Skip to main content

On Sale: GamesAssetsToolsTabletopComics
Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

FrancisVace

98
Posts
154
Followers
26
Following
A member registered Sep 01, 2016 · View creator page →

Creator of

Recent community posts

This was really fun. Cooking sim but as a platformer is a neat idea.

I ended up playing this for way longer than I had expected. It was so much fun.

I don't know if I have it in me to defeat the big boi, but I'm leaving the tab open to come back to it later.

Super cosy. Really polished.

Cool idea. Was pretty well executed, although I wish rotation had been on separate buttons from accel/reverse.

Best implementation of the theme that I've seen. Really nicely done.

Was it intentional that the upgrades would run out? Also I think I took some upgrades I maybe shouldn't have, because I thought the `remove card and reshuffle` type upgrades were the only way to get your discard pile back.

This was really cool. Lots of interesting ideas.

This was a really charming game.
Although I did feel at times the design was at odds with itself as the enemies kept giving themselves shields and I had to take sanity damage to survive/get rid of the shield only for them to put up the shield again next turn. So cards/attacks that felt like they should have been stalling tactics were effectively doing "damage" to me when enemies used them, and when I used them they also did "damage" to me.
When I was writing this comment I thought maybe I had misinterpreted the shield mechanic and it only lasted for one turn (which would have been more synergistic), but I played again and I don't think that's the case.
All that being said, I did play this for longer than the average submission I've tried, and did quite enjoy my time with it.

There's some cool ideas in here. Took me a while to work out what I was meant to do, some of that may be on me.

Sneaky hamsters kept stealing the food I was trying to feed to other hamsters.
I had so much fun playing this.

Super cool concept. I really enjoyed this one.

This was a cool concept, I can definitely see fun ways it could be expanded upon further. Would be nice to have a little more visual distinction between the spikes and the safe ground.

This is so cute. Really nicely executed.

I must admit that i did end up having to cancel the last couple of areas i had planned for time/deadline reasons. Without them, getting to the final room requires a fair bit of back tracking, which the game hasn't really asked of the player up until that point.

Also the last pick up is meant to open a new browser tab and navigate to a cat video on YouTube. I hadn't considered until now that people may have blocked that in their browser settings. I would have liked to have made a better ending, but again, deadline : (

(1 edit)

Rad, thanks.

That was the one I was thinking of.

It shouldn't be possible to get there now that the wall run bug has been fixed, but also I've stuck a blocker on the path there just in case.


I've also made some tweaks based on the other issues you raised.

(2 edits)

By brown area, do you mean to the bottom right of the green area?

If so, it may have been accessible due to a bug causing the wall run to function without the ability collected, which I believe should be fixed now.

I'm super grateful for you taking the time to give such a detailed answer. Stories are often up for interpretation, but I can provide what my intention was at least to the story. 

The three divisions are all working on seperate projects. Newminds are making the AI powering the robots (and are responsible for most of the obstacle course like rooms) Interface is developing brain-computer interfaces, and Everlight is trying to create an immortality device.

Everlight already have a device that can freeze all living matter in place, and they believe that they will be able to localise the stasis to individual cells, allowing people to still get about without aging. As they spend longer and longer without being able to crack cell localisation and David gets sicker and sicker, he eventually starts fudging numbers in desperation, and takes the device to a remote area hoping he'll be able to hold just himself in stasis until a cure is found. Unfortunately, the field is much bigger than he expects and the entire facility is affected. (the room btw is the robot storage room, I like to think every time you die it sucks one of those robots up the tube to place at the checkpoint doors)

The voice that you hear throughout the game is Brian, the scientist who just happened to be testing the Interface device when the stasis field started. (He's in the bottom left of the map)

Like I said, this was something I'm experimenting with, with a view to tell a story similarly in the current non jam game I'm working on, so I really appreciate your feedback.

(1 edit)

A lot of your criticisms are things that I pretty much just have to say yeah, I agree, these are just things that got put on the will not fix pile when prioritising what to do with the limited jam time I had.

I am very interested in your thoughts about the story though. Like I said, this is a jam game, and one of the things that I was experimenting with was this less explicit, told through snippets type of story. I didn't want it to be too obvious, but didn't want it to be completely inscrutable either. It's not a tightrope I have much experience walking. I would be keen to hear what your guesses would be to the questions you raised regarding the ending.

(here's fine, or if you're on discord I'm Francis#8112)

Are you able to use the fullscreen button or zoom the browser window?

Really fun. Lots of nice little touches.
I did find it a little hard to judge jump timing with the speed change, but overall really nice.

This is a cool concept.

I could see it working really well expanded into a puzzle platformer with authored levels, and maybe the future gems displaying as numbered outlines or something.

hmmm, i'm still not entirely sure what issue you're encountering with that grapple point


this one?
how did you get softlocked there?

I'm currently working on another game that has a similar mechanic. I completely rewrote the physics code for it, and when I have time I'm keen to revisit this project and see if the new physics code works on mobile 

I spent a little time after the jam trying to make a mobile version, but for some reason the physics just didn't work on mobile and I couldn't work it out. I still think about this game from time to time, and I haven't ruled out coming back to maybe start from scratch with mobile as the target.

I loved the art in this. Really good use of the limited pixels.

The game was constantly eating my inputs.
My first thought would be that maybe you were checking a button down event in fixed update?

That being said the art was really nice and it seemed like it could have been quite fun otherwise.

Brave to make a local multiplayer game for a jam.

Very stylish. Nice work.

I really liked this concept. When it was flowing, it felt really good to play.

The catching bug is probably being caused box collider edges getting caught on each other. An easy fix is to increase the edge radius of the player collider, that'll give it rounded edges and that'll stop catching.

This was fun. The art was real nice too.

This was pretty creative. I can't say I entirely get the connection to the theme, but I did enjoy my time playing it.

Thanks for the feedback :)

I am starting to see that I didn't quite communicate it well enough, but I had meant for the doors to be a risk-reward decision. Do you take a temporary setback to open the permanent shortcut, or do you continue on without a safety net? Like a reverse of Shovel Knight's breakable checkpoints. So the way you played was one of the intended options.

In hindsight though, I think there are a number of reasons they don't quite work, so they'll likely just be regular unlockable doors in the post jam version, lol

REJECT HUMANTY
ADVANCE MON-K3Y

i had a good time with this, very clever use of the theme
though i do have to admit that last level stumped me, i always had one too few lives at the top

with enough no sleep and repurposing of existing tools and systems, anything is possible
but for real i'm glad you enjoyed it

Thanks for the feedback :)
I currently have plans for (hopefully) about 2 weeks worth of post jam polish and additions for a full release version.

I completely agree with all of your critiques and suggestions.
After the frenzy dust of the jam settled I looked back and now I kinda think I made some design sacrifices for the sake of aligning with the theme that I probably shouldn't have.
The post jam version is very unlikely to have locked door deaths (for the reasons you laid out and also because i think the hurts the exploration to not walk through the door you just unlocked and see where it leads for yourself) and I was also talking about the design with a dev friend of mine yesterday and we came to a very similar conclusion about the placement of the hearts.
I really appreciate the time and thought you put into this, and am super glad you enjoyed your time with it :)

oh, clever

very nice implementation of the theme

Dead grandpas asserting dominance.