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Laywelin

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A member registered Sep 16, 2023 · View creator page →

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Somehow I started processing that myself weeks ago… but I needed to read it from someone else. So much. <3 To war! Let’s make games!

Heyoooo it’s me again! I said I’d test your game if you did a webgl export and you did, so here I am <3

Interesting idea to have to build a path that might break, I guess the final idea was maybe to have to sort them? I’d say two very small things would be improvements: having successful delivery giving back a bit of time on the timer (right now whatever the player do, it’s a 60sec session) and a way to see which direction you’re placing when you’re hovering an already-existing tile!

Good job for a Raylib game!

It’s alright, I still enjoyed it <333

I barely could complete the second level: controls are too slippery, character’s hitbox is too large so it’s doesn’t give me enough control and punishes me too hard for walking over (or near) spikes. The jump’s sound made me turn off sound completely, but maybe it’s related to the frustration surrounding it!

It’s too bad because I’d love to engage more with the story you’re trying to tell, but I felt the game was strongly fighting against it :(

To think I almost missed that gem… I don’t know, props to your artists for the uncanny characters that gave away the vibe early enough that I kept going on. Awesome job!!!!

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First thought: “oh? A smash bros melee’s stage? The crea-hand?”

Fun entry, I wish there was music/sound design implemented and health bars! Also maybe separating the hand’s hitbox that deals damage to the character from the one receiving damage FROM the player, to avoid the player getting damaged to easily while trying to get a quick hit. Well done anyway :D

I strongly advise you to export a web build. People generally won’t download and launch a .exe from a jam : it’s too much effort and not worth the risk! I’d love to try out your game if you do a webgl export <3

Did I just play Serious Sam in my browser right now?

Very fun entry love the sound design <3 (But R to restart in a FPS weapon-based game… I don’t know about that ahah)

Level design is where it gets messy: it’s too bad that you need to go so far to get a rocket boost, then backtrack in a completely empty space to finally move over the gap, AND you don’t have that many ammos so if you’re just playing a bit with it you might get stuck and have to restart.

I think it could be elevated by:

  • after picking up the glove, spawning a new wave of enemies in the previous room
  • If you fail the jump, respawning you in front of the gap (with rocket ammos if you unlocked it already)

Loved your entry nonetheless, left me with the feeling of “oh I want more of it!” <3

Fun one! How did you manage the sound modulations? I love how you thought about integrating it directly in the page, really surprised me <3 Smart!

Well done <3

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Oh a touching one. It’s simple as a jam game should be, and deep as an indie game should be. Well done, got hooked. Glad it ends on a positive “go touch some grass” note even though the puppeteer might still awaits in some dark places for the character!

Excellent job and probably my first 5/5 note after about 30 games reviewed <3

Happened to me twice :(

Cool game! Love the CRT effect, hate the pong game because you don’t get control over how the ball bounces with movements as you usually do so it feels like the game decides if you win or lose. Love the concept!

I really like the concept, that’s a fun twist to add in a 2d platformer for once and the rythm is very nice! Music is consistent with the idea of going fast <3 I really really liked it. The hand animations are cool, wall-jump is well implemented, the hand is pressuring you just enough so you feel close to being caught every single moment.

Few feedback from a platformer lover, just to be clear it’s just opinions and you should feel free to completely disregard them! It’s not to judge your work!!!

  • The movements are sliding a bit too much. Adding a counter-force when the input is released would immensely help

  • You fall very fast, which makes wall-jumps sections very difficult. Every section that would otherwise be fun, I decided to use the hand ^.^”

  • I don’t know what you used for inputs, but it would be awesome on controller and potentially very cheap to implement with “new” unity input system! It’s too bad that I need the mouse when otherwise everything would work with just keyboard

  • It’s difficult to see where you’re supposed to go next. That one is always a problem in 2d platformers especially when it’s fast-paced. The camera slighting adjusting (Cinemachine helps a ton for that), colorful items in the background to lead the way… tiny adjustments could help your level design, that is otherwise very cool <3

  • The background color is close to the foreground colors, making it difficult at first to differentiate the elements. A bit darker would help!

Again I took the time to write that because I thoroughly enjoyed your entry, so I hope you won’t take that in a bad way 🙇‍♂️🙇‍♂️ Keep up the good work 💌

One of the few games I tested so far that are not just literal! It’s quickly getting out of hand, the handling of so many customers and colors :D Simple but well executed, well done <3 My only grip is the music: a bit too repetitive. But it’s a jam, right? <3

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Commenting here too, I have strong hate/love relationship with your game that made me wanna check out all of your other games too. It’s not a perfect limitation usage, but you’re the most time spent and fun I had playing an entry in the last 3 jams I did. Totally my kind of game, felt like the controls were just enough slippery to make it difficult but precise enough that all levels are great. That last star, though…

Excellent level design!!

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I am very angry are you right now. Impressed, too. Damn you!

I’m conflicted. You did a clicker that is innovative enough in its gameplay and approach to feel fresh, is fun, is interesting and addictive, and doesn’t fall into the “fully idle” trap… the gameplay is really excellent.

On the other end, you’ve produced a clicker (that is already about numbers going up, over-the-top capitalism and exploitation) with a consistent narration. That is being mainly pulled off by good game design and mechanics rather than pure production value. And yet you went with generative AI for your capsule, banner and some artistic assets? I can’t just ignore the irony of that decision ^.^”

Never thought I’d read “famous” next to “electrician” ever, thanks for the chuckle ahahah

It’s quite interesting how it looks very handcrafted, but the thing you can see lurking is so creepy and well animated! It gives a very creepy vibe. I removed my headset as I was worried of a potential screamer, which proves I got into it ahah

Well done :)

Tabagochi vibe, quite enjoyable <3 Didn’t get any rare fish in two sessions (total 10 fishes), maybe I’m just very unlucky!

Transformed a “Okay it looks great but won’t that quickly get boring?” into a “Ooookay wave 39 here we goooooooooooooo” real quick. Well done, very cool game <3 Loved the vibe.

Fun game, even though it’s a bit repetitive at first! Love your art style <3

Very satisfying to play, and level design is interesting. Well done, very solid game! <3

I love games that forces me to do two things at once, it scratches a part of my brain that makes me wants to try again and again until it just works. Well done it’s fun! I thought on mobile it was more difficult because you can’t have one hand doing left-right while you’re managing the grid, but it works.

Imho the two tiny things that could make it funnier (for me at least) would be 1 - a better feedback on a completed line/set when the board clears up, because it’s a strong win and it should feel super rewarding 2 - not punishing the player for getting too many pieces. Just replacing the last one, because the game teaches you “dodge rock, collect parts” then suddenly collecting parts is negative, which feels like a betrayal.

Very solid entry, wp <333

It’s a cool idea! I think you maybe overshoot a bit on how much content you added (as in, how many constellations for instance which requires level design) :D The grapling hook is quite nice, it’s a good idea. Voxel planets are pretty and going through the first levels was fun, yet there is something missing to make me stick and see more than the 3 first constellations. Music / sound design? Maybe a very low-efficient limited jetpack to cover for an eventual mistake, a tiny adjustment on the grappling pull force, or just things to collect? A kind of speed-run timer just to have a score and share in comments?

Don’t get me wrong, I loved your entry! I just feel it’s very very close to something super fun and I’m trying to find what would make it click for me.

Thanks for your game, had a fun time and I hope to see more from la team patoune <3

It’s very pretty, unfortunately it’s quite difficult to play due to controls and a tiny big of lag in my browser. With a tiny bit of polish and guidance it would be a very cool game! For a jam it’s a cool entry tho :D

Love the artstyle! The web version has no fullscreen option so some options are not selectable but it’s fun :D

I see Le Petit Prince, I click. It’s that simple!

Well done it’s very cute ❤️

As others said, very cool concept. It’s always nice to find the jam entries like yours that are trying something, find a concept and make it grow into a gameplay loop. Well done :D

ahahah I was like “okay it doesn’t seem like there is any kind of progression…” then the ending got me! Thanks for a good laugh, it’s a beautiful entry I loved it <3

It’s very simple, but it’s charming in a way that you want to continue and see more messages. Well done had a great time <3

Simple but very cute <3

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I like it, a tiny bit of balancing would be even funnier imho (like if you get a first upgrade earlier, because my first thought reaching the 9th planet was “they gonna owe me a new mouse” ahahah) However it snowball quite fast, which is quite good for a jam game. Well done!

Props to you for the planets art, it’s pretty and definitely was worth the effort you put into it <3

Cool game, system is great, I think it’s a tiny bit slow to start (before you get upgrades I mean), but it’s fun to play <3

Great game, pretty and chill <3

It’s a detail, but having a Ariadne’s thread really surprised me. Excellent idea to anchor your game within the myth! That minotaur is a tiny bit too fast once he’s chasing you imho, but it was a fun :D Well done!

It’s fun, but the music is too loud and it’s too chaotic. Having a lot of stuff on screen is fine, but it would really help to think about how you can make it fair for the player. Waves are too fast, so even if I only focus on that most of it simply cannot be dodged.

Also I don’t think there is a way to get more damage, and the enemy has 5000 hp. Each hit is 5 damage, there is no way I hit the boss 1000 times. Usually it’s a hint there is another way to deal with the boss, or the fight is impossible :)

Cool entry though!

I believe the lag could be mitigated by adding a tiny bit of frustrum culling and, if it’s not already here, object pooling! Cool idea, well done :)

Loved it <3 Cool to learn a new myth! The only drawback are how slow you push the rabbits, but the art is awesome <3

Sure thing! In insight I believe that’s the most difficult (and worst design) so I’m happy to give you a solid hint :D It’s two coordinates that are not matching, left and right. And Dr Galopin think he found a pattern: 50 -> 07, 49 -> 06, 60 -> 17, 95 -> 52

It’s always the same difference between left and right… you just need to do the math <3

you’re right about counting so I’m not sure what blocked you! there is 9 candles in the room, 7 blue books and 6 green books :) It’s an escape game, it’s intended that it takes a bit of time figuring out enigms don’t worry!

Thanks for the feedback! I added a control display during interactions so people don’t get stuck <3