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BlueTieCasual

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A member registered Jan 01, 2017 · View creator page →

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Hello! I'm just doing a bit of update work before submitting on Lexaloffle, also I'm already on the discord server so will post it there once I have up on there :)

Thanks for giving it a try! As with most game jams I ended up needing more time than expected and so spent in on getting the early level design just right. I still have a couple of unfinished harder levels that I might try to finish up and add in once I got time later in the week!

Thanks for playing! I might try to add more levels once I have a little more time in the week. That sounds like a cool idea! Although it does make the level designing much more complicated than I think I can handle.

Thanks for playing, I'm glad that the tutorial and early levels worked well!

Haha, unfortunately the floating tiles were just due to time constraints while attempting base-asset mode. If I get to designing a few more harder levels I'll probably go back and implement the system so those keys / chests aren't just floating there.

A fantastic little action-platformer, I can imagine the cool movement I'd be able to do with the 'flash' mechanic, if only I was a bit better at it!

Fascinating idea with incorporating 'flash' with the typical platforming! I just wish I was a bit better at incorporating it, as I struggled to make my way across the platforms.

Just a bit of small feedback
1) I found that jump was actually bound to left-click and attack to right-click
2) It took me a while to realise how double jump work, I might suggest removing the cooldown for the mid-air jump?
3) Unfortunately my short attention span meant that I hadn't read down till the green ball resource for the flash. It seems pretty important, what about putting it up higher in the control section?

I like the concept so looking forward to seeing future levels! Also as a first game project, glad to see you stick through and get everything working, even if it's only for 1 level.

I say it's a great first game! Everything works as intended (physics, movement, menus, and win state) so congratulations on your first step into game dev, looking forward to seeing your progress.

The button-mashing is quite fun and tense, since it's all on you to decide whether or not you can beat the enemies or not!

Fun little game! Always enjoyed Munchkin as a card game, but never realised how enjoyable it can be as a button-masher game!

Many thanks for playing and for the feedback! I've been trying to be mindful of the initial learning curve so I'm glad it read well.

I had those exact thoughts actually! But then I realised I hit the ceiling of my level design capabilities and the deadline was looming pretty close. I'll say I had planned a few harder levels, including one with just a lot of chests and keys and the solution was to find the correct path to equally split right number of them for each room, but it didn't work out unfortunately.

A dungeon-crawler with a classic retro design! Especially the combat in these vast cavern levels reminds me fondly of the original Legend of Zelda.

Really liking that classic dungeon crawling feel! Only being able to attack left or right, the cavern-like floors. I think if there was a little more movement pattern variety between enemy types would've given each combat encounter more depth!

More than just competitively volleying about, the opponents are real fun to play against (and discover their moveset!)

The movement felt quite fun! Got a good sense of speed but also precise control so every score felt like genuine skill. I'm a big fan of the enemy behaviour! Really gave them and each of their moveset a unique feel and personality.

Pretty neat kart racer where braking build boosts (feels like a great to play!)

Always in awe of 3D games made in PICO-8 and the boosting around felt great! Had a really close finish with CPU1 in Starry Sprint but turns out even I was pretty slow (1:07:92) compared to the dev time.

I had saw it was all the talk on the discord server, finally tried it and can see why! Really tight platforming and great use of lighting.

The lighting aura and how the enemies sprite changes with it was very cool! Also might be something minor, but I REALLY liked the reset being just sliding into another instance of the same room, haha. Got lucky and managed to hit 8:33 too.

And thanks for playing!

Thanks! I've definitely thought about expanding it but may leave it on the side burner for a bit. I'd probably prioritise more levels as oppose to a hard mode though as the latter could lead to more frustration than anything else.

Thanks! It means a lot to hear that you tried it. The difficulty has been interesting to hear from players, I've heard a few "too easy!" but also a few "I don't quite understand..."

And submitted, thank you so much!

Ah that'd be great! Not sure about the timing, just let me know when about and I'll keep an eye out.

Hello! Unfortunately I wasn't able to meet the deadline as I had a fever the past few days, it only just about subsided so I tidied the project and released it. Just wanted to share it hear as this is my first time writing narrative in a game-like manner so more than happy to hear about feedback, positive or negative!

https://bluetiecasual.itch.io/speaking-easy