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Angelo Tsiflas

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A member registered Sep 30, 2016 · View creator page →

Creator of

Recent community posts

Thanks so much for your words ironhandmd!

Thanks for playing, you're totally right about the stronger abilities and we'll definitely give them more depth and usability if we work on the game any further :D

Thanks so much for your kind words!

Thanks so much for your kind words! Indeed, we noticed that as well a bit late but didn't have the time to do anything about it. There's a lot of potential to extend the mechanics of this genre, so we'll definitely look into developing it more (no promises though, I'm already three projects behind in terms of indie dev games)

Thanks Sebastien! :D

You are right, ideally we would have wanted to give those late game attacks more depth and reasons to hold out for them (eg. stronger attacks miss much less so that there is an interesting risk-reward scenario) but time was of the essence. Thanks for playing, Philip!

Glad you like it! Pokemon turn-based combat and some of the player/enemy stats was our main inspiration, so that's awesome to hear!

Thanks so much! We made all of the assets ourselves but used Mixamo for rigging and animations.

Thanks for playing, Becky! As you said, we'd love to add more variety in animations, characters and overall interactivity in the game but it was tough to do given the jam duration + full-time jobs . Thanks for noticing the card height issue, some other players have mentioned it as well and we'll look into it!

Thanks Alex! Next time we're making an entire game out of that slap sound

:catno:

Glad you liked it! :D

Thanks for playing! That's interesting because we never heard of that issue (but we're definitely noting it). Glad you had fun at least, bug slapping was the #1 priority of it!

Thanks Sabacu! The plan was to build an open-ended system to do just that, more enemies, more unique animations and interactions and some more depth. Unfortunately we didn't have the capacity to add more things for the duration of the jam, but it was definitely considered. :D

Thanks for playing, Glassedgmr! Glad you love the style, funny thing we used a pixel art color palette for the texturing of the assets :')

Thanks so much for playing Grizzly and for the detailed feedback! You're totally right with those late-game attacks. Ideally those would also have a higher accuracy effect (never miss the attack for example) but we didn't have enough time to implement all that extra functionality. Also yeah, balancing is far from perfect and it's the first time we tried a game with so many interconnected stats so it was a challenge to say the least.

Haha thanks for playing vonhoon and I'm glad you enjoyed it!

Thanks for playing NagiKea! We are aware of some of the collision issues you mentioned. Unfortunately we didn't manage to push an updated version in time with the game jam deadline. :/

Thanks! We really feel like this mechanic added a lot to the replayability of the game :D

Thanks Ryan! :D

Thanks Quentin, it's true! I was hit by a car on my first try of both games :D

Hilarious writing! Some transitions and dialogues could be improved if they were skipable or fast-forwared with a key but other than that 11/10 would fall down and die while trying to drop my pants again! Nice work :D

Glad you liked it MonsieurPazur! Totally see what you mean, many people told us the same thing and we'll keep it in mind next time around. :)

Thanks for the thoughts Laura, I'm not sure a check point system could work in our case because it was intentional that the player had to start over and learn which items are optimal for each case. But I have to agree on the fact that we could potentially handle it better and get the player with less downtime to the point they previously lost.  It's the first time we tried to make this type of game and I definitely want to experiment with some more linear adventures in the future so all this feedback is really valuable! Thanks again :D

Thanks for taking the time to play our game AwesomeSeriously!
We used some already bought 3D assets for the city and the characters but there was still much more that we added, had to  fix existing uvs, collisions & set proper prefabs, make custom assets for the item select and outro cinematic, character rigs and animations and our 1 coder had to implement all these  scripted events, ending cinematic and audio.  Also note that this is by far our first jam so we have an understanding of how to scope, plan and execute things to make a game like this in 2 days :)

We were aware about a couple collider issues since 5 mins after the we submitted the project but couldn't fix in time.

Lastly as far as gameplay goes, it's mostly a walking-sim with a "Stanley Parable" style of narration so indeed there's nothing crazy in terms of it. We wanted to use the theme in a more metaphorical way to tell that no matter what your have planned in life, sometimes things are not directly under your control (like getting hit by a reckless driver, being at the wrong place at the wrong time, a sudden and unprecentended pandemic outbreak, or simply forgetting to bring an umbrella on a rainy day when you have to go to an interview). 

Thanks for taking the time to write all that tunzor! Feedback dully noted, we definitely could do more quality of life improvements and also do a better job at making some item clarity and better level design but there's so much you can do in 2 days. 


The camera trick is super simple, just make the camera follows the pelvis or spine bone of the player character and you get that movement for free. ;) 

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Thanks a lot! Note that we used some already bought 3D assets but there was still much more that we added, had to  fix existing uvs, collisions & set proper prefabs, make custom assets for the item select and outro cinematic, character rigs and animations and our 1 coder had to implement all these  scripted events, ending cinematic and audio. It's the first time we tried such a different type of game for a jam and it was definitely challenging. Totally worth it though and I hope we get the chance to make a similar type of game on a bigger scale one day :D

Glad you liked it tranquilmage! This made my day :D

Glad you liked it! I'm not proud of the amount of times I had to record the lines but at least someone liked them :') 

Nice concept, would prefered to see a couple more platforming-only levels in the start because I felt like a noob when all these enemies hit in the 4th level. With a bit of balancing (I'm looking at you blue projectile) it could be a very funny game! Good job

Sonni would be proud! Initially I got a bit confused about the movement controls but by the end I came to really like their funkyness. 

Thanks Ostrich Dog! It was a full weekend of work but we are quite happy with the final result :D

Thanks a lot :D

Really fun and enjoyable mechanics! Now all it needs is  a retro music theme and I can play this for hours

Love the art, sound and concept of this! Good job!

Thaaaanks! :D

Thanks Michael, I really need to stop trying to make whole cities in 2 days.. Hearing lots of people tell us about the walk speed, we'll definitely keep it in mind next time and have it a bit faster! 

11/10 would buy random fruits from the floor again :D

Really interesting concept and I love how fast and easy it is to pick up what you have to do and what your options are. Nice!

Thanks man! Maybe the Art Director is to blame for the dramatically slow cinematic walk speed. Oh wait, that's me.... :')

We found out about the missing collider 5 mins after we submitted but thanks for pointing it out.