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Physon

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A member registered Oct 21, 2019 · View creator page →

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Not putting a limit on how much duplicates you can have is wild... but i'm all for it.

It is a really cool concept with a lot of potential! although it isn't very challenging right now. The player is pratically unstoppable.

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Finally a worthy succesor to Chex Quest. I really enjoyed this one, great job!

The latter levels are tough as nails, couldn't make it all the way through. There are times like this that really makes you wish for a flamethrower.

Running in a video game never felt so real. This is what triple A should do for their sprint mechanic.

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i really dig those visuals and animations. It needs some polish but nonetheless it is great stuff! i wasn't expecting a second boss too. For a 72 hours jam i find this very impressive.

Also I don't know if it just me but, the game is almost unplayable when not in fullscreen, you can't see crucial elements, and for some reason you can't throw bombs on your right. 

Amazing concept! the movement feels great!

Boy do i like slingshotting myself into a group of exploding squares.

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I see great potential in this game, but as for now it feels incomplete (that's the sad thing about game jams). I never had anything bad happen to me or the packages.

Nonetheless I really like the idea of the player being buried in package if they aren't fast enough. I would personally add ways for the player to organize themselves, like shelves or a grinder for superfluous packages. And punish the player for being in a mess of boxes, like maybe fragile packages that break or bombs that explode under the weight of other packages.

Also for some reason the "spade" packages didn't register sometimes. It did when a truck with only spades appeared but not before with trucks that had another ID beside spade. All other IDs worked fine.

Congrats for your first published game! It is chaotic alright. Almost as chaotic as real life footage.

I am a bit confused about the UI, I figured the green one is the vibe meter but what is the red bar showing ? Is it showing your velocity? If that is the case then... i mean... i can already see myself bouncing around the screen at mach 10 speed no need for a fancy bar.

Thank you! I'm happy to hear that you enjoy the game. 

There is indeed a lot of things that need polishing, the UI is very bare bone right now. Thank you for your feedback and suggestion! i will try to work on it once the jam is over.

Don't blame RNG on this one, blame the physics engine. 

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Solid game and very cool concept! Those yellow stars are killing me though. You go from pushovers enemies that move up a tile a turn, to some yellow blur that can skip up to 3 tiles and box you in with its twin brother in a single turn. 

I really like the game but I wish it would go a bit easier on me ^^. I think an intermediate enemy, like one that could move up to two tiles for example, would make the difficulty curve a bit more gentle and let the player prepare for the real enemy.

Thank you! I will look into preloading the particle effects. The Godot engine has always been a pain in that regard.

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It is quite rough around the edges, but there is a neat game behind. The shooting feels responsive thanks to the animation, and the limited movement forces you to either shoot or flee which works pretty well in my opinion.

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I don't know why my brain understands "typing faster" as "typing harder" but here we are.

This is an original take on a typing game. It constantly pushes you to your limits, great work! my keyboard hates you.

Thank you! Destruction was the key idea behind the game.

I agree with you and Anuren. The game might do better with a faster pace. Somehow it never occured to me when I was playtesting. It's probably something I will tweak once the jam is over.

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Sometimes you just want to throw hands with someone, and sometime you really want to do it in the middle of the darn road. no I get it.

I like the concept of this game especially the police officers. I really enjoy the strategic aspect of their placement around the block and how they navigate it. I wish there was a way to lose though to see if my strategy was actually good enough or just plain terrible. Is having a full on riot considered losing ?

Who needs traffic lights am i right ? Just barrel through the intersection, you will do just fine.

I like the idea of this game but like it was said before, you can just color it all green and be good. I think the game would benefit from a lose condition (two cars colliding, for example)

Very simple yet very addicting. I like it. 

Sometimes you just have to trust the cover of a game.

oh wait you really did have infinite bullet. Did you cheat or was that a bug?

This game is fantastic! It's like a dream in a way, because you can barely run even when your life is on the line.

Hey you did pretty good well played!

Thank you! The video is pretty good

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Actually you're not supposed to trade damage in melee combat. This is a really bad way of going about it.  If you do it the right way you're not supposed to take any damage at all. Here a few tips to master melee:

  • A well placed hit on the head instantly kill them
  • A well timed hit can stun them (you need to hit them right before they attack you, you got a longer range than them)
  • Get out of their attack range after a hit if you did not manage to stun or kill them.

But anyway thanks for giving it a try.

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With some custom art for the character and a more fitting soundtrack, There is way for a really neat game! Also yes, try to turn down the random encounter or make them shorter(reduce hp maybe). Because they tend to be annoying some time. Like we can't walk a few meters without two hella buff rats appearing in our face. The wandering enemies you talked about sound like a great idea.

Gracias! ^^

Thank you guys !

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Thank you! As it turned out the game might be a little hard yes... One tip i can give is that you should always aim for the head as it does triple damage and stun enemies. You can easily stop those fast turd that way. ^^

Haha Indeed I can see that you got spooked sometime with your mouse movement ^^. Thanks for playing!

It's very cool! He won't stop killing me though... I think i got every bad ending possible

I really dig the concept and the ambience. At some point i even thought a monster was going to get me because i heard some noise around me. I think  it would be interesting to combine it with some fnaf element where you are actually on the map too and you're as vulnerable as your crew members

Hey thank you for playing! From what i can see you played the early version. I made a new version that is a little less janky and more player-friendly

Maybe not after all.  As it turned out, webgl is limited and not suited for fps. Some bugs and issue happened. It was worth trying though.

Simple and addictive. I got to level 45, I didn't know i had to press esc either. I did achieve the good ending in my second playthrough though. The guy thanked me.

Hey thank you ! I'll try to do a web build then

well good luck to you then

I think you can as long as your game is made within the 10 days of this jam

Hey thank you, i'm sure you'll succeed! Also your submission is easily among my favorite too.

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Thanks for playing and for the feedback! We didn't think of adding a sensitivity slider because of the way the submarine is handled(an heavy object with weight and drag, rotating with motor), but it might not be a bad idea to add one. As for the monsters, it's them  that mimic the shape of the submarines. It's like a shapeshifting creature that take the global shape of their prey. I didn't think much of the "lore" to be honest ^^

PS: I replied first, you're 2 minutes late Nerspartan

Thanks ! I'm glad you enjoyed our little game !  Don't feel bad if you didn't manage to beat our game. As it turns out, it's extremly hard.

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Damn it scared the crap out of me! I walked like 10 minute with nothing happening. I was starting to get comfortable and then i heard a buzzing sound becoming louder on louder at a worrying speed. It was the chainsaw killer closing in on my position at mach 20 speed! I tried to get a few shot at him but  i died pretty much immediatly. 

So the game got some good scare value! But it got some problems: You spend most of the time walking pointlessly because you don't really know where to go (maybe a map of the level should help) I think the level is a bit too big and need more landmark. It's not very fun to navigate in it for now. 

As for the firearm, I really like the receiver style reloading in this game but i think most people won't be familiar with this system so I recommend adding some indication or prompt ingame that tell you how to load your weapon. Also It need to be made clear that you need to AIM before being able to shoot. Because It is not at the moment and i had to discover it the hard way.

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Oh ok I see. Is it randomly placed ?