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Damdayou

33
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A member registered Jan 21, 2023 · View creator page →

Creator of

Recent community posts

I already loved the first version of the game and this new one is even more impressive! It's crazy to see how much content you added since last time. The tutorial and level progression is very clever. The new mechanics are very nice and well used.

Once the jam is over I'd love to see an extended version of the game with more levels.

This new dash mechanic is so nice! It is very well thought. On one hand, players who love challenge have to use it with caution not to deplete their score too much. On the other hand, players who just like exploring these caves have a less frustrating gameplay since it's almost always possible to escape dead ends. But in the meantime it's not trivializing the game too much since even with these dashes, your run can end on a spike or tentacle if you don't proceed with care. Overall this new version is very pleasant to play!

Thanks a lot! I'm really glad to read this. And sorry about the bug you mention, I thought I was done with it but I was wrong.

An excellent update! The new graphics and music adds a lot the the atmosphere the game. The plane flight now feels very restful and I like how a lot of endings have a nice coloring matching them. I also liked the interactive end screen I got once (I wonder if there are more of them, since I'm not sure I tried all the possible paths). It was really nice play this gem again!

I really love this new iteration! The HUD is a perfect add to the original mechanic you had and your level design is very clever. The only drawback I can see is that some rooms have obstacles so close to the entrance that it's very hard to pass them if you're not ready and hyper focus. But it's not such an issue actually because it gives the game a soft die-and-retry aspect in which passing a room becomes very fulfilling.

Overall this new polish makes your game very pro and with little more content (like more levels?) I could see it being a paid game. After about a dozen rounds I had to give up (because I want to try more games before the voting ends), but your game is addictive enough for me to want to come back as soon as I can and try to reach the end!

Wow, thanks a lot for the heartwarming feedback! I'm really glad you liked how things went.

I had trouble indeed sizing how hard the last levels are at the time. With hindsight I do believe you that I should add some more levels in-between to smoothen the difficulty curve. As for the game improvements you suggest, these are great ideas. I particularly regret not managing my time well enough to add at least some history listing the last attempts for reference (and I should take your game as a model since it is a great example about how a good UI adds a lot).

Thanks again for all your supportive words!

Very nice atmosphere! Controls are a bit clunky and it was a bit frustrating to have to start all over without the ability to skip texts. But one can feel that the main element of this game is more the story than the platformer mechanics and in this regard it is really well implemented.

Very very funny game. The tone and humor are just perfect. Many lines of dialog got me laughing hard. The story is absurd and yet not so unrealistic in the same time. I could relate to many situations at first and lots of them then slowly escalated to Monthy Pythonesque endings.

As others said you can polish that by adding graphics (and maybe sound effects on some scenes?). Or you could add some mini-games in between? Like having the player really try to fill in specific parts of the online form in the first part of the storyline(s), or making the player burn their remaining tickets, I don't know.

Yeah, I've been told there are such a bug on some browsers. Sorry for the inconvenience and thanks for the feedback!

Congrats on implementing all these game mechanics in only 3 hours! There are indeed a few game-breaking bugs remaining. Like the other players here, some of my runs ended prematurely because the door pushed me out-of-bounds. Other were just free because enemies didn't spawn in the last two rooms (at first I thought you were building tension and waiting for me to activate the computer before spawning enemies: maybe something to consider for the next part?).

However it still impressive to have reached such a playable state in such little time! Graphics are already good, I'd like to see the animation you have prepared. You have quite a strong basis to build on for the next two parts.

Quite a nice game (I especially love the graphics) but I wish the gameplay relied a bit less on luck. Unless I'm missing something, it seems sometimes there is no way to guess you're going into a dead end until it's too late. I tried going with caution and going all-in with random jumps and both strategies gave the same results, only with the former being slower. ^^

Still a very fun random-choice game with an impressive level generation algorithm given the time limit! I don't know what you could add. Maybe some narrative with a story uncovering as you go deeper in these mines?

Thanks a lot for the feedback!

There is definitely something that seems to go wrong when playing on web browsers which unfortunately I didn't test until after submitting. I will try to fix this first thing because I get how frustrating it can be. Thanks for notifying me about the bug which such detail, it might be easier to catch where the problem is.

Very clever mechanic! I like how it's all about deciding between which obstacles you're immune too and how fast you go through these tunnels. Also I'm fond of the pixel-styled graphics. I had a lot of fun playing many rounds to try to go further and further (some depth counter or so would be a nice add indeed).

There is also room for smoothing a bit the movement and adding some animations. Currently, moving the player horizontally is instant: you could add some inertia to this (just a tad so that it doesn't raise difficulty too much). And the player and obstacles could benefit from a basic animation (even a 2-frame one).

Still a very clean game overall, congratulations!

Thanks! I wouldn't have summed it up better :D

Thanks a lot! I loved your time-dependant maze idea too, for a similar reason: first I felt completely lost in theses mazes but then the time-travel mechanic became more and more natural until time eventually became just another direction I could move along.

Thanks! Each planet acceleration depends on its distance to the Sun/other planets and their weights (the closer the two bodies are, the stronger they attract each other; the heavier a body is, the stronger it attracts other bodies).

Clever gameplay. I like how you designed your subsystems so that with only three parameters to play with it's already quite a challenge to reach the goal.

Wow, the game atmosphere really hit me. The text is well thought and the visual and audio fit together perfectly.

I loved the idea! Using time as another direction to move along not only fit the theme well but also gives a brilliant gameplay. I really enjoyed crawling around this (these?) maze, starting completely lost and slowly getting more and more familiar with the layout.

Nice one! I didn't expect so many paths would be available. I like how some of them have a funny ending and some of them are more deep or poetic.

A clever interpretation of the theme and a very relaxing atmosphere. I could have kept cleaning artifacts for hours :)

Nice concept! The "anti-spam" mechanic is quite clever: I like how it forces the player to always play near-limit if they want to optimize their time.

Quite a nice and relaxing journey! I liked the graphics and how you can really feel speed increases.

Hello!

Thanks a lot for the update, no worries about the delay. :)

Regarding the window size, being able to set it manually would be enough. But as I said this is just a minor issue, absolutely no big deal. At the moment I can resize the window with my cursor when in windowed mode, it's just that the change gets reverted everytime I open the options menu (e.g. to adjust sound) or close the game. So I was just wondering if there was an easy fix to this. No problem if there's not.

As for the summon limit, finding things out the hard way is also part of the Rogue-lite genre :D Even if it was a tad frustrating at the moment, it didn't have me stop playing. Quite the opposite actually: I had to see what that Imp looked like!

Thanks again for taking the time to reply and for taking players feedback into account! 

Cheers!

Hey!

Good job with the game, it's neat and polished and the gameplay is very clever. I spend hours on the demo last summer and I'm enjoying the full version since yesterday. Quite addicting!

I just ran into two minor issues so far.

  1. In the options, I can't change the window resolution. It's like the game only detects 1920x1080 on my computer (Windows 10). The problem seems to occur whatever option I choose between windowed or fullscreen. Any idea of what the problem would be or a possible fix?
  2. [Warning to the casual reader, the following might spoil part of the game] During a gameplay with Ceridwen, I had both Crimson Bell and Ivy Bell spells. I cast the former, and some rounds after the latter but the Ivy Imp didn't spawn (because I already had a Crimson Imp behind me I guess?). If this is intended behavior, maybe it could be worth giving the info to the player because I really expected to be able to have multiple Imps behind me, just like some monsters can summon multiple enemies before them.

That being said, I'm having a lot fun playing the game anyway, so thanks for giving life to such an original idea!

Nice, glad to read that! Thanks for the update and the feedback!

Thanks a lot for the feedback!  I'm really glad you had some fun playing! And I definitely like the idea of some bonus bricks to help the player a bit (or to spice things up too?) :)

My bad! The windows executable was indeed broken because of a missing file. I just uploaded a new version that should hopefully work now.
It's weird that the web version didn't work for you though, as it seems to run fine on major browsers for me and others. Do you mind sharing what browser you're using?
Anyway, thanks a lot for pointing out the problem as I probably wouldn't have noticed it myself before long!

Very nice puzzle game! I like how game mechanics are introduced progressively, nice level design.

Yes, the result happened to be much more brain consuming than I thought! This puppy is really good at giving constant pressure to the player. 😂 You're not the first one to suggest a turn-based version of the game, that could definitely be a fun side project.
Thanks a lot for the feedback!

Yes, it takes some practice to get comfy. Maybe a tutorial could give a hand, it's something I should consider. Thanks for the feedback!

Quite addictive!

Love the graphics! Fun to play.