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Laywelin

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

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Oah you reached 30k, well done!!!

Glad you enjoyed it <3

ohhh well done! I’m glad you enjoyed it <3 (and that you found the ducks :D) Thanks for playing it!

That mad person did it, reached more than 30 000! Glad you tested the game :D Well done and you’re welcome, good digging!!

Thanks for trying it out <3

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Told ya I would make it! Very cool idea :D I enjoyed how it forces your focus, whether it’s your eyes or your mind, to shift between the story and the obstacles. I found myself at times being greedy typing fast just to get the next part. I’m glad restarting puts you at the last word you missed ^.^”

Thanks for making it!

<3

Thanks for trying it! Glad you enjoyed playing <3

Ohhh well done! :D

Thanks for everyone for your votes and feedback! I loved doing it, and I’m proud of the result so nothing would change if I was noted differently… but I’m happy that you enjoyed playing it!! <3

Oh that’s what it’s waiting for! Makes sense :D I should’ve figured it out, my bad!

Because right now you’re not “forced” to engage with the enemies, I think you should try to lead the player to take an explicit action. It boils down to what you want to setup as an objective:

  • Surviving? Should stop the timer at 0. Well done, you managed to stay alive, you can go next.

-Having the edge over monsters? Make it explicit that you need to clean the board, that there won’t be another wave spawning.

  • Dodging & Escaping? Spawn an exit somehow, a doors that opens at 0, and you need to reach it.

There probably is other options! Just keep in mind I’m trying to provide a feedback from my experience, because I really loved your game and I would’ve enjoyed even more with that. It’s not criticism, you did super well <3

If you do an update please let me know I’d love to play again :D

Thank you very much! Appreciated <3

There is a speed progression (it ramps up to 2.6 times the initial speed!) but the difficulty ramps up slower as the space between floors also changes once you reach a certain point, and the view allows you to plan a bit more ahead. It’s funny because while I made the game I thought it would maybe be too difficult, but once I got used to it I now think the speed cap is too low and by the end you should get more pressure ^.^”

Thanks for your time, glad you enjoyed it! <3

Visually super impressive :D The roll animation is chief’s kiss. Had a good time!

3 very tiny things that I think could be improved:

  • the hitboxes are not generous. You could slightly increase the enemy’s hitbox and slightly reduce the detection area around holes’ corners in my opinion
  • It’s too bad that enemies stop spawning after there is 3! It means you can just stop engaging with them and walk for the entire duration. Since there is no reward for defeating them, and they aren’t that dangerous, you easily end up just ignoring them. Would love to see a timer bonus (or only getting hp up crates on kill!) for instance
  • On each wave the timer hits 0, but then you still have 3-5 seconds of active playtime. It’s a very small thing but it’s deceptive!

Even with that, excellent job. The character design is lovely and the color palette is very cool <3 The roll and animations overall have a great feeling, bullets are perfect, and at all time what’s happening on screen is clear. Did play more than once, and made some friends try it too :D

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That’s a good idea to have two separate but related gameplay on the same screen! Solid gameplay. I don’t like the fact items are disappearing from the ground if you don’t collect them fast enough, because you also need to stay on a different place to get upgrades.

One small addition that could be interesting would be to force the right-side gameplay to be more rewarding if you engage with it. For instance, special bonuses or obstacles. It’s entirely possible to play the game without interacting with it at all, which is too bad because it’s a really cool part!

Well done :D

My favorite game this jam - and I played 80 of them. I’m biased because I love pico-8 games, but yours is super catchy! The gamefeel is great, art-style is on point, it was smart to show where the eggs are going to appear a bit ahead of time. Difficulty ramps up at the perfect pace along the game length! Likewise, it’s a smart game design decision to not have a health bar or a maximum number of hit but instead to include it in the final score and just give a small control loss penalty!

Well done <3

Hey fellow jammers! I challenge you <3

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Because it’s difficult to tell apart at first which stone is what, you punish the player for trying to get what’s in his pocket. I had this feeling entirely because I felt it was my only way to know if stone was actually stone. If you have a way early on to tell them apart, it becomes fair game!

Another option would be to not punish early in the game, and make the amounts bigger as time goes on / as you’re getting closer to retirement? Or, very different option, creating more of a risk/reward situation on a different vendor? For instance: with a more elusive description + a fee to drop stuff in that bin, but if you get it right it’s a huge payoff).

Please let us know if you make an update, I’m quite curious to see how you make the game evolve!!! <3

Very fun one :D Camera sensibility was a bit high but eh, I just adapted my mouse sensibility and it was pretty fine! As mentioned by others, it’s cool to see not only a size switch, but level design that works around it. Also well done on sound effects!! <3

The items you picked up (Sunny Flower, Toxic Mushroom, Red Rock) are actually craftable modifiers. If you press P and drag them onto your arrow (left inventory slot), they apply special effects to your attacks. -> After equipping a modifier, press C to switch between different dart types.

AHHHHHHHHH it makes sense now! Okay! It’s true that I forgot to try switching between dart types, but it’s mentioned in the menu. Thanks for clarifying <3 Hope you can make the webGL build so more people get to check it out <3

I re-played it on the itch.io page, well done for the export but most of all well done for your work! It’s really cool <3

I spent like… Total 8 hours on that arm stretch thing to get a good-looking arm, the right movement and rewind feel, and especially having a good “dig into texture” shader ^.^” So it’s super satisfying to get the feedback that the feeling is right!!

Thanks for playing <3

Thanks for playing and for your kind words! <3 That’s the first jam I feel confident as a gamedev that I do have enough experience to pull off a game with this scope, but it’s uplifted by magnitudes thanks to the awesome arts from Zdieska and Mantelia :D

I never heard of “My arms are longer now” so I checked it out. For the others, this? https://store.steampowered.com/app/2646170/My_Arms_Are_Longer_Now/

It’s HILARIOUS that trailer!!! Thanks for the discovery ahahah

Thanks for playing our game, very happy that you had a great experience! <3

Thanks for playing <3 I’m glad you had a good time!

Thanks for playing our game! Glad you checked the descriptions and hope it made you smile! <3 (Also woah 10 coins?!)

It’s alright to go for batteries, you just missed the secret bonus associated to it :p If you find the Bionicool toy, you would get “One battery for each toy!” 2000 pts bonus! …Or if you collected stones with it, you would get “Please PLEASE don’t lick that” ahah

Thanks for playing! <3

Thanks for your kind words! we’re glad you played it and had a good time! <3

Bonuses are granted depending on combos you make with items. For instance, “Ouro, FETCH!” is granted when you bring back Ouro’s collar (that’s the dog) and a stick! It means it’s a bit luck-based, as it’s perfectly possible in a complete run you won’t see an item that would be useful for a bonus :D

Again, thanks! <3

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Cool entry! It’s too bad you didn’t make a webGL export, people won’t take the extra step of downloading to test it :( There is still time to add one! I only got the “Phase Walls” power, that seemingly do nothing? Tried all my keys and never activated. Never had to use the dash, but it’s always fun, and I didn’t get items working beside the healing potion (got a sunny flower, a weird mushroom, and a red rock. What are they doing? Couldn’t use it).

Think you had a scope issue because there is so many things in there :D The walking animation of the character is great, the eerie ambience too!

Same as Naramel below, couldn’t play it :(

Ahhh the art direction is neat good choice for your models! It’s a tiny bit slow, but otherwise the game works well! Well done <3

@mantelia WE GOT SOMEONE WITH THE BLUE PRINCE BONUS LETS GOOO (you need 1 stone, 1 key, 1 coin and 1 disk :D)

Glad you enjoyed our game ❤️

Doing a jam on Unreal Engine is a bold choice. Too bad because you don’t get a webGL export, and people most often won’t take the extra step of downloading!

It looks very great. I’m not sure I see the limitation, but it’s definitely underground :D Great job nonetheless, it was fun to play!

Just in case - there is nothing on your page :( No screenshot, no game to play, nothing to download.

It definitely looks like a game boy game! That’s cool :DDD One tiny advice: contrast on your text. Make sure your text is easy to read! Something like adding a black box under your text and turning it white (or the opposite) would drastically help. Satisfying to hit a target after missing twice, well done :p

NB: You should do a webGL export! Most people won’t download: it’s an extra step, it takes more time, it’s riskier (you execute something from an unknown source).

The game makes me feel like I just got a cup of white tea <3 Thanks, the art is insane, did you make it yourself!? Great choices, I just wish there was a “quit” button to end the game (or an ending, but I served like 20 cups to try and see all characters and never got one!)

NB: You should do a webGL export! Most people won’t download: it’s an extra step, it takes more time, it’s riskier (you execute something from an unknown source).

Ahhhh why no webGL export!? It’s awesome yet most people won’t download it!!! (it’s an extra step, it takes more time, it’s riskier). Was there a technical limitation here?!

I had a blast, the sounds are great and the pocket inventory management is awesome! Loved the old school vibe <3

You should do a webGL export! With Unity it’s very straightforward. Most people won’t download: it’s an extra step, it takes more time, it’s riskier (you execute something from an unknown source).

It was fun, I’m not too sure about that limitation but I really like the balloon idea and kind of 1v1 setup <3

You went so hard on the forbidden snack you missed all bonuses and I think it’s beautiful!

Some hints: bonuses are based on what you collected of course. For instance, if you get 1 dog’s collar + 1 stick, you get a “Ouro, FETCH!” bonus! (If you check the inventory item’s description, there is some hints here and there… for instance on the bottle cap!)

Thanks for playing our game <333

I wonder how many people found the “Favorite Spot” hidden in the backyard with unique items in it…

Awww you’re SO CLOSE!! That’s an awesome score anyway! Thanks for playing it, and very glad we got to share some super weird kid memories with people :D

Don’t worry and be proud the boss fight was super tight and I LOVED IT <3