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HdLepre

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A member registered Feb 18, 2024 · View creator page →

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A meet-cute romance in the middle of an heist story, where the muscle of the team ends up having to play at the last second the part of a femme fatale seductor for a gay target.

The premise itself should be an immediate selling point, and the rest of the game work said premise with stile and charm. The game very simple stilelised background contrast well on the more elegant character, all of them with a solid design behind. They look and play well their role both as the romantic leads of a light hearter story and as heist movie tropes. The naked baron "reveal" is such a cute way to implement the theme, you have to respect that. If I have to nitpick the designs and presentation, I wish the design reflected a bit more the setting of "Steampunk inspired XIX\XX century with the HorrorsTM happeing barely out of frame" with a tiny bit of that flair also in the costumes.

I like how the story just does his world building and gives you enough to understand all the messed up stuff happening in the background without having to pause and point them out. Is very pleasant to read, complemented greatly by the presentation. 

Is just good, and the short lenght makes it really easy to recomend.

A short fable that uses it's minimalist but well thought assets to tell a poetic short tale filled with evocative fairy tale images.

Incredibly charming, is impossible not to like this one.

Wow. It's just great.

The presentation is amazing, swapping between two solids UI and mixing an illustrated kid's book collage for the romance story in the past with a well thought grey aesthetic from a military fps of the ps3 era for the present day conspiracy plot.  And I can feel the love for those games, expressed in the presentation like with the loading screen with lore on the bottom. 

Some early exposition and world building in the story are a bit clunky, but is a trade off to have to do that ground work with ticking deadline of a jam, so it was needed to cram them in so be effecient with time and assets, I can only imagine how time consuming has to be to implement and polish the other features in the rest of the game.

Outside of the romantic lead there isn't much time for the rest of the cast, but they slot nicely in espionage\action movie archetypes and play well their part with the few line given to them.

Really looking forward to future updates, I'm really impressed.

Curtain Call is simply great, liked when I cought some of it on a discord stream and loved it even more reading again on my own.

The way the unreality of the theater play and the mundane slice of the character backstages talk is delightful. I like the idea of having the main wolf being simply a mask with the uncertantly if the on stage romance could blossom into something more. I love the director, he just devour every scene he's in.

I like the visuals, they hold strong even when you notice what compromises were made to get a build out. I'm not going to hold against it in the rating because I think being able to reconize the issue, steer on the fly and still deliver a solid product with a coherent art direction and aestetic is a skill worth prasing. The audio also is solid.

The weak link of the chain would be the three brothers, to be fair, their role got cut short by the jam deadline so you have a bunch of setup that hasn't play off yet...  but sometimes their on stage scenes feels more like 3 guys that made their tabletop character in the car ride before going to the first session.

Overall, this is fantastic a personal favorite from the jam.

(2 edits)

Probably the most ambitious game in the entire jam.

I did honestly lost patience with some puzzle during the name-finding maze, and from there I was able to brute force it to get the memory scenes, but then I press the bail me out button. 

I had to point it out mostly because some missing bits of the story were unlocked clearing the puzzle the hard way, so while I had a decent general picture, some I do miss some keypoint of the story in a way that makes it talk about it a bit frustating. Spoilers from now on

One of them is unfortunatly how does it reflect the jam theme: yeah the main choice is between going towards the light to the pearly gates, buf from there I'm not sure why it would be appealing, where is the darkness , outside of the jelous ex boyfriend (?) getting call mr light. Skill issue on my part, tbh.

The story was quite nice, but it still hard to evaluate working with the cliffnotes of the most important scenes. I understand that alchool may be behind the car accident that killed Azyel,  I think Gabriel and his future wolf husband reconected while the bird was going under rehabilitation and some of his sleeping pills have caused the mc death, not sure exactly how, probably accidental OD? But then I don't know how the event played out. I liked what I read, but I'm not sure if the story sticks the landing. I got the bad ending where mc goes back without cracking all the clues and he just can't reconize his houseband. That was nice.

Presentation was nice, the puzzles were well comunicated and the cg used for the scrolling blocks puzzles were all really pretty. The sprite were also really charming. The music was perfect for the job, it never felt grading even while frantically rewriting the maze notes on a different page because I made a mistakes somewhere near room 20 so I had to trace it all back. :)))))))))))))))) This is fine. I'm fine I did solve that one.

Maze3 broke me, I understand the gist of it, but then I kept getting confused by having to constantly trace back to try and find the north on the map so I could take better notes. At some point I made a mad man rush, so all rooms had names and I just brute force my way thought the two memories, but I stumbled to late on a couple of letters later somewhere near the exit. Skill issue again.||


I did have fun playing it and I may try to get thought the puzzles I couldn't clear the first time in the future. Really interesting game.

A good short read.

I liked how it mixes the two jams themes with the nameless protagonist trying desperately to keep the light in the dark still lit, even if said light comes from a "match's already gone into overtime". I enjoyed how much the awareness of the two lovers shifts in trying to uphold the frail illusion.

The presentation is quite solid, music and assets get used competently and they do their job well... with two major problems in my opinion. I'm not going to hold the use of the provided jam sprite against the game, it would just be a dick move, but some of the other sprites could have used a bit more care,  the table hides most of its flaw under the UI (honestly good call) but there are visible extra white dots and border from where it got cutted from and similarly the undead sprite white outline gets a bit too noticeable against the darker background. Maybe this is a bit unfair but the main problem I had presentation wise, was on the page cover image spoiling the big twist flashing the two Ned sprites, making it almost impossible to avoid it if you reach the game from the submissions page from the jam. 

Again, maybe it's unfair, but I think getting in with the knowledge of the fate of wolf does make you prepared to the reveal, robbing it of some of its power, probably something allegorical like swapping from the first Ned sprite to a red rose wilting similar to the one in his pocket would have been a better call. I still think the story is solid and I would recommend a read to everyone.

A really enjoyable read.

The presentation is bit tricky to evaluate because the visuals are nearly flawless, both the quantity and quality of the visual assets are making me envious. Expressing, interesting, creative, can blend and switch from deeply astract to the real at any moment with ease, the sprite works does a lot of interesting storytelling; frankly if the story was just the mc reading a 5k word grocery list it would still be a worthy to check out for the art alone. Unfortunatly, the 31 days of May were a bit to tight for the game so the other aspects of the presentation could have use a bit more time in the oven. It happens, but the incoming next update will take care of his biggest flaw so is just a momentary seatback.

The idea of trying to uphold a dying light after a massive cataclism is a really nice execution of the theme that also touch on the "Awoooopocalypse" part of the jam theming. The story does a lot, touching numerous point, mostly about Art and Addiction tho the two of them never entwine directly. It was a bit surreal in a story generally about abstract concept and emotions seeing how literal "steel and sweat" was. Not complaining.

The story operate both on a physical an metaphorical level, fells one of those where if you ask about it to 10 people you end up with at least 11 anwsers. I fell a bit underprepared to try and critic it since I'm not really a writer and I don't really think I can add any meaninful commentary. I needed to let it simmer a bit after reading and I still think about it so I think it's good and it offers interesting ideas and character.

I will try to be vague since I think this game improves the more blind you can afford to go in when starting it. I do like a lot the theme implementation aspect, the central point of people trying to be each other's light at the end of a tunnel. Couldn't see how dark said tunnel was until some late reveals and they probably hit me harder since I reconize one of the first flag planted and just assumed  that Zane was implying that one of his coworkes just wasn't pleasant to work with.

While the first reveal gets efficiently flagged and could be identified by a savvier reader, probably the second and major reveal could have used just a tiny bit more hints for. When it was happening my first thought was "dream sequence?" and while I apreciated the direction it took, it could be more of a rug pull for someone's else.

Presentation wise, honestly I really liked TFD's art so it put this immediatly on my radar, but the entire team did a good job. Is not the flashiest or the most technically intricated, but is charming, has good ideas and it simply execute them well. Good job, was a really pleasant experience, favorite jam submission so far.

UI and presentation were flawless, a well tought concept executed in a great way.

The story really left me wanting for more, not because the video-episodes ends to soon, I really would love to check more of them in the future. 

Is just good. Really good.

yes. it's the end point for the demo

I think we should be fine on the music front, thanks to everyone that reached out ^^

Pretty much, think FF Tactics advance and the port of the FF games like V or VI.

Hi hi.

Our team is currently looking for a volunteer that would help us with the music for a sfw fantasy story with a presentation inspired by old Final Fantasy (mostly the GBA eras one) that tackles themes of transformation.  Stile wise I think almost everything would work, and is not necessary to make a full soundtrack, just few tunes to go along with something premade and usable as creative common would be perfect.

If you are interested you can contact me also on Discord at HdLepre

Got hook up immediatly, great story 

Update, I'm now helping someone with their project and I've joined a different team for a tf related November game jam, I think I will just focus on those 

Hi, name's Lepre and as the title says I would like to partecipate so I'm looking for someone that needs an artist to work with.

I'm going to link to some pics as a reference for what I can do. They are all sfw with the first one being just a bit horny. I do often transformation stuff so a couple of the references aren't furries, and the most recents illustrations are on a vertical canvas, I just had those around but they just show the style.

and a recent illustration to show what a cg could look like , https://bsky.app/profile/hdlepre.bsky.social/post/3l5savdhgjk2h

Thanks for the consideration and good luck to everyone, looking forward to see a bunch of bears in the neat future