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Gly

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A member registered Mar 12, 2022 · View creator page →

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I wanted to try your game since you asked on discord but I'm using linux and something is wrong in your package. You uploaded only a part of the files, I have an error about a missing .pck.
Games without an html available are usually less played than others. You should probably at least make a html export even if it's laggy and people that want to try it in the best conditions will download the game locally.

Simple but effective and well executed. The fact that the same pattern comes back for each move allows you learn and better react and it probably could be expanded as more twisted path appears. Good job !

I'm sad you couldn't finish the game because it's really chill and beautiful game. You managed to make flying with all the details on the ground is a really cool feeling.

White UI was a bit hard to read too but it's the kind of game where you want it to be as discreet as possible. Maybe having absolutely no UI and just having some kind of button to display some king of sensor toward southwest would have made more sense or using the shadow of other geese groups appearing some time.  Displaying some kind of text when you have not enough geese to unlock the next biome could work too.

Nice work, I hope you'll finish it !

I got through the second level on a lucky bugged jump, I'm not sure why but I had twice max power jump just one pressing space. Something in the gauge was probably stuck and it saved me from the hard jumping part.

I gave up on the boss though which seemed really hard, I had a binding problem due to not being on a qwerty, and since I didn't take the time to rebind at start not knowing how it would behave nor wanting to go through the level. I made multiple try and the pattern are really aggressive. Maybe making it a bit chill at first  before stacking the multiple patterns at half health would have make thins a bit easier to learn.

I didn't expect three minigames in one game, they're all a bit rough but really like the idea that the two cute characters have each their own gameplay...

A bunch of cool ideas but a bit rough on execution.
Visually the sprites are cool and the atmosphere works fine. The idea to switch between sides is interesting too.

It was really confusing to see the side I wasn't fighting still trying to shoot at me. I went full devil at first and I understood only after trying to make a run on the angel side how it worked.

Some QoL like displaying to press 'F' when in the light to change level would have made it a bit easier, probably being able to rebind inputs would have been cool. It's good to give a lot of content, but some times less content but a more refined experience is better in the jam context.

I think there was a bug also, I had no problems clearing the game as a devil, but it was hard on the angel side. Relaunching the game after dying messed up my health bar, I had only 1 hp then 3 max hp.

Good job on this game, the ambiance is pretty cool. I liked that the character reacts to each area encountered it compensates well with the fact that the items are not interactive and still build the story.

I just think the way the text are displayed should be changed a bit. First, if you're doing progressive display of your text, it's better to not center your text because it's a bit complicated to read with the words sliding to the left. So instead of reading as the text appears and make it dynamic, the reader is stuck waiting for the end of the line and grasping some words. Second when you have long text it's better, in my opinion, to let the user control when to  display the next page, it's more for the narrative text between the temples, it's okay to make timed display in the temple.

Good puzzle game with a good ambient. I was a bit confused to only have to walk for the first two rooms then getting confronted to a puzzle. But overall the game makes a great work of teaching you its interesting mechanics and adding to the complexity step by step. The narrative is a bit abstract but combined with the environment it gives a cool atmosphere. I really liked my experience in this game. 

Thank you for your feedbacks ! For the "pair"/"impair" I added a note in the description, but great job finding by yourself.

For the map, I had the idea at first to make a test to just test the accessibility options and make comment on the fact that the two "accessibility" options were a bit useless since the map already had the the path on it... But I wasn't really happy with the map so instead if you keep showing it and hiding it to O.T he speaks about making a better map for next game jam... But happy you still found it ok, I'm not confident in my "art", so I somehow progressed a bit.

Thank you for playing ! The last one is a bit of a trap, actually you just had to make the first step, but it's ok to stop there, I should have hinted that only the first move mattered...

Thank you ! I was a bit afraid that people would block on the puzzle which are a bit trollish and not really interesting,  or wouldn't like the text and would just prefer to do some puzzle. So I decided to allow to skip everything  (except the end because I needed a special trigger). But I think that's fit well with the rest of the game.

I think I love everything about this: the music and the sfx, the visual and the animation of the passengers, the idea of driving to ask question and the weirdness of it all. You answered in another comment you could expand on this, it's definitely a good base to make a really intense game.

I like the art and the ambiance of the game. Gameplay is really original and using the spinner behaviour feels satisfying with it's physic and sfx.

I did two runs, I lost the first fast trying to understand the system then went till the boss and failed against him.

I have mixed feelings about the combination of types and randomness. Type advantage makes sense to me when it's the result of your actions: you decide on a chain of action that put you in a state of powerfulness, be it because you switched to the right creature or chained multiple strategic actions. But with randomness, it's not really rewarding. It does give big "Oh no" or "Hell yes" moments. But I didn't work for it so it just amplifies my luck.

But I had fun still, the art and music really match for some kind of ninja vengeance.

Thanks again !  I actually had people playtesting but they all speak the same language as me, the weird phrasing or 'on-english word weren't really a problem for them :/ I guess I need to find a native english speaker for this kind of task. Let's pretend O.T isn't english either.

For the last puzzle it's hard-coded, getting to the end required making only the first right step so you didn'tmake any mistake. That's a bit the lesson of the last level: sometimes making the first step is all you need to do even if things further along the way seem complicated. The rules are contradictory but do not apply to the first move, unless I made a mistake.

Thank you for the feedbacks !

Thank you for your feedbacks ! I totally understand not wanting to read all the lines,  the "shut up" button is not there just as a joke. I keep track of how many times the player skip the monologs or the levels but it only change a few lines at the end. But I didn't want to punish player for that, I prefered to give the possibility to decide what kind of experience you want.

Also tracking read time could be complicated because reading speed can vary a lot from one person to another.

For harder puzzle, it would mean a longer game and I think it's the right size for most people as it is. I also don't think very highly of the "complicated" puzzle I designe. It wouldn't be hard to make optional ones though.

I completed the game and really liked the global idea. I love the console esthetic and your design. It's really striking and efficient.

The game design is interesting but a bit weird:

- the start can be really confusing: I started my first two fights against blobs and I couldn't win those so the start is a bit random. I think the first fight should be forced a phantom on the first run so you can at least progressed a bit. Starting  a game and instantly losing is a bit frustrating

- the whole sector 1 phase is mostly grinding to get DM until you get sufficient stats. This is ok since you'll chose your path to upgrade as fast as possible. At this point glucose is useful only to regen and try to last one more fight

- Once you feel powerful enough evolving is useful to fight boss with the best stats possible, since it's not transmitted to the last you want this only if you want to progress to the next level. 

- fuel is in a weird place, you actually need only to grab one fuel to get to the boss on phase and that's all since you're not gonna last much more than 1 level since you don't really have way to regen and grinding fuel on top of fight stats

- I could imagine that you could have a lot of fuel to go all the way, have efficient stats for boss 1 then go really powerful by evolving on the way. But the number of EL required would end up really high and if for some reason you don't get a lot of glucose you're probably doomed.

so basically my run went: grind a lot on level 1 -> beat boss -> (grind a bit -> beat boss) repeat 3 times

Maybe if fuel cost didn't augment at each level it could be worth it grind it a bit to try a two or three level break through.

Concerning stats membrane/hp I think having a way to regen a part of it after each fight could have make it more interesting. I feel like you don't need membrane as much as you need atk and speed since you can't regen it (except with glucose when you have no DM choice).


Sorry that's long but you asked for feedbacks ! They're my opinion which is probably biased by my strats. I really enjoyed the game despite the grind at the start.

I'm sure some speedrunners could do impressive things on this game but I'm too bad at this. Maybe I'll go back to it later to at least try to reach the second level. The physic and level design is really harsh but it's well made to teach the mechanics.

Also good atmosphere between the music and the visuals (at least for the first level... I could hear the start of music change closing in on the second stage but did'nt get all the way).


Nice work !

I'm really impressed by the content of your game both for narrative and gameplay. Art and music changing on each "biome" is pretty cool and gives a great atmosphere.

However the UI is complicated, I was really overwhelmed at first by the whole information and it took a bit of time to understand the whole mechanics. I tend to have focus problem and I realized that sometimes I didn't really read narrative elements displayed and tunneled on the gameplay part. This is certainly a "me" problemthat amplify it but I think there is probably some work to do on the UI to be both more readable and informative. But with the complexity of the game it's hard to make something clear on the duration of a jam.

I also had a bug where all my cards were overlapping on the bottom right corner, which didn't help. I'm not sure why I had this problem while your screenshots had the card on the right place.

Still I ended up winning my run and I appreciated for the experience, it's a good and really complete game. Congrats !

Good job for this game !

Art makes the small walking sequences worth it by themselves. It's just long enough to be contemplative. Combined to the event narration, it manage too build a word beautiful but dangerous.

I am a bit mixed about the event resolution though. Most of the time, on the event, I had the right answer was to not get involved with what's happening. Besides the chest who got me 6 coins once on two and half runs, it was always bad to be curious on the events I got. Maybe I was just unlucky, but I think taking a risk should sometimes reward you. I understand the design was mostly about mitigating the damage on your resources. But winning implies not involving with anything you come across, which goes a bit against the feeling of wonder you have when walking through the landscape. But all of this is hard to balance without playtesting a lot.

Music is cool but it wasn't looping nor starting again on restarting a run !

Actually it's my bad, I had volume too low, I tried again and it's ok. Base volume is a bit too low though. But it's far better that too loud !

Thank you for your feedbacks and for liking the game !

For the next it's actually prettu basic. I used RichTextLabel and activate bbcode. You can then simply add tags like [wave]some words[/wave] or [rainbow]other words[/rainbow] to apply the effects. I went a bit heavy handed on that but it was to help give intensity and personality to O.T.

I guess laerning to do rebind wouldn't be a bad idea. Or at least giving options to use wasd keys...

 For the sound cue, I was a bit worried it would have sounded really weird with the music offbeat in the bckground. I considered to stop it just for this test an put sounds, but I lost myself among all the things I wanted to not while not pressuring myself too much.

I'll try to look into the bug, one playtester had something similar once but I couldn't reproduce it.

For the animation canceling I guess double tapping could have been a way to implement it, but it's about a really small journey so I'm not sure I'd do that. ButI guess the move speed can be a bit frustrating. Slow is good sometimes and levels can be skipped entirely if you don't want to do this.

Thank you again for all these feedbacks ! Don't be afraid of giving you're giving your opinion, you're being constructive that's good enough.

Thank you for playing !
To be fair the "reduced artstyle" is due to me not really being able to draw so I tried to make it simple and efficient instead of doing terrible pixel art on paint as usual. I hesitated to draw a bit more decoration on the wall but the white room kinda fit a test room, so that's ok I guess.

 Though there is a terrible pixel drawing "hidden" in the game.

Great art, efficient and fun gameplay, with fitting music. it's really good.

Maybe adding some kind of sfx sound on movement would have made searching the pocket even more satisfying.

Obviously I'd like more content but that's already a lot of work doing solo.

I really like your idea. Everything fits well together and make for a chill moment.

I think it wasn't suggested by previous comment but having a way to throw away your "weak" card is often a good mechanic in deckbuilder. Not sure how to fit this into the theme though. I thought about removing a card when losing a bird but it would be the opposite of the game mood.

Nice work !

Fun concept, I didn't expect to engage that much in a memory game. It's doing it's job well.

Cool idea for the DA, that balatro-like shader on the background fit well for a drunk theme.

 I'm not sure about the one time bonus though. Game is getting harder each round but you don't really have more tools to tackle the difficulty.One shot bonus can be cool but it needs to be powerful, maybe having a bonus triggering at different combo level would have been interesting. Like you gain 1 second every 4 level of combo and cards allows you to raise that bonus time.

But as you said you lacked time, it's still a cool game with good ideas.

I'm glad you enjoyed the game ! I don't work for the game industry but still in a big company with a lot of organization problems, I was venting a bit on my own job...

For the golden path, I'm not really sure why I  picked that up. It seemed like obvious to me to call it like that but I read Dune something like 25 years ago (realizing that instantaneously gave me grey hair,  I resent you for that). It's totally possible it that expression was stucked in my mind for so long but it wasn't a voluntary reference, sorry :/ Though I should read Dune again, seems like it didn't age too bad.

Thank you for playing through the game. Writing can be hit or miss and the puzzles are a bit boring without it. But if the ending got a smile out of you, that's already something and it's enough for me !

I'm so sorry about the "pair" problem. I'm not native english speaker and I totally bugged on this word. None of my playtesters noticed either. I added a note on this in my game description...

Thank you for playing and enjoying the game despite that !

I really enjoyed writing and visuals, there's a lot of cool content and ideas in the game.

The lack of music or any audio feedback hurts a bit though. Game is long and wandering in the map without any music or audio feedbacks dulls a bit the experience.

Being caught by the hunters felt a bit uneventful, each time I picked "Fight them" and I won each time. This defeats a bit the mechanism of endurance since I can rest pretty much anywhere and anytime. Maybe I just got really lucky. At the same time I don't know if I would have appreciated to die before the end. I feel like I didn't really have control over the hunt besides a few events. It's probably really hard to balance between the size of the map, the narrative and the ingredients to get.

Good job still, there's definitely a lot good things in there.

Fun strange game. Riding and jumping felt good. I wish I had some kind of camera control though.

There's some kind of Majora's Mask vibe between the colors, characters, music and patchwork of biome. Also those hands in the hole are really creepy.

It's a singular but cool game.

Thank you ! I'm not sure what I missed, it was suppose to adapt to any screen in full screen. I tried it on my phone and it was ok... I probably messed up somewhere in the options...

Glad you enjoyed it and persevered despite the scrolling !

That was really cool ! I really like OoT-style musical interaction and it blended really well with the music.
I got a bit confused by the indication from the (really majestic) Queen about the second flower. It thought I should find something hidden in the base at first. Was there any cut content or did I miss anything ?

Maybe the shroom could have had a more readable pattern, it felt a bit random with really small particles. I bruteforced randomly through the pack  to get to the second flower. 

I reached the top and I expected some kind of epic bossfight but this is a game jam so obviously there's no time for working on one. Any kind of closure would have been nice though, unless there was a bug

Overall nice game with good atmosphere between all parts of the game. I just tried to pass through the enemies at first then realized I could gain levels. My character probably went a little too powerful an the game became maybe a little too easy.

I would have added just a small time freeze with some kind of animation before displaying the level options. I often clicked one randomly because it appeared while I wash mashing my mouse to beat an enemy.

This could expand easily by diversifying the gameplay.

Hello, thanks for playing the game !

I have a doubt for the left path with the build you were playing but the middle and right could be passed. I updated the game after the jam ended so the right path is a bit easier now and left should be ok too. Killing the dragon makes the path really easy afterward but you have to have the highest power with heroism and having just enough food (a hunter works best there).

So basically left path still requires high power and a  bit of holy, middle path is all about slaying the dragon, right path can be passed naturally but fire cloak makes it easier.

I destroyed a lot of my followers with my own fireballs ._.

I had fun though and great job on the music !

I did three runs and I enjoyed the wandering from events to events event though I wasn't totally sure of what I was doing, I got caught by the flow, the atmosphere and the world building. I wasn't sure why some endings lifted the curse, if there's a general principle to reach an ending. I'd say once it was embracing my curse (with irony) and the other one I tried my luck to the end.

The vocabulary is a bit hard for a non-native especially with the default font, I regretted to not change it on launch but I didn't want to stop my run either, so I sometimes lost the continuity of what I was reading and had to go back. Maybe a button to change the font during the game could have helped a bit. I implemented this system in my own game because I have a weird default policy too.

I wasn't sure if the objects I was collecting would serve later on other event besides the resource and gold or if they were some kind of trophy/marker internal to events.

But overall this was a nice game, I might come back later to try to understand better the whole thing.

Thank you for playing ! I watched the replay and that was very interesting to understand what was confusing. I apologize for the few bugs on path, flashing druid camp and broken english here and there. I had a really limited time to do it, far less than the whole so I had to make choice about what to fx or give up.

 You didn't make it to the end but you were very close, the text when reaching the valley specify that it will requires cooperation from villagerss which was hinting at having high charm expedition to find an illegitimate child, so all you had to do was to send a team with only bards and/or priests in one of the villages to unlock the last item that opens the door.

Thank you again !

Very nice ! Music, visuals and writing serve the ambiance very well. Assets appearing while exploring the area was a nice touch too.

Only thing that bugged me a bit was not to be able to move around the map with the mouse. At some point I had two characters on north east and two on west and it was a bit hard to select the zone on the south east, had to click on the small piece of the area that was over there. Maybe also being able to change the speed with keyboard could have been nice too to reduce movements of the mouse between the top right of the screen and the button to close event at the bottom.

This is amazing how well everything fits together and feel polished. Ambiance is minimalistic but very efficient.  Gameplay was really intersting. I don't really know what could have been better with your concept. Maybe the two or three first puzzles to introduce the "disruption" mechanics were a bit repetitive, but that's probably very subjective. Great work !

Yes, I feel like it's hard to make a map that wouldn't guide the player just by being there. Maybe just give a starting room with the door then the possibility to add, move or rotate rooms with 3 or 4 doors without limit. Then just allow to add and remove any connections within the doors. Maybe add tokens for the altars and that's all. That way that leave a lot of margin to make errors on the number of rooms and the connections then fix them later. And with absolutely no validation to say if it's ok or not. 

I'll try it again after the update to how you made it, I'm curious about it.

Thank you for playing ! I didn't want to make a combat game either, I enjoy making more narrative game. Though it ended up being more of a puzzle than anything.