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Fluburbio

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A member registered Nov 02, 2022 · View creator page →

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Thank you 🤓

Thanks!!

Hi, truly sorry to hear that! I didn’t use an engine, the whole game is coded in python and ported to web assembly using the pygbag library.


I have tested the web version several times and load times are sometimes a problem, but it should work. Maybe retry later if you feel like it, if not the desktop version (windows or Linux) is superior since it supports gamepads and local multiplayer.


Thanks for your interest! I worked hard on this and like how it turned out.

Simple and effective! The animation work is top notch. Great job!

I played about 11 waves of snowy tower defense but when I calculated how much waiting it would take to finish the game (20 waves multiplied by the number of locations) and seeing there  as no new type of tower or new mechanic, I figured I had seen everything the game has to offer and stopped playing. I lacks a bit of variety or extra spice, but as a standard tower defense, it's very solid.

That was fun! There's technically no challenge since you can just drown and eventually get enough money to max out your boat, but it's fun to watch and try to stay afloat as long as possible. Well done!

The stat system seems easy to understand enough, as is the combat mechanic, but some explanation about the unlocks, the buttons and the crafting mechanic would go a long way to help player make informed decisions.

Since combat is fully automatic, it feels painfully slow at the rate it is now. I'm actually writing this comment while combat is unravelling in another tab, checking once in a while how it progressed.

All in all, it has potential. Maybe add more life to the combat screen to give the player more to look at,  speed up things a little bit, and add a little more eye candy to delay boredom.

PS: I think PvP means Player vs Player but have no idea what PvE means. Did I play versus other human players? If so, that's cool for a jam game.

I think I must have corrupted humanity pretty badly seeing how people spoke towards the end! The writing is really good, the side articles made me laugh. I love the bleak atmosphere, tweaking the controls while listening to the conversation gave me strong  Voight-Kampff test from Blade Runner vibes. 

Not sure if I could have done better in the game, but great job and full points for originality!

Thank you! I see you also submitted a game for GameOff2025, I'll be sure to check out your game too!🙂

As of writing this, I havent managed to beat the game (I came close though) but wanted to rate it  before the jam ends. This is really well made for a game made in 6 hours, I love the sound design, and even fumbling in rythm with the music is fun! Great job!

Thank you very much! Yeah, I could say no music is a choice to make the game sound more like an old shareware, but in reality I didn't have time to add music.

Wow, thanks! I wasn't  sure it was that fun to play, I'm glad you enjoyed it!

I escaped! This is simple but really polished, I had fun playing. I died a lot on the spikes but mostly because I was moving too fast. Adding blood splatters to all the places you've died before could be a nice little addition. Good job!

Wow, thank you for the kind words! I wasn't sure if most of the levels were that fun to play, I designed them quickly around the few buildings blocks I made. I'm glad you had a fun time!

Thanks! The way the enemies move is actually caused by me not wanting to spend too much time implementing better movement 😅 They only move when you are on the same row or same column than them, and so I designed the puzzles around that!

Thank you! I didn't have time to come up with very elaborate puzzles but I'm glad you enjoyed them!

The last book gave me a lot of trouble! Even in 10 hours, the result is impressive and the dungeon is fun and interesting to explore. Awesome work! 

My only nitpick is with the running animation: maybe it's the way the arms move but to me it looks more like a ghoul than a young woman that's running. If you animated your model with a tool like Mixamo, fixing this will be trivial, but if you created the animation yourself in those 8-10 hours, I'd say it's even more impressive work.

In short, cool game, I hope you can make more 3d stuff in the future because this is promising!

The atmosphere is top notch, this is extremely polished considering the timeframe. I'm really bad at spotting the monster, so I only lasted one minute tops, but this is really impressive. Great job!

What a cool game! Making a procedural dungeon in such a short timeframe is impressive, and even if the dungeon size (and potential max score) can vary greatly, it's really fun to play. Great job!

That's a cool twist on minesweeper, I had fun and would have played a few more levels. It's a nice concept with good potential for expansion!

Thanks a lot! I had a few more ideas for mechanics that I put aside to stay within the 3 hour dev time, so I'll give this one a bit more love in the future.

Thank you very much! This gives me hope that I can achieve good graphics with a bit of effort 😁

The AI art is a bit uncanny (mostly the hands), but the concept is cool and works great with the theme. Some falling items do not contrast enough with the background which makes them hard to see, and it was sometimes unclear what caused me to lose (what do I have to catch and what do I have to avoid). But besides that it's a great idea, love the chaos with the random effects!

Thank you! I usually do complex games with bad graphics, but this time I wanted to try doing the exact opposite!

That's a very cool concept and impressive work for a 3 hour jam! I had to restart the game to have enough time to read the instructions, but besides that, it's very nicely executed!

Thank you! I wanted to spend most of my efforts on graphics this time to try and get better, glad you liked it!

That's a cool concept for the theme, and a nice way to get back to game dev after a while. I liked the moody atmosphere. Good job!

I reached level 10 but couldn't defeat the boss due to the sheer number of enemies. I thought once the boss spawned the enemies would stop spawning, but they didn't, so I was eventually overrun.  An effect to increase damage range could help, or some upgrade on bullet speed. Being able to autoshoot would have being nice too, since you're already auto aiming and that timing your shots isn't necessary in this game. Spamming the z key hurt my hand after a while.

But that being said, this is a really well put together game, it's a lot of fun to play! It's one of my favorites of all the games I played. Great work!

I had trouble with the floaty controls and wasted a lot of jumps trying to land on tight spaces, but that's probably just me not being very good. Your game looks really polished, I love the art, the level selection menu and the transitions. 

You could consider unlocking all levels from the start to allow players to experiment more of your game even if they get stuck at an earlier level.

Nicely done!

That sword feels a bit short for the task of slaying ghosts, it feels a bit like using a toothpick to stab someone, but the animations are very fluid and the controls are very responsive. That's a cool little game!

Nice concept for a puzzle platformer! Some of those jumps on enemies to reach higher platforms are quite hard to get right, I had to retry a few times. Good job!

Sadly it's very hard to play on a QWERTY keyboard. WASD controls are preferable when you share a game online, because English keyboards are considered the standard layout. If you absolutely want to use ZQSD, you can allow players to also alternately use the arrow keys to move. They will always work regardless of the player's keyboard layout. 

That said, I explored a bit and your game seems really solid, with great graphics and solid mechanics! 

Simple and effective! This kind of arcade gameplay lends itself pretty well to the theme. 

Nice take on the theme! I like the contrast between the two weapons modes. I wasn't able to get a very high score, the character is a bit slow but that might be on purpose. Cool game for the timeframe!

It's a good basis for a Vampire Survivor game. A label with a kill count can serve as a simple high score system. The circle of death doesn't seem to do much, but you seem to have nice ideas for mechanics. 

I made it to level 13! I kept dying because it required a high level of precision to squeeze through some of those blocks and I lost good amounts of health trying to do that. That's a really cool idea and I had fun playing, the visual style is simple but effective, and I like the camera movements that serve as transitions between levels.

Nice work! How many levels are there?

Great game! It's very polished and responsive, the perfect hi-score game for a trijam. What worked best for me was to stay on the border of the screen and only dodge up & down while shooting in a general direction. It never felt necessary to drain my health for power, but I could probably achieve a better score that way. My best score was at about 489, but it kept rising for a second after I died.

Cool take on the theme! It's a bit short but what's there feels very polished, especially the animations. Good job!

Wow, that's a full perfect score on all criteria from me! I was able to beat it and found the difficulty level perfect. I had a lot of fun. That's a beautiful and poetic interpretation on the theme. Awesome job!

Hey, another turn-based game! The number of skills and options is impressive, but it's a bit hard to remember what everything does without having to constantly refer to the game page. Also the color of the displayed damage is a bit confusing. To me, green numbers usually mean healing.

It's very solid for a 3h game developed solo though! Congrats on your first Trijam!