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Fefeman

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A member registered Feb 05, 2020 · View creator page →

Creator of

Recent community posts

Hell yeah, very fun. It's a great idea for a movement system, and the bonus level made a great use of it

Very funny concept. It was very cool when I had to use past self to get rid of ennemies. 

Simply excellent. A very fun concept that is well executed. Only flaw is that the difficulty rise way faster than the player's ability. 

Very pretty, with a good audio, and an interesting concept... but I'm terrible at flying
But for real, this sort of game with very technical controls are always very interesting to me. Very impressive work

Yeah, we had to skip a few things for explanation, which maybe wasn't wise.

If the mission marker you missed was in one of the circular rail, you need to ride on them until they are fully charged. But we didn't manage to properly explain that

Oooh, it's fun. It's the right choice to keep the characters low level so the P2 rules aren't overwhelming, and it make it easy to learn the basic of the game.


I hope you keep making games like this

FANTASTIC.

A great concept, it's a superb blend of genre. I really hope you're gonna expand on this after the jam

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Mechanically, it's very good and original... Farming sim but with added stress.

That say I think there's too much obstacles stacking.  The water being far away from the field already limit how much we can water the plants, but since it also take a few seconds to fill back, that put another hard limit on water potential. And since the field lose water very fast, it can quickly become overwhelming.

Anyway, good game

I liked it. Simple concept but well executed.

I think it was interesting how there were two variables to keep track off for the player. But the fact oxigen was continuously going down was a bit frustrating. Health made sense design wise : it meant being efficient with your movements. But Oxigen was basically just a countdown.

A suggestion could be to give the player a way to hold their breath (another input?), which stop the oxygen from going down, but if held too long, you'll lose health faster. that would make the Oxygen more interactive.

Hmm, you're probably right, I may have made the button too small (and maybe I should have given them priority over the slider)

It's cool if you found the game interesting.

Thank you. 

Progress stayed at 100? I'll look into it.

I really liked that. The idea of time still passing in menues is cool for that concept of corruption. Even if the actions were simple, it made it feel like they had a lot more weight.  And the gameplay of each type of planete was pretty different, which is cool.

I love tower defense. For one created on such short notice, it's great. The ambience and visuals were pretty cool too.

It's cool you enjoyed it.

To decypher the text, you have to first click on the nodes on the line, than pull the slider on the line once everything is orange. But it's a bit too conceptual, I should have put a gif in the tutorial instead of just a pic.

Thank you. Glad you liked it

This is a solid start for movements. I'm still a bit confused by what is expected of me, but it's already enjoyable to move around and look at what the various asteroid do

Yeah, a tutorial would have been great, but we forgot about it in the rush. Definitively something we'll keep in mind next time. 

Happy you enjoyed it.

WOW! 3D in browser is impressive. It's fun, but I had a hard time controlling the submarine, and the number of shark was overwhelming... But it's a good time with a great ambiance

Aaaah, It's fun, but ti's so hard to control the spaceship. The situation quickly went out of hand as I flew past enemies at high speed!

I think the difficulty of controls is maybe because the spaceship can exit the screen and come back to the other side. If it does that, it's acceleration input is suddenly flipped, which make it hard to slow down once you reach a certain speed.

OOh, it was fun. Very good platformer and good use of the two world states

Scary and tense. Pretty fun

very relaxing, a good ambiance. I like how sometime there were cues on where the cat where hidden, like with the paw trail in the sand.

It's good. The fact we're slowed down the more we carry add a good tension to the foraging, we have to decide if we take the risk of not making it to carry more in one go.  On that front, the only thing it's lacking is a way to drop objects: At one point I carried too much to come back, I knew I couldn't make it, but I had no way to get rid of some of them, condemning me to a slow death. 

thank you.

Yeah, if I'm gonna rework it one day, i'll probably take more time to figure out how to "handle" that mechanic.

Thank you, I'm happy you liked it.

Thanks.

I'm aware this wasn't the best I could make, with my job I knew I wouldn't have as much time, so I aimed for something simpler. Next time I'll crank up the heat

Ooh, stresful but interesting... 

Very good ambiance

Cool game. It's pretty fun and fits very well with the themes and wildcard. 

The main criticism I can make :
- The walls didn't stand out enough from the background, which was a bit frustrating.
- I found the controls a bit overwhelming for the complexity of actions. My left hand had a lot of stuff to do. Perhaps shifting the interact button on the right mouse button could balance it out.

Oh you made an update?

Very fun, I really like what you did with it. The boss is fun, and I like that you can use the environment to your advantage against him : I lured him at the buzzsaw and then played defensively so he would be damaged safely.

Wow this look great

It's cool you kept it going

thank you. I can't wait to see what you're doing with it

I think I'm gonna try to add to this one, even if just a little

I like what you've done with it

Thanks...

Godot 4