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Itooh

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A member registered Dec 14, 2015 · View creator page →

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So on my first playthrough I used the grappling mechanic mostly to stop on the next platform after jumping. Thought it was a nice platformer game with fun physics, although not challenging.

But then I realized you could speedrun the whole game just by getting launched by the windmill! And after several tries, I eventually succeeded! This was so gratifying. Felt like finding a secret hidden in plain sight (in that case, the cover art itself).

Nice work on that minimalist but pretty fun experience!

The concept works pretty well. It creates interesting puzzle situations to be precise with the scythe. Although RNG can play a too big part: on most on my runs I didn’t score much simply because there weren’t enough ripe souls to pass by. I would wait 20 ore seconds before seing one. Didn’t felt fun nor fair. I was able to get 2 upgrades, but wasn’t patient enough to continue. I’m not sure the faster scythe was advantageous, given it makes precise movement more difficult? But again, a lot of the game-design would make more sense with more ripe souls to collect. I still had a pleasant time discovering it though. Good job!

The mechanic is very satisfying! It’s just fun to do flips and understand how to optimize every runs. Didn’t really care much for collectibles or score, finishing the levels was satisfying enough for me.

Incredible work on the visuals, animation and feedback! It feels very juicy. However I wonder if there is a mechanic I missed, because what I experienced was nothing more than a slot machine. I didn’t see what much difference between a super-spin and a regular one, and the perks never really counter-balance pure luck. So I never achieved to go further than round 3, but most of the time I lose at 2. I still enjoyed the experience, but I must admit that I felt just like pressing a button to throw dices.

Well this was strange but interesting!^^ I thought it would be mostly exploration in small areas, but then there was a desert (in which I found a disc but no ancient motif), a cold landscape with some kind of large demon (that I couldn’t fight), and then thy mysterious crypt and its puzzle that I eventually understood how to solve by trial and error (although even after lighting all the candles I took a while to find the disc, and again no motif). I had to stop in a pitch black area where I just couldn’t see where I was going at all.

I guess it is what it is for a game still in progress. But I love the mystic aura that it evokes, the strangeness of an unfinished game world. It was pretty nice to explore!

Our artist did an amazing job yes! Thank you for playing. :)

Multi-tasking, yaaay! Apparently my limit is instantly reached when I have to press number is series. Not even sure I fully understand what to do, I can’t last more than 2 seconds once I reach this point. x)

It’s a pretty fun game! And the dialog are on point. Great job!

Welp, I found a winning strategy. Staying in a corner, waiting for the other to throw themselves at you, then avoiding them so that they fall out on their own.

The concept is effective. But I’m not sure what the spinning does? At first I thought it was the only way of moving (I didn’t read the description and was only using arrow keys :p), but then I figured out I could also move around without spinning, and the inertia felt the same. Also the close camera makes understanding the space around us difficult. I didn’t immediately realize I was moving in a 2D space, I thought for a while that there were some walls coming at me. x) But once evrything was understood, playing with the physics is pretty fun, and there are actually a lot of ways to trick other players kick them out of the arena. Nice job!

Yeah, Katamari Damacy and Donut County were our main inspirations. I’m happy you liked it!

Thank you very much!

Well, we can always add DLC, micro-transactions, perhaps even some NFT! We’ll have to discuss it with the shareholders.

Thanks for playing the game! Glad you enjoyed.

I liked the writing! The concept is pretty fun, I like that the game asks you both to think of the most logic answer and the dexterity test to reach it. However, I felt like sometime there was no answer for one of the conversation, or it comes very lately, which makes it arbitrarily difficult. I’m also surprised the game doesn’t show a score or time at the end (unless there is a way to win?). But it is still a fun concept, with a very clean presentation!

Uh, after playing it for only some minutes I see my screen spinning… Oh well, I guess it’s a good implementation of the theme!

I like the “awkwardness” of the animation and sound. It’s the kind of silliness that works very well on me.^^ I don’t know if the game has an end, I felt I went a bit far but there’s always something that gets me eventually. I think I enjoyed mostly the game for its humor and global vibes, which provided a pretty fun experience!

Oh wooow, I love this! Felt like the pilot of an animated series I’d definitely binge-watch. The character design and writing is so well done that I could practically hear them. I enjoyed every single encounters, and the humor was extremely efficient on me.

And the game-design is also very solid! Making a “Beyblade” game was one of the ideas I had at the start of the jam, and this game provides precisely the kind of excitement I pictured. And I’m surprised it has so much variety and ideas in its fights! I was expecting to stay just for the story, but each fight was interesting and challenging.

So yeah incredible entry. It marries perfectly its story with its mechanics to deliver a really fun experience!

Short and efficient! The gravity affecting projectiles make them interesting to dodge. I wasn’t expecting to go as far as level 9. There are neat strategies that can be found, making the game pretty enjoyable. The collision with terrain can sometime make jumping a little bit finicky. But overall, I had a fun time playing it.

Thank you! That’s exactly what we were aiming.

Incredible presentation! I absolutely love the vibes that come out from the game. The intro, the SFX, the sillyness… It has such a strong personality.

And gameplay-wise it works well too! The chore mechanics is fun, it’s really satisfying to beat your own records, and the global loop works well. Although for an incremental game, I feel like progress is kinda slow. I’ve played a long time and I never really felt like I was improving a lot. Sure I beat my record regularly, but only in small distances. It lacks the “exponential growth” feeling. I think I played it for 40 minutes, and never got a single gold medal.

So yeah although the numbers might need to be balanced, everything else is peak quality. I had an amazing time playing it, and it show your care of details in every of its aspects!

I like how the game find several way to use the sword! It’s pretty creative, and the level-design offer some nice variety. I wish the sword would deal damage when it’s retrieved though, but the combat it’s still a bit enjoyable.

The lava is very punishing though! I lost by accident on the 5th level, and doing the whole game all over again wasn’t really enjoyable. Especially since I eventually got soft-lock at 4 (was missing a coin somehow for the chest, and couldn’t go down further). The boss seems fun though, so it’s too bad! I think the pacing could be enhanced, playing it a second time made me realize that it was kinda slow.

But it’s still achieved to be pleasant on the first time discovery, thanks to its creativity. Congrats for making it!

Whoah, incredible work! It’s a really cute animation. Very rare to see that in a jam, especially this lenthly!

I’m also glad that you implemented cinema mode. On the web version, the inputs for the QTE weren’t recognized for me (and being on Linux, I couldn’t run the Windows build). So I’m happy I was able to enjoy the animation.^^

Pretty neat! I feared the extra perks would make the levels unbalanced, but it always managed to make them more fun. It even makes me regret when I landed on “Nothing” or “Skip”.^^ It’s just the right amount of challenge and spiciness.

Ah, I wanted so much to enjoy this game! It started with many “wow” effects. The core mechanics, the different jump you get when you are on the center, the clever use of assets, the invitation to spin directly with the mouse… The game really surprised me with its creativity, and all those idea are brilliant!

But soon enough, the platforming got really finicky. I spent a lot of time stuck at the same point because the physics is hard to control, and the hitbox for falling is extremely sensitive. No matter how hard I try to understand the system and find a reproducible technique, every leap I took was based on luck. I never really control the direction of the jump, the length, when I will touch ground, if I’m too close to an edge… There are too many factors for allowing precise platforming. And unfortunately the platforms are small and far from each other.

I can’t even say that I got really far, despite trying too. I arrived at a point were there seem to be diverging paths, but despite many efforts, I couldn’t get past any of them. I think it’s a lovely game, with a neat attention to details and a really clever and interesting mechanics. But, what can I say, it’s too hard!^^’

Nice concept! The increase of power is really satisfying. And although the game has many stats, most of them provide a nice balance and feel great to obtain (the only that felt arbitrary to me were stamina, energy and luck).

However, the games get quickly easy, and progress is really slow. I though 1 wave meant 1 spin, but apparently not, and I wasn’t really sure when I would move forward, it just felt forever each time. The game quickly becomes trivial, because you don’t land on that much combat. So quickly I had powerful weapons, health and armor that would never decrease, and tens of thousands of gold. Although axing ennemies was fun, I felt I was just spending time grinding. I eventually lost on the second boss because, although it wasn’t difficult either, its health bar was ridiculously large and after what felt like 15 minutes of just spamming the attack button it decided to teleport on me and insta-killed me.

So yeah I think it needs some balancing. But there’s already a great work on variety (I really liked the weapons names). Also visually wise, there is not a lot of sprites, but I most applause the efforts on the pixel shader and the many, many visual effects that all feel very satisfying! Sometime making the screen hard to read, but imho that’s the fun of these kind of games: making a lot of visual mess to feel powerful. And your game definitely nails it!

Thank you!

Well, wouldn’t you know it, getting out in the streets and eventually taking on the Earth was at some point in the plan. But naturally it eventually appeared too ambitious, and it was better to just add more rooms.^^’

Thanks! I’m really happy you enjoyed it.

I like that speedrun oriented design! The sensations are great, even when discovering the levels.

Pretty intriguing. I like the visual and mood. :) Although there was some rooms were I wasn’t sure is some shapes were platforms or just background. But the exploration went smoothly overall.

Clean and satisfying to solve!

The art, feedback and global style of the game are perfect. I love the vibes! It’s just fun chaos (and jazz).

Pretty addictive! I can’t get over 50, but I’m sure there must be some strategy to get further. x) It’s a really elegant design!

Woah, congratulation for getting this far in the game! :D You’re actually the first player I’ve heard of who solved the advanced puzzles. This means a lot, thank you very much for sticking with the game.^^

V’z abg fher nobhg jung lbh pnyy “fubegphgf”? Vf vg gur gbby lbh haybpx yngr va gur tnzr gb znxr guvatf snfgre? V urfvgngrq vagebqhpvat vg rneyvre, ohg riraghnyyl V pubfr gb xrrb vg uvqqra gb snibevfr n orggre zhfvpny rkcrevrapr.

Nf sbe gur WF cneg bs gur tnzr, vaqrrq vg’f abg npprffvoyr gb rirelbar. Guvf ynlre bs frperg vf zrnag gb or ernyyl uvqqra, fb V qrfvtarq vg gb or bofpher naq cbgragvnyyl erdhvevat qvfphffvbaf orgjrra cynlref. Ohg V fgvyy jnagrq vg gb or fbyinoyr nybar. Gur snpg gung lbh tbg gb gung raq rira jvgubhg orvat snzvyvne jvgu WF vf dhvgr na npuvrirzrag!

Stressful, but stunning!

I’m terrible at Peggle, but this is addictive! x) Love the aesthetic!

I like the game-design. This could actually be a good basis for a board game!

Woah, this is a stunning virtual museum! Flying through the art is a mesmerizing experience.

Neat sound-design! Subtle, but satisfying every time. And the game’s rules were pretty fun to discover.

What a great short game! There’s a lot of aspects in the design that makes the exploration really satisfying. Getting to the Bunny ending was a lot of fun.

Really great art and music! I enjoyed the exploration & platforming. The main frustration I had was the keyboard mapping, it felt pretty uncomfortable and event at the end the hover button wasn’t intuitive for me (I should have got out my XBox controller). But overall it’s a pretty great game!

Merci ! :D Je suis très content que la musique plaise.

Almost missed it after the GGJ. I loved the art! A perfectly gruesome atmosphere.

Surprising controls! I like the puzzles it creates, and it lead to satisfying platforming. Very good job on the level-design too! In this way I think I preferred the Time Attack mode because it allowed to really explore the room agencements and appreciate all the small challenges they present.