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Ulysse

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A member registered May 12, 2019 · View creator page →

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Yes, it seems like the webgl version has some movement drift with the controller... I haven't been able to track down why. The Windows version should be fine though. Thanks for playing!

Very much appreciated! The music people on our team were super great and I have gotten really into psychedelic visuals lately :)

Thank you! For the middle object, you just have to eliminate the bad ones. It's possible some combination through randomization that there are unwinnable games and if that's the case I apologize.

Thanks for that feedback!

Were you having trouble with keyboard or controller?

(2 edits)

I liked the art in this one... the pencil-drawn raster feel. The personality from the ants is really nice too with the queen's eyes, death face, and suicide animation. Also the phrases around the queen feel nice and meme-y.

Some things that I think could make it better:

  • The jumping/platforming is good and I think reducing the fall gravity (in general or while holding jump) could make it better. I found myself jumping across pits and walking backwards a bit to make sure I landed on the platform correctly. Perhaps also the horizontal acceleration/velocity on key input is a little a bit high? Tweak it and see what feels nice.
  • In keeping with the idea of the game, I think it'd make more sense if the fruit stayed where you died
  • Not sure if this was a constraint of the engine or performance, but I would shorten or eliminate the delay between death and respawning. Since it's something you expect to do in the game a lot in order to win, if there's no technical reason to have it, I think reducing it will better keep the player in flow and overall reduce player frustration.

Nicely made game. Cheers.

The visuals felt very consistent and polished. Great work! The character motion was nice and fluid. The knights seem like they have a big reach and I think that contributed to the challenge of the game in a good way, but it didn't feel too difficult with the cooldown in their attacks.

Two things I noticed: (1) The hit boxes (or whatever your check is) for the peasants seem like they could be a little bigger? I often would be surprised that I didn't kill them. (2) I adopted some strategy of jumping over the knights and backstabbing them, but it seemed like they still hit me even though the character didn't make any sound nor did their sprite touch my sprite?

Overall, brings me back to playing fun and simple games on Newgrounds years ago :)

Wow I didn't expect something like this! I played Inscryption recently and this felt like it had a similar vibe, but the fact that there were few visuals meant that my imagination filled in the gaps 😵 Really wonderful atmosphere building

Solid mechanics and level design. Great work!

Really appreciate that there's a web/touch version!

The music is very mood-setting, kind of has this Sim City/optimistic ponderous jazz feeling

Why does the "Continue" button continue to show after the first level? I guess I like the idea that you can skip a level if you don't like it

Non-linear scrolling might make the progress bars feel juicier, like if the underlying "progress" value increases faster than the visual speed of the bar, so it has to accelerate to catch up. Also following the basic animation ideas like tilting the image when it's "running" or giving it a fireball tail or having it oscillate perpendicular to the direction of movement?

Level 4 in the zigzagging, I think the input system could be adjusted so it's smoother. Not sure exactly what that would entail

So is level 6 (the baton?) winnable? Are you supposed to use the edit mode? I couldn't get the level editor to work.

Overall, a great concept! I could see it going in a lot of different directions and making a lot of joke levels (windows copy files window, racing against AI, gravity pushing you down like in pipes, ...)

The controls were interesting! I couldn't quite figure out how to get the rider to consistently move without hitting things, but it definitely had a classic feel :)

Nicely done! Love the pixel-low poly look :) Couldn't quite figure out how to turn properly haha

Wow this was really nice! Excellent work!

  • Music was very chill
  • Game is very simple to understand
  • Graphics are nice! The sound effects and screen shake all feel like they work well together
  • Wow radar/minimap! Nicely done :) Are you just rendering the camera view again at a different zoom?
  • The character is not huge, so I would recommend sucking nearby units towards the player at some distance
  • Dialog probably want to dismiss when you get too far from NPC
  • Feels like the smoke/cloud from the gun firing + shake makes it a little hard to see where you are/where the bullet is going esp. if one of the amethyst rocks runs at you
  • Spaceship view was very cool!

This game reminded me of some of the more interesting, idiosyncratic games from my youth. Really good start.

Ha I didn't expect a visual novel. Good work :) The UI is not bad and character writing seems good too.

Nice!

  • Artwork seems nice
  • Might want to detach the arrow from the player so it's a bit harder; controlling the arrow seems a bit too easy
  • Enemies a little hard to find? Should spawn a bit quicker
  • The white UI text on black background makes it easy to read
  • Music seems very appropriate for the aesthetic :)
  • Unlimited arrows also seems to make the game a bit too easy; might want to have a limited number or you can only fire every X seconds or...

Very cute! Love me a classic story with interesting twists :)

Interesting start for a game... I couldn't figure out what to do with the pokemon doll. I think the player should move a little faster... now it is a bit too slow. Changing the pose of each character would be nice. Good luck :)

Great job! Here are my thoughts on the game

  • Love the music!
  • I would have expected the "down" button would be drop faster, but it ends the game? I think it would be more intuitive to make it speed up/completely drop the currently falling column
  • I noticed you can match columns/rows before the piece has stopped falling, which is an interesting mechanic, but since you'll be attracting people who like to play Tetris and Columns, might make more sense to wait until it lands (or is this how Columns works?)
  • The graphics are nice. Very classic feel. Nice colors.

Nice! I see the game coming together more. Here are some things I noticed:

  • The ship flying during the transition from menu to game was nice!
  • The jumping and running feel nice
  • Seems like the "Browse Armoury" message does not go away
  • The launch still looks great. Although one time, I got stuck in the part of the ship that did not launch
  • In the ship, some of the visuals in the cockpit, the really dark area, are a bit too dark. Might be nice to give everything a little bit of glow so nothing is really really dark
  • When I started the arena, I didn't have any weapon equipped.
  • Seems like you can fall through the floor in the arena?
  • I think the skull 'kill icon' is really satisfying and you should leave it longer, but maybe fade it over time

This was really well done! There was so much content and it felt quite polished :) Loved the swinging around and the arms flying all over the place. Really has such a cool Tony Hawk/Jet Set Radio vibe. Amazing work!!!

So, it seems like I couldn't get the controller support to work in the end. I would recommend checking out the module you used for controller input and make sure it works in the editor. Nice work otherwise ;)

A fighting game seems difficult to pull off in a game jam. Nice job!

Here are some thoughts on the game:

  • I'd recommend putting the jump/action moves on the "down"/"press" of buttons, not on "release"
  • Hit a number of bugs while I was playing: (1) The game froze when I was trying to do the combos. (2) Glube 1 could not lose health. (3) Maybe I was doing it wrong, but I couldn't get the combos to work. I think it's cool that you included these in the game though :)
  • It wasn't clear to me what the difference was between the upper and lower punch.
  • I *think* most keyboards only let you push 3 keys simultaneously, which makes it tricky for games like this. Perhaps controller/mouse support in some way could help?
  • The animations were pretty good! Great that you added sound effects as well... everything felt very fitting for this genre.
  • I appreciated that there were no timers. My friend and I were trying to figure out the controls and the timers would have made each round end in draw as we read the directions haha
  • I think reducing the width of the collider for the Glubes (or thin out the graphic as well) could improve the jump quite a lot, as the landing was occasionally hard to predict. A hard problem to solve I imagine.

Very cool :o

This really brings me back. I beat this with one building left phew! 

Some thoughts on the game:

  • The starting controller screen is very cute. Every game should start by showing one of the characters playing the game
  • Loading Glube is Glubing. The music is good :)
  • I really like the Star Wars intro! Though the text mask didn't quite stretch correctly for my resolution
  • The dialog was my favorite part! The characters are so ridiculous, both very serious and also very silly 
  • Would be nice to have boost/brake to quickly get out and then come back in slow
  • Shooting straight ahead, it's difficult to see how far the projectiles go/what you're shooting at. If you look at the original Star Fox, I think they are always adjusting the camera so that he's almost never shooting completely straight ahead of the mesh.
  • Desired addition in v2: Silly sounds when the people speak "hebitybee debiteebee"

Thank you! I was originally trying to add Sam's silly stabilizing/wobbling/falling in Death Stranding, but it ended up being more of a fun and useful mechanic for the player

This was my first platformer so I am very grateful :) I changed a lot of the levels after watching  a couple friends played it the last day of the (originally scheduled) jam

Thanks! Appreciate you checking it out. I originally wanted each box to have both a "strength" and "weakness", but only ended up adding an ability to the green plant box because of time. Could go in many directions.

Some thoughts on the game:

  • Look controls are nice, but felt just a little too sticky with my mouse. Controller movement/look worked, but maybe not the buttons?
  • Camera perspective work is really cool. The slithering feels very slithery.
  • Inventory screen UI is so great. Love the sproinginess of it. Contributed really well to the Zelda feel. Nice ending for a Hero's Journey. Also getting like an old N64 vibe e.g. Hexen :)
  • Ragdoll enemy death is always fun to play around with
  • Two hands for items/weapons is cool! Not often done and seems to work well for this, esp. given the Glube.
  • Would be nice to sprint when not in battle. The crystal staff works for that I guess; in fact, I hit some bug where I tried picking up a key and ended up with 18 staffs. Can never have too many crystal staffs.
  • The tunneling is nice! I see that it didn't stop with previous games :)))

Really liked this! Such good nostalgic vibes like I did from my childhood like Quest 64 etc.

I just want to preface this by saying that I played this on computer. Alone.

Some thoughts on this game:

  • A menu would be nice once you start playing to quit the game or go back to character/level selection
  • All the timers seemed a bit short. Especially playing at the physical arcade, I imagine people can be distracted or in conversation and not notice what's going on. Maybe a longer timer with skip button?
  • The rolling/jumping was a bit tricky to pickup on the Windows version. That being said, the animations and sound effects and were really nice! Awesome move combos and lots of great items to throw around.
  • Fonts, interface, camera all felt very fitting for this style. Really nice.
  • Got stuck on lots of objects. A couple times, jumping just got the game into a state I couldn't continue playing in.

 Am really excited to play it in physical form someday!

Interesting recreation! Haven't played this in a long time :)

Interesting! I haven't played a game like this in a long time :) Some thoughts

  • Sound effects and visuals are great (albeit a bit disturbing haha...)
  • I wasn't sure how to get out of the toilet screen and back to the shop. When I push "escape" on the web version, the game just becomes black
  • The best strategy I found seems to be to just keep shaking in left and right. It might be interesting to have the flies with more autonomy like choosing a point that each fly will go to and then leaving them there between 1-3 seconds, or having them all choose between a couple points to cluster at
  • I couldn't figure out how to stop peeing. Might make for an interesting mechanic too if you want to conserve your pee until you have a better aim etc.
  • It's not clear to me what the health was in this. Too many flies? The big fly coming to the bottom of the screen?

Nice retro style! Keep up the good work

Nice start! I like how the enemy slows down when they get closer, so the player has more time to react :)

Some thoughts on the game

  • I like the concept. It reminds me of good, old Flash games
  • Mixing dark and bright levels helps it stay interesting
  • When the player is in the black maze, I think it will be better if you give the player a couple seconds until they lose; the circle moves quite fast, so dying is a bit too easy
  • Please add a menu to quit the game

Good job :)

  • Like how easy it is to restart the level
  • The music seems appropriate and imagery is matches. Would be nice if the character sprite and gun were more the same dimensions as the rest of the game
  • Easy to control. Aiming seems straightforward.
  • I got stuck for awhile at level 7 and only solved it with the hint. I recommend changing the message to explain a bit more
  • The gravity box is cool; however, it's kind of hard to herd them around as the friction with the floating box is quite low 
  • That cover image is... interesting

The game concept is nice and simple, building to more complex mechanics as the game progresses :) Nice work

Great execution! Haven't read that many VNs but I definitely enjoyed this one.

  • Something might be wrong with my audio? It sounds like the music is playing twice at the same time? (or just really loud)
  • Love the shading graphics!
  • Really like the options that just have verbs haha <BEHOLD>.
  • Overall, I feel like this VN is simple in a really good way. The limited choices give me a really good sense of what the character is going through. Feels very relatable, like a feeling of addiction and hopelessness 
  • Appreciate that although it doesn't seem to branch a ton, you definitely have a choice in the end. And neither choice is purely bad nor good

OMG I am a little terrified by the cat paw!

  • The animation was simple but very effective. Most developers will just represent this by blacking-out the squares you've already been to; a cat arm is so much more interesting and also shows
  • Some great heavy lifting from sound effects/music :)
  • The level progression is good and teaches simple stuff before more complex. Nice!
  • A couple of the early tutorial messages seem like they should come before the level instead of after
  • Wonderful ending! Screen shake and slower movement really shows who is driving the movement!

Great job! Really good execution

This is nice. I like the idea of games that can take on a life of their own in the real world, depending on who plays them and how they interpret the rules :)

Nice, simple game. The sound felt very right for this style of game and the character poses and player controller were good. Some thoughts I had on how to improve:

  • Have rounds in the game, so that it feels like there is some kind of progression
  • Change the background to be something that is more similar in style to the falling foods and chicken. That could be as simple as just "pixelating" it so that the pixels of the character and BG are all roughly the same size

Sorry I don't have Java on my computer to run this. Would love to see a gameplay video if possible. Thanks for submitting!

Some thoughts I had on the game:

  • I think you should tell the player why they are doing this. It's not clear if the people below are good or bad and what you should do and why.
  • I like that you can jump very high, but it's not clear when you should use this. If you are worried that the player will fall down and cannot get up again, then perhaps the game should be easier?
  • The camera perspective is too "wide". For a platformer game, I would recommend that you make the camera lower and zoom in more.
  • The music is ok. 3D models ok.