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edmond00

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A member registered Jun 30, 2017 · View creator page →

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The setting where you play dice against some floating mask surrounded by bombs was very strange and intriguing. Even if it is short, the playing dice/releasing bomb is a little repetitive but the end where the mask desappear and you spawn dices infinitely is very surprising and creepy. I had some problemes with the mouse, not only at the start screen where I had to click bellow the button but also in-game where the cursor and the mouse where not aligned. I found the visuals and sounds were good but may be some kind of shader to make the 3D models less clean could improve the atmosphere.

The long explanation in the game page is a little intimidating but overall even it the game is complex it stay quite intuitive. How works each terrain can be a little confusing but it can be understood by trying by himself on the tutorial levels. At the full map game, the mage seems to spawn outside of the part we can see so I was not sure what strategy should I use as killing a mage seemed to be the best way to progress by gaining some dice. I found the pixel-art and the sounds/music were good.

Simple but very enjoyable mix of strategy and dice game ! You really need to adapt your strategy depending on the dices and it add some suspense at each turn.

Very good mechanism based on rules that change randomly but that is less frustrating than other games with the same concept as the rule change linked torebounding on colored tiles is an good way for the player to understand what easily what will happens next. The controls were a little confusing at the begining but when I understood that the ball was loosing its horizontal momentum after each rebound it was fun to play. The difficulty is challenging but may hard level happens a little too soon. May be making the ball less sensitive (going to the left/right more slowly) could smooth the diccifulty.

Excellent !The dice physics, the detection gauge, the visual rendering, the voice and sound, the humor, the levels variety, everything is very well done. I complete all the levels and it was fun to play.

Nice idea ! It is an intersting mix of games like curling and dices. I also liked that each player start from a different angle, the accuracy gauge, and the obstacle on the board, this features add some complexity to the game. In addition to fixing the dice texture, it will be nice to add some sounds and to be able to quit during a game by pressing escape.

I think it could be very fun if the controls was a little more smooth and dynamic. The walking animation was a little strange but some monster annimation like the the flying eyeball was very good !

The character controls could be a little more polished as he is often blocked at place were it seems he can walk. The dice animation between each dungeon is very nice and add some kind of suspense to the dungeon exploration !

It took me some time to understand how it works and I am still not sure in which order every thing is working. It was a little hard to experiment how the ships were effecting the results as the modified value of a dice is not displayed. It would be nice if the results of a failed roll was not desapearing to have time to see what went wrong (sometime they stay but sometime they quickly desapear). More generally, I thought that there was lacking some way to see what went wrong when I was doing some tests or when I thought I found the solution but it failed. It was neverrless was fun to experiment with this concept and the art is well done !

Very enjoyable ! The simple but addictive gameplay remind me the game super hexagon. I found the difficulty well dosed. The 3D rotation can be confusing but in a fun way. I went to the stage 7. I am just wandering if score system rather than a stage system would not fit the gameplay better as I was not sure when was the next stage and how was working the combo system. Also the activation coulb be done with the keyboard (space key for example) to be able to play it with one hand. The music, sounds and graphics are also very good !

The gameplay is more than simple but everything around it (graphism, online score leaderboard,…) is really well done. You get caught in the game easily to try to improve your score. With 1 chance over 3 to draw a six, you often loose your points and it can be a little frustrating. A replay button would be nice for when we have a six at your first turn.

The words were “blood loss”. I found it and escaped but not my arms. The presentation and atmosphere are really well done.

Very fun to play. Once you understood the rules, it become addictive. It make you want to create an optimal build to be able to smash quickly the dice buttten but the difficulty is well balanced so it doesn’t happen easily so you are constantly challenged to check your options. The way each table represents a phase of a classic rpg is interesting.

As the character looks like a red button, I was trying to click on it rather than move it with wasd so may be you should precise in the presentation It would be good to have visual/sound feedback when you touch an ennemy would be nice.

Unfortunately there is not an option for it yet. I will need to work on that.

Original idea that makes me want to try it ! Unfortunately, I found the controls and UI quite confusing. For example, as the game ask the player 3 selections (body part to use, ennemy body part, type of action), I was expecting after the selections some way to confirm the action (with enter or space) rather than the action action directly been executed after the third selection. Also, after the max number of turns exceed, the game continue. I suppose you pass to the next opponent but if so it lacks some kind of message to announce it. The effect of yours actions and opponent actions could also be more explicit. With the many body parts and actions available, and the possibility to grab/release some of them, the mechanics seems very rich and could be fun and intersting to explore with a more intuitive UI and better feedback of what happens.

I enjoyed it ! The UI is catchy and the ambiance with the different biomes with their own music is great. There is a lot of intersting mechanism like the way you need to scan the ground to see whee you need to walk to save energy.

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Among the commands that I am using and that seems are not be recognized I can think to the following s :

  • G and gg that could be used like 0 and $ but vertically
  • x to attack similarly to d
  • Y to take all the items on the line
  • B/b to go to an ennemy behind you (and use only W/w and E/e to the ennemy in front of you)
  • the replace command with R/r, I am not sure what usage it could have, may be switch the position between an ennemy and the player

Interesting concept to explore and it seems it already have a lot of options ! I imagine it can only speak to a small audiance as even me that is using vim everyday since many years was a little confused by the controls. It can be a little frustrating to have basic vim command that are not recognized but on the other hand it is very amusing discover that a command is understood by the game and see what effect it has. Having the command mode used to write scrolls whose meaning should be understood based on the true vim syntax is quite fun. Adding the visual mode with ‘v’ to define some sort effect area for example could be interesting !

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I have been able to play it ! The island where you start is quite pleasant the sheep and the short chat with the inhabitant, it give it a little life. The dungeon is quite difficult and most of the ennemy killed me without I have time to progress further. Also I envcounterd dungeon where there enemies/items only in the first and all the rest of the floor was empty. Otherwise I found the asii visual pretty and the UI well done ! It is nice to have it running directly on a terminal but may be you should precise on the description that we are supposed to run it from a CLI and not by clicking and the executable.

It is a clever idea to base the gameplay on a caravan. It has a lot of potentiel as it allows an interesting mix between some management mechanisms and the classis roguelike ones.

May be it is only a problem on my machine but I tried to run the compiled versions linux-x86.64 on my archlinux and unfortunattelly it crash with a segmentation fault.

Thanks ! Basically, there is a normal Unity scene running in the background with a lowdef camera whose the output is redirected to a texture so I can access the RGB value of each pixel. A function then map each pixel color to the ascii characters that are displayed.

Thank you for reporting the problem! Can I ask which browser you were using when it happens? I tested in chrome and firefox and it starts normally.

After many many tries, I finally passed the one minute best time  ! The catchy sound and animations feedback and the perfectly balanced difficulty alterning really hard obstacles and simple one to let the player rest a little make this game one of the best of the jam in the fun category. Nothing to add or remove, there is already everything it needs to make the player wants to retry and retry until he beats its previous best score !

This is a nice and original game. ! It is great to have this kind of complex emergent gameplay in the jam and there are many interesting ideas like building mountains from volcano or all the interactions between the two goddess. May be the UI could be a little more intuitive and smooth. For example, having a sound when we select a power rather than when the mouse cursor is over the button, showing the power currently selected, grouping some power like the one to make the sea and the rain, or having some ingame indications on how to use a power rather than the hint written in a separate page. Also it seems there are some little bugs (I was some time blocked after creating a volcano or needed to click two times to launch a power) but nothing too important. The retro populous like style with the goddess animation make the art is very appealing, I liked it very much ! The sounds was a little too realistic (for example the rain sound) compared to the art, some 8bit sounds could may be fit better the mood of the game. Good job for this ambitious game !

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Here is my masterpiece !

This is an interesting mechansim well exploited by the level design. It is a little complicated to understand at first but it is fun to play once I understood how the game work. I liked the way to clear a level is not to find a key or put the block at the good position but, at the end, only finding a control configuration where jumping when moving become possible to reach the endpoint. My main issue was the rythm that is quite slow. It take time to clear a level so it can be a little frustrating when we die and need to restart from the beginning. It would be good to have a button to cancel the last step. Also as the four square where the player can move are colored in blue it is no more possible to see if it is a purple square or not so I died several time because I didn't know that I was moving on a purple square. I liked the 3D art and the animation of the character, it was cute. The music was also good but it will be better if the transition between each loop of the music was smoother.

Amusing mechanic ! The physics of the rope was a little buggy but in a funny way. It was amusing to test what it was possible to with it. I am not sure I solved the levels as it was expecting by the game. However the connection with a green block was a little frustrating as sometime the rope was not connected even if it was touching the green block. The green wire mechanic to enable/disable a block was also interesting to add some puzzle elements to the levels !


Also I was able to avoid death by using the rope as a boat !

I checked your ten files with my sentient bytes and didn't found any virus, very well done !

Excepting the level 6 that had a difficulty a little frustrating, all the levels had a challenging difficulty with interesting ideas ! I think that you succeed to propose different kind of puzzle in each levels with only a few mechanisms. The arts, sounds and music were also very good and I appreciated all the efforts on the introduction and transitions between the levels, it makes the game very catchy and give it some personnality !

The game was  fun to play even if some aspect was a little frustrating. 

The level design was very inventive and challenging ! The 2 characters control mechanism give good puzzle and it was interesting to plan the differents steps needed to clear the level. The difficult timing when jumping and the hitbox of the damage was sometime frustrating and may be it would have been better to focus on the puzzle part of the game without having platform difficulty. I was mostly motivated by finding a solution to solve the level and it was sometime annoying to die because of the jump without being able to test if the solution was working. But the good level design keep me playing anyway !

The grabbing/interacting was a little confusing (I didn't understood at first that I had to keep G pushed for grabbing, I didn't understood how some box was suppose to help to clear the level, I thought the interaction was not working because the character need to be a little on the side of the object for interaction).  The music when finishing a level was may be a little too loud but otherwise the art and sounds were good !

Thank you very much ! 31 is the best result that has been reported, congratulation !

It is a very nice design, I liked the pink visual but this is very difficult for me because I have to create many commands and I execute this commands then it move only a little and then I need to start again with new commands. Sometime it was frustrating to not be able to continue from the same position just to change a little the value of a command. But on the other side, this was a challenging game and it was satisfying to reach a checkpoint !

Really original concept with lot of clever ideas ! I seems there is a lot of bug  (the second checkpoint that is not working, the noclip mode that make you go through the top limit of the level) but it stay fun to play. I specially liked to use the lag to jump while falling or the fact that once you get used to the high lag mode, it is hard to come back to the low lag mode.

Thank you for your comment ! If you mean does the tests sentences has really been written by an AI, this is the case, they all have been generated as explained in the game (even the ones that sound funny). Thank you very much for mentioning the frontend generator with GPT-3 ! I did not know that and discover this video thanks to you, it is really interesting, I hope to learn more about it ! 

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Thank you for your feedback ! I am glad that you liked the story ! It was not supposed to be such a story based game at the beginning but I had fun playing with the voice generator and terminal animation so I ends up adding a lot of text. You are right about the cursor problems, I also noticed it but it was already really hard to have this 2 fonts effect on unity and I haven be able to do better than that. 

Excellent idea, very original, I liked it very much. Some of the puzzle can be a little hard to figure on our own, I had to used to walkthrough for the first one and for putting the poster numbers. It is specially hard for the first one I think when the player don't know yet what the game is about. May be starting with an easier one will make less player look to the walkthrough. The one based on the resolution was really clever and it is nice that the last one was based on two different ones, it makes the game less linear. I was a little disappointed that there was no effect of the settings on the "real game" (no music after the music is enabled, no way to move freely after the end, ...) but overall it was very smart and very enjoyable puzzle game !

Interesting idea with pretty visuals ! I reach the level 5, after that it became complicated to handle all the minions. The jump can be a little frustrating and I would like to be able to use the bottom door to directly access the top of the level like the minions. It is a nice touch that each types of minions has its own way to move with its own speed, it add some chaos to the gameplay !

I spent almost half an hour to :

  • learn to make little smooth jump to be able to move on the left or on the right
  • understand the good distance from which a upper platform can be reach
  • learn how to make to jump by carefully choosing a good orientation before releasing the space bar
  • learn to quickly spin around at the middle of the jump because the platform can not be reach otherwise
  • carefully manage my life point because most of the platform can not be reached without hurting yourself
  • suicide myself when I was hurt  too soon to have enough life for later and take care to not move while dying to not be hurt as soon as I respawn

And with that, after a lot of deaths and retry, I finally managed to pass the first screen where is written the text that say to use space to jump and the left/right arrow to move (thank you the game, I really appreciate your help), before to abandon at the second screen when I saw this electric plant that instant kill. So I would say that the game is very pretty with nice pixel art, sounds and music and, I suppose, kind of fun because I spent some time on it, but also that there is a possibility that may be we can consider that the difficulty is a little too high (at least for a first screen that explain to press SPACE to jump)...

I really liked the aesthetic of the game. The retro 3D with the smoke and light effects looks very good. and the music fits well. I would may be like a gameplay to be a little more punchy for this kind of game with may be more feedback when you shoot or kill an enemy, but it is still fun top play.