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Leroymilo

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A member registered Oct 24, 2021 · View creator page →

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HUH

I feel like this is not the only issue, because this does not look right (full screen) :

Here's an example of text that's too small :

This is an extreme example because the game is not full-screen, but even when full-screen, the text is still flattened for some reason, and the upgrade description text is squished in the other direction, which is quite jarring.

While replaying, I heard that there are sound effects for information that I did not notice before, it's a nice touch.

Pretty well made overall (gameplay, art, music), with a few readability issues imo : the text is too small, even on fullscreen (I played in browser), and the shadows casted by the walls feel too opaque : in other games in this genre you can see the difference between walls and shadows, it's not the case in your game and it gave me a weird feeling of claustrophobia.

The controls are VERY unconventional but it works well. It's not my type of game so I won't judge the gameplay, but the art and ambience are well crafted. I think you forgot to loop the music (if you used Godot, it's in the music's import settings). Also I managed to get into a state where I could only move while aiming, check your logic. Also the cone of vision goes over the HUD, check the order of your nodes.

That's an amazing puzzle game! The mechanics are a bit hard to grasp but the levels are well crafted to show the player how to use them, it's really well made. I took a glance at the extra levels but I won't complete them because it will easily take away my whole day, it shows such great mechanics. You might get a bunch more players if someone like Icely puzzles on Youtube tries it.

The idea is pretty nice and, again, great job making a game without any engine! There are a few issues :

- the hit-boxes don't match the sprites enough : I hit the traps when I didn't expect to multiples times, it does not feel good. Try to make the hit-boxes more generous (inside the sprite instead of around the sprite for the player).

- the movement is very sluggish since it takes a few seconds to go full speed, and any stop or turn loses a lot of time to escape the enemies. I'm not familiar with the libraries you used but there might be something to tweak about the key input repeat delay. In my opinion this would be best played with mouse controls (the character goes towards the mouse at a fixed speed for example) to avoid having to completely stop to turn.

I experienced it too, but I have no idea where it comes from since Godot has a "just pressed" feature that is supposed to prevent repeat inputs. This might be caused by some sort of lag or a faulty/old keyboard (which would not surprise me in my case).

That's my point : I downloaded these games looking forward to testing them but I can't play them because it's windows only. It's really annoying for 10 games in a row and it truly requires no effort to label the uploads properly. I know people don't really understand that there are different OS, so I let them know of their mistake this way. I hope this clears things out.

There's a case in which someone had tried to share it through GitHub, so I helped them fix their repository and gave feedback since I was actually able to play the game, even if I had to download the whole Godot project for it.

Pretty nice soko-like, with nice puzzles (couldn't get past level 8). The atmosphere is very well crafted, both through graphic art and music. It lacks a way to speed up movement to speed up solving.

I saw a few bugs (I payed the web version) : push animation keeps playing when holding directions after pushing a box or against a wall.

The way the players move when there are two of them : in the situation shown in the screenshot below, pushing quickly right-left-right causes the top character to move 2 right and the bottom character to move 1 left, which should not happen according to the established rules, my guess is that your player controller has some logic issues.

No undo is kinda rough, especially on complex levels, but I know it's really hard to implement, especially when custom mechanics are implemented.

Simple game, it works well but doesn't have much to offer. Pointing out some issues : donuts tend to teleport when switching the belt under them, it's a bit jarring. It lacks a way to make text go faster.

I guess it would have taken a lot of time, but I would love to play a version of this game with more inputs, outputs and turning tables to add some challenge and complexity.

For anyone wondering, "L+Click" and "R+Click" in the control description means left and right click, it took me some time to understand this.

Quite a nice experience, really well crafted graphics. It lacks some ambience music but I can't blame you for it since I didn't put much effort into sound for my own game...

There's a pretty game-breaking bug I experienced : if I was holding a direction key while a dialog triggered, it caused the game to hold down this direction, forcing me to constantly go this way (backwards in my case).

The mysterious entity handing stuff to the player kinda reminds me of Inscryption, in the way it takes the camera's focus.

Pretty nice game, simple concept, simple graphics, it just works well! Also, the Linux build and the sound effects are welcome. I would prefer it if the object lines were introduced one after the other in a progressive way instead of all at the same time to avoid being overwhelmed at the start.

Please label your download properly as Windows only.

Please label your download properly : it's only playable on Windows.

Very cute game! The gameplay is enjoyable and has no real issue : even if it's practically impossible to catch all the blue crabs, but it's well balanced with increasing abilities. Even the graphics are pretty good to be honest, it works well with your game. It lacks some music and sound effects but I can't really blame you for that since I didn't put much effort into that either for my game.

Thank you for your feedback!

Yes, this bug (and many others...) have been reported and fixed, if you want to try out a patched version, there's a release on my GitHub. If you do, please only take into account the build available on itch and not the patched version on GitHub in your rating, fixes were made after the end of the Jam.

Thanks! I'm aware about the bugs, I'm not used to debugging alone, that's one me.

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That was a really cool game!

I got frustrated at first when unable to beat Spike Lord but I made it to the other boss and it was really well made in my opinion (even if getting hit by the big ball can result in a kick death). I managed to beat Spike Lord with a bug : its timed attack continue to change when the game is paused, which makes it possible to just wait for the floor spikes to disappear.

The mechanics felt pretty good, but I would make the swing be able to shorten the rope to avoid getting stuck on the floor. I was kind of disappointed to not be rewarded for explorations (a few empty corners) but I understand that it takes time to do this sort of stuff.

Edit : I felt that coyote time did not work when falling off moving orbs, I might be wrong tho.

Edit 2 : Also really appreciate the Linux build.

Thanks for playing my game live, all this feedback was very valuable!

The save system is something I probably would have done if I took more time to finish the game, because the current state of it is kind of a tutorial for what I had in mind.

I'm not a fan of explaining every game mechanic in high details in games. From experience as a player, I think it feels pretty good to see or understand something that was not explained in plain text. For example : advanced movement in Celeste, or understanding an enemy AI in a Souls game.

Most of the bugs you experienced, I did not see them because I restarted my game when dying instead of trying to play again, so that's on me.

"dying when running out of torches" is an oversight from me : I implemented a check for soft lock (no move available) but forgot to take into account that the player could be able to craft... Again, I never ran into it because of the way I played : always stacking up on items.

Lessons learned : less procrastination, test while playing non-optimally.

Thanks for the info! I'll give a look at the fading but I just thought it was a bug because I had quite a lot of issues with sound when trying to add some to my game.

I'm a dumbass, I didn't think about this.

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I can't play it, I'm on Linux. And sorry but I'm definitely not trying to build it. I recommend learning how to build for web, it will make your game much more accessible during a game jam, but it will be very hard if you're making a game without an engine.

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Pretty nice game, with a well crafted ambience! Some points I'll note since I played it through Godot :

When making WASD controls, please use the "Physical key" setting, it makes it so the key don't depend on the type of keyboard (I have a French keyboard, changing WASD into ZQSD).

I see you used  portals, I'm quite impressed how well they work since they were made during a Jam, I tried it myself a while ago and couldn't get it to work properly.

Ok, I'll try to play it through git. By the way, you should not upload your build/export folder, it makes the project uselessly heavy. You shouldadd "export/" to the .gitignore .

Very funny concept, but I have to rate low Gameplay, walking step by step was unbearable. Amazing art by the way!

I see you used Godot, to simplify the upload process, you can compress the game.exe and game.pck in a .zip and upload the archive. Alternatively, you can check "Embed PCK" in the export settings, so that you only have to upload the .exe. The file .console.exe is never required, just so you know.

Please label your download as Windows only. I'm pretty impressed by the apparent absence of a game engine, but you might want to consider trying to build statically to avoid having to ship all the .cpp and .h in your project (I can't really help you with it, I never managed to do it properly).

Please label your download as Windows only.

Please label your download as Windows only.

Please label properly your download as Windows only.

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I tried to clone the project from github to play it but there's at least one file missing. I see you had issues to upload your project, github isn't really made to upload files trough your browser. If you're ok to learn some console commands you can use git directly, but you can also use the client, here's a tutorial to use it as well. There's a lot of resources to get started with git and github, and I hope this experience won't turn you off from it because it's a very useful tool.

Please label properly your download as Windows only. The link to github is welcome.

Very nice game, I enjoyed it a lot! I'm thankful for the Linux build.

Here are some issues I had : pressing escape while on the computer is broken. Could not find out how to paint a room walls or choose a room color. Rodents going over traps that looked like they should work (the mechanism was still there). Customers saying "nice [thing] color" when the thing was not their preferred color. A lot of visible edges on walls, probably bad alignment in models. A graphic issue with ghost (probably due to depth sorting and transparency, see screenshot). I think the "main menu" button on the pause menu is broken. A way to see the controls after the intro would be nice.


Please label your download as Windows only.

Please label your download as Windows only.

Please label your download as Windows only.

Sorry for fueling your syndrom, but it is really good! Good gameplay, graphic art, music, dialogs.

The idea of "fake dangers" is really good and adds a nice touch to the main mechanic.

The X key mentionned to switch did not work for me, I feel like it's not intended. The text writing sound seemed do die down for long dialog boxes, but it might come from my device.

What did you use to make the music? I like the vibe of it.