thanks for playing! the 9 quids “LASR LIDL” is the basic tool (and the cheapest one for a reason), you prob got very unlucky, any other tool would have changed it
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i don’t have good words to express how i feel, and since i’m not at ease with writing in english i won’t overstay my welcome in your comment section [future me edit: i did overstay]. this is a beautiful game. it made me feel weird feelings and gave me thinky stuff to think about. did this game make me feel peace? i kinda feel peace. it’s so rare. i don’t know what to say. i will remember this game. i can’t forget it. oh no my brain shut down. sry for the rambling. i don’t know how to express myself without spitting out everything. but yeah… tl;dr i love this game. that’s it. thank you for sharing your work. i’ll go touch grass now.
yo that’s a sick concept! enjoyed the time i spent playing this game. this feels like a vertical slice showcasing perfectly a larger concept, it made me curious to see what could come next! great work
really cool! the gameplay keeps my brain busy and the art is nice on the eyes. i wish than the cursor went back to the center when i let my mouse button go (give my hand some time to rest), but that’s a minor tweak that doesn’t change my opinion on this game. well done!
cool reverso on the shoot ‘em up genre! it fucked my brain a lil bit at first (in a good way!), but once i got i found than the core loop w/ the “enemies” seemingly attacking each other while i (the player) tried to heal the ravage caused by war became entrancing and captivating. it’s an interesting concept. i find it fascinating to play this shoot ‘em up where you are some sort of “secondary character” in a organic world that plays itself, voluntary effect or not, it’s very cool. i would like to see a concept such as this one fleshed out in the feature, probably in a slightly more atmospheric direction.
tl;dr i liked it lol
Jellyboi is a free-movement puzzle plateformer in which you control Jellyboi the jellyfish and dash around underwater levels, avoiding deathpits and spiky traps to get to the exit.
Masséna and I are proud to present our latest game, The Yoyo of Zonk, an asymetrical two-player zelda-like roguelite featuring a strong gen Z sense of humor.
One player controls the main character (Zonk) and tries to beat the game, while the other player uses curses and tries to kill Zonk.
Checkout our instruction booklet if you are curious (it’s beautiful trust me)
Play here: https://kikoodx.itch.io/the-yoyo-of-zonk
Thank you for reading!
Great game, great speedgame. You can feel all the love the creator has for speedrunning when playing this, high recommandation from me. I like it enough to consider running it, I hope a community will emerge around Ablaze Ascent in the near future.
La quatrième fin est la plus « tordue » en effet. Indice à la fin de ce message.
Merci ! J’ai utilisé le thème comme inspiration, je suis parti sur les arcades commerçantes et ai utilisé des codes communs du pacing de jeux d’arcade. Le plot du scénario est également inspiré par le thème. Ce n’est pas une interprétation au premier degrés, j’espère que ça passera quand même !
SPOILER ! Atteindre un budget qui rend la première fin incohérente peut aider à obtenir la quatrième :)
Ah ah bravo et merci :)
Les choix indiquent $x-$y, $x étant le prix à payer si tu passes l’écran et $y le prix payé si tu échoues. De plus, après chaque défi le prix payé est indiqué. J’ai pas eu le temps d’indiquer clairement comment ce système fonctionne en jeu, désolé pour cela.
J’adore le gameplay, l’idée est géniale et c’est le style de jeu que j’adore ! La DA est simple mais propre. Seul problème pour moi est les morts randoms, si c’est réglé un jour je me referais bien des parties ;)
Merci d’avoir joué ! Je suis content que mon jeu vous ait plu :) Le jeu est en effet un peu plus simple que prévu initialement, j’avais prévu des obstacles en mouvement et/ou en rotation, mais ai dû couper pour terminer à temps. Je l’ajouterai sûrement si je fais une version post-jam, merci pour le retour chaleureux !
Le gameplay est un peu handicapé par le délai conséquent avant chaque saut (le jumpsquat). Mais j’ai aimé le level design, et les idées sont très bien. Le monde est intéressant, et j’adore l’aspect visuel de ce jeu : vraiment magnifique. Bravo !
Hello! Thank you for playing; your gameplay and commentary is really meaningful to me.
Your analysis is really good! My intention was indeed to transmit the lonely, depressing feeling of emptiness you described. I wasn’t sure the result would work; this being fairly experimental. I’m very happy to hear it worked, and than you liked it!
Thank you again. For the in depth review, gameplay video and motivation note. I wish you a good continuation, IRL and for your content.
Very nice game! I encountered multiple glitches but I decided to ignore them on my rating.
I didn’t really like the dash feeling though, the fact that dashing on a wall on one axis (say right or down) doesn’t behave the same way than dashing on two axis (say right and down). Threw me off multiple times.
Great job, I enjoyed my time playing it. I will look for updates on this one.
Thank you for your complete review! I’m glad you took to build the game and play through it.
I had the same issues with the distribution, only getting it to work on Arch based distros. On Manjaro, your friend should be able to run the game by installing the
raylib package and running the binary.
Zig and Raylib are very interesting projects indeed, happy I made you discover something :)
I can’t make static builds of my game, especially not for Windows ─ I’m a GNU/Linux user. I’m so sorry about that, I made the game during the jam and submitted it for the gesture but I don’t know how to build binaries for Windows. Don’t worry about me it’s my fault and I assume it. Move on to games you can run. Next time I will take care of choosing a toolchain than I know works on Windows at least :) Thank you all for taking the time to leave a comment, it’s nice of you.