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Nidel

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A member registered May 03, 2021 · View creator page →

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Yeah that sounds like the ending point, some UX improvements to do :')

I've got a question as you'd have liked to be challenged. Should you start from the start of like in kinda save points when you've got the message from another prisonner? Or any other system. I wonder how to do that without being to punitive. I've had the feeling that for the jam everybody should end the short story with a few tries at worst.

Yup the "to be continued" was the way to stop but I kinda mess that up due to the deadline and my desperate need for sleep :D Thanks for your feedback! What would you like to see if we continue it? :)

Thanks for playing :). Sure music + sfx thrown like that would need a bit more love :') (and a pinch of fear)

You know what they say: Better luck next time! :)

Hey! Here is my review of the game. I did it with a constructive purpose, don't mind if I'm too direct. It's good game and it'd need some more love to make it shine :)

What I liked most:
Liked the art overall
Liked the ambiance with the portal & so on
I liked the evil red-eyed flying skeleton (but I see it as a sidekick/friend and not an enemy; not sure if it's the case?)

Liked the "attack builder" mechanics - I think it's fun, it works well and it's "easily extensible"
Liked the braintwist that it creates, I found it funny :D

What left me doubtful:
Not fan of the creatures on cards; in fact I think it'd play better with shapes & colors rather than cute demons. 2 main reasons: not sure about hitting the right theme and readability issues
Tutorial is suppppper too long, it could have lost me or even make it more complicated than it is. Too many cases where I just understand that I need to send cards into the portal and what's THIS and what's IT
Not sure about building "clarity" to "fight", it gets confused with the theme and the action IMO
When cards giving clarity, I'd like to see orbs popup and go into the counter

What I didn't get:

I didn't get it was a score attack (such as Balatro) at first, it should get more obvious and have a clear target
It was not clear that I only have got 3 cards by turn
Would need more icons and as few text as possible (readability too) and ease the decision making


Nice Job both of you!

Nice :) here it is: https://discord.gg/VvYy4e38rr

Yeah never underestimate the enemy especially with a shotgun :D

Sure, I'll have a look :) If you're interested we've got another roguelite game in production atm, feel free to join our discord and hail me if you want to playtest it (in a few weeks).

Thanks, I'm glad you enjoyed it!

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That's a good idea! I've written  it down :)

Yeah we've discussed it and we should have given some money rewards for killing skulls too. You should get your first cart after 1 level at least, not taking too much distance and then increment on that basis. And a speed button if needed :D  Thanks for having a try!

Yeah that's sad to have those features begging for being implemented (even if I'm quite glad with the workload we've both put into that jam). What level did you reached? :)

Thanks ^^

Thanks for the kind comment :) Well unimplemented cards still do stuff but no as we intended indeed. Glad you enjoyed it! Heee we're thinking about it as we enjoyed it to do :) so why not if ppl like the idea!

Hey fellow train looper, that was cool to see another concept of that type! I like the way you've got to manage your speed to min/max how you'll shoot at ennemies takling risk.

Super fast paced action, the type that twist your brain in a sec! To err is human makes a lot of sense here! Nice game :)

I love the stunning art! Very enjoyable & impressive :)

Yup, I agree :3 

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I think I've managed to invoke the great Tendinitis itself!

Very catchy :) well done

I like mini metro, I got the vibe directly! It tooks me some time at first to understand you've got to stop at the stations and that ppl were waiting (duh). I'd have liked to see the area of the stations because it induced some stress to know wether or not I'd stop in time :D
Funny nice game! Congrats

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Thanks capybaras, I enjoyed this relaxing play, very neat. Good art, good audio, good game not much to say EXCEPT! ... I'd have liked to have spacebar mapped to the next turn trigger :D
Nice job ppl!

I <3 Monolyths

Nice game! Good design and narrative + a solid first jam entry, you can be proud of yourself! :) 

Solid entry! Art and animations look very good! The difficulty can be challenging but that's great :) Well done!

I didn't except to see 3d rail grinding! I had fun with this lil bot :) Well done!

I didn't get the "live" targetting part when playing. But once you get that ...  you can party hard!

I found this game very original, I like those type of game where you need to pay attention to details and fill/find the need of npc. 

2 pain points though (that would have make the game excellent):

  • As other ppl said, that's a lot of text. I directly felt overwhelmed which is sad. I know it can be difficult to ponder that.
  • I would've liked better to pick the runes myself rather than stopping again and again the wheels. And maybe play around the glyphs and the player's memory.


By the way you seem to be a lot of Bardsleys!

That's what I call a loop!

Thanks for playing! Sure the flamethrower do damage when hitting the first time. Didn't got the time to implement the damage over time for that wagon tho'

Thanks! Humm I need to see what you've done so! :)

Thanks :) It was the initial plan, new wagons were supposed to be granted by a shop or gift location on the map and the upgrade phase would have been you upgrading the level of your wagons. Like more bullets / more power / more whatever. Buuuut time is a tricky resource. Thanks for playing!

Thanks bud' hope you liked it!

Thanks for playing! Sure it's kinda slow burn when starting the game. You should get faster into the "real" action I agree cause there are some special enemies to discover :)

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Nice art & atmosphere! I liked the loop interpretation. Almost Loop3 >< I need to retry later! Well done both :)
I'm still wondering if any enemies are pushed then pulled when the is coming weapon back. Which is great if it's the case, you would need to think a bit :) 

Nice mechanics, lot of depth and variety. It looks good, easy to understand, hard to master. Really nice congrats!

Ohh it's so nice, clever, it's a bit like pre-rendered morphing. It make a lot of sense! Thank you so much for your kind explanations and for taking the time to answer me! :)

I don't know if you already use batching, but it could help a lot with draw calls and perfs.

Thanks :) Ok so if I understand correctly, you'd have a main structure grid with "plugable blocks" and some decorations grid picking random assets to enhance and bring more life and chaos (in an ordered way :P) + some variations depending on the different depths. Then vehicles + some ppl animations.
Rince and repeat for different biomes.
Is that correct?

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I cannot stop coming back to your project. Do you have any doc/blog on how you achieved this? I'm super curious about the making of such :)

I can relate on theming and game jams :D I find always difficult to both be original and/or in phase with the theme. Close enough! 

I don't get what I'm supposed to do :'(

I see what you've did there!
Well done it works very well, very smooth and I liked the rewarding end twist :)