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Menthalo

120
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A member registered Jul 22, 2018 · View creator page →

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Thanks so muuuch! I had time off during this week and I did put in around 14h a day. I basically did nothing aside from working on the jam, eating and sleeping °°

Oh once again that's really nice of you! ~

Thanks!

Thanks! ~

Thanks a lot! ☜(゚ヮ゚☜)

Thanks a lot! <3

Damn that's insane. Thanks a lot! <3

Thanks so much! I agree with your criticism, I almost made it so the character couldn't die and would only be stunned for a while and then wake up.  The main reason I didn't go for it is because I really wanted the death to feel visceral, the character to feel vulnerable and the player to be careful. It was difficult to hot that balance without sprinkling in a little bit of frustration. 

But I think it's worth revisiting if the game ever gets a full release

This is the best comment. It's the bestest of all the comments ever, and I will not take criticism. THANKS A LOT, that's really sweet o/

Oh yeah that's one of my favorites, glad I could play it before the end of the ratings. Really well polished and executed, I especially liked the falling state animation and VFX. It's a simple thing but it just made falling a lot more fun

Oh that's a really cute game! I really enjoyed the art style (the socks for hearts was a nice touch °° )

Wow thanks so much! I'm curious, what's the other game you gave a full score to? °° I'd like to try it!

Thanks! I hope you'll have a great time with the game o/

Oh thanks a lot!

Thanks! Glad you enjoyed it!

Thanks! I did spend quite a lot of time to make the death sequence extra crunchy, glad you liked it!

Thanks a lot!

Oh the concept's really cool! In its current state I think it's difficult to control, the primary culprit being the dual controls with keyboard and mouse giving different information (you can move in a direction and dash in another, you have to always readjust the mouse depending on where the orca is)

I think a simpler control scheme would either be to only use the mouse, the orca moving automatically towards the mouse and dashing with left mouse button. Or with WASD and Space to dash

Oh that's a really cool concept, reminds me a lil bit of Pikmin in a way.  I like that you must lose a firefly in order to light the torches. The music was really great too for the atmosphere!

I think the fireflies could glow a little big more, maybe it's intentional but I did find the light too dim compared to the difficulty of the maze °°

It's a great simple game! I think what would really make it pop would be more feedback and juice on the shooting. Screen shakes, particles, bigger projectiles. Add them all until you feel satisfied with how it plays °°

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Pretty interesting concept! I agree with some of the comments saying that it would be interesting taht that any block could count as correct as long as it's on a correct spot

+ I did find the game really difficult °° There may be a few things to tweak to give the play more control on the final outcome

(I really like the title screen illustration o/)

It's got great visuals and atmosphere! I had a hard time figuring out what to do though, and had an crash when exiting the submarine °°

You managed to emulate the feelling and design of Downwell really competently! Great job! (music's really dope too)

That was really cool! With a really simple concept you managed to create something meaningful. I also liked the little animations on the fishing poles. 

I think the main loop could be altered to be a bit tighter. You could experiment different things like making the fishing sequence faster and adding some sorts of obstacles 

Also reminded me of the game Ridiculous Fishing!

It's really polished! The game looks and sounds great. My main turn off was the way you communicated information. I had a hard time udnerstanding the goal and the controls, as well as the upgrade menu

It could also be interesting to feed all this information to the player over time rather than at the same time. But considering the short amount of time we had it's totally fair °° 

Oh really cool! That's a deceptively simple and smartly designed game. Kudos for the balancing, it would have made the game boring if done wrong, but it felt like I was one always one mistake away from death. Would make for a really compelling mobile game, congrats!

Wow that's the most polished game I've seen in the jam. Everything from the moment you launch the game has a lot of care put into it. Every discipline is really competently executed and gives a super enjoyable experience. Really well done!

A simple and effective little game! The whole atmosphere is well done and the zoom in while restoring sanity is a clever solution. Congrats!

Really simple and effective game. The graphics may be simple but they show an understanding in visual design, you've used colors efficiently for visual clarity and game design indications. Everything works great. 

I think a little bit more polish and feedback on the main mechanics would really make the game pop! Congrats!

It's got a really interesting style! The 3D/2D artstyle is well done as well as the individual sprites. The atmosphere brought by the music and sound design made the whole thing quite enjoyable. 

My main complaint would be the size of the level design, since there isn't any secondary objectives, any path that's not the main path ends up forcing you to go back to the start. Maybe something more linear or a screen-based level similar to Cadence of Hyrule could work out great °°

Nice! I can see the Downwell inspiration, mainly for the graphics, but the gameplay is different enough to make it its own thing. You've found a simple and effective gameplay loop and polished it up to make it an enjoyable experience. Congrats!

Thanks so much!

Oh wow that's really nice of you. Thanks a lot!

Thanks a lot! Yep there's a small issue with the tutorial text where it won't show up if you die right before it. Sorry about that!

That's a interesting take on the theme! There's a lot of visual details which makes it look really cool but at the same time distracts from the main gameplay elements. It's often difficult to see where we are as well as were your paths are °°

The game works great! The visuals are real cute and the sound design gives a a chill atmosphere. I do feel like the theme is loosely interpreted though, since it mostly comes up with the level transition button °°

Damn there's so much care put into the visuals! The whole gam works really great, I could figure out step by step what each thing does and what the game expected of me

Congrats!

Thanks for playing o/

Thanks a lot!  I've seen this bug a few times but couldn't trace back where it came from in time, there are a few others as well where the animations breaks. It always resets back to a correct state after switching to anti grav so I focused on other stuff °°

Oh wow thanks so much! 

I agree, that would be really cool to hear the stones so we can judge the distance better.  I don't use Unity's audio sources a whole lot so I tried to find a balance between the different sources, some sounds ended up being too low in certain situations °°