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Lylouf

18
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A member registered Jul 01, 2018 · View creator page →

Creator of

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Hey there, thanks for the feedback and sorry to be a bit long on the answer ^^

It’s true i should probably remove the non-euclidian tag as it was mostly kind of a private joke :D

For the other things, you’re totally right about the elements being hard to find if you move from start position (where litteraly everything spawns, as i did not do anything based on player position as far as waves are concerned), and your solution looks like a good one.

I might come back to it when i get some time, would also do some balancing because the game is very hard in it’s actual state.

Ok so, first of all hello :)

It's been a while since i think about working on this kind of game (i did play a lot of Dungeon Cards indeed :p)

You got some very nice ideas, like the passive effects which are pretty cool, the unlocking of new items too.

I'll look forward to see what you make if you decide to continue this project.

That's pretty cool !

Although i played it alone, i felt like it had potential to be really fun as a little party game :)
Nice work you did

That's one cool little concept !

Really interesting and has a good potential while staying simple. 

I much like this infiltration style, maybe some lack of freedom with the camera (i was tempted to do the hotline miami's camera movement on shift during the first levels,  just a feedback tho :p)

Hi there ! Firstly, thanks for playing and taking the time to write this commentary, really appreciate <3

I can't disagree with all the design problems you describe, especially some UI about HP inside the game, which is obviously the thing i should've taken more time on, but i had to do it that way, mostly due to a lack of time :p

Better signs & feedbacks could also help understand without explanation which orb to use on which enemy and i may eventually go back to this, but i'll have to fix my whole collision system before i do anything else on this game, it ended up pretty broken in the end due to rush code :D

Outside of that, i'm sorry you had this bug on wave 14, and i know the difficulty curve is kinda slow, but i feared that many players would've run into troubles with how the game controls (it's a bit out of classic genres ^^) if i did hard waves fast, so i decided to slow it down, maybe too much tho.

That's a really nice entry.

A good performance in terms of "Easy to learn, Hard to master", i enjoyed trying it and dying a lot.           
The art is simple yet efficient and supports well the type of game you did.

Nice work overall ;)

Really nice level design, the impression of being in an hotel is here.

The little interactions , like the one with laxative, are very pleasant to do :)

Also nice work on art, which is simple but still really efficient.

That was fun to play, nice level of polish for 48hours

+1 For the noot sound :D

More seriously, the uses of the mecanic are pretty cool and super pleasant to go through, even if the camera sometimes gives few informations about the path to follow.

Yeah, didn't have enough time to include them correctly inside, but i wanted to :p

Also i had some design ready for prototyping that could've enhanced the gameplay's quality but again, time troubles ^^

Thanks for the feedback anyway :)

Good design on the dagger teleport behaviour, i was happy to discover mid-air teleport.

Nice work ;)

This combat system is really, really cool and original :D

It's sad that it's not an actual full game to be honest.

(loved the name selection too much :p)

Haha yeah, i didn't have time to push a version without the debug control due to itch's total meltdown ^^

Thanks for playing and for the feedback :p

A really cool game, well polished, nice work ;)

The explorative level design is cool, i particularly appreciated places that let you go through depending on your "age" 

Hi there,

That's some tough platforming you got there :)

Nice work on the level design, which was pretty cool, those simple feedbacks work well too !

(1 edit)

Hi everyone, 

Here's my game, i advice you to read the description or the first comment on the rate page, since it contains some tutorial stuff on how the game controls, basically only with mouse right click and mouse movement.

https://itch.io/jam/gmtk-2019/rate/463434

Hope you'll enjoy it :)

(2 edits)

Hi everyone,

Thanks for being here,  since many people won't go through game page's descritpion, i'll do a reminder here ^^

Controls : (since there isn't an in game tutorial :p)

Mouse movement : Your main orb (blue) follows your cursor's location.

Right click (held) : Resets speed of your secondary orb (green), while held, the orbs takes distance frome the main orb.

Right click : (release) : Shoots the secondary orb towards your cursor's location, force is proportionnal to the distance between your two orbs 

// IMPORTANT \\ 

Left click is still here, it was a debug tool and i kinda forgot to disable it, so... if you use, i decline all responsibility of death or other troubles that may happen :)

Destroy Yellow elements with your main orb and  red elements with your secondary orb. There are 20 waves for you to beat... so.... good luck i guess...

* Caution : May contains particles and explosions *

Known issues :

- Collision troubles with Bouncers

- Some clunky interactions between secondary orb and Catcher's balls

Thanks for playing, hope you'll enjoy as much as i enjoyed working on  it:)