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DBordeleau

38
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A member registered Mar 16, 2023 · View creator page →

Creator of

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Very creepy, I think you nailed the tone. However, the things you say you've had on your mind lately... You alright bud?

This is a really unique concept. I feel like this is the kind of thing Hideo Kojima would've randomly released for the gameboy advance 20 years ago. It's gimmicky in the best way. Kudos to you for trying something very different!

Very unique game! Can't say I've played any other game in the jam quite like it. I enjoyed this, it made me feel like I was playing one of those old Nifflas games I played a ton of as a kid.

Nice work, this is very impressive for a jam timeline in my opinion. The game is definitely hard, but I think given how little time we had to playtest you did a good job balancing. There are a lot of small details here that just make the game more fun to play. I think you did a great job managing your time.

Charming platformer! I think your character controller feels very nice, especially if it was made from scratch on a jam timeline. Well done!

Unique concept and definitely ambitious! However, it's quite confusing for the player to make sense of what's going on. I read the description and the purple in game manual but I still didn't really feel like I had any idea what I was doing.

Very creative, your concept is definitely unique. I think a little less time spent on the scrolling intro text and more time spent on teaching the player how to play the game would be good.

Really great execution. It's fun to play and I think the player feedback elements are well done. I wasn't confused about what was happening at any point.

One of the most interesting entries in the jam, probably my favourite puzzle game I've rated. If I had any notes it'd be to include some info on how to actually shift the faces of the cube and control the camera. Fantastic work! I honestly think this should be featured.

The core idea is interesting for the jam theme, but the loops are quite short and you cannot really do much other than spam click to mine and purchase upgrades. Because of how little you can see of the scene from the top, there isn't even really any strategy in picking where you start digging down. I think if you had a little more time to iterate on the idea it could be fun to play!

Uh oh that's not good. Do you know if it was the Laser Ship or Gunship that was having this problem? And are you certain its attack wasn't on cooldown? The gunship and laser ship start with 2 and 3 second attack cooldowns respectively, but can be lowered with upgrades.

I am actually pretty impressed by that. My hiscore is 25 and I tested a decent amount. Were you using a lot of explosive mines? Thanks for checking out my submission! I'll check yours out before the end of the day.

Lots of fun! I think the idea is executed really well, and the game is charming. I like the pace at which the difficulty scales and I think you did a great job with your audio! If you're looking for any notes, I think the track visuals need to be modified slightly. Either to be less transparent, or to have an outline or more noise in their texture to make the road just a little easier to see.

Great job! One of the most fun loop racers I have tried in this jam

I do regret not being able to playtest more. It does seem like the first 1-5 waves are really just timing the orbital reversals with a single gunship. I appreciate you checking out my submission!

Haha, it loading the sound effects and particles. Without it the game would stutter when they played for the first time. I have no doubt there is a MUCH better way to do this. Alas the jam timeline made me put together something pretty.... questionable

Ah dang. I thought the viewport was adaptive and would resize in fullscreen on smaller displays. I tested in on my M2 but that was about it. Sorry to hear. If you have a chance can you shoot me a screenshot of what it looks like in fullscreen on your display? I will try to fix it on my local build just so I know how for future entries.

Of all the "same level but different" prototypes I played in this jam, this is my favourite! Really well executed, and some of the rules were quite interesting from a design perspective. Great job!

I had no idea what I was doing for a bit, but once I figured it out I had some fun though I think I'm still a bit confused about what I'm supposed to be doing when the bot is in the actual battle area. The presentation is really impressive, placing things on the grid feels satisfying and responsive. I dont think I could make a prototype that looks and feels this good in 4 months let alone 4 days. Fantastic work

Pretty addictive once you get the hang of it. Nice work!

Fun concept and it matches the theme well! It's probably just because the tile shapes are vaguely similar, but this scratched the same itch as Catan for me. Good job!

This is one of my favourite games I've played in the jam. The fact that you made this in 3 days in really impressive and I love the way you managed to iterate on the idea and make what is essentially just pressing the same key over and over again engaging while still making it feel mundane like intended.

Probably my favourite concept for this theme and you nailed the execution.

Really addictive. I didn't expect to enjoy it as much as I did going in. And somehow, by the end of it all, I felt attached to Lupa...

I really like the presentation and once you figure it out, I think it's pretty fun! I wish there was a little more guidance when the game first begins though. It would also be nice to have more time to read the upgrades as some of them are quite lengthy! Overall I think this is definitely worth continuing to work on after this jam, I could see a lot of people being interested in something like this with a bit more time to polish

Played it to the end, this is my favourite rhythm game I've ever played in a game jam. So cute.

This was super intuitive to pick up and it's a really fun prototype to jump into and play. I think the concept fits the theme nicely too! You should be really proud of solo dev'ing this in 3 days!

I got Undertale vibes when playing this which I think is very high praise. Cool concept too, and I loved the art and humor. Good luck!

You can make spritesheets in the exact same style with this tool! They export to PNGs or GIFs :)

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Don't forget to use the orbit direction reversal to manage those early waves where you might only have 1 ship! Gravity wells can help early if you get some unlucky spawns.

I believe the viewport should be actually adaptive now and render things properly for you in full screen.

Thanks for the heads up! Gotta get this fixed in the next hour.

I agree! Make the timing just a bit less tight and I think people will enjoy the game and see more of it during the rating phase.

It feels better I think! Good job! I think of the several orbit around a planet and launch yourself at other orbit games I tried, this is the most interesting.

If this had more content I probably would've lost several hours to it. Lots of fun!

So creative. The fact that you conceived this and executed THIS well on such a short timeline is honestly inspiring. You could give me another 2 weeks and I don't think I would be able to execute this idea as well as you did. Well done!

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The concept is really interesting and I think with more time to iterate and test this could be something really special. 

Here are some notes for your testing:

  • It seems that once you miss a beat in a given node you need to wait for the loop to fully reset to the first beat before you can resume trying to time your inputs. Why is it this way? It just feels a bit bad when you're actually playing, and I think the game would be more engaging/fluid to play if you could start trying to recover immediately.
  • The animation that plays when a planet grips you into its orbit is quite awkward. It's very fast and feels a bit jittery. It's quite jarring compared to the rest of the smooth animations and movement. The game feels really nice during the smoother movement, like when the arrow is flying through the scene or entering the portal. Or even in the intro animation when the game starts. This one animation feels out of place compared to the others.

I played through multiple game overs because I was having fun, which is a massive win for a jam timeline I think. The inertia you have while jumping/how floaty the character is takes some time to get used to but once I adjusted I really did think it felt good. I like the humorous deadpan presentation and the particles effects (you should let me enjoy my confetti particles for half a second longer before loading the next scene).

I'll definitely be checking out A Wicked Game. 

Really interesting core mechanic, I think what you accomplished on a jam timeline is really impressive. Once the armored enemies come out and you need to throw TNT at them the fun started to click for me. I bet you could make something really interesting with even more time to iterate. I think the art is super cute too!

A note for your testing: Pressing the volume down key on my keyboard causes the character to move left, volume up makes them move right.

Yes of course you can.