the game and get it to run (albeit a little slowly, but from what I can tell lag is unfortunately normal for VX games run in Wine). However, when I try to do something like open a door, the game gives me an error message saying it can't find the right file (it seems to be the ones with Japanese symbols in the name) and shuts down on me.

(Yes, I am running this with the Japanese language command "LANG=ja_JP.UTF-8". I have also tried "LC_ALL=ja_JP.utf8" only to get the same issue.)

I would appreciate the help since I love this game and have no Windows machine to play RPG Maker games on.


Never mind, I found the problem; I hadn't properly installed the language packages for Japanese. (I thought I did, but apparently I missed a few steps.) Now the game works properly–better than other VX games I've tried, actually. Wonder why that is…


I've made packs of Shojo Gidan that have all the RTP files included, so one doesn't need to install another program just to run the game.

English: https://mega.nz/#!eBlzSSaB!4NuslR3fBzqn9Y6rFkbPZxwT_lQWR_GX79xcbtk5KWs

Japanese: https://mega.nz/#!DEsjXKBJ!mxV-3yEkqVvVlZboo8qwTX1ka0n_Hni_yrLbFU1NHtk

I'm confident I got most of the files, but I may have possibly missed a sound file somewhere. Let me know if I have, or if there are any other errors, and I'll upload fixed versions.

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