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24m² Studio

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A member registered May 28, 2025 · View creator page →

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I didn't reach the ship. TBH I found it easy to survive for 9 days but not so easy to reach the ship in time. I didn't think it would be that far away so I took my time and was going everywhere and doing everything I could. Wrong choice XD

No recording, sorry.

About the crossroads, perhaps you could show the keys [W] [A] [S] [D] on top of the map, around the point marking the player's position, showing where which one will lead to? Another idea would be to use the mouse instead of the keyboard to move.

Another thing I forgot to mention is that I found it a bit hard to notice which icon on the map is highlighted when you point a card with the mouse. Now, it only gets a bit bigger which I think is not enough. Maybe you could animate it in a loop and/or make it glow.

Hi Hythrain!

Thanks a lot for your invaluable feedback and for your dedication to give feedback to every and each submitted game. This is quite impressive!

We are very happy you liked playing our game ^^

We watch the recording on Twitch and found it both informative and entertaining.

You are the first one to point out the typo in "Expandable Sleepy"! XD I'll fix it quickly.

You are not the first one requesting a zoom as a toggle. I don't see any good reason not to do it :)

Again, you are not the first one complaining about the fast-forward ability. As you have guessed, being able to move during fast-forward is the next level for this ability. Making this baseline as you suggested will have some consequences I'd like to avoid. I'll either find another solution or do what you suggest ;)

I'll do something about the way to bring back Bumpy to the right side of the "Back and forth" level.

Great game!

Arts, sounds, music, controls, UI, atmosphere, tension... everything is great!

I played only the tutorial for the whole 9 days which felt very long for a tutorial. Perhaps too long :)

Also sometimes on a cross road I found it not very intuitive which key (WASD) will lead me to the road I want to go to, especially with diagonal roads.

Well done!

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Arts are great! Cats are cute! Controls are clear. But... You got me completely puzzled here ^^' I have no idea what I am supposed to achieve. I am placing cats in boxes. Some react. Some don't. I don't know if the reaction is a good sign or not. I tried several times the first level. I gave up after 10 minutes or so... I think I am missing something crucial. Story of my life...

I had a good time playing this game. Sometimes I had no idea of what I was doing but I earned money so I'm happy. Core concept has a great potential. Sheep are cute!

I felt overwhelmed by the tutorial. ^^' So many things to understand before starting to play! Maybe a more step by step approach would help. Start with just a couple of simple mechanics. Play a couple of rounds to apply them. Add a couple of simple mechanics. Play a couple of rounds to apply them. Repeat... Or maybe just explain the very basics of breeding at the start and then explain one more detail each round?

Also a few things remained unclear to me : Can I breed several times before a show? How to recognize a dominant trait? Why some sheep fall asleep and some not?...

I appreciate it is an early alpha prototype so I'll skip the obvious comments ;)

Well done! You are onto something!

Wow so kind of you! 😭Thank you so much for your comment! I can feel my motivation skyrocketing!

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I had a great time with this short game!

It reminds me of Alien breed, GTA1&2, Hot line Miami and Ape out, just to name a few ;)

The general atmosphere is really good. Playing on dark and light areas works really well. The sound of the creatures gives me the creeps. Having a safe room where you can go back to upgrade but only if you use some gas that you need to exit gives some nice tension. Controls are sharp. Visuals are simple but effective. Bodies...

Overall it is really well done and fun to play!

Here are some little things I noticed:

  • during first run, I had a huge lag each time a shader was used for the first time (I played in web browser)
  • I would have gone for another kind of music to give more tension
  • maybe spawn all items only at beginning of the run, in a number enough to win but not too many so that it's not too easy
  • items sometimes spawn inside walls
  • in the weapon upgrade, the left and the right have the same name
  • some sprites could be redrawn so that they are easier to understand : gas can is good, but all the other items... well I'm still not sure which is which ! Also it took me a while to understand what the right click was for.
  • adding gas to the back door's engine uses ammo... I guess that's a bug :)
  • items are always visible which is good in terms of gameplay but I find a bit weird in terms of immersion. Maybe not making them emit light but instead add a detector in a corner of the screen showing where there are items near the player.
  • death could be more dramatic

Things about gameplay I thought you could do to build up upon this very good basis:

  • Creatures could invade the safe room when it's dark
  • Several levels, gradually increasing in size and difficulty
  • Add different creatures through the levels, with different behaviors and attacks.
  • Add different weapons through the levels

Well done!

TBH, I noticed about the esc key throwing out of full screen in web... but I got lazy and I didn't fix it (yet) XD

Thanks for your feedback ! It's very encouraging ^^

I think you're right about the character's sounds and I'm currently thinking about giving them more variation.

Good alpha. Fun to play!

I liked the art style and the music is great :)

  • As already mentioned, it would be nice to have some indication about enemy health and when hit
  • Maybe stop spawning enemies in each area after a certain amount to give a sense of achievement
  • Check point could be materialized with a flag, for example, or each door could be a check point
  • I couldn't find how to open the door that lead to a room with blinking magenta squares...
  • Would be nice to loot from enemies (health, new weapons...)
  • Need some indication about the player's health!
  • Could add a dash with space bar to dodge enemies

Well done!

Nice game!

Unlocking new characters is satisfying and being able to control the king is fun.

Arts and controls are good. Maybe more sounds and visual fx would make damages/hits more impactful.

Is there an end to the game? After winning a run with the king it seems to loop on the same run... or did I quit too early? XD

Hey! Thanks for your nice comment. We are really happy you enjoyed our game ^^

There's a button to restart the current level as well as one to select previous levels in the pause menu (esc key / start button). I guess I should have mentioned this somewhere ^^' This said, you should never need to restart a level as I worked hard to avoid soft locks...

Great mini game. Very good combat system that could be part of a bigger game. Having different kind of enemies is nice. You could add different weapons and shields as upgrades. Some epic music would be a nice addition too.

Well done!

Great game! I had a lot of fun. Very addictive. Couldn't pass the 3rd round though. Felt like a big step in difficulty.

  • A tutorial would be nice to teach the basics.
  • I found that the effect of upgrades are not very noticeable. Perhaps upgrades could be stronger?
  • Would be nice to be able to downgrade a tile to get back an upgrade.
  • Also being able to upgrade several times the same time and combining different types of upgrade could give the game a bit more depth.

Well done!

Look like fun but runs only at less than 10 fps on my computer (AMD Ryzen 7 + RTX4060) which really degrades the experience. :/

Great game if you like precision platformers (which is not my case...).

Controls feel good. Progression through levels is good (at least for the first 8). Helmet/life system is great.

Great work!

Hi!

Varying ball speed and angle (like in the original game) would make the game more fun :)

Also, as already mentioned, pads could move faster.

Good job!

This is really short!

It would be a good basis for a slightly longer game.

Well done ;)

Hey, I just played your game.

Controls are good and arts are really nice.

It took me a while to figure out where the hit box is. At first I thought it was the whole donkey 😅

Good game for kids ;)

Well done!

Hi! I just played your game :)

Smart main mechanic. 👍

Could be nice to be able to use the mouse left button instead of the E key.

Also moving white/red blocks behind grey ones makes the white/red ones completely invisible. This was a bit confusing at first: I thought they completely vanished. Also it can be hard to keep track of what is behind the grey blocks. This said, the levels are short so it was not a problem but it could be if you make bigger ones.

Nice entry! ;)

Thank you so much for playing my game 😊 Your feedback will help me improve my game. And watching you play with your child is so cute and fun! 🤩

Thanks a lot for your kind feedback! I'm glad you enjoyed the demo! 😊

I'll take note of the difficulty spike. 📝

Hi! Here is a good place to contact me ;) Both versions are very close. This said, itch.io version is in-browser only and therefore it has some limitations: no controller vibration and musics and arts are much more compressed. So if you don't mind getting it from Steam, that would the best choice.

Thanks! Glad you like our game ^^

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The demo of Black Zen White is now on itch.io! Playable in browser!

https://24m2studio.itch.io/black-zen-white-demo

Black Zen White is a 2D puzzle platformer where the world flips every 10 seconds between two versions — black and white — each with different platforms, walls, and possibilities.

Use your mind, your timing, and help from unusual seal-shaped inhabitants to solve puzzles, unlock time-bending abilities, and reach the exit. Every level is a moment of calm — and cleverness.

Will you be able to get to the end of this selection of levels drawn from the first world of the full game?