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DrumPierre

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A member registered 39 days ago

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if you only have 3 things the player does I think they really really should have had SFX, I found the flute in the music track pretty annoying too

music is too quiet I find, otherwise not much to say... it's impressive that you made so many levels but some are a little too easy for my taste...I don't know if the mechanics would be enough for a "real game"

this is very well executed but I think it lacks something to be a "real game", like maybe you shouldn't have infinite tries? or there should be a timer (I guess it doesn't fit the cozy vibe tho)

SFX for sliding and jumping are really needed! good effort but it is difficult to tell where you're going due to the lack of feedback, I also don't feel like the level design corresponded well do the max sliding distance

just so you know I tried to play but the loading is stuck on 90%, I tried Opera and FF

it took me a while to realize the arrow was representing the shift key, I feel like you need to reload too often or you need something else to do (like firing another weapon), also the aiming doesn't quite feel right bc you're moving constantly, I needed to aim in front of what I wanted to hit, destroying the enemy in several steps feels great as you get explosion after explosion but the last step is too long, too bad there was not a weak point only reachable from the top so that the jump pads are actually useful

thank you for the feedback, the water tiles were supposed to push you away at first but it was too complicated to implement, in the end we left them because it was nice to have tiles more aligned with the environment, I would have liked to have all tiles be branches and stuff that makes sense but we didn't have the time

I got trapped next to some stairs in the space room.

the presentation is great but the game doesn't function well, it's too hard to place traps, the error sound is super annoying and if you don't know the game you'll hear it a lot...also why have the player start with so many traps? we should be able to discover them 1 by 1

Compared to Flappy Bird and such it's harder to tell if you're going to hit something or not. Also I would have preferred a health bar so that 1 touch doesn't insta end your run.

It would be nice to be able to review the demand without having to be empty handed because it's annoying to go back and forth after a mistake, I also felt like some mimes were not easy to figure out, or rather they're ok but then you have 2 different bottles to choose from and it's just a guess or ok this guy wants to eat but I have like 3 different foods...maybe the items should be more unique? Anyway I think it would be ok if there was something interesting to do with movement so you can move quicker.
The presentation is great but the gameplay needs more depth.

spoiler: is there supposed to be anything after opening the door and walking into the light? my game just closed 

Unfortunately this is very difficult to play if you're color blind and I have the weakest form of it. Sheep are just too small, the red doesn't pop enough against the background and discriminating between light and dark gray is super hard. You already have red fantasy sheep so you really should have picked another fantasy color instead of 2 forms of gray.

The SFX are really cool and the concept is fun but not playable for me.

the beep on the off beat is super loud and distracting when you're trying to land on the beat, also maybe don't start against 4 enemies...I also feel the tempo is too quick for your average non drummer

hum it's ok but it's very short and not much of a challenge...it would need more steps like having parts be further and with more enemies

I keep getting stuck in places and having to reload...it looked interesting but I can't go pass the 1st screen

you move too slowly while not digging, spamming the spacebar is not great as mine is quite noisy, I would have preferred any other key or if you could hold it

It's great but I got soft lock during the raft building I was missing wood and the birds were not dropping planks.

I think the game is awesome but I would have made some SFX less aggressive like the death of enemies, I really liked the permissive respawn and the sillyness.

It's too bad the environment looks better during the short transitions than during the levels.

doesn't work for me, I get a message saying the .pck file is missing

the sound design is great, best SFX I've seen in the jam, the first AI opponent should have been easier imo

It is a cool concept but the music doesn't fit the visuals, also I don't think so many police cars were necessary...or they should have been slower. They always kill me after I deliver 3-4 items. Or maybe they should have a health bar and disappear for a while after dying?

I think the puzzle SFX should really have been much louder. Interesting concept but the physic breaks on some puzzles.

the movement is unique and cool, it's nice that you can plan ahead or spam arrows in real time...the aeshtetics are a bit random though, like what's the connexion between a cow, arrows and lava?

the concept is cool but there's a invisible roof that kills you in the 2nd screen and the absence of a reset made me quit

I still don't have sound in Opera but I do have it in Firefox...weird all other games work well in Opera.

I didn't understand how to mine

no sound for me

the fail state is bugged

(1 edit)

DrumPierre · Orchestral Ambient 3 - Calm Forest
Woodland theme and ironically, drumless.

yeah I have a team now

Yeah I'm available, you can add me on discord, my username is drumpierre.

Sure, my timezone is CEST (UTC+2).

https://soundcloud.com/drumpierre
Hi I'm a composer, I do mostly orchestral/folk stuff, feel free to check out my music :)
I haven't done SFX yet but I think I could handle them too.
I can do a bit of modelling in Blender.
I have 0 XP in coding but i'm starting to learn UE blueprints... I won't be able to contribute to code for this jam. My long term project is a 3D Darkest Dungeon-like in UE5, I'm also looking for collaboration for that if you're interested!