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Learliet

52
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A member registered Jun 25, 2021 · View creator page →

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Thanks for the feedback, that's really helpful. I'll make sure to make it more obvious which deltas are meant (the reality code's). I think you may have been really close. The four images as you guessed correctly hint at the sequence order. However, it is actually rather clear what is correct once you make the connection. If you look at the input slots more carefully it should become evident immediately. Thanks so much for giving it a try :)

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Full of personality. Loved when you went full circle and re-introduced the aberration disease on the security drone haha. Also, after defeating the drone, I intentionally didn't press the button for a while and was pleasantly surprised how much extra dialogue was lined up-- it almost seemed like there could have been an alternate ending if the button wasn't pressed. Very unique experience

Also, here are some suggestions:

  • Add subtle footsteps sounds
  • Add distinctive sounds for picking up and using items, such as the sound of picking up an extension cable and plugging it in

Hey dude, here you go. It's a story/puzzle mix:  https://itch.io/jam/acerola-jam-0/rate/2583233

Hey Progz, seeing your live reaction was incredibly useful (and super fun), and your feedback was very practical and personal — it really helped me improve upon my game. Thanks for giving it a go and taking the time to play through everything. Much appreciated :)

Thanks dude, here you go: https://learliet.itch.io/project-sanguine

That's sick, thanks for doing this. Would love to get some feedback. https://learliet.itch.io/project-sanguine

Thank you for the opportunity! Here you go: https://learliet.itch.io/project-sanguine

Hey Indee, thanks so much for giving it a try. I understand that the manual is a little ambiguous and I'm working on that. The last four pages of the manual tell you how to get A, B, C, and D, while the third page hints at the order they need to be input in. When the manual mentions "examine the delta (difference) between positions 2 and 3," it's referring to the values at the second and third positions of the 4-digit reality code. Essentially, most of these requirements should be directly applied to the reality code. Hope it helps and that you’re willing to give it another chance :)

Hey dude, thanks for your feedback and for playing. Do you mind telling me where you got stuck so that I can potentially improve upon the puzzle?

I think you can try to upload the missing file elsewhere and then put a link to it on the game page. I saw someone else do it who had a similar issue.

Hey dude, thanks for the feedback! Yeah, the "crashing," was actually scripted but had no deeper implications. Honestly, I was just really pressed for time and had to improvise an ending, which ended up being quite abrupt haha

Very unique game. “What the hell is going on?” was my initial impression, but there are clearly underlying rules at play; still trying to fully grasp them though. The animations are really well done, by the way.

Hey dude, unfortunately I am unable to launch the game, is there something I'm missing?  I get "Error: Couldn't load project data at path '.' Is the .pck file missing?"

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I've always had a soft spot for this type of visual style. Really good job on the presentation.

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Hey Violet, I entered the secret santa jam in 2021 and just wanted to see what people came up with this time around. The aesthetic of this game essentially drove me to give it a try and I'm glad I did as I really enjoyed this little experience. The story, the music and the visuals really complement each other well. Great job :)

Thank you, so glad you enjoyed it! Yes, compared to ranged combat, melee is less convenient. Damage adjustments and stunning sound like great ways to motivate players to use close combat. Then again, we have thought about removing melee combat altogether to flesh out and focus on bow mechanics in particular.

Hey man, thank you for your feedback. I followed your advice and added controls to the game page. Furthermore, I left the toggling function of post-processing filters in by mistake. However, I uploaded an update that takes care of this issue. Concerning the dialogue system, I encourage you to use scribble, a text renderer by JujuAdams that makes it less painful to display uniform text. :)

Thank you, man, that's very encouraging to hear!

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Thanks for giving it a go, Wuppos. You're right: the controls aren't as evident as they should be, particularly as the current state makes it difficult for players to restore their health (X on Xbox, Shift on PC). Thankfully, it seems like you were capable enough to manage without it, haha; be sure I'll look into it. 

Furthermore, we're still working on the game, so hopefully, the rest of the story will not remain a secret for much longer. And yeah, Archvale was a big inspiration, maybe too big an inspiration, haha. Hopefully, the finished game will stray away from it a little. 

I appreciate your comprehensive feedback, Wuppos. Thanks again for checking it out. :)

Sick game!

This is an awesome game! 

Your feedback is very helpful, thank you very much! :D

That's a pretty neat concept; it fits the theme quite well, by the way. I found, however, that you can avoid enemies altogether without any consequence. Because they overlap each other, their projectiles do not distribute properly. Hence, you somehow have to punish the player for avoiding them. 

Thanks, I'm glad you enjoyed it! :D

There really isn't anything to criticize. The visuals are appealing; the music is fun and bouncy; the gameplay is engaging, and the idea is completely unique and intelligible. This game was polished across all dimensions. The only thing I can think of is that it may not hit the theme completely but I'm uncertain. Sure, you've got a six-sided dice but then again the mathematical term and its solution could be interpreted as two sides. Anyway, this shouldn't concern you, your submission is of top quality, great job!

I loved the puzzle design. I read that you were only thirteen years old; that makes the puzzle design all the more impressive. Regarding gameplay, I encourage you to improve the player feedback. As of right now, there is no way of telling which character you're in control of. Maybe you could distinguish one of them with an outline. Besides that, I don't know whether player switching is necessary. Maybe it'd be better if I had simultaneous control (w-a-s-d & arrow-keys)? As far as the visuals go, try to commit to a pixel size. Your background, for example, has fewer pixels than the actual stage. That being said, I believe your gameplay mechanic represented the theme very well! Overall, good job! :D

I liked the overall idea, you could improve on it by making the puzzles a little more challenging and maybe introducing something new every once in a while. Another thing I encourage you to refine is the movement; maybe it was intentional, but it felt a bit slow and less responsive than I'd like it to have been. However, this game represents the theme very well so good job in that regard!

Wow, that's pretty impressive for three hours. Just imagine how polished this would've been if you had been able to make use of the entire time window. Anyway, I enjoyed the gameplay, although I must admit that you lost part of the connection to the theme when you introduced the third color, although, sure, the portals themselves still have two sides. Overall, impressive entry considering you made all of this in three hours, good job!

Thanks for your feedback :) I noticed that players weren't properly introduced to the mechanic which is why most were overwhelmed quickly. I tried to fix this issue and here is what it looks like in comparison: 


 

I like that the launch magnitude is dependent on the length of the mouse button press, which makes you feel in control. While the audio sounds nice, the buzzing sound is quite unpleasant so I'd recommend removing that if you can. Furthermore, try to keep your pixel size consistent; the background image has far fewer pixels than the actual level, which makes it look out of place. With regards to your core mechanic, it fit the theme very well! :)

Good visuals accompanied by charming music. It wasn't obvious what to do immediately, maybe you should push the player in the right direction and let him go from there. While you hit the theme I believe it was missing a twist to make it stand out particularly. What made this submission stand out, however, was the controller support :D All in all, pretty neat!

I dig the catchy music, definitely stood out to me :D The puzzles are well-designed and the theme well-implemented. Regarding the visuals, I encourage you to stay with a pixel size to make your game look more consistent. Also, maybe it's just me but I had to be killed once to understand how the goblin reacts to the player so you may consider making it more obvious, somehow? Overall great job though!

The visuals are pretty cute and the music is great as well. :) One thing I'd like to point out, maybe it's just me but I would definitely remap the reset key since I accidentally pressed it several times when I meant to toggle sides. 

Wow, the visuals are stunning, nothing to complain about. Very coherent art style! Everything feels responsive and the music is pleasant as well. I was uncertain at first but I believe you hit the theme very well. I really like the decision to reveal the stage again once you find a key. As with my submission, the mechanic wasn't immediately obvious to players though. But besides that, top-notch work!

The art style is quite easily the best I've seen so far; colors are great and animations are fluid. You implemented the theme very well, it made sense and you had to think carefully about positioning. I think it was mentioned before but the fireball felt redundant because it didn't do enough damage for the price so balancing that would be good. :)

Hey, you did a pretty good job! While the music was pretty neat, you also managed to hit the theme. I notice that a couple of games don't stick to a pixel size, which makes the game look less coherent so I'd encourage you to stick to a pixel size as well. Additionally, it wasn't obvious what pathways I could take since there was no difference in color, which would have definitely helped with the level traversal. However, great submission, overall!

How did you do the portal animation; it looks very good. Also, the level captions are very polished as well. You seemingly have a style going on, try having the same pixel size all across the board to make your game look more consistent. I would improve upon the movement since it feels like you're walking on ice, giving you less control as a player. Besides that, good job! 

The sounds and animations are great, pretty polished in that regard; simply turning a card feels satisfying. Although you hit the theme, I would have liked to see some sort of twist to distinguish yourself from a memory game, though. Besides that, good job!

Like Jeht Monkey I couldn't get past the first level, unfortunately. Furthermore, I'd like to encourage you to stay with a pixel size since that would make your game look more consistent. However, the music definitely outshines the rest, I really like it. :)