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A member registered Dec 03, 2018 · View creator page →

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The controls are a bit hard for left handed people : First, I didn't know you could run until my first death by falling inside the first pit. The game then says to use shift to run, but only the left one works ; it should be both. Also, the game ran pretty harshy for me in some parts of the level, I don't know if it's because of the graphics quality or not but it was a bit hard to aim because of that. Apart from that, nice job overall!

Key there, thanks for your reply. A tutorial was out of the question given how little time I had left when I was finished,  but I get that the controls are a bit long to get used to. About that door closing, I think you're talking about the final door : Each final door requires you to collect a certain number of coins (displayed on screen). If you don't have it, then the door won't open, which is part of the challenge of getting the best time while also collecting as many coins as possible.

Interesting game to play, maybe a bit too complex learning-wise for a jam (I hope I'm clear, if not sorry ^^) I like the audacity of creating a detective game in such a short period of time, but you made it. Nice job :)

Damn, this is probably one of the best games of the jam so far. The difficulty is almost prefectly tuned (I has to stop after a while because of a section with 4 guards I couldn't pass), and the slicing mechanic feels sooooo satsfying to use. You feel almost omnipotent with this, and yet the game still manages to be challenging at every level. I also like how you play with the pitch of the music when you die. It must have been a pain to code.

I hope you don't mind if I keep your game on my PC for a while, I need to show it to my friends ;)

Nice game feel, I really like the difficulty spike of the puzzles, neither too hard or too easy, with a tutorial a each new machanic. I love the Bracleys reference too ;)

Nice job !

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A pretty okay game, a bit too bad you didn't take the risk of playing around the theme. Designing for two players in mind is a bit challenging, don't worry, I went through that a lot too ^^

Be careful though, your tutorial UI is expanding out of the edges of the screen. Nice job :)

Really nice concept, however I has some trouble with understanding the pattern ; I thought it was too fast for me, so I ended up trying to recreate them in disordeer to see if something changed, but no. The tutorial didn't help me either, but I guess it was because the rapid pattern confused me. Like the idea behind he game though, I hope you can expand on it.

Very impressive for a game jam, I like the way you can dig into the planets, but I just wish this mechanic impacted more the gameplay (like, maybe destroying the planets once they're completely depleted ?  Or dig tunnels through them to navigate faster ?)

The gravitational effect is really enjoyable by itself, although it gets a bit weird when the character suddenly rotates to match the surface it's landing on.  For a low poly game it's really beautiful, and has a lot of potential. Don't let that idea go, I think you can do something really impressive with it. Nice job :)

The controls are pretty straightforward, but I didn't know what to do after that, the goal of the game isn't clear at all. I like the graphical effort you put into the eyes as well as the audio, though. I think this has a lot of potential, if your game explains what to do to the player.

Nice, idea, but with the simplistic graphics it's hard to tell which card does which effet, and nothing tells the player which kind of trap the enemies are weak to. I think you should add more visual info to better teach the player how to play your game. I think this one has a lot of potential.

I can't play, I don't know what I'm supposed to do. The two buttons at the bottom of the screen do nothing, and I can't even see the ball (the camera clips through the floor).

Pretty sympathic shooter, reminds me of a game of tha kind where you are in the same setup but in multiplayer (I don't remember the name). The game is a bit too easy (for once I won't complain), but it's hard to predict where the robots are going to attack, especially since the delay of destruction of the windows is really small. I didn't even see at first glance that there was an upper floor, until a robot came down and attacked me. Apart from that, it's pretty solid, I like it :)

Really cool concept, reminds me of all these old flash games I played at the time, where you had to knock down a ton of enemies using the environnment. The gun mechanic is a bit hard to master, but fortunately the AIs are easy enough to compensate. Nice job !

Really cool game, I love games like Super Monkey Ball where you have to navigate through tricky terrains with a ball. The game is really pretty, but since I'm kind of a sucker for this kind of games I couldn't go very far. I made a similar game if you're interested, but with a hoverboard instead (because why not :p )

Nice job :

Nice game, a bit too basic to be fully enjoyable, but I like the grotesque idea of the kangaroo jumping from planet to planet.

Very interesting concept, the aesthetic really compliments the gameplay. A bit hard for me since I'm not really that good at it, but I think it has a nice potential. Nice job :)

Nice game, really fun although really hard. Tune down the spawn rate and health of the enemies, and I think it would becore more enjoyable. I really like the sounds the enemies make when they die. Nie job overall :)

Nice game, but it's hard to figure out what to do on your first run (I accidentally skipped the cutscene but trying to accelerate it, but it seems I can't).The game seems really promising, can't wait to see what more you can do with it.

Also, the typos for the credits menu are broken it seems, and you can't click on the button to quit it. Apart from that, nice job :)

Nice game, but it should have the controls displayed somewhere in the main menu or in a pause menu, it took me a while before realizing what I could do. Apart from that, it was pretty fun, I like the effort you put into the 3D models. Nice job guys :)

Nice game, a bit difficult for me but I'm rather a casual type of player than anything. The game is a bit unforgiving with the character movement and how you can just slip and fall off platforms, but apart from that, it was really enjoyable. Nice job ! :)

Nice concept, but I think your game would have been more challenging with some ball physics like Unity's rollerball. Also, adding obstacles and moving platforms would have made a more dynamic experience. But hey,  from what I've read in the comment you only had 4 hours to make so that's okay for me. Nice job !

It's a weird game honestly. I know by reading through the dialogues that you only had a few hours to complete it, but I think sticking to the point'n click from beginning to end would have been a more amusing experience. The flappy bird section feels more like you needed a way to justify the theme rather than making it an integral part of the gameplay. With that said, I salute your efforts, it's a pretty game nonetheless.

Hey there, thank you for your feedback. I'm perfectly aware my game is tedious, I made it intentionally difficult akin to something like the Super Monkey Ball games (except I didn't have a rollerball in my assets, so I had to use a hoverboard instead , that's all I got :/). As I don't have much experience in this kind of concept, i tried to base myself on some games I owned as references, but these games were really difficult, I must admit. Anyway, thanks again for your anwser 

Hey there, I know you've posted this tool a while ago, but I just downloaded it and I must say, this is something I was looking for for so long for one of my projects, it suits my needs perfectly !

I just have two bugs with your asset, I hope you can fix them easily :

- Firstly, if you change the resolution of your screen via Screen.setResolution, the script displays again the title bar even if you've hidden it previously ; and if you use a Windows shortcut with th ecommand line -popupwindow to hide the bar, if you display it by code it dissapears once you change your resolution. I've tried calling the method in a coroutine to delay the display of the bar, but nothing gets the job done.

- Secondly, there is a bug with the resizing of the window : If you toggle the bar once, then toggle it again, it may just shrink again and again without resetting its previous size. It has something to do with the borderSize variable not being added after showing the border, but I haven't modified that piece of code, so I don't know where the problem comes from.

That's pretty much it ; again, I'm impressed and quite satisfied by your code, and if you could fix these issues I would be the happiest of devlopers :)

Thanks again !

Really nice and intuitive. I love the simple graphics combined with the comical music. A bit hard for me since I'm the "puzzle guy", but at least I could get past the second level :)

Thank you for your feedback !  Glad you could enjoy it ! You weren't supposed to use the keyboard controls at all, it was something I forgot to remove when building the .exe. The mouse controls are a bit hard too, but you get the hand of it pretty quickly thogh, as long as you're patient :)

Nice concept, I can see the potiential it may have if you give it some more polish and features. I like the idea of bouncing around the scene to destroy the enemies (My own game even have a its gameplay revolving around that ^^) but that feeling is easily countered by the fact that the enemies moving in the opposite direction can stop you dead in your track instantly. Also, I don't really see the connection with the theme, it seems you're not using it either as a mechanic or even a constraint, it's a missed opportunity imo.

Apart from that, as I said it has a lot of potential. maybe with some more enemies dans mechanics, I could turn into a really good game. Nice job nonetheless :)

Thanks for your feedback! In fact, the keyboard controls were a little script I used to test collisions and ensure the ballerinas bounced back and died correctly. I just forgot to remove itfrom the final build, I will reupload it. 

Just finished testing the game, I must say it's quite impressive to come up  with so much content in such a short period of time. The  theme is really well respected, and even a bit too much : It's really hard to keep up with all the enemies while memorizing the emplacements of all the items you've encountered as well as all the paths you've explord and yet to explore.  You can sometimes pick up two items, but that's pretty much it when it comes to practicality.

The controls don't do your game a favour either. They seem like scattared across the keyboard, and some actions are unecessarily convoluted. For example, if I want to switch between items, I shouldn't have to do Unequip > Throw > Pick up > Equip and only then be able to use the object, because each action consumes a turn, and when you're fighting enemies it quicklu becomes tiresome. Only one button should be enough.

Also, a minor thing I have noticed : When you run away frome an enemy, the enemy chases you AND deals you damage if they happen to be on the adjacent tile. And when your weapon just broke and you're trying to survive until you get a new one, it can feel really unfair.

Needless to say, I couldn't finish a level, but I salute the efforts you put into implementing your mechanics. Just make sure next time  to put ergonomy before complexity. Nice job nonetheless :)

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Thanks, gonna test it right away. Also, the '?' key doesn't seem to work on my keyboard (AZERTY just so you know), so that's why I couldn't get the controls.

Really nice tower defense, it was so hard to keep up with all the enemies sawarming the field at once.It was a bit hard at first to balance between the different colored tiles. A problem that I noticed is that the more progress you make troughout the waves, the less you're incited to use regular tiles, since they are not fast enough to eliminate enough enemies to survive the next wave. Maybe increase their original speed a little, otherwise that's pretty much it. Also, if you lose a battle, return to the main menu and retry, the game won't spawn enemies anymore. Apart from that, nice job :)

Hey there, before I rate your game : How do you open the doors ? The only items I found were pices of armor and there was no key in any of my playthroughs...

Nice take on the theme, however the controls are a bit far fetched if you're used to the arrow keys. I like the fact that it is in 3D, so far most games of this jam are in 2D because of simplicity. Gald to see you took the risk of using 3D while also keeping things simple. Nice job :)

Very clever and fresh, perfectly in phase with the theme. I would love to play more levels like these. I also love the trolls with the math operations (although the one with the 8-1 was really tricky because I could only find the exit by luck) and that ending was fabulous.  You really should keep developing this game, you've discovered a pretty jewel :)

Interesting, albeit a bit hard to control and aim accurately at first. I see the connection with the theme, but I think you should have used it more as a mechanic for the player to exploit, rather than a constraint that puts him at risk of being hit by an enemy. The polygons seems to have different types of movements, which is cool, but the random one makes them really hard to aim at precisely and it frustrated me a lot. Great job though, I'm impressed :)

At first I didn't remember why you were talking about arrow controls, and then I remember that I forgot to remove the script that allowed arrow control. You weren't supposed to use the arrows, it was a  script to test collisions with the other ballerinas x)

Yes, or just picking them up, putting them in another inventory, and placing them anywhere on the map, whatever was the easier for you to do :)

It's a bit weird. What am I supposed to do ? Where am I supposed to go ? How am I supposed to win ? Nothing is explained to me, so I just wandered aimlessly until the sun sets and the gave over screen appears. Also, I don't really see the connection with the theme, only that you're the only chicken in sight and basically everyone else wants you dead. Maybe a tutorial or some in-game explanations would have been enough.

Ah, I see you have some taste in lewdness as well ;)

Simple yet challenging,  but I could see there were not many risks taken when you thought about the different ides of gameplay. While this one has a lot of potential, it is also very classic, with not much variations of mechanics between the levels. I understand why you chose to play it safe, but I think some more features would have increased its potential by a lot. Nice job nonetheless :)