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Julien Kaspar

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A member registered Jun 08, 2020 · View creator page →

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This is extremely polished and well made! I love the multiple paths to success like with level 6. Level 5 was a tough one for me though. The exact movement of the mouse doesn’t sometimes translate well to momentum. Having more extreme lerping of the mouse movement might work better to make the movement easier to input and predict. Insane that you have multiple worlds with new mechanics. Well done!

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I love this! At first I thought it was a bit easy but the escalation is super fun! And the music makes it still a nice chill time.Come beat my score of 294!

The controls were a bit confusing. Especially which direction the bomb will go off. I still soemtimes get it the other way around.

So insanely good! I like how easy it can be to accumilate momentum via stop and go BUT it also gets more difficult that way by demanding better reaction speed. And the MUSIC! So good. Very well done all the way!

It's INSANE how good and polished the gameplay is. The subtle auto-aiming also really helped me play it at all and focus more on timing and puzzle solving. The presentation is also fantastic. From the first moments in the tutorial I was hooked!

This was super fun! I love how the mechanics work all together and create little strategies, like freezing the big bubbles as a backup while sending out the little ones as attack drones. Very hectic though! :D

Well done! It was pretty  time because the break didn't work on my controller (I think) and the tower are a bit unpredictable in which direction they will throw you or if they will even explode.  But I had a fun time.

I love the concept of the breakable character! Hard as nails and really nice challenging levels. I just wish it had a bit of input buffering and space to jump :D

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I like to stay  drunk to keep the controls consistently inverted. I will never pass on a drink along the way :D
Pretty fun, although a bit too fast for readability. I also usually keep Shift held because the default speed is not enough to get by, even though I lose the dash because of it.
A difficulty ramp-up could've been nice but after a few runs I got the hang of it.
The menu and art is really cute!
Final score of 640. 

Pretty fun. For me there was always some word possible with the given letters. Very sleek and well executed. But apart from "numbers go up" doesn't seem to have much in common with the theme.

Very strange, unsettling and intriguing. I spent some time trying to understand the pattern and reach further than before while always doubting my understanding of the controls. Fantastic  mood!

This is the prettiest game I've played this jam! The controls work fantastic and it's hard as nails! There were some small bugs with the tongue and a bit of inconsitency with the trajectory but overall really polished. I hope you get to work a bit more on this after the jam. Super well done!

Great unconventional controls! Figuring out how to control the jump height and direction is super fun. And that obstacles knock you away works great. The escalation with the music feels great. And the background art is beautiful, especially on the Playdate. I just wish the game over screen wasn't using the A button to click it away since it ends very abruptly ...

Good use of the theme and very different from the usual submissions. I kinda wish I was able to still see the last line I picked. Reading through all options tend to get all of the options jumbled in my memory. The final poem I had was quite random as a result :D

Very good use of the theme! I like how quickly this one escalates. Sadly it made me mash buttons so fast that I tend to click away the score screen so I never found out how high I managed to get.

Really solid game! I love that the tilting and crank are used but use of regular buttons is also supported. Sadly I had to dock the crank so it won't be detected, because the game is detecting even the slightest movement on it. Even with the "Sensitivity" setting all the way on 1 it won't work (Or I don't really understand what the Sensitivity is for).

Very creative and the balloon animations are really well done! I love the use of two different stages that control and play very differently! And the way how you change the speed of the balloon and the management of the inflation is very smart.
I discovered way too late that you can use the microphone to inflate the balloon, since the A/B buttons do the same. Overall I find it very awkward to control though. The tilting is very weak and the microphone is to the side so you can't easily look at the screen while playing. I also completely misunderstood the goal of the blocking stage. I thought I still had to make the balloon go as high as possible :D

Great use of constraining yourself to a simple idea and control scheme! I loved bouncing around and abusing learby walls to gain a lot of height quickly. That feels really good and players get to discover this dynamically by just playing around. The difficulty curve was very irregular and the looping to the side is something that I generally didn't quite understand how it affects enemies and collectables. Sadly I couldn't finish it.

Overall presentation is great! It feels and plays well, but it took a while to get the timings right. The gameplay focus on interrupting enemy attacks is great but I wish there would be more feedback on getting hit. It was still too hard for me to get past room 8 though :D

Can you send some more system information? Especially the hardware.

Thanks!
The tilting is actually shifting the gravity to the side, but you're right that the effect of that seems too weak.
The claw also needs to become less "slippery" even though it seems to match the experience with a real claw machine right now. Oops :D
The physics also have a problem when you restart. The best way to restart the game is to first go to the main menu.

Thanks you! Yeah it's a bit more intuitive on the Playdate :D

It seems that the build we submitted only runs on the Playdate itself. We'll try to upload extra builds to fix it for the Simulator.

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i cried

This is suuuuuuper promising but it definitely needs some more intuitive visualization of the level shape. The mobius strip even had a bug where the position and gravity was changed inconsistently. So I was even more lost. Some platforms were also never clear if I can fall through them or if they will catch me. So overall a bit confusing.

It's fun but it was surprisingly difficult to let go of furniture when I saw the dog suddenly spinning diagonally into other furniture. The cards were stacked against me from the start.

I love the concept and the checklist of to do's! The only thing that brings down the enjoyment is the lack of an undo action. 

Very good execution of the concept! I like the look and feel, although I wish the fall speed wouldn't ramp up so fast.

Brilliant use of the theme and surprisingly tricky. After a failed attempt I was dead set on beating this. Super fun!

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Great concept and use of the theme! Very catchy main menu music.
I love how the water turns more and more red every time you fail.

I love the visual effects on this and the surprising amount of story. I died pretty fast and had to look up the controls but after that I hooked. Brilliant that you can hit yourself with your own bullets.

Is there actually a two player mode like suggested in the controls page?

Sorry that happened! This is still a bug that can occasionally happen. We didn't find a fix for it yet but if you keep pulling or interact with the kid, the leash will get un-stuck.

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Sorry for the confusion. We'll make sure to include the links to the itch store page more consistently in our posts to make it look more legit.

The license of our sources is a bit muddled. We'll try to clear that up asap. The full production repository is CC-BY since it mostly includes the original art assets. The source code (scripts) are licensed as MIT.
All of these assets are available to download through our website but we didn't make the original git repository public (same for any of our other projects).

I think this has potential for so many more fun puzzles! The use of the theme is also brilliant by making the act of forgetting a voluntary action and a constant risk during puzzles. Many levels of goodness :D

YOUUU!!!

I loved this one a lot! The gameplay is very simple but the lack of guidance and punishment made it hilarious to mess around with. Every new reveal was a wonderful escalation and gameplay twist and the end was so silly and fun. Becoming a spinning gatling gun was irresistible.