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clemicle

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A member registered Jun 13, 2021 · View creator page →

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It is an intresting spin on the Slay the Spire formula ! 

The debt mechanics adds a layer of diversity of builds, and having choices divided by themes makes it more straightforward to see if a card is good in your current build

This seemed to be a mess of balancing xD God job !

Oh wow... Thank you a lot !

It pleases me a lot that someone fully resonated whith what I wanted to propose, and moreover on a genre that it's not your favorite xD

It makes me more motivated to continue working on other projects, thanks again for playing and for your comment ! 

Thank you a lot !

I kept this game very short scoped because I wanted to make sure that what I've already done was cool to play, but yea there are a lot of things to add that I already thought during developement like continuing to hide currency in the menues, having more things to buy/sell, and also having more player agency for the ending because it is indeed a bit abrupt, but I found it fun that you can still play during credits and feel the concequence of this trade ^^

Also, very good job of rating all the game of the jam ! It's very important that people get feedback to continue progress and continue to make great games ! Thanks for your thoughtfulness !

Haha yea your entry was fun to play also ! And I'm happy that the fact that you cansell the abilities made it more puzzling to make your way through

Glad you enjoyed the ending ^^ Even if there is no player agency on the final choice I just wanted to be able to jumb and turn while the credits roll because I find it fu xD

Thanks for the review !

Thaks a lot ! I'm happy that the originality of the gameplay pleased you ^^

Ahah if the coyote time is so low its because it doesn't exist, I didn't put it in the game x3 I thought that the platforming wasn't the most challeging and falling wasn't that huge as a failure, but even if I have polished the movements pretty far I could've tried to add it !

Yea I wanted the camera to be a bit higher because I prefered to make the player focus on what was above him, and make what was happending at the bottom of the station a bit mysterious, but indeed for the platforming section it is a bit detrimental

Oh wow, having an azerty keybord definitively makes it a bit more difficult to play xD but I managed to do a dozen of rounds no hit, and then loose all in my last round beeing overwhelmed xD

I was note sure what the objeccts you can buy were doing, not sure if I didn't read a meme or if it is unclear what they're suppose to do

The game is very clean, polished, and great to play, I had a great time ! Good job !

Pretty fun game overall ! Artstyle is very creative and fun to watch

I liked the balance you have to do between the variables, and the difference of gameplay that can emerge form it, like you can play safe and have a high level of karma at the begining then cash out with the valuables, or always being followed by the cops x3

Pretty cute game !

Not that difficult or challenging, the expercience was fun nevertheless

It does not solve my own addiction for apples xD But I hope that Alma will get the diet that suits them ^^

Very pleasing game to play ! It is very well polished and it is a blast (ahah) to shot and move around

The premise of the Heat system is interesting, but it felt to me as just the justification of the game beeing more difficult the more you advance (wich is normal), and I didn't felt it as a "cost"

I don't know if there's a solution for this game to have more agency, like if you don't shoot at ennemies during a certain time the heat reduces, and the act of doing that unlocks other things (I'm in suppositions-territory, I'll let you think of solutions for this if you want to go firther ^^)

Also it was cool that the items served different purpose, there was definitively choices to make before picking up them like waiting for some amount of Heat or having more enemies on screen

Again, it was very cool to play this game, good job !

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It's a pretty cool game ! The presentation is well done, and there's a lot of polish that make the game very nice to play, look at, listen to, and move around, love that aspect !

There's not that much risk of spaming arrow and tp while walking back from an ennemy, so I didn't feel there was a "cost" on my actions, and thus I though it didn't serve the balance between having a shield and having to take cover

I also had the problems mentionned about the lag spike, hoping that you'll find how to solve it, good luck !

It was an intresting experience, the take on the theme to tell this kind of story is definitively ambitous for a jam, and with this game being an introduction there's a lot that can be added to present the story you wanted to share

As mentionned before the endings are a bit straightforward, but they serve the choices you make during the game so it's good for me

The very simple artstyle coupled with the TV effect work a lot for this game, but indeed the audio was a bit too loud xD (This techno for the ending was fun I confess x3)

Good job !

Wow this is a great entry !

At first it was a bit confusing, but I read again the description and used the left click to have description of how the tiles function

It was very intresting trying to balance the ressources, and trying things out to feel the impact of having used too much of a building (at first I was like : "Let's make a giant powerplant system"), and as you continue you discover patterns of way to place your buildings to manage efficiently your ressources

I didn't went very far (3 or 4 rounds), but with the perks I saw I can sense a great diversity of way you can play and the type of runs you can do (For exemple, is there a way you can change your deck of cards ? I feeled that there were to much factories in my deck so I wanted to get rid of them, and I had a perk that let me reroll my hand so it worked as well) 

With a bit more polish to clarify things (even if I love the handmade drawings, It can be a bit messy to see clearly where each things are (the deck of cards was above my grid at some points)), this can be a great video game, and moreover I can see it beeing made into a board game ! 

Very good job ! Liked it a lot !

This game is great ! There's a lot of juice that was put in it to make it feel cool to move around an kill the ennemies. It was very intersting to find the balance between beeing a machine gun and run around to gather blood

Top notch presentation and polish, and a very enjoyable experience, good job !

The premise is interesting, but as mentionned by other comments there's not that much player agency that makes it interesting, I understand the vision of having an idle game to do other things on the side, but in my run I was very unlucky and just got rob all my golds by death xD So it wasn't that much entertaining.

A plus for the description, I liked a lot the lore of the game ! And I like the music you choosed, nice job for the presentation of the game !

Ahah it was very fun to play this game !

I those kind of game I'm a bit random when choosing upgrades so I dind't feel that much agency in that regard, but oh boy is it cool to see those dwarfes bounce again and again

In my run, I think I got to a point where the bounces had a great chance to replenish, so in the 25th day I had one other dwarf that did alone at least half of the digging by himself and found the treasure x3

Very good job ! Liked it a lot !

Intresting take one the theme !

I found a balance where I spammed the left choice of emails, then spammed that coffee delivery to crank up my cafeine rate to be ready for a new batch of mails x3

I don't know if it is intentional, but I tried to ignore the popups as a good computer user should do, and my game was lagging and I couldn't use emails so I failed xD

Nice one ! Congrats !

Great game ! Very little scope that allows to polish it a lot, the base mechanic is well thought and the execution and presentation are top notch !

As mentionned before before knowing you could drag the camera (even though I have read the descriptions for the controls xD) it is difficult to drag your mouse outside the screen, so yea a good solution is to make it more obvious that you can move it (even with drag and clic thith the other button could be a good solution)

Very good job !

Pretty nice game to look at and to travel through !

I liked that your health serve both as ressource for shooting and for visibility, it creates and intresting balance to think about

Good job !

It was intereting to try to find the right combination of movements to go trhough a level

I didn't thought there was a wall jump at the beggining, fiding it made it pretty fun to go back to the levels

I don't know if it was because of the screen settings, but I wasn't able to see the whole level before buying things, if it's the case it's making it a bit more tidious to have to go through the level one time to see what you need

Nethertheless, good job for your first game !

A very cool entry ! It was very cool seeing the world evolve as the budget manager (me?) hired more and more talents to this game 

The character was a bit slow and tidious to control, but the levels by themselves were nice to travel through

I had a lot of un reading through the narrator and the credits, I like those kind of personality in games x3 I decided to give the title "Won, but at what cost..."

Good job !

Thanks a lot for your feeedback ! (I'm answering to this comment as they're cloned x3 )

The critics you're making are totally valid and there can be an answer to all of that : The final rush for making a playable game xD

For me it wasn't the first jam but it was the first time we worked as a group of 3, so don't worry on the length of your comment I'm aware of the kind of problems a rush can provoke, and I also love those kind of feedback !

I'll answer point by point : The 2 last scene are missing the walls, so you can fall off them, and there's no secret to be found. We indeed thought abound changing the gravity to fit the theme more, It would've totally change the layout of the platforms a lack time to make those changes. 

We're also aware of some problems with the pickup of the speaker, we've done the picking item system at the begining because we thought about levels and puzzle where you're able to put it somewhere to move without it but we lack time to make those one.

For the fullscreen, we forgot to enable the itch.io one indeed and I think we can do that now even in the voting period, but we made in game an option menu where you can toggle it (when you start th game and by presing escape or P during the game)

Thanks again for your feedback ! We're extremelly happy with what we have done with our constraints (saturday we had personal stuff to do so we didn't manage to do that much advancement) and that our work resonated with people !

The artstyle of this game is very cute !

Gameplay wise, it's a bit unclear what is happening, there's not that much feedback on what the speaker is doing to the fishes and the purpose of the bubbles that comes from your submarine. Also the game can be done without moving, the fishes can't touch you if you don't move

Good potential if a bit of work is done on clarity !

Very good game ! It reminded me of the game Titan Souls where there also was a mechanic to recall your arrow when it was on the ground, it helps quite a lotwhen it is stuck in a pack of enemmies x3

The game is very nice to look at and listen to, it was plasing to move around the game

I think that having invulnerable frames when getting hit would be less frustrating because even at max health I got stuck on a tree (I dodged in the wrong direction x3) and got one shot by the ennemies (maybe it was to to be linked with the limitation :0 )

It's nice that the feathers serve an other utility that the upgrades because i got them quite fast and so I had no more use of the feathers rathen that heal, it's on you to tell if you prefer haing more upgrades tiers or keep it like that ^^

I think I will return to it because I want to find what is the other way of ending the game ^^ I liked a loot the description you made for the itch page !

Good job !

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I liked this game a lot ! It is very good looking, and I went pretty far so I was able to burst my way through all the obstacles in each level and gather a lot of credit xD (more than 1000, sufficient for each shops i went)

The only drawback that I can see was that the hurtbox of the items were very small so it was very frustrating not touching them by a pixel ^^'

Good job !

the game is very pretty and cute, I was hooked by the thumbnail !

I think it takes quite a long time to go to the final boss (as you mentioned before, having a timer could be nice, or I think just by reducing the time before the boss), personnaly it became a bit tidious to continue and wait for the boss

Moreover the climax kida fall a bit since you just have to take the pick up and do one shot, maybe having the boss to do a pattern that you have to dodge before having the possibility to land a blow ?

Nethertheless, it was a cute experiment, good job !

The game seemed pretty intresting, it is visually very pretty and clean, except for the Ui there's some attention that has been put on the sprites movement

It lacks a bit on clarity, I didn't tampered taht much with the inspect tab but I think there should be a pannel explaining the basics ressources, the stacks, and I lost myself a bit on all the abilities as they are pretty similar from one character to another

With that, I think this could make for a cool Jrpg with intresting interractions ! Good job !

Thanks a lot ! Happy that you tried differents thing ^^

One of the thing that seemed to work is to focus the healing on the archer, and to be more efficient is to bunt the spell more than 1 time to have maximum heal power in one hit, for this jam I tried to focus more on game juice and feel so there's a lack of balance, there's a lot of parameters to tweak (heath, damage, attack speed, base/max heal power and heal power variation) so it is difficult to find an equilibrium ^^'

Thanks a lot !
For the damages i tried to present them with popups when a character gets hit (Archer and knight deal the same damage value, for the monsters the things that changes are the damage and attack speed), and alsoI didn't have much time to balance all of this since I focused more on game juice. And yea the bunt mechanic was the focus so I wanted players to use it as much as they can.

For the tutorial, usualy in my games I want to do an in game tutorial where you can do the actions, but as mentionned time was used for orther parts ^^'

Happy that you still enjoyed !

The premise of the game is intresting, having the feeling of putting the right move at the right moment feels nice, but as mentionned int the comment before the challenge is for the moment innexistent with the lack of timer and timing to do the moves (I had plenty of time to adapt of the changes caused by having an AZERT keyboard xD), however the mood of the game with the music and the visuals is very charming !

Hoping that you had fun working together for the first time, and good luck thor the next ones !

Ahah I had to cut content for my game also because of time x3 But it's intresting to find what are the most important things that you want to put in your game to propose the experience you want while being enjoyable

The mood of the game is very cool, some polish on the gameplay could benefit for having a more rich experience but it's a nice base to add on !

The roguelike aspect is pretty nice ! It was fun to find interraction between the potions, adding a bit of clarity of what the potions are doing and what is happening can be beneficial to the experience because I quite didn't understood that much the concept of 'one shot', you have to get to a certain amount of damage for the cake to be cut before the times runs out or the chiefs dies ? 

The game is cute, it was nice to interact with those heroes while having a charming music.

The gameplay premise is very intresting by trying to adapt the objects you give to the needs of the heroes and the weakness of the foes, but for the moment there's isn't sufficient depth with the objects proposed each day so I didn't feel that much agency while playing.

There's not that much thing to add to have a more rich gameplay, good job for the idea !

Thank you ! I focused on the bunt mechanic because for this jam I wanted to work on feedback and feelings while playing, and so I had less time to work on the balance of the fights (there's a lot of things that can be tweaked : HP, Attack speeed, Damage, base/max heal power and how it increases/decreases, the speed of the spell... So It would've taken a lot of time to balance all of this for each encounter xD)

Thanks a lot ! Yea usually an in game tutorial is what I do for the games I make in games jam (You can see this the entry Steps in the monsters Lair from a previous Mini Jam), but for this one the focus was more on the feedback and feeling while playing the game, and it seemed that you liked that aspect so I'm happy with that ^^

The game is very cute ! I liked a lot to look at it and listen to the music, and the fact that you're in a snowball shapes naturraly to the principal mechanic of the game

There's a lot of cool mecanics, and some less cool (I hate those snowmen xD), but it was still a bit difficult for me to try out trajectories because past the bounces you can see and with the wind that can add up it was very difficult to predict the direction that will take the gift (I didn't liked that much when I saw one solution where you had to bounce from the very tip of a bouncer). 

Don't worry it's just that I'm not that good with physics bases puzzle games I prefer the static and step by step ones xD

Still a very god game ! Good job !

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Nice game ! 

I love the fact that each mechanic has multiple use, it definitively add to the depth of the game !

It was still a bit hard to manage all  the ressources regarding the problems the comments bellow mentionned, but I enjoyed it nethertheless !

As you mentionned in my entry, having an in game tutorial is top notch, well done !

Very innovative concept ! 

I hadn't figured out that ou could wall jump at the beggining and with that knowlege the game is pretty fun, but also pretty hard, I was stuck on the 3rd screen xD The musics vere nice to ear !

Good job !

Very beatiful game ! Each scene was nice to discover andencounter each new monstern 

I like a lot the ambiance, and was very intrigued by the story, who are those people ? Where do they came from ? Why are they here and why are *we* here ? There's a lot of thing that can be done whith this story ! 

Thanks for the experience !

I liked a lot the ambiance ! The sound effect, the transitions and the visual effects added a lot to this, very polished game !

The gameplay is interesting, it takes a bit of time to get use to the behaviour of the monster, and the text explaining it changed a bit too fast for me (even if english is not my first language I usually  read it pretty fast)

I'm not that good with this system so I wasn't able to go far, but I liked a lot the experience and the work that has been put to make it enjoyable to play ! Good job !