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Allifeur

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A member registered Jun 15, 2018 · View creator page →

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Come on, read the post now.

Deer Flipper by Maytch

An unique mechanic teached through a very well rounded level design.
Even though the controls leave to be desired, I would still advise you to look it up.

Play Play by ThomasTouchdown, Ian_jmz & Dem4ply


Play play is an unusual plateformer presenting a theater play.
The player doesn't move out of the screen, it's the background that comes to him.
It's a very simple but efficient way to tell a story and show great visuals.

Sorry, but I hate it...

One bullet games are not very original so it's important to have something more polished than this in my opinion.
You only have a sound effect to know when enemies will shoot, they don't even turn toward your direction.
Why is there a big button on their head if it's more efficient to shoot at their torso? What's the point of explosions if they can't affect nearby enemies?

This kind of concepts is known to work well, so there clearly room for improvement... But right now it's not enough for me to enjoy it. :(

... Just read the post, please.

Very interesting concept with a nice artstyle! I lasted 187 seconds and I will definitely replay it another time, it was fun !
I imagine it is a bug , but some monsters disappear & appear right next to me. It feels very unfair...

The level design would probably gain from having more thoughts into it. You can easily loose track from where your crown is going because it lacks obstacles. There are just too many throws you can do where you can't find your crown back, it's just to hard to predict and feels frustrating.

You also need to work on a pathfinding system, as monsters are likely to get stuck... I imagine it could get exploited.

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It is an interesting concept, I don't think it's very original to use light in this way but it's still works.
There are still design flaws that took out some of the enjoyment :

- Your game is a puzzle game, so there is no need to fall in darkness. It doesn't feel like it's part of the challenge, thus feeling frustrating. You would need to have some invisible walls or at least a jump option in order not to get stuck.
- It takes two different inputs to use the light... While I know they don't do exactly the same thing, I still think it could be reduced one.
- It would be better to use the other input to grab movable objects, then push & drag them. Right now it feels hard to master as you can only push by moving. It can lead to situations where you are forced to restart
- The game can be incoherent sometimes. For instances, one of the mirrors can be taken on an elevator while another can't. 
- The mirror turned upward was hard to identify as a mirror. I though it was a rock to block light.
- Being forced to restart because of the dark clouds feels overly-punitive. 

Still a fun concept, the visuals were nice, thanks for this!

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Excellent story-telling, I really enjoyed it even though I failed!
The "you only have one chance" formula is frustrating by nature, but I think it works in a game like this one.
 It's hard to express a good feedback when you only play once, but I felt that the game was too hard. I couldn't link the clues together. :(

Thanks for the feedback!

We went with the idea of a game with only "one color". Just like Black elements could only be seen with a Blue background, the blue player could only be seen with a black background. As you see it doesn't work like actual light which frustrates a lot of people, we'll probably add more visual feedbacks to make it feel more pleasant.
In addition to the one color, the game plays with only one screen where you must survive alone.

Very fun concept, I really enjoyed the first levels : the learning phase felt natural.
Nevertheless, if you want to extend your game it might a problem if you allow players to jump on cubes indefinitely to gain height. Have you considered adding a maximum number of cubes one can use depending on the levels? It might help creating more puzzles.

I'm not a big fan of this one sadly, but there are still excellent ideas there !
There are some elements I found frustrating or problematic :

- The game relies too much on randomness for me, it creates an incoherent difficulty curve that forces unfair situations.
- Some rocks got generated on screen and catched me by suprise. Unfair as well, but I imagine this is a bug.
- The controls didn't felt natural to me. Instead of cutting the jump, couldn't you simply have your mouse closer to the platform?
- The Game sometimes requires you go down if you want to pass, but the camera doesn't follow. I often got hit by rocks I couldn't even see.

But it's just my opinion, of course.

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I always love when classic games get a simple twist that totally changes the way they play! I'm not a very good chess player, but I still notice a big design issue here : in classic Chess you always get a full vision of what you're playing and can plan ahead... Here the rule isn't transparent and would likely create frustration for any competitive player, they would immediatly try to understand the hidden rule. Unpredictability can be fun, but chess players only want that coming from their opponent : I think It's important to understand the core of the game you're changing.

Sadly, as I said I'm bad at Chess so I can't give you a deeper feedback...  But I do have questions!

Have you noticed some winning strategies that emerged from this? I imagine that you get more switches when you turn your pieces into knights, so I wonder if this can be abused in some way. What would happen if you were only able to move the piece you changed?

Also, have you imagined other possibles changes that felt interesting?

I like the feeling of your game ! The AI felt hard to telegraph at the begining which made for a fun experience.

Nevertheless once you get used to the game, you quickly realize that the dash makes you objectively stronger than your opponents. On a 1v1, you can literally thow your hammer in a direction and get it back before your opponent does. It takes some of the enjoyment for me, as my opponent feels inferior.

It's especially true when there is only one opponent left. I don't know if it was bad luck, but the last opponent was always some guy stuck on the bell... It felt anticlimatic. It could be interesting to give a new behaviour to the last opponents to make them more of a challenge to the player.

I liked the presence of destructible buildings as well. I'm sad that it wasn't pushed more : it's interesting to be able to hide behind them, plus it makes the player feel like his actions are impactful. 

Also, while I like the idea of hitting the gong to start the fight, you do die easily in this game. Hearing the music change so much does feel annoying. The sound effects were also lacking, but this is a design jam so It's not much of a problem

Still a very fun game overhaul, so thank you for this!

Hey! Since this jam is slowly decreasing in activity, I decided to help those who haven't left.
I'll try to make useful and constructive feedbacks for each game that gets posted here.
If your game is great, I'll also make sure to share it with some friends to give it visibility.
Feel free to give the courtesy back by testing our game as well, you know the routine.

https://becher.itch.io/light-them-up

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That's a good feedback! I thought the sawblades wouldn't be such a problem as they follow a very specific pattern : They just turn around in their own circle. But since we can't see them, we get no information about the danger.
I think we'll add some kind of rail to tell the player where a sawblade will pass by; I don't know if it will be blue or black though. Making it blue would push the player in a strategy where he would keep the sawblade intact in order to be aware of passing-by robots. Having it black could still feel unfair even if its by a smaller extent.

We wanted the player to see only one element at a time : Since you easily loose track of your position, you need to take some risks and leave the light to undestand where you are.

It's very unconventional and some players found it pretty frustrating... We might add more visual feedbacks in the future to make it feel better.

From reading your description I imagined the game as totally unoriginal, but it turns out the camera has a very proactive role that is very fun! It's sad that is was so short, there is much more potential with that mechanic.

Very pleasant experience with this unusual mechanic! The level Design has a very great flow : each level felt challenging and not far-stretched at all. I still got stuck sometimes but that was to be expected with such an usual mechanic; thanks for this reset button, not everyone add one!

As other people said, the stickiness of the controls is really annoying.
The "death" sound wasn't good either : Since the character tend to repeat it, it makes it awkwardly sexual. Not with deers, please, not with deers!

Just in case, know that you can use Space to create a light around you that makes enemies visible!
Since a lot of people try a dozen of games each hour, they tend to miss basic mechanics sometimes.

https://becher.itch.io/light-them-up
We made a Survival Game in a dark and secluded space, I don't know if it fits your horror definition but it sure is oppressing.


The concept is amazing ! But there is probably too much silence, proportionally...

Ah, I see. I don't know if it's really suitable though; mobs all die instantly.
I'm curious to know how long it would require for a player like you to get used to this design.
Thanks for the feedback!

I totally agree, not seeing the character was part of the concept idea and we didn't realized how frustrating it could get.
We also made an energy bar to avoid the player just spamming his attack, but it seems it isn't enough. What would you suggest instead of LMB?

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I agree, the difficulty is too high at the begining of the game, and it lacks times for you to breath. You can still retry over and over to perform better each time, though.

There's a special sound which is played when a robot gets close to you, you can focus on it to know when you should use your light.

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The idea is interesting, it forces you to make tactics to optimize where you want to drop your axe. But the gameplay itself gets really repetitive and the shadows appear way too late.

It's a really sweet idea, mixing observation with a timing challenge!
But you decided to make it a scoring game which doesn't fit in my opinion.
It leaves a frustrating gameplay that forces you to redo challenges you already know over and over again. What's interesting is finding the right time, not doing accomplished levels again and again.

He simply copy-pasted the description of our previous jam for convenience. Whoops !
This was indead a 48 hour project.

I think you explain too much things with text. The silly introduction is enough for us to understand what's going on. Still a fun experience, the difficulty is on point.

By the way, you missed an opportunity to use pizza slices as a life count...

Nice game, I liked it!
The last boss was a bit disappointing though, it required absolutely no tactic.
It would have been nice if it mixed mechanics we saw earlier.

Why pressing the left button? I find it very discomfortable; it hurts my finger and doesn't add anything to the gameplay. Moreover the difficulty curve is pretty incoherent, everything is very narrow and doesn't give you time to get used to the mechanic.

The atmosphere of this game is really great but the gameplay makes it hard to enjoy. The Grappling Hook always turns you toward walls and forces you to look closely to bland colors. It's a pity as it is very relaxing.

 Nevertheless, the game itself isn't particularly original, neither aesthetically nor mechanically.
The interpretation of the theme looks pretty weak. Were you going for one character with one mechanic in one level, or am I missing something?

Yes I did, it wasn't that hard.

I think you should just add a small platform next to the house in order to let player see the final slice.
A small sound feedback could be nice as well to make the player understand when stairs go up or down!

Other than that, it's a really cool idea and a fun game, so thanks!

Taking sounds from Freesounds isn't a problem, but you must learn how to give them a personality. 
I personally like to use Reaper, a program that is easy to understand and free. With it you'll be able to mix several sounds to make more complexe ones.  When I have to make a sound, I always put at least three different sounds in Reaper, but I can even put twelve for some short effects! Nevertheless I never have any problem to keep track of them, and I'm not even that good with it.

Make yourself a list of sounds you appreciate, musical instruments and other stuff that can be useful like woosh effects. 
Avoid sounds that are already heavily edited as they wouldn't be very interesting for you to learn.
And just start toying around with it. 

One trick that can help you start is doing the following :
 - Double-click on a sound-track on Reape. 
 - Uncheck Preserve pitch when changing rate
-  Push Alt, then stretch the sound

That'll allow you to make easy pitch variations from the same sound.

The game atmosphere isn't that bad, but some design mistakes ruin the global experience. I'll point them up for you, hoping you don't do them again in the future :

1. The character can jump way too high. It feels unnatural and make enemies unnecessary to fight. They're just too easy to avoid, this kind of things should be about getting the good timing. 

2. The character designs don't stand out enough : You have a white haired & white dressed character in a blizzard, fighting against a white dressed girl throwing white snow balls. It's just hard to follow... Lisibility is essential.

3. The boss mechanics are problematic. The player was never introduced to these kinds of abilities and will likely be cought off guard, it would have worked better if other creatures would throw some snowballs at you as well.

But even if this was the case,  it's still too hard.
It's too unpredictible to make up for a strategy and too fast to act on reflexes.

4. Don't make the boss leave the camera field so often. The fact that she can teleport herself without even being touched feels unfair and not fun. 

5. Also, put more effort into your sound design; it makes the whole experience unpleasant. 

Still, I like your work on textures and colors, so keep going!
Of course, these critics are only here to help.

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We 'll fix it very soon, sorry!
The ball grew a bit too big for our level design. 
Since we had to rush in the end, we realized it too late.

edit: Fixed!

The concept is really interesting!

I like the fact that you always have a general idea of where to go, yet remain uncertain until the very last moment. There is a good balance between risk and reward. 

Sadly, once the rain gets in you don't have any way out anymore.
It would be fun to be able to survive by reaching new higher lands.
Also, this game would probably work better if it was multiplayer.