Skip to main content

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

Itooh

1,234
Posts
14
Topics
187
Followers
217
Following
A member registered Dec 14, 2015 · View creator page →

Creator of

Recent community posts

This is incredibly good! I like how it is hard, but quite forgiving.

Pretty satisfying! Although it remain easy to smash buttons at random and get combos. At some points the block were falling too fast for me, so it became the only viable strategy. :p But it was still fun! And the visuals and sounds are all really clean. Special mention for the alien on the side, it's the kind of polishing that gives a nice identity to the game!

Alright, this time I was able to play with the "Start Level" button! :D

I still think that the tutorial prepares for a much different game than the actual one. It is good for teaching the mechanics. But maybe it could have a last example of how an actual open-ended level looks like?

This time I managed to complete all levels! And it was satisfying. :) There was situations were I felt that I had to make strategic choices, and felt rewarded when they worked. There can be a nice synergy between the different blocks. I sometimes had to start "early" because the piece just couldn't fit anywhere. Some of them had kinda weird shape that takes a lot of rooms, and some level don't have a lot of space.

Also when the next 4 pieces don't contain pearls, I'm not sure if it's worth continuing to place them? Globally I had more fun when I had to shape the path of the level. Adding "noise" blocks that don't lead to pearls was less satisfying. Although it is also part of the challenge, but when there's only those in the pool for a while my level-design feel useless. The best times were when I'd have "interesting" pieces that had a bit of synergy between them and built up to an almost consistent level!

I'd say the game loop works. However I don't know if the scores I got were good or not (I was at between 1200 and 1900).^^' Perhaps a target score, or a system of rank/medals could give an incentive to play strategically?

(1 edit)

I wasn't expecting to spend so much time on this! Gameplay wise, I thought that the paddle was way too slow, even at max upgrade. I also first restrained from upgrading the dash speed because it was making the game more difficult. The gameplay loop is nice, but it can be quite frustrating.

Once I finally upgraded the dash though, I discovered the "keeping momentum" power-ups, and at that point the game completely changed! It was all about optimizing the gain of coins, and significantly getting more powerful at each run.

But most importantly, I wasn't expecting so many secrets! That's what kept me really hooked. I love how it is implemented in the game design, and how they are satisfying to find. I was able to discover two more towers (and some hidden power-up), and both were really cool discoveries. The upgrades they provide also complement the game really well, and make it extremely satisfying to re-visit the first tower. For some I'm almost sad that they appeared so late in the game, when I was already basically invincible.

This experience reminded me of the ones I had with rogue-likes like Binding of Isaac, Inscryption or Noita. Seeming simple at first but actually full of secrets. It was a very great journey!

Small note about the web version: I wish the game was playable full-screen. Sometime my cursor would go outside of the frame and lose focus on the game.

Really great mood! Wasn't sure what the light effects were getting to, but it builds up to that ending that is minimalist but so efficient!

Small note: it took me a moment to figure out I could interact with objects (I tried launching the game without reading the page first). Maybe the E and Q keys could be conveyed through the UI?

I enjoyed the tutorial, but then the "real" game felt overwhelming. I was expecting short puzzles levels, but they are actually really large and complex. I wasn't able to complete any, because it was too hard for me to plan that much in advance. At some points I couldn't fit the pieces, or I realized I made a mistake and made an orb unreachable. I's hard to make a long-term strategy for the level-design, and tell how many blocks there will be, what the path will be, is a placement optimal or the level is doomed in advance…

UX wise, the minimalism works well in the tutorial, but becomes laborious in the more open-ended levels (unable to undo an action, to move an existing pieces, select a piece, make fast edit...). I like the very open-ended idea though, but the game might have too much constraints for it to work really well. Once again, I think the game worked better on short levels focused on a precise puzzle. The tutorial works really well to teach the mechanics, and its last level even gives a nice "ah-ha" moment. The game that comes after that is way more ambitious, but might not need to be that hard.

I launched the gale blindly, I wasn't expecting such an original setting! I was able to reach 462m! I like how intuitive the controls are. :) It was really fun to play.

Pretty addictive!

Short, fun, with very satisfying SFX!

That's a captivating mechanic! I really got hooked by the puzzles. And the various ideas that go with it are all neat.

Tough, but the balance is interesting. It reminds me of some games from UFO-50. It has a unique but clever game-design! I managed to get 3750.

I like how this looks! The resulting oasis are already pleasant. I wonder how this concept would result with more permanent sessions?

Cute art! I didn't know Solresol, that's a nice discovery.

I'm playing with a controller. Now that you mention it, I didn't notice that the sort of bubbles I had trouble with were shot by ground ennemies! Now that I've noticed them, I was able to go a bit further. Still not enough to obtain a bomb though. But I got to see cool other enemies design!

Pretty neat! The deduction part is basic, but sill kinda satisfying. The notes menu is a very smart addition. Also great job on the procedural generation!

Quite an elegant design! I liked how the game evolved, not just by increasing the difficulty but also by adding new mechanics. The limited items storage also brings a nice balance.

Wow, the art and animations are impressive! I really like how the game controls and feels. Couldn't get very far though. At some point there is some kind of very small round yellow-ish enemy I have trouble to see, and it just got me every time.

A pretty soothing experience. :) I liked the song and mood.

Love the feedback and global juiciness. It's just fun to watch and listen!

Mesmerizing.

What a journey! It kept getting surprising and beautiful all the way long.

Tricky to control, but managed to score 45.^^ I like the presentation and the concept!

Cool concept! I still can't figure out how to leave the second room. But getting there was already satisfying!

(1 edit)

Pretty well done! I'm surprised how nicely this apparently basic mechanic works. The level-design is really smart. An I loved the sound design!

Ghost Is Me, seems alright!

I really enjoyed the progression! Discovering the mechanics feel great, and the game is rich with nice surprises. I was almost stuck at the very end (took me a while to figure out how to free the heart), but overall the experience was smooth. Also the generative music is surprisingly neat!

I'm surprised how good this is! There's actually a good variety of puzzles, and the art and sound-design are charming. It's a really fun experience.

Lovely art and animations! The last levels were kinda tedious, the approximative hit-box and the lack of visibility made it hard to evaluate timings. But mostly the mechanics are fun, and it's nice for the levels to be short and challenging!

Such a unique and interesting mechanic! Each level is really satisfying to solve. For an exquisite corpse, this is remarkably cohesive.

Really neat! The exploration is fun and gives a great feeling of empowerment.

Engaging and fun. But too hard for me to actually beat. ^^' I'm still happy with how far I was able to go before falling down to the beginning.

What a delight! Kudos for being so creative on such a simple design. I also greatly appreciated the difficulty. Slightly challenging, but never really too much, guaranteeing a short and pleasant experience.

Stunning visuals and sound-design!

Just as devilish and brillant as I remembered it!

An extremely relevant manifesto! Displayed in a fascinating museum.

Le concept est plutôt solide, et le jeu suit bien ! :) C'est assez satisfaisant de faire du air-control avec l'arme, et il y a de plutôt bons feedback visuels et sonores. Le level-design est aussi très cool, avec de la variété et des obstacles intéressants. J'ai préféré jouer avec des armes à fréquence rapide et tir précis. Un trop long délai donne autrement l'impression que le tir est quasi secondaire.

Le jeu n'est par contre pas toujours lisible. Particulièrement au niveau des ennemis, que j'ai eu du mal à distinguer du décor. L'UI est aussi assez "brute de décoffrage", avec essentiellement du texte, dur à comprendre sans avoir fait plusieurs run. (et je suis pas non plus très fan de désigner une des options par "noob") J'ai eu du mal à cerner quand j'allait avoir un prochain power-up, à quoi ils correspondent, si ça concerne l'attaque ou le pouvoir spécial, leurs qualité et défaut... Y a peu d'on-boarding, et de symboles ou couleurs distinctives. Egalement pas toujours clair quand je vais assez vite pour éliminer les ennemis, et quand je prends un dégât. Je trouve d'ailleurs dommage que le power-up comme le game-over met subitement le jeu en pause sans animation.

Ca reste une réalisation vraiment top ! Y a clairement du potentiel pour itérer et faire progresser l'idée. :) Et niveau DA c'est un super boulot.

That migh have been a bit too ambitious for a jam!^^' The combat doesn't feel responsive, and is mostly laborious. I didn't have the patience for beating the boss. I like the idea of playing Simon Says during a boss fight though. I think it could even go further and ask for more constraining tasks (like no attacking or never stop running for example). But I think it's be easier to iterate on the idea with a simpler game like a 2D one. Still congrats for finishing it in time!

Nice pixel-art! Although it can be difficult to see what is interactable or not. While for the item it participate in the "hidden object" game-design, for other things like the recipe book or the cauldron it makes it confusing to not realize they can be clicked. I also spent a lot of time trying to find what is "the bottling station", and only found it by accident.

Another small problem I had was the perspective of the broom. I didn't seem clear to me where I should drop an item so that it lands in the cauldron (and not behind). But otherwise, it was satisfying to spot the ingredients and prepare each potions. nd I like how smooth the movement is! I guess the game could get challenging with time limits in the vein of Overcooked. Congrats for releasing this!

That was a pretty sweet slice of life experience. :) I like the 3D environments. Their minimalist abstractions and color palette make them compelling. And the camera movement following the cursor make them more immersive than most visual novel.

Also great work on the music! In term of pace, it's strange that second half of the game consists only in lestening a playlist. But the songs are pleasant to hear. In the end, the lack of narrative cohesion or conclusion made me feel like I was just witnessing a nice day in someone's life. It's kinda soothing. Congrats for releasing this game!

This was sweet! I'm not sure what the basket ball and the red card were for, throwing them didn't seem to have an effect. But otherwise it's a nice mini-game. I like that the aiming is not accurate, and become challenging with the distance. Also turning the class into a competitive field was satisfying. Well done!