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Paul Bellon-Serre

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A member registered Jun 07, 2021 · View creator page →

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Loved the art style, the camera work during cinematics and the sound design. You nailed it! The story was really cool too!

Congrats on the submission

Congrats on the submission! Your game reminded me of an old Flash game called “PC Breakdown” where you smashed the hell out of your computer in an office job lol

Just finished it after dying a dozen of times on the green ant, she’s really rough and the apple was nicely hidden!

I really liked your aesthetic and ants can be a really topic of horror. If you like them, there is a french studio that will be releasing a strategy game focused around ants called “Empire Of Ants”. It’s a small company but the game looks great and is promising :)

Oh man that was intense for me! I am really sensitive to jump scares so it was hard to play through but what you’ve made is really impressive.

From the zoom-in and out effect at the start of the game to the environment and the simple but effective interactions, it was really good. It’s also a very nice attention for your players to add checkpoints.

I think you are quite close from something that you could release outside of a jam. I would maybe improve some of the lighting, monster and environment but it’s already looking good!

Congrats!

Will do it now but it seems really scary! haha

The city and atmosphere was really eerie and enjoyable. I liked taking a walk througout the map.

The monster is looking super good, it’s really impressive to say the least. Its AI is the biggest flaw of the game I think (it’s super hard to make a good AI that’s hard but not too harsh for the player).

I think you could improve what you have by :

  1. Increasing the speed of the monster (as of now I can simply outrun it which makes him less threatening)
  2. Have the possibility to hide from him when he sees you (maybe in a locker or a haystack since the context is the middle age)
  3. Make him react to the sound the player makes, forcing the latter to be stealthy

Great submission nonetheless, congrats!!

Loved the intro and the little music button in this sub. Definitly need one of does in my submarine!

I did reach -35m but suddendly everything started beeping everywhere and I died. I didn’t understand the depth that I was supposed to reach, it is not the real Mariana Trench I suppose ? Haha

Thank you so much! We took some inspirationf from the balverines in Fable, it was a very interesting art style for us to create. :)

Congrats on completing the jam!

It was a nice submission, I blasted my way through monsters and the sound effect from Counter-Strike made me think of my childhood. I liked that you kinda went for a Bodycam inspired type of POV.

I don’t speak portuguese or brazilian so I was not really sure what was going on or supposed to do. I understood that I needed to collect 10 shiny stuffs to open a portal, I found 3 but then roamed around the map for 10 minutes without finding more. Did you use sound clues to help the player find the objects ? It seemed so but I wasn’t sure.

My suggestions for the gameplay:

  1. Put a crosshair at the center of the screen or the possibility to aim down sight
  2. Tone down the muzzle flash from the gun when firing
  3. The reload animation can be triggered even if you have full ammo, it shouldn’t be the case
  4. Maybe rework the map a little bit with lesser terrain elevation and some smaller grass sections for the player to see through

It was fun nonetheless, nice submission!

Hey thanks for the experience, I tried to break the door but hurt myself haha

I could not find the solution to advance, I took some time to think and was surprised at the end lol

Loved the message you put in the console at the end, was really funny!

Congrats man, I liked what you did

Visuals and lighting is nice. The atmosphere was definitly scary for me!

I didn’t knew what to do past the second room, I searched around but didn’t find anything. The camera in the first room was also turning itself every 2 or 3 seconds, I wasn’t sure if it was intended to mess with my perception of space but it was interesting.

Congrats!

Nice submission, really liked the visual style with the cartoonesque shadows, it reminded me a little bit of the old XIII game on the PS2.

In terms of gameplay, I had different events happening in the first half of the night but then past midnight up until 6 AM, nothing happened so I won.

Really enjoyed driving the car and fighting the filthy demon inside who tried to throw me into a ditch! I was fully locked in with some Initial D music in my mind while taking corners haha

The concept itself is interesting, I would very much like to see this evolve with different tracks, other cars on the road and maybe a better physics when crashing.

I didn’t fully understand the defeat condition. Is the demon inside the car trying to kill you by turning the heat on and you can use the A/C to cool him down ?

Nice submission overall, congrats !

That’s true. We had a hard time deciding between procedurally generate our map or do it manually. We chose the first option which is kind of time consuming and thus it lacks some variety in the map assets.

Nope, I only used M&K though. Did you first designed your game for the controller ?

Thanks a lot for your commentary!

We sure spend a lot of the time working on the environment and atmosphere.

Nooo it’s not a skill issueat all haha. We figured too late that the torches around the spawn didn’t emit enough light and this could have been helpful for the players to find their way back. The map is procedurally generated which can create interesting layouts but is also a double-edged sword in terms of time! It’s always kind of difficult to balance your priorities in such a short timeline.

I’ll be sure to give your game a go, looks cool too!

Nice submission, I really liked the spooky atmosphere and creatures! I played it multiple times on browser and it was smooth every time.

A few ideas if you want to improve this prototype or create something similar:

  1. Reset recoil movement. As of now, the recoil makes your sight jump which is kind of annoying since you have to pan down to aim again.
  2. Have the same sensitivity both horizontal and vertical.
  3. Rework the exterior map a little bit, smooth the terrain, add gameplay elements outside the house to force players to take risks.

Have a nice day!

Thanks a lot! We’re glad you were spooked, that was our intention haha

I agree with the person commenting below me, it gave me nostalgic vibes of Runescape and Baldur’s Gate 2. It’s really cool that you had time to implement branch dialogs as well and it’s nicely written too.

The main difficulty I had was with the movement and camera. It’s really hard to navigate around the levels you designed because you cannot fully turn the camera which is kinda frustrating. I think you should choose between having a completely free cam and fixed one, it will greatly resolve those problems I think.

Overall, I would love to see more of this concept in the future.

Great submission!

Really nice story, loved it. The ending was well brought out. I LOVED the interaction with the knife and the soup (maybe because I didn’t ate at the time I was testing your game lol). I think it’s very important to have some type of interactions in those narrative games instead of just clicking on buttons and such. The shader on the ghost works really well too.

Only thing I found annoying was the sound design for the dialogs, it was a bit too repetitive and unpleasant for the ears, I get the effect you wanted to go for but it wasn’t quite there yet.

Great submission nonetheless!

Thanks a lot for the kind words. We also loved your visual art style!

We wanted to add three levels of difficulty but ran out of time with the visual and audio polish! Balancing difficulty is always a complex task which requires hindsight and playtesting.

We forgot to add a simple slider for mouse sensitivity. It was only after the game was submitted that I thought about it haha

Thanks a lot for the kind words!

Yeah we had quite a hard time balancing the difficulty of this one. We tried different apartment setups and tried to search a good formula to calculate the ghost score over time but didn’t have time to test and polish.

Glad you enjoyed it still!

Really simple but cool idea, the game feels really nice to play! I got 20 ghosts before smashing my skull against a bush but that was worth it.

Congrats! :)

I love the intro “You were a fierce warrior but now you’re dead” hahaha this gives me some kind of Elder Scrolls vibe.

Very cute visuals, I love it! It reminds a little bit of Secret of Mana on some aspects. I also really like the fading/health bar mechanic, really clever. You also introduced multiple levels of complexity one at a time throughout the game.

The only annoying thing I noticed was the fact that you had to smash the arrow key multiple times to move. I know it’s because movements in your game have to be precise and calculated but maybe you could add a timer to your input when the player keeps the key pressed for a certain amount of time, it moves automatically!

In the end, really cool, congrats for your first submission! :)

The visuals are really nice, I like it a lot! I wish it was animated but I know it’s a game jam and a one-person job so congrats on that!

I think it misses some simple audio effects and a little zen type music to fill the atmosphere of your narrative. I also noticed that the difficulty wasn’t increasing very much, I was at 200 points but the pattern and frequency of ghosts were still the same to me so it was a bit boring at some point. Maybe you could reinforce the “survival” aspect of your game by increasing the scaling of difficulty exponentially so that the high score becomes more interesting for players!

Overall, great game, keep it up! :)

Thanks for the support and feedback, it’s really detailed and useful!

We don’t really know what causes those graphical issues, it may be related to WebGL depending on which versions the browser uses but we are not sure.

Yeeees we heard about this issue but forgot to tone down the standard sensitivity in time. :(

I think we thought the experience as a kind of survival game so the player was fighting against the time with the ghost. We wanted to keep it short and enabling the player to decrease the ghost’s score would have maybe been more complex in terms of balancing.

We spent quite some time trying to balance the difficulty level by creating some kind of mathematical formula based on probability but didn’t have time to push the balancing further.

Thanks again for all your kind words! :)

Really cool flashlight mechanic! It’s super simple but it creates an enjoyable core mechanic which you can easily iterate with. I also like the visuals, it reminds me a bit of Baba Is You!

I had the same collision problems as the people below so I won’t elaborate on those.

Overall, great submission and great game, congrats! :)

The concept is cool, I would really love to see a top-down slender-like game like this! Being able to enter buildings was a nice surprise too!

On the other hand, the map felt quite big for no reason because there was nothing to see for approximately a minute. The flashlight/batteries mechanic was nice but, as people in the comments were saying, it misses some kind of visual clues to let the player know the power state of the flashlight. For me, it suddendly went off and it was just pitch black. I had to spam the turn on button to create a rave-like lighting and continue exploring haha.

Overall, nice experience, I enjoyed it and I can see a more polished version with a good potential!

Congrats! :)

The idea is cool and although the mechanic was simple, I enjoyed it.

There was some problems with the controls and player character that were frustrating for me. Climbing on your own projectiles to get past some obstacles is not very intuitive out of the blue I think. They disappear too quickly also. Maybe instead of deleting them over time, you could have a limit of two projectiles so that the player has more time to climb. There is also a problem with the character blocking its own projectiles if you shoot in certain directions.

Apart from the mechanics, I would just add a two frame animation for the character so that it feels a bit more dynamic.

Overall, congrats on submitting your first game to GWJ! I hope this feedback can be useful for you :)

The idea of the ghost train is really cool and original! I think it’s cool for it to be a rail shooter where you are literally on rails. It just misses visual and audio polish.

Congrats for the job!

It was a bit hard to understand the controls at first but you get used to it pretty fast. I didn’t understand if the God’s hand you move around with the mouse had any function or not. The use of backtracking in some levels was a bit annoying also.

Apart from that, I really love the visuals man. I think it has a great sense of humor and personality. It reminds me of a mix between South Park: The Stick of Truth and a Youtube Poop video. It could be really interesting to develop a more polished game with refined mechanics with this style! The audio was also nice.

Congrats!

Really cool! I am impressed by the amount of work that went into this. The UI and tutorial are often missing from jam games because of time but you managed to deliver a game that I feel could be released with some minor tweaking outside the jam!

I see it’s already been mentionned underneath my comment but yeah I think the perspective is a little too low and you cannot distinguish all the tiles very well.

Other than that, it’s a great game, congrats!

The ending was quite something, I think it summarizes everyone’s mental state at the end of the jam haha.

Nice game, the visuals were really pretty and the audio fitting! The herding mechanic did gave me Mount & Blade: Warband PTSD but that’s me haha.

Anyway, congrats! :)

Really nice experience, I like the visual simplicity and the audio is very well done! You can feel the tension is here but without the need to use scare jumps.

Nice work, congrats! :)

Very nice visuals, I love the drawings. The atmosphere is really cool also.

I felt the difficulty was a bit rough for me. I’m not a big platformer player so I died a lot and got discouraged. The attack feels a bit uneffective when two or more ghosts attack me and can regenerate in less than five seconds. The insta-death of the spikes and water added to the frustration also.

I know it’s hard to tune the difficulty of a game while creating it but I’d suggest toning it down by enhancing the player’s attack or giving him a special attack with a cooldown.

Overall, it was a cool experience for me. Congrats! :)

Really nice experience, you can see there has been a lot of work into this!

First, the multiple enemies are really well thought and the combat mechanic while simple is really effective and the movements of the wolf satisfying.

The way you can use ectoplasma to improve your character’s abilities is a nice touch. I think it’s one of the part that kept me going.

The flaws I see are that it’s a bit too long. I expected some type of special super ghost as a final enemy but making me repeat the process three times is a bit frustrating. I think your enemies were really interesting and you could add one boss enemy with interesting attack patterns to replace your current boss sequence.

The fact that you can move forward with “Q” or “S” was a bit strange, maybe you can think of something that uses only the mouse for movement/attack/interaction? I feel like the keyboard is underused and not very important in your mechanics. It is way more satisfying and technical for the player to aim and move with the mouse.

In the end, it’s an excellent game, congrats! :)

Thanks a lot! It is possible but we put the difficulty quite high so that people don’t beat the game on their first run. Maybe it’s too high at the moment, we wanted to add three difficulty levels but didn’t have time with the other things to polish!

Hahaha the story could be presented as a ghost with ADHD vs. OCD person.

Thanks a lot for the kind feedback! :)

Thanks a lot! I like to say that the meta for this game is to stay on the door step between the bedroom and the living room haha.

Love the 8-bit inspiration and minimalist audio! I liked the fact that you can pick fight one at a time by not glancing at the ghost’s position.

Really nice, congrats!