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psevrain

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A member registered Oct 14, 2018 · View creator page →

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>  feel like the laugh at me 


Yes, you feel well :)

You win the most original idea prize!

(It's a bit difficult to swap weapons while moving and hammering the space bar.)

Simple. 

It could be faster, also with obstacles. And feedback when you catch a fish.

Simple, but well balanced and entertaining.

With some nice graphics, a bit more sounds and an upgrades market, it could be super fun. And perhaps also a less punitive consequence on any contact.

And personnaly, I found Ok to have the menu on the same screen. Just a pity to have to switch from keyborad to mouse and back to start again.

Nice work in just 3 hours !

Same feedbacks as the previous reviewers: faster turn, more feedbacks, and a bit of SFX :)

Thanks for your feedback!

Sorry if it was not clear. I agree it's complex for a gamejam game, and explainations are not easy when it comes to sounds...

Yes, I had very little time to balance the difficulty !

If I could rewind, I would propose a much wider "search area" from the begining, I think.

Thanks for playing and your feedback

  • The time between the initial ping and the responses give the distance from your boat (try not to move)
  • The sound of the response gives you the type of the object, treasure, rock, or animal

Yes you're right. The global game loop is not finished, there is no final goal.

And indeed I though I would let the players understand the meaning of the different sonar sounds (and how to explain them quickly? lol). Perhaps it's a bit too complex for a gamejam. Having the same ping for all kind of objects was an option also.

> you will still get a response from already found items

Yes, I was not sure, and finally chose this version, as rocks and monster should not be removed, I kept same rle for treasures.

You find it un-intuitive?

I really loved the style, and the gameplay is really original. Beautiful !

A few remarks : it's a bit hard to jump when solo, and then when you make friends it becomes quite chaotic. (It's quite funny in fact, until the "yolo" strategy does not work)

Funny and not too long ;) .I lLoved the "attack" system.

Really nice. I especially appreciated the different fish patterns, which makes the gameplay interestings.

Perhaps you could have changed the color of the fishes to indicate which pattern they are going to use. And give different points so we have to make choices when too many come... many ideas of upgrade in fact :)

Last point : it's a bit easy, and I'd have liked an objective.

Very good game. Simple and funny.  love the arts, and I'm very impressed you also included upgrades.

Like others, I'm not at ease with the controls, it's the main drawback as to me. (and then the lack of sfx)

The art is nice, graphics and sounds. 

However it's not really exciting, the digging is long and I did not have the excitement of finding the ruins. Perhaps with hintsto where to dig, and mobs making the digging uneasy, it would become more entertaining.

Nice music and graphics

Can you explain the different weapons ?

Yes you're right, I reuse a lot of assets from jam to jam! 

As it is far from being my strong point, I prefer focus on dev :)

Yes short indeed :) First step is often a little one

Hope you learned many things and next can use it for next jam 

No, nothing serious lol, but I wanted to give you the feedback (and give you courage to work on it ? ;) )

I really liked the visuals.

The mechanics, a twitch of shifumi with a bit of strategy is really good idea, but stil too much of random (to my taste...)

I'm curious of the new mechanics you want to implement !

I really struggled to understand the association rules + some "right" associations that did not work ==> a bit of frustration.

Bu I completely understand the difficulty of the generating algorithm. A nice idea that could be worth a follow-up

Funny, but soooo stressing :)

Perhaps you could give a small amount of time before each level start ?

Using all the members of the party is certainly an idea to develop.

At the moment, the game is quite simple, but good-looking, and you made it not too long to be repetitive.

Which kind of follow-up do you have in mind ?

Very good idea.

(A bit difficult to find the button after concentrating on the picture, in 3 seconds)

Good idea, but difficult level design and you did well! (with of course the 4th level, very funny :) )

And very easy to plya, so good work on the player interface.

Completely in the theme, with minimal assets.

A good entry for the trijam as it is actaully nice to play :)

Hello, thanks for your feedback.

Are you on MacOs ?

https://github.com/godotengine/godot/issues/70691

If not, do you have any more info please? (it works on both our PC + my brother's)

Very nice and interesting idea, still to develop for a more accomplished gameplay.

In fact it is  a hidden rule: a click on a relic inflicts 1 HP damage.

For the demonic mode, I'm not even sure it can be beaten without a lot of luck. Balancing the game properly can take a looot of time. 

Thanks for your feedback!

Wow you developed  a lot of mechanisms! Very impressive

The puzzle itself os quite interesting. It's a bit boring to restart from the beginning each time you want to change your character

I guess youi though about transformation or teleports? Perhaps it made the puzzle too easy?

Funny mechanism and level design, impressive in 3 hours! Nice graphics, with nice details.

The moves lack a bit of precision and could be upgraded a bit (for the jumps) with classic platform features.

NIce arts. The puzzle is quite simple (I read the hint about the eye on the wall...)


Which engine did you use for the game ?

It's well in the theme and simple. I wished the negative effects stop when I die. And it would have been funny to have different kind of effects (speed, color, ...)

Thanks a lot taking time for your constructive feedback, very useful!

I really liked the graphics style.

The gameplay is fun. It gets repetitive after first rounds, but it's completely normal for 3 hour gamejam!

I usually love this kind of games, but this one is a bit rough:)

Of course it would be better with visual effects and graphics, but you could already improve it with some simple changes

  • Why not add a text next to the icons to explain their role ?
  • Make the buttons bigger and align your text, with space on the left
  • You may indicate the required food, wood, ... : "Food: 14 stockpiled /10 needed". Simple to add, and much confortable for the player (or is it a mental calculation game ? ;))

Hope you continue and have fun creating a nice game of the realm! 

Nice idea, but too much speech for very few choices.

I was enthousiast with the idea of investigating the dude's life, but was  deceived on that.

Keeping the story short but with some interesting choices for the player is certainly difficult, but with that that would be very fun.

Very original and in the theme.

Not really fan of the style of the graphics for my part.

Nice game with graphics, sounds and even some polish.

I had some problems to "control" the companions, but I guess it's part of the gameplay.

Also I did not understand if the different mates I can buy have different powers?