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Dyludium Digital

48
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A member registered Mar 28, 2020 · View creator page →

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Recent community posts

Thank you for your comment, I'm glad you enjoyed certain aspects of our game! We've certainly got a lot of bugs to fix in a future update, like the Camera issue that you mentioned. Thanks for your feedback once again!

Thank you for your feedback! We definitely bit off more than we could chew in certain aspects. Our original aim was for when the Player has Less health, he deals More damage, then More health and Less damage respectively, although I don't know if that carried through or not into the actual gameplay!

Thanks again for your comment!

Thank you for the kind words about our grappling, we focussed on this a lot to make it feel right! Level design wise, I agree completely that it could be improved a lot - we designed the levels in the last 2 hours because we had completely neglected them beforehand! D'oh! Thanks again for your feedback!

Thank you very much for your kind words! The grappling and movement was what we wanted to focus on the most for this project, so I'm glad you found it enjoyable! I think we've got a lot of improvements to make in order to make it fun. Thanks again for the nice words!

Thank you for your comment! I think we bit off a lot more than we could chew, and in an ideal world I would have made a tutorial level. C'est la vie! It's something we can work on for the next game jam!

The resource you collect is coins, although I certainly could have done a better job at making the coins *look* like coins, haha!

The third room was my fault, and did not set up the camera bounds for the room correctly. The camera should extend up a few more tiles, but we'll get that fixed for next time!

We both definitely think that grappling and momentum were the best bits of the game, and is what we were focussing on most of the week, I'm glad you enjoyed that aspect!

Thank you very much!

Thank you for the comment! I think we certainly bit off more than we could chew, but fortunately it's something to improve on for next time!

Thanks for the feedback! We're currently considering an update for the game which should make it more fun for all

Thanks for the feedback! We'll try to get around as many games as we can including yours :)

Thanks for the feedback! We'll try to get around as many games as we can including yours :)

Thanks for the feedback! Any bug reports help us make the game better for all to play :)

Thanks for the feedback! We're glad you enjoyed it.

Thank you for the feedback! We're currently working on a post-jam update that will help players understand the mechanics a little better as well as fix the other bugs in the game e.g. papyrus respawning

Thanks for the feedback! We understand that people are having a bit of trouble with the runes and jumping mechanics. We're currently working on a post-jam update which should hopefully fix these issues. However you can use 'Q' and 'E' to change runes and you jump higher the longer 'W' or 'SPACE' is pressed

Thanks for your feedback! We will definitely take your suggestions into consideration if we decide to release an update or for a later project.

Thank you for your feedback. If we decide to release an update for the game then we will take you're bug reports and suggestions into consideration.

Thank you for the feedback! You're rating would go greatly appreciated here at Dyludium Digital.

Thank you for you're feedback. We're currently planning an update which will have updated controls and hopefully make it a tad easier. We're also working on some updates for the page itself.

Thank you for the feedback, we'll definitely take it on board if we decide to release an update or for when we make our next project. We're very happy you enjoyed it though!

Thank you for your feedback and we're very happy you enjoyed it!

Thank you!

Thank you very much!

Thanks very much for the kind words!

Overcooked was what inspired us to make this, so I'm glad that's coming across well! We were deciding on a few extra elements early into development, but forgot to future-proof our code, so things didn't exactly plan out. Something to learn from in future I suppose!

Thanks again! - John

Thank you for the feedback. All of your suggestions sound good which makes us think we may release a little update including all those features and maybe more.


As for saying it's like Overcooked, we take that as a massive compliment as that's the game we were drawing inspiration from. We were planning on making it loacal multiplayer but ran out of time.

Excellent concept - I like the light/colour following the player and the hues being left where the player has been, I thought that was a really nifty idea!

It seemed hit or miss when I jumped into enemies whether it would kill them or me, so I mainly just hugged the walls and hoped the placement of the coloured squares would be nice to me!

I also liked the story/poetry elements after each level, that was fairly calming.

Overall, I enjoyed playing it! I think a few more levels of this kind would be quite good :)

Very nifty, I really like it!

The controls are easy to get a grasp of, and it's a nice mind game to figure out the sequence you need to do things in. Each of the stones felt like their placement in each level had been thought through, and I liked the introduction to each of the stones happened over many levels.

Had an issue on Level 5, where I fell into the gap where you're supposed to put a box, and couldn't get out - fortunately I can play all the levels from the start, so I just refreshed :)

Overall, I think it was very well executed, well done!

Interesting concept, I quite like it!

I found it quite easy to select each of the base colours - though took me a few tries to realise I couldn't recolour from blue to yellow without pressing W first. Mixing colours made it a lot more difficult, and I was struggling to get the colours right without dying lots first.

I like the pieces that made each level more challenging - the bars that stop you from progressing if you're a certain colour, the disappearing platforms, and the black hole that chases you a few levels in.

I think one thing that might benefit is having a button for Retrying a level after you die - it was a bit of hassle to click my mouse each time after I got my hand in a comfortable position to press J, K and L.

Overall, I enjoyed playing it! Very nice game!

I really like the concept, I think it works really well with the theme!

It's very hectic and chaotic, and surprisingly challenging, which was very welcome. The movement felt fast and smooth. Had a bit of hard luck a few times on the yellow stage where yellow balls wouldn't spawn, but I imagine that was just my hard luck!

Overall, very nice game, well done!

Apologies, that's my fault - we got the page done at around 1 in the morning and I was quite tired when I made it. Controls are on the page now. Thanks for letting me know!

Thanks for the feedback!

Apologies - my fault about the lack of controls. I completely neglected to put them into the itch page for it. Will get that done now. 

I like your idea about bin workers/bin bags, but as you say, it's a bit more work than what we could do in 72 hours!

Thanks once again for the feedback!  - John

Thanks for the feedback! I was thinking that as we were finishing up the main systems, but thought it might take too long to implement in the 72 hour time limit.

-John

Thanks for the feedback! 

Thanks for the feedback!

Thank you very much!

Thanks for the kind words! Also, it has come to our attention that there are a few bugs with the store but, sometimes, they make the game a lot more fun.

Thanks for the high praise! We really appreciate it!

We had been testing the shop mechanics in the last few hours of development, and forgot to make souls a much smaller number. Thanks for pointing that out, otherwise we would have missed it!

Loved the story elements, and think the switch in genres compliment the game very well!

Thank you for your kind words!

Thank you very much! Glad you enjoyed it!