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Balgrime

114
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11
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15
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A member registered Jul 26, 2024 · View creator page →

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super, la da est très cute

Nice game, I liked to use the big barrels 

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Very interesting, it's the first time I try a terminal management game. I did not manage to retrieve the data, it was too hard for me ^^'


edit : I managed to get to 93 percent after multiples tries, I'm wondering if checking status too often is not drying off the battery ?

Really nice participation, I had fun with it

Thanks for playing!

Thanks for the feedback! A short Hike was absolutly on my inspiration list, 

I'm also excited to see if you keep working on your participation, as I think it's the kind of games that could work well on Steam

The game feels super polished and well made with good user interface and nice music. I feel the ship inertia is quite hard to handle, our ship is rather slow to respond and it's hard to aim for something when even the shooting projectile are pushing you in the opposite direction. I also feel like the upgrading system is a bit slow to advance on. The first note of the song when you start exploring is stuttering, you could maybe tackle this with a fade in for the beginning of the song? Nice game anyway, i spent a lot of time wandering around in it.

Nice game! I like the ps1 vibe style and also the music a lot. I think you could improve the gameplay feels a lot, for instance right now if you go at high speed and takes a slide from bottom to top, you will keep a high amount of speed, it doesn't feel very natural

Nice game! I died 19 times. Cloud visuals look really nice. I think that if you want to expand on the game, you should keep going on the puzzle side mechanics more than on the platform/timing side of it. I encountered some small bugs related to the 2d physics (like boxes at high speed just when I placed them)

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The blob's walking animation looks super nice! I'm a bit confused by the updrade system, I've been presented with 3 options multiple times but never have enough money to buy anything ^^' Thanks for holding the jam!

Nice cozy game!

Nice prototype for a FPS game! I had some lag problems the first time that some animations where triggered (for instance the first time an ennemy is shooting toward us) (Or hitting the barrels resulted in crash for me). The second weapon felt quite powerfull. I did not manage to reach the end, I'm not too good at this kind of games. Thanks for joining the jam, I hope you had fun starting this project and that you will continue working on it!

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Very nice game, I had lots of fun with it. 

(I was able to go infinite though, to the point I had to stop because the lag became too much)

Super fun game, I like those kind of strategic games, good job!

To give some feedback, I think : players will usually never want the blasters to come out of one building once they settled in, 

when a building gets empty, it's quite tedious to have to reassign the blasters to it nonstop. 

Also, when you have blasters that deal more damage (for instance), 

it would make sense that they are preferably picked when clicking on the guns (instead of regular ones). Generally, I think it would make sense that your blasters run to any empty building on the map,

 and they would only remain static if no building at all has blasters around it.

Nice game! Graphics are really well made, 

I had some trouble to find where enemies are and the only effective method to defeat them seemed to bubble them out of the map

Nice game, I managed 35 meters

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Nice game, I managed to reach the third level. 

I feel you could have a bit of an intermediate warning before getting spotted, like the "?" phase in metal gear solid

The game looked fun to play but it never let me drag any of the card onto the old people.

Nice game, I've managed 27500 in score

Nice addictive game, it made me want to create an incremental game too

Thanks for the comment!

Nice game! I think you could expand the concept with either limited number of bullets or a max timer to complete the levels

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Nice game, I saw this ending coming. It reminded me a bit of a short animated film "Memories" (second episode) . I don't know if it was part of your inspirations.

Very nice game with cute aesthetic. I played with a controller, managed A+ scores almost each round

Nice  game! I liked the vfx and story was funny to follow

I survived around 2mins, nice game. I think you could consider having the attack being automatic, as players will keep it pressed at all time anyway

Nice game, I liked it , I went all in with the snipers as you can see. I think you could expand the game into a leaderboard/ score system


I liked the vibe of the game, the graphics reminded me a bit of Dome Keeper. I had some struggle to understand what I was supposed to do at first

Nice slime pixel art! I did not understand how to absorb or attack enemies.

Good job on submitting! I managed to reach the scientist.

Cool concept, but all my engines constantly needed repairs or were on fire. It would have been easier to get into if it was more progressive. ^^'

Cute aesthetic and character. At first, I thought the goal of the game was to throw the bone as far as possible.

I liked the cute art style of the characters. Here are a couple of bugs I encountered: I can't go back from the options menu, the game keeps going on after my character dies, and my minions were hard to collect back (maybe the hitbox is too small?). I encourage you to keep working on it—the fighting options looked fun to play around with!

Salut, je t'avais déjà fait un retour sur le jeu précédent, je suis content de voir que tu continues les projets de développement. Au niveau des mouvements je les ai trouvé plutot bien, j'ai vu que tu avais ajouté un coyote jump et un petit shake d'écran quand la télé explose! J'aime bien le dash et les wall jumps globalement. Ce que je pense qui pourrait éventuellement être des pistes d'amélioration : le perso a beaucoup "d'inertie" quand il va dans une direction ou une autre, et spécialement quand il saute, ça donne l'impression qu'il manque un peu de réactivité, quand tu sautes dans une direction et que le perso a atteri, si tu vas directement dans l'autre direction, le perso va mettre pas mal de temps. D'autres points à considérer : par exemple si on lance la télé et qu'on essaie de sauter dessus, il y aura des occasions où on est juste à la limite de l'atteindre, ce qui engendre de la frustration pour le joueur. Ce que tu peux faire pour empêcher ça d'arriver, c'est de "tricher" et de donner un tout petit coup de pouce au joueur pour le bump et qu'il atteigne la plateforme même s'il avait factuellement sauté 2 ou 3 pixels trop bas. (dans dead cells ils font énormément de "triche" comme ça par exemple). Pareil quand on saute et qu'on a un bout de plafond au dessus du joueur, on pourrait imaginer que le joueur se fasse décaler un tout petit chouia quand il est à la limite. J'espère que je me suis bien fait comprendre, c'était un peu compliqué à expliquer, sinon j'ai hâte de voir la suite que tu donneras à ce projet. N'hésite pas à me faire des retours sur le projet que j'ai fait pour la pirate software jam, je l'ai publié hier

Nice little game! I wish there was more bonus to find. I made 179 at my second try.

Interesting game, having a leaderboard makes it even more enjoyable

Really nice game, I manage to reach the end, that was very interesting to play

It's really well made, one of the best entries i've played so far. I didn't manage to go very far but I will try to come back to it and edit this post to show my time.

Nice auto-battler! I left my feedback in the comments of the page!

Hello! This is a really well-polished project for a first game jam—congrats on participating! The game reminds me a bit of Super Auto Pets; I’m not sure if that was one of your inspirations.

A few pieces of feedback: the 'Start' battle button is quite small and tucked away in a corner—it could stand out more, maybe be brighter and placed in the center of the screen. I also lost very quickly, around round 3 or 4, which didn’t give me enough time to adapt my strategy or figure out what kind of build would work best. Additionally, some SFX are really loud.

One of the key aspects of auto-battlers is having satisfying and visually engaging battles. If you plan to keep working on the game, that’s definitely an important area to refine.

Thanks for participating!