Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

grizio

21
Posts
A member registered 9 days ago · View creator page →

Creator of

Recent community posts

Nice game. Having everything on the beat is quit difficult. The dodge is not always synchronized with the beat so I lost life because of it. Also, failing the first beat blocks the other shown beats. It feels very punishing sometimes.

But really like the ambiance, the music and the idea.

Like the atmosphere, the alternation between light and dark is interesting. Could not do the space jump, I think I did not have the right timing.

About mushrooms, maybe make them simpler to run on them so we can jump without having too much trouble to target them, I am not very agile with KBM.

Really liked the gameplay. It took me a while to understand the counter but then it made sense, without it, it would be too easy to just end at the first card to get lots of bonus cards.

Thanks, I mostly work on the technical mechanics, less on arts, music and real level design.

Thanks for the review and play.

Tried it and I like the concept. Noting the clue before throwing garlic on the right (let’s be honest, sometimes wrong) character is satisfying.

The clue sometimes disappear too early, having them always shown could help.

And after throwing 3 garlic, we just have to wait, accelerating the timer would make it more engaging.

Nice game.

I really liked the ambiance (sounds and visuals).

Then I tried to play with a BÉPO keyboard. The keybinding does not depend on the physical position so I took nearly five minutes finding how to go right (it was not even my [S] key). It was the equivalent of [O] in a QWERTY keyboard (I telling you so you can understand how were my hands for the rest of the review). Doing so, I saw that there was lots of keys that made the game go strange, I think there were debugging keys.

The settings for the music did not work, the music was still at the same level. I could change on the computer but having the settings, I think it is a bug.

When I got it working, I could enjoy it. Having platform movement making a boost is really a nice thing. However, it can be punishing, for instance at the start, I can jump between the platforms without any way to fix my mistake:

So maybe a change of the level to reward player instead of punishing them would be really satisfying (but quit complicated to do during a jam).

Then later, I could not advance, the two platforms disappear:

I think I should have gone faster before but don’t really know where/when so quite frustrating.

Overall, I enjoyed the game and ambiance, so thanks for it!

It looks like a rage or stressing game. To be honest, I really don’t like them so the enjoyment is not here and could not go through the whole play but still tried my best to have a valid review.

In the style of the game, I think it got it. The art, the room design and the sound are all coherent. I did not have issue to click on things, it is permissive enough. Maybe having an hover style on buttons would help for the computer part to differentiate what is clickable and what is not, it would have save me several seconds.

The actions become quite repetitive really quick. That is what I see in other games like this one so I did expect that. However, some actions could also have some variation (ex: different people calling).

note: I came back in the game to look at the window after relooking at the main picture. The exterior is a flat image but during the game, it did not shock me so good thing, considering it is a jam.

The zip does not contain the game but the godot project. I have godot installed so I could run it. Not sure others will do the same.

I did not understand how to play the game. I went to the different colored squares, pressed [E]. I have a sound telling me that I cannot do the action (I guess). I try changing tool to test each one of them. The reactor still went hot I could not do anything.

I think the collision are too accurate. We lose before seeing that we touched the border. Maybe reduce the collision by 1 or 2 pixels would reduce the feeling of "but I did not touch".

Mostly felt it for level 6.

Interesting game. At first too easy but the level increase gradually. I think it is well balanced.

Sometimes, the red characters stopped moving, is that expected? It profit the player so no issue.

The normal difficulty is quite difficult, I cannot pass the second level. Maybe add more time at the beginning?

I like the idea and the style.

However, I find it difficult to understand where is really the cursor, I feel like I touch the thing but actually miss it, so I then miss the timing.

For instance, here I feel like my cursor is on back but is actually between back and reset progress.


Yes, real QoL improvements, I could finally win. Did not test the keyboard, in my case, it would be slower but good for people with keypad.

Yes, it really helped understanding the reload time and profit the game. Now the ammo could benefit from it but it is less necessary.

The randomization feels really punishing when we get 1 ammo but 9s of reloading, then 2 ammo for 7s.

I think it is true randomization, I just had bad luck. However, you can manipulate player’s luck to reduce the probability of these situations by increasing the weight of the "best" results with RandomNumberGenerator.

For instance:

var rng = RandomNumberGenerator.new()
# the player will get more often 4,5 bullets, then 3,6,7, then 1,2,8,9
var ammos = rng.rand_weighted(PackedFloat32Array([0., 1., 1., 2., 3., 3., 2., 2., 1., 1.])) 

I think I could pass some time on it.

Prices are quite high so we need several runs to buy the first one.

Also, I think they are completely random (a skill will not have the same price in two runs). If it is the case, it makes plans complicated.

I think there is an issue with the timer, sometimes, two or three seconds pass at once.

Also, I did not really understood when the bomb are set. I thought it was each second but maybe not?

Thanks, I reduce the fade duration, consider mouse click to pass the next line and added a skip button.

Typo fixed

Tried the game. I have 4 ammo but cannot throw them. I then understand that I needed to wait for the reload time.

I think the number of ammo should be the number usable and be given after the end of the reload.

Also, maybe show a big progress bar or something for the reload so we see that we need to wait. It is difficult to follow both left (times) and right (enemies) at the same time.

Tried the game. I like the ambiance (music+art).

It took me 3 trials to understand that the life is on the top-left of the screen, not the countdown. So I did not understand why I lost.

Also, I am not sure how to pass the falling rock/seeds. If I wait, other will fall and triangles will get me but if I continue, I am sure to get those rock/seeds. Could not go further.

Quite cool. I like the ambiance and the art.

The spike section feels off. We need to touch the spikes. Even with collision being smaller than the visual, as a player, I know that I should not touch them but here, the game tell me otherwise.

Really liked the bottom part even though I miss one heart to complete the game, after two complete trials.

Just tried the game, I could find the solution but not completed it, I miss about 2-3s each time.

I think I lose time with the blue card (the hitbox is quite small) and the security code (I need to find my cursor and target correct numbers but their disposition is not quick to click).

Increasing player speed a little could be enough to compensate.

Also, I took some time to find the blue card, the box has no reflection so I did not see that it was opened. Also, at first, I believed that the blue card was simply the box handle. As a quick fix, adding some light could help on it. Same for the toolbox.

I find it strange to see the beat (the visual and the sound) continue when we cannot play. It is not a ping pong between the beats and us, but if we succeed, it becomes one or maybe it would chain action (could not validate the hypothesis).

I did not reach the end of the foyer, I don’t have enough rythm to do so, sorry.

But I really like the music of the level.