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Elidef

138
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A member registered Mar 21, 2022 · View creator page →

Creator of

Recent community posts

Congrats on your first jam ! Having multiple enemy types was a nice ambition. I didn't understand the difference between the two types of shot. 

I think the next thing you should focus on is adding more gamefeel, screenshake & enemy flash would be my first thought for this kind of game. Graphics are nice

fun concept !

very fun first person platformer. First person platformers are rare. I have beaten the game.

The main mechanic is very cool and looks really good once you start going through the levels quickly. However I think some nice things could have been done to make the game a bit easier : 

- A proper introduction of the mechanic, and the fact you need to collect 2 pieces in each level. 

- A checkpoint once you get at least one piece. 

- Some work on level design and / or graphics to avoid platform disappearing into each other due to the textureless 2D look.

- Less "hardcore minecraft parkour" level design (like the second to last level) and more free flowing fun stuff or puzzle stuff like the tower level. I think there is something uniquely fun about piecing together a mental map of the level while using black / white dots as resources. 

- work on the buffer auto jump system, sometimes I held on spacebar a little bit too long and I jumped twice when I didn't want to. I don't think the buffer should apply when you're jumping on a platform higher than you are. 

- Platforms  that bring you back to the start should wait for you

incredible ambition for a game jam.

Didn't work well for me, I would've loved a downloadable. The navigator (chrome) didn't catch my mouse properly so it was hard to look around.

I don't really like screamers and horror stuff so it's not really a game for me. But it's awesome ! I love underwater stuff, subnautica is my fav game, and you managed to catch some of its magic there with very achievable effects. Great job.

This kind of game is absolutely beautiful to me, please keep making stuff like this. 

Some aspects in the executions could be improved:

- A menu, ability to take the mouse off the window, and to close the game would be nice. 

- While I appreciate (and love) the bold sound design, I think it was mixed a bit too loudly and hurt my head. 

- I have a similar opinion about the visuals, something made me dizzy I don't know exactly why. I think there was a lot of camera bobbing when walking. And the flashlight, while a cool design, ended up hurting my eyes.

- I couldn't find the computer password so I probably missed a good chunk of the game.

Thanks for sharing ! 

We had some ideas like that, but we didn't have time to implement everything unfortunately. Some way to freeze your light/dark balance would be great indeed. We had an idea for a sorcerer type enemy that would mess up your karma, "cursing" you to gain a lot of light / shadow over time, and be able to flip existing enemy's karma.

Unfortunately the current game balance doesn't really allow for that but who knows if we expand the game a bit we'll revamp some stuff and focus more on karma being a resource.

I found 2 of the toys but got too spooked to continue, which I think is a great compliment ! 

Great experience, flows well, looks great !! I'll just say the difference between interactable items and decor wasn't clear, and I kept hoping for a second permanent light.

Oh ok I see ! And some tiles you can only turn on in some of the colors, right ? 

Now I see the concept. 

I will say that no matter what, repeating the same level several times will unfortunately risk being frustrating. What happened to me was I died, and then I respawned on a tile of the wrong color so I died immediately again. 

With that said, good job on the game. Both platforming part feel good to play, which is impressive considering the ambitious scale of the project for a solo gamejam. I think you're taking the right lesson from this about clean design. 

Tougher part imo about work in a gamejam is having a clear well defined project from the start. Because it's never like that, second tougher part is being able to kill your children and relocate your effort when it's necessary. So congrats for that and delivering on a complete game !

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To make more complete criticism, and obviously I don't want to sound harsh or anything : 

- The base idea is interesting and could be expanded upon with a cool mechanic forcing you to retreat to the shadows and pick the right time to turn the lights off (maybe with enemies) ? But I think it also works as is, except for the respawning crumbs (they do take away at the main idea because you can just stay at the same place and spam on / off).

- I think the main thing you should focus on now is gamefeel and graphics. For example, because the character has no acceleration, it feels bland to move around. Similarly, nothing really happens when you collect crumbs, it would've been fun if there was a bit of freeze and screenshake for example (note : I only make action games so I might be biased towards screenshake), which could be easy to implement. Overall, I'd suggest looking into gamefeel theory and how to make simple things feel better.

Congrats on a successful jam entry ! Even though it's small, it's also charming, and feels complete for a first solo project (there's a menu, a story and everything, I can't say that about my first lol). 

I hope you had a good time in the jam ! 

The goals / mechanics were unclear to me. I didn't understand the point of being in light / shadow mode in the overworld ?

Hey, thanks a lot for the kind words ! 

"Overall, magnificent work! Would be interesting to see if there would be a way to tie in abilities in the attacks."

Could you elaborate what you mean ?

bug report : 

on testament's "return to hand boost" : it interacts weirdly with her card that gets played as a boost and sustained as an after. Basically you get both the boost AND it gets back to the hand, while not showing that you got the boost

I got 148. Definitely deserves #1 fun from the jam. Addictive

Hey, stuff happens in a jam, it's not easy what we do.

For what it's worth, I think you made the best choice there given the lack of time.

Auto healing between rounds is a nice suggestion, we could've made an easy mode. 

It would've required some thought though, because it would render a lot of player upgrades useless (all the upgrades that heal of give you passive Regen would have to be reworked).

Thank you so much for playing and enjoying our game !

Very well produced game. 

The main mechanic wasn't fun for me, at all. There's no player agency, basically you roll and hope to get the correct symbol. It was wayyy too feast or famine. Either I get the correct roll, or I get nothing. 

Beside the game design issue, the game is very well made and impressive for a short gamejam. 

I loved the graphics & audio. This is a very well polished entry ! Congrats ! 

The color palettes are a nice touch for a jam game. 

I think the robots could be moving a bit faster. I got softlocked due to a bug in level 3 when the bot dug down, they couldn't fall past the last removeable block

Super fun game ! 

I didn't really see the connexion with the theme but it's ok. Concept & art & gameplay executed very well. 

The visuals are awesome !! I love the mood, and how big the planet feels

Graphics are awesome and very well polished ! 

Gameplay worked, but it wasn't clear what I should be doing, without explanation and extra polish (removing debug mode, having a menu etc) it makes the game feel incomplete & like it lacks direction. To be clear, I don't think it does, but that's how it feels. 

With that said it looks like there is good potential, the mood / lore is very unique & cool too. Congrats !

A ton of fun. Feels like a fully polished game. Insane work. 

The mechanics felt unique and challenging in a new way. Optimising your equipment to land one shots was extremely satisfying. 

Only thing I didn't love was the lack of information on elemental effets / weaknesses. It forced me to try stuff on the fly, which made the preparation part of each round less useful. 

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I won in 15.75 days ! 

Fun game. I didn't love the sword length mechanic, because there was no real reason to ever craft inferior items. If the fight is doable, just farm. 

This creates some mandatory farming that I think could've been avoided. Or, I think, it would've felt better if there wasn't a fake choice alongside it (game design is weird as a discipline)

Very cool world & chara design. 

Gameplay is fine but I didn't really want to play again to try the other endings. But I appreciate the time you took making them. 

I had a bit of an issue with audio clipping & audio clips stopping abruptly at some points. 

Hi everyone, we accidentaly deleted the page... Now it's back up but all the comments are gone ! Sorry if you commented, please know that you have been read (I read all comments within 1h of their posting).

This was one of the best games I've ever played coming from a game jam, period. 

Musics were great. Game was very precisely in-sync with the music, which is not the experience I have from most rhythm games I've played (even those that are fully produced). 

The game is incredibly polished, tutorials are an awesome inclusion, esp for a jam game. 

This is crazy impressive, keep it up.

I played until I was an export, that was a fun little game. 

I didn't love the random haggling mechanic, but I must admit it's pretty exciting. The loading between the screens was a bit long, making the game not as fluid. Still, all these mechanics that I find individually clunky combined into a nice experience. 

It's very interesting for me as a game designer to play games like these for this reason. Fun can be found in clunkiness. In theory, you should have consequences for player failure other than losing time. But here, I think it serves to improve immersion as a management game. (In this case, failure is mismanaging your inventory so you have to go back to the store, or missing an haggle). 

With that said I still didn't play all the way through because of these game mechanics issues I had. 

Permanently losing inventory space due to leftover shields & swords that you cannot sell anymore because you've upgraded is pretty feel bad. 

Huge congrat on a first successful jam game, you focus on the essentials in pushing a playable, polished game. 

Awesome ! Very fun game :D The concept is stupid but hilarious, juggling the ball around is hard but rewarding, esp once it starts destroying houses. 

A fun and efficient little platformer, I appreciate the time you took polishing this. I love the double jump animation, that's a nice touch.

In terms of mechanics, it's a little bit dry for a platformer. Without any player acceleration, the game feels a bit too "fake", like there isn't any weight on the character. I also don't think there is any coyote time, as I lost my double jump quite a few times while jumping from a platform.

I understand these mechanics aren't easy to implement in a jam, esp since it's your first. I think you focused on the most important part : making a full fledged, polished game. Congrats !

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Ok but this is an INSANE amount of polish. Great entry !

Edit : I ended up with a score of 17 ! Enemy design is awesome, I love that you made enemies that reacts to being hit so you can't just spam without thinking.

A fun little game, you focused on the essentials for a solo project. Congrats ! 

I didn't really like the blue "trapped" parts on the ground, I didn't understand why I was falling though, thematically. It didn't really read as an obstacle to me. I think it would've been fine being a hole.

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I won ! YAY :D

VERY fun game. The mechanic was hard to understand at first, but once I got into it it was very fun to weild around a ton of lighting orbs.

For me the experience was good because I didn't loose, but I think the game really got fun once there was a lot of enemies and I lost control, which took a long time to happen. Regaining said lost control by understanding the syngergy between summons and your own electron generation was the most fun I had playing a gam this jam (yet).


Edit : I forgot to talk about the audio. It is VERY, VERY good. Congrats.

Huge congrats on a first successful jam entry ! 

The game is simple but fun, despite being minimalistic the gamefeel is nice (good UI and sound design work). I really disliked the softlock, it happened to me twice and it's a dumb lose condition, that was quite frustrating. But the gameloop is cool.

Game looks super cool but an HTML fps game doesn't run super well, I would've downloaded a version if it existed

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Wonderful graphic, nice mechanic for a vampire survivor. 

I didn't like the mobile control on pc. It's a bit conter intuitive for me. I wanted to move where I click. 

I think the player could have benifited from some invincibility, I got hit several times in a row and died due to 1 wrong movement multiple times.

I got 5:35 min !

The game is pretty fun, it combines simple minigames pretty elegantly to create something new. 

Difficulty felt a bit slow at first then suddenly fast (but it's ok difficulty is hard in jams). Beautiful art.

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Very cool idea, and nice job on implementing all these different items. I can see the RoR inspiration.

However, I feel like some of the time you spent on these could have been better spent on properly introducing the mechanics of the game. I'm guilty of the same, on my first jam we were so infatuated by the gameplay that we forgot to put any menu or tutorial. So nobody played our game :(

Once I read the description I had a bit of fun ! 

Still, it felt a little pointless. Some kind of progression system, like a boss or more varied enemies, would've been nice. Without points of interest or anything to show that I'm advancing in the game, I didn't really feel like anything was happening. Waves are coming, but that's it. I also didn't understand that the items were upgrades until I read the description. 

I hope I don't sound too harsh, I think you've got a nice start that can be expanded upon ! Being able to unlock more and more wagon, and the cahotic fun of having to manage all their cooldowns, is a nice starting point for a fun game. I also like a lot what you're trying to do and your ambitions for this jam