Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

LJF Games

33
Posts
1
Topics
17
Followers
5
Following
A member registered Mar 17, 2021 · View creator page →

Creator of

Recent community posts

Hey Allison!

Thank you for letting me now.
That's strange as we didn't change anything about camera movements.
We actually added a setting where you can entirely disabled them for those suffering from motion sickness, did you tried it?

Hey René, I'm Bastien from LJF Games!
Thank you for those kind words :)
The game will only have a selling price, something around 12 to 15€. I'm not a big fan of in-app purchases and for now I don't see it as an interesting choice for Kritter.

What a nice surprise!
The game is minimalist, yet everything is there.

Ambiant sound is perfect and the sounds effects as well.
The diffrent nebula are really good looking.

The only minor thing is that as I don't have a QWERTY keyboard (damn those french and their AZERTY's), it wasn't not easy to play. But I'll retry it later with a gamepad :)

Nice work!

What a nice surprise!
The game is minimalist, yet everything is there.

Ambiant sound is perfect and the sounds effects as well.
The diffrent nebula are really good looking.

The only minor thing is that as I don't have a QWERTY keyboard (damn those french and their AZERTY's), it wasn't not easy to play. But I'll retry it later with a gamepad :)

Nice work!

You'll be happy to know that your 6 first points were fixed for the demo we will launch on steam next week ;)
Well among other things, I have a patch note with more than 70 entries.

 
7 and 8 are in my "improvements todo list" :D

Hello Servelat !!

Nice improvements you've made there !!
Game is harder than it was at the previous Feedback quest, which is a good thing I think !
You have to play your crabs more carefully.

The design of the ennemies is a lot better now too !
It's good to see several landscapes for the arenas, the one underwater is gorgeous.

For an odd reason selecting crabs with 1 2 and 3 still did not work for me ? Could it be because I use a french Azerty keyboard and not Qwerty ?


Now is the time for a music in the background that gives you energy to blast those blobs !
Also I found that difficulty stays about the same for a bit too long, and then steps up big time when the big fellows are popping amongst blobs. Maybe adding them one by one to learn from them before sending waves of them ?

Keep up the good work !!

Hey there !
Automatronics is a charming platform / run and gun game ! I loved the art it reminded me a bit of the first Rayman's and Cuphead too. I played it with a controller and it responded well !

I have to say though, the tutorial is really rich in information, and I don't know why but the pannels in the background teaching me the commands were switching between gamepad controls and keyboard controls. So they were a bit blinky and hard to follow !

Maybe the tutorial could go on when you progress in like the first and second level ? Some hints like " remember, you have a shield !" I personally remembered it when i fought those damn dragonflies haha !

Some elements like doors that can open or holes in the ground are sometimes tricky to see.
Overall I spent a really cool moment with your game !! :)

I really enjoyed your game !
I had some resident evil in 2D kind of vibe, the atmosphere is great thanks to a perfect sound design and gloomy art !
I started with the exploration part and tried the battle part afterwards and actually this is the only drawback I could figure playing your game. The combat mecanics are really cool and I find strange to separate the two. Maybe the Lurker could come a little sooner and the combat would be integrated to the demo itself ?
So that you play like 20 minutes thinking this is a puzzle game and then BAM !

But I had a really good time playing it, loved the voice acted audio samples, they really get you into it !

nice job !!

Wow. I have nothing more to add than the fact that you made an amazing game.

I just had to time to try it for half an hour but I will come back to it asap to see more.

The game is so well polished. With fun puzzles and a well balanced difficulty the more you dive into it.

Visual and audio feedbacks are great.
Addictivity is definitely here.
Great game.

May I asked for how long have you been working on it?

Oh dear god I loved the concept!

A lot of accurate feedbacks have already been made yet here is mine.

- I don't know if it's a bug or if I didn't understand the assignment, but on the third level, I put all the sheeps in one box and it didn't close. At that point I felt stuck. A visual feedback would have been nice.

- I love the art style, yet I would try to add a bit of ambiant occlusion. 

- I faced the problem of having a sheep in a corner and wasn't able to make it move away.

- The first approach was really good. The UI is super clear (loved the font used btw) and you understand right away what the game is about.

- Simple yet efficient screen transitions

- Simple controls

- Nice sound effects but I regret the silence while the opening music of the game was so cool!


Really nice job! There is a huge fun potential in your game.

(2 edits)

I finally got the time to try your game :)

Despite a garish  art style I was intriged by the description of the game.
It reminded me the amazing "I wanna be the guy" and was expecting something like a hard platefomer!

I wasn't disapointed :P

Yet I was a little bit, because the game is clearly too difficult for me and while the guides where interesting, I couldn't even finish the first level.

Most of the possible feedbacks have already been made, yet here is mine:

Good:

- The little widget on start screen to familiarize with the inputs
- The progressivity of the guides

Feedback  :
- I love classical music but it felt weird in that context.
- No audio feedbacks.
- No back to menu possible during the guides
- The first level already very difficult.
- Guides font : Is that Comic Sans ?

Too bad I couldn't see more of it. Congrats anyway !

I'll do it asap 😉

Hello GrayBardGaming !
Thank you so much for your comment !

Your first feedback point :  we thought about it A LOT. Should we be able to skip the time between the wave ?
At first the game was just fighting wave after wave and we triggered them. But it felt a bit "claustrophobic" just turning around M.ark fighting.
So we came out with the idea of deckbuilding with ennemies camps around so we created a whole map. And we added a timing to explore before the next wave comes.
But now, it is very difficult to find the right balance between exploration and fun. Short timing, or long timing ? Should we be able to skip it if we don't need the exploration ? Thank your for your feedback we will decide something out of that.
We corrected the lenght of the flamethrower !
The gun actually fires from quite far... no ? The projectile does disapear after 30 meters but it is not meleeish ? Maybe we will add a bit of range then.

thank you again !


Hello GameCrushGamer !

Thank you for your feedback !! Yeah we definitely need to polish the UI of the controls. And since we're french, our Keyboard is AZERTY not QWERTY, we need to take it in consideration haha !!

Very good idea the pop hint when unlocking the shop. Or maybe M.ark talking with some sort of "Talking UI" coming from him... But yeah, definitely !!

You are saying the voice is like too "deep" ? Right ? I should maybe cut some of the bass out ?
That bug is a new one for us haha no camps, no shop... ok...? Haha we are going to try to make it happen again and hunt it down.

Hello Servelat !! Good to see you again !
Thank you so much for your detailed feedback !! So cool !!
We are currently working on some features to diminish the time lost in movement / travels. Like teleportation points to get back to the base or maybe a little buggy to go and explore fast.
The timer is harsh, yes, but making it longer is kinda boring waiting for the wave to come. So we think about cutting the back and forth with some tips like that.
We corrected the bug using the two button of the mouse at the same time and the missing texture, thank's for noticing.

Your review was (once again) very helpful, I will finally have some time this week end to try the games from this jam, I can't wait to see what the Crabs have become ! Cheers !!

Thank you for this honest feedback :)
You are pointing at interesting topics.

I understand what you say about Mark. Actually, after a few runs, he doesn't talk at all during waves but it may be a problem for the first ones.

We are mostly focusing on gameplay so I'm glad you have nothing to complain here :D

Thank you so much for the feedback!
Indeed we worked hard to improve our last version by using all of the amazing feedbacks we received during the previous Feedback Quest.

Adding traits and affixes are clearly in our ToDo list. Maybe you'll be able to try them for the next FQ ;)

Thanks mate for this very detailed feedback!

Some points are currently in developpment and well known (1 / 2 / 4 / 5 / 7)

About point number 3, do you think that the crystals should be pickable from a greater distance ? Or do you think that the dropped rewards should be automatically picked like the crystals ? Or both ?

Point number 6 is a real problem. I have to look for this one deeper. Did this bug happened during a run or inside the ship?

Point number 8 is a dream I will do my best to pursue. I want way more things to be destroyable :D

Thank you so much for trying Kritter ! Could you link your VOD in the comments ? That would be awesome!

Really interesting feedback about text speed, that something we may have to consider in the settings.

As you noticed, the game has not been optimized at all for now/ There is a lot of room for improvement here.

I have to agree with you, the player HUD doesn't give enough information about the ship being attacked, I have to find some UI VFX and SFX to improve this.

Thanks again for playing Kritter and giving us feedback. Thanks for streaming it, for your kind words and your support, that's just good energy we will convert into good work :D

First, let me thank your for participating in the Feedback Fest by streaming the games.
This is a HUGE help for us indie GameDevs !

Thank you as well for the review. I'm really glad you enjoyed this proto demo.
I will definitely come back to you when the multiplayer will be ready :)

I took note of all the issues you faced to fix them quickly.
Some of them need some more features but I totally agree with you!
For example about the long distance shooters, we thought about it and would like to make them attack only the player with a marker on the ground so you could avoid the projectile.

About muting Mark, we feel like we should make the player "go" to a module to talk to mark instead of having Mark talking to you right away, what do you think about it?

Thanks again for the part you played in the Fest and for trying Kritter :)

Thank you for the feedback and for playing Kritter despite a lack of interest for this style of game :)

(1 edit)

Woaw !! Hello Zakaria ! I just saw your post and your video :) :)
That. Is. So. Cool. To see !!
And yes ! we are currently recording an English version of the voice acting, it will be available in the next update. With a looooot of fixes.
The multiplayer aspect as you saw is far from finished ! But we knew it when we posted this version, we didn't want to miss the feedback quest so we've posted Kritter as it was ! As you said in the video, Kritter is still in early development and this "Feedback Quest" was really cool to gain feedbacks. Thanks to you and some other fellow gamers, we have now weeks ans weeks of work to do but... This is all pleasure !! 
As soon as we have an updated version : I'll let you know !! Thank you again

Aaaaahhh un commentaire en français !!
Ne t'excuse pas ça fait plaisir de pouvoir répondre dans notre langue haha.
Ton feedback est absolument incroyable de détail. C'est quasiment une todo list à lui tout seul. 
J'ai pas grand chose à dire, tout ce que tu as dit est vrai et certaines de tes idées sur l'équilibrage, nous n'y avions pas pensé avant de te lire donc : merci merci merci !!

Hello Atas Fun ! 
That is very pleasant to read ! For now the game is only voice acted in French, but we are recording an English version for the next update ! This will convey the humor even better for English speakers !
Yes, the imperfections you've noticed are very true. We are currently working on simplifying the two loose conditions. (the ship and the Kritter) We will also add a timer to announce the future enemy wave. And the idea of a teleport will come in a further update, with other "buildings" currently not available in the game !
However this is the first time we read about that tiny rotation of the camera but this is really interesting. Maybe when we update our "settings" panel this will be something you can tick or not !

Thank you so much for your post, your time and your kind words !

Thank you so much for your post JaredLevi, it means a lot !!

(1 edit)

Alriiiiight I see !!  Thank you so much for this ! You seem to end the game with 16 crystals. Which is enough to buy any perk. (first perk costs 10)
One is orange as soon as you open "The heart". So you actually DID buy a perk. But it did it immediately, and the game did not understand you bought it. You seem to play with a controller, maybe it's a controller issue. We are going to resolve that because yeah... That's hard, after that you're stuck forever. Kind of a big one there !! 

Hello there ! I tried Crab Raid Tactics yesterday and I liked it !!
I like the deck building part there is already a large variety of spells, cleaves, healing, melee, ranged skills so that you can mix for several games. 
I liked the design of the crabs and the clarity of your UI too.

Now, I wasn't able to select my crabs using 1 - 3 numpad, I don't know why but it simply did not select my units. So I drag and drop them and it's sometimes confusing. Since it's a bit slow to move your 3 crabs using drag and drop. 
I'm not entirely sure of which crab I am moving with that technique either. I saw you circled the "box" of the selected crab though, but I think I'd make it twinkle a little maybe. 

Now concerning the difficulty, I think it's a bit too easy. The game is an auto battler with a strategic side. And most of time the "brute force way" works. I think it would emphasize the strategic side if the mobs with telegraphed attacks came a bit sooner ! Maybe the squad "morale" should start at one and could be gained at the end of the waves ? Don't know ! 

Maybe the range spells ( ours ) should be faster. They often miss their target. 

This is an awesome work for now ! It could be very very cool with some other arenas, maybe one music or two in the background, maybe some little animations when crabs are moving... But I really enjoyed playing it !! Keep rocking !!

(3 edits)

Okay I see !! This is really interesting. The "normal way" is, once you exit, your character is supposed to spawn on top of the ship. Outdoor. A first wave of ennemies comes, they don't do any damage and you get a reward from them, 10 red crystals when you kill them. So that normally you can't be stuck once you get back in the ship when you die.
My guess is that maybe, your character did NOT spawn at the center of the map and all this never happened. You are supposed to be around the ship, surrounded by some sort of river. But sometimes, the game makes you spawn at weird places. Maybe you had that bad luck happening in the tutorial and so... You're stuck haha damn ! If you have details on how you died so that we can investigate and resolve that bug, don't hesitate !! :)

Hello Paladin Ecko ! 
Thank you for your post, this is weird...? Normally, after your first death, tutorial continues, the voice tells you to go and interact with the heart ( with E ). Once you purchased a perk, after the lore ends, normally it unlocks the exit and the tutorial is over. 

Did you try to buy a perk interacting with the heart ?

Ahahah excellent !! We never had that bug before but we will investigate and terminate it !!

Hello Servelat ! Thank you so much for your review ! It confirms some of our doubts and add some interesting things to improve. I couldn't agree more about the confusion between the two loose conditions. It lacks feedback when M.ark gets attacked / is in danger or something like that. Very true too what you said about the camps, we are currently discussing with Bigz to improve them. 

So cool to see that you battled the Artillery units, you almost reached the boss then !! :P
Today, I'm not at home and can only use my Mac on the move, but I can't wait to try Crab Raid Tactics tommorow !
Have a nice day !!

(2 edits)

Hello! Glad that you enjoyed it! The game is hard on purpose but you'll see that it gets easier each time you play :)

(4 edits)



Hello everybody ! 

We are "Les Joueurs Français", three buddies who just released their first game ! That first game is called "Timo's Adventures". It is a musical runner ! When I say musical, picture it like the musical levels in "Rayman Legends" where everything is synchronized with the music. In a way, it's almost a rhythm game, almost a runner game... THIS IS DEFINITELY A ARCADE GAME !
Since yes, Timo's Adventures is freaking hard ! There are ten levels. This is not a endless runner. For each level we recorded its own music.
As the levels go, the music tracks are getting faster... And so is the game! At the end you reach a "Sonic-like" type of speed and the music looks like K-Pop ! ahah.
Timo is a chameleon. To avoid damage, you must change your color to match the color in the background  and you can hit ennemies with your chameleon tongue.
You pick a name at the beginning of your journey and then every high score is saved online ! There is a online leaderboard so that you can know if you are close to the top or the very last one !

Here you can download it on our itch.io page :
https://lesjoueursfr.itch.io/timos-adventures

The game is subtitled in French, English and Spanish and here are some screenshots now ! Take care and have a good day !