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Ran d'Reille

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A member registered May 17, 2019 · View creator page →

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Danke!

Struggled a while until I read the tutorial.

  1. Y
  2. 20m before I read the tutorial, 15m after
  3. 5, IIRC 2 wins
  4. no
  5. sometimes my char was healed by magic attack and I don't understand why
  6. Make trees regrow

Wow.

This game is way beyond overkill for a game jam lol

Unreal by itself is an absolute overkill, and then there is the map size also.

A few feedbacks:

  • Said this in discord, but a QoL pointing where to find the highlight would make it harder for the player to get lost (like I did)
  • I think the delay between waves is way too long

Other than that, good work. Thanks for submitting!

My friend this is so dark..................................

Thanks for submitting!

I entered a town and couldn't exit XP

Still, thanks for submitting!

The artstyle is very rad in this one. Full score on presentation from me!

Thanks for submitting!

Good work finishing your project for this jam.

The plant growing mechanic is interesting. Other than that though, there are a few stuffs that hold back this game:

  • Artstyle clash: I have to assume the enemies are assets. Due to the differing pixel sizes between the enemies and the rest of the environment they clash very hard.
  • Lack of sound
  • Slippery control: This is usually not very good in a platformer

Anyways though, thanks for joining!

Good work finishing your project for this jam.

Artwork is nice. However, the contrast between foreground and background is lacking, making it hard to tell at a glance where the platforms are. The game also feels unpolished and can benefit with a bit more responsiveness (e.g. sound effect when shooting/hitting enemies) as well as QoL stuffs. In particular, having to start from the beginning when you die is just brutal.

Good work finishing the game for this jam.

The game is really janky; with a bit of polishing I think this game can be much better.

Thanks for joining!

This is soooo good! There are some parts that can be polished, but for a 1 month jam this is really well made!

The final boss though... and here I thought Silksong was hard D:

Forgot to comment my feedbacks here lol. I already had a few words in discord and won't repeat it here, but I do have some feedbacks that are only related to the gameplay regardless of the difficulty. There many things that can be frustrating when it comes to the bullet hell of the game (Since this is obviously heavily inspired by Touhou I hope you don't mind me comparing your game to it in my feedbacks -- I hope I won't sound too harsh lol):

  • Arguably the one thing I find to be the biggest hindrance to this game is the movement. The regular movement speed is TOO SLOW. With that speed there is functionally no difference between using regular movement speed and focused movement speed. If you notice in Touhou, the regular movement speed is usually for macro dodging (moving far far away from harm's way) and the focused movement speed is for micro dodging (squeezing in between gaps) -- here tho, due to the slow regular movement speed, there is no such thing as macro dodging only micro
  •  The shot types... also functionally makes zero difference unless I am missing something. Both the regular and focused shot types have such narrow range. With both the movement speed and shot type making functionally zero difference, there seriously was zero need for me to use the focused mode during my playthrough
  • Lastly, the bullet patterns. The patterns are interesting, but I notice most of them are static-ish patterns; well some are not but most are. I think it'd be more interesting to include patterns that consist of aimed bullets such that bullet routing and "streaming" skills are tested. In this game, I feel like only my brute bullet dodging skill was tested... which is fine I guess, but patterns that have some tricks may be interesting.
  • Would definitely also love the QoL where you can track the boss's location at the bottom of the screen lol

Looking forward to if you make another similar game next time; hopefully you will at least consider my feedbacks.

Congrats! It seems your game made it to top 10%!

My predictions are off about this being one of the game that would make it to top 100, but top 10% is insane!

(Mine only made it to top 1/3 for enjoyment and creativity; best jam result for a big jam tho ngl)

Thanks!

The "Dual Mechanics", to be honest, is more like one is a backup mechanics. I always thought that "loop" for "magnifying glass" is spellt "loop", but when I was halfway done making the game, I found out that the magnifying glass "loop" is actually spellt differently as "loupe"... and so I put an actual "looping" mechanic as a backup to make sure I stay within the relevance of the theme.

Not sure about turning it into action sequence tho... I think it would make it into a completely different game... unless if you meant a stage where you need to be quick and precise with your movement and/or the timing of when to burn certain objects -- in that case I did think about it, but unfortunately I didn't have enough time to design before the jam ended.

Glad you enjoyed it!

That shader took me a while to figure out hahahah glad you like it

Really good work here... tho I think I have little patience with this kind of game XP

Still, good work on making this project; hope this can get expanded in the future.

Aight ima give 5 stars for narrative that was funny XD

The rest... sorry mate but with the bare minimum gameplay there is not much I can give.

Still, good work on making this project!

Ah right sorry didn't elaborate. I noticed two bugs:

  • The music stops playing at some point
  • In the stage where the text says "Sorry for leaving it there" (forgot the exact wording but yeah sth like that), the box got stuck for me

Hope this helps!

The concept is interesting; but the game itself is somewhat buggy. Overall not a bad submission. Very nice work!

How were you playing it?

The mechanic is interesting, but I think it wouldn't kill to make this game a little less reliant on RNG.

The artstyle itself is really good if this were a normal art, but for pixel art the lines are jaggy.

Anyway, good job! I enjoyed it, although again, the RNG can be frustrating.

This is one very unique game with very unique concept! Needless to say I won't be surprised if this makes it to the video. Really loved it!

(I think I will refrain from attempting to get all the gems tho thank you very much)

My friend, you better show me a video of you doing this glitchless no death all rings before I call my lawyers. Some of your level designs are VERY evil.

My grievance aside, I think this is a winning submission material -- won't be surprised if this appears in the video later. Very interesting mechanic, really good (but evil) level designs, and overall just very high quality, polished submission.

Some feedbacks/things I think are strange:

  • I wonder if I am overthinking this but I do not think the spikes add value to the puzzle element of the game. I feel like it is just a completely separate challenge to the main puzzle mechanics.
  • For the gun/laser contraption, there is an obvious extreme imbalance lol. The laser is obviously insanely far more dangerous than the gun. Idk if it is intentional but yea I think it's so strange.

Thanks for playing!

You cannot pass through oil when it is burning. You are supposed to pass through the oil BEFORE it burns. Hope this helps.

Thanks! I didn't have much time this time so I only did the bare minimum, but I'm glad that it is enjoyable enough. Didn't even consider randomizing the sound haha and I could only make barebone levels (can probably design a more difficult one given enough time)

The continuation jam is unofficially run by a long time veteran of our jam -- if you think it would be a good opportunity you are free to participate!

Right now I am busy with Atelier Yumia but I may check out your game again if it gets an update.

(1 edit)

The artstyle is beautiful, especially love how well done the environments are.

The rest is passable for a game jam; tho I assume this game is unfinished because I noticed that my characters never take any damage XD (Or does it later? Sorry but I had to end my session early)

Anyway, good work and thanks for participating!

I think I need a walkthrough to play this... don't think I got to the actual gameplay yet so I'm not sure if I should rate; for now I will leave the rating alone.

In any case, thanks for participating!

The game was more solid than I expected from the thumbnail; it has some solid, unique core mechanics as well as a well written enough plot. Overall it was fun.

Thanks for participating!

You dropped this: 👑

This is so awesome; you can probably use this as a base to make a really fun game -- very solid gameplay loop! And then when I raised my dragon enough to be able to ride it and found out there are other islands I was blown away!

I planned to only spend five minutes on each submission but I ended up spending twenty because I was having so much fun! I may come back just to play this when I have some time just so I can raise more dragons.

Full 5/5 on all categories from me. Even when taking into account that you used assets, this has got to be among one of the best submission I have ever played in the 5+ years I have been running this jam, if not THE best.

Nice pixel art.

It's a very barebone game, and at some point the enemies pile up too much that it is physically impossible to survive; maybe it can be fun with some more work.

Good work and thanks for participating!

Wellp having played Blazblue and Guilty Gear when I was younger (although I really sucked at it) I know making a proper fighting game is hard, I will be lenient with my judgement -- otherwise I will be writing an entire novel comparing your game to BB and GG which I shouldn't lol. You are challenging yourself to make a new genre this time and for that mad respect.

I don't want to feel like a broken recorder but really; I think I will just be parroting the same praises like always: love the aesthetics, love the music. The story this time is a bit shorter I guess but still it is interesting how each character has their own story (altho dang y u stop at just before the ending you are meaner than Thanos >_<)

Thanks for participating as always!

Sorry for the late reply; have not been checking my itch feed too often recently since y'know, it is not expected that anything important would enter my inbox at this time period.

Here is my answer though: Late submissions in general is an exception not the rule. In this jam it is mostly for those who would have submitted on time otherwise but due to some unforseen circumstances failed to submit -- and thus it is only open for a reasonable time frame and after enough communication with me beforehand. And thus, regretfully I will have to reject your submission this time.

There will likely be another jam in August, so if you are still interested in joining this jam, consider preparing for it -- perhaps joining the discord server and learning more stuffs in the next 5 months.

As for the rule for video games only, it is mostly to clarify that unfortunately this jam does not accept TTRPGs. I am not sure exactly what kind of interactive fiction you are talking about, but visual novels and text adventures are still accepted (altho the latter will probably not receive good ratings unless it is really, REALLY impressive).

In any case, although this time I cannot accept your submission, be proud that you made something regardless! It by itself is an achievement.

Have a good day.

Amazing art yo really loved it. The gameplay too is an interesting take on the theme.

Pretty hard though and unfortunately since there is not much time left I only play a little (died on the first boss 2 minutes in once those orange spikes come I said nope -.-)

The use of the theme is definitely very creative.

However, I don't think I can play this properly at this current state lol. Consider introducing the concepts little by little; with much, MUCH easier first boss that maybe first throw only one type of notes and really slowly, before ramping up the difficulty for the latter bosses. When you throw everything straight away new players are gonna get overwhelmed D:

Thanks for playing

For those unaware, the BGM for this game, which I recycled from my previous project, was made by this person.

Thanks for the feedback! Putting a separate button to let go of the captured bullets definitely seem like a good idea!

Thanks for the feedback!

I definitely considered simply making the bullets just fly directly to the boss when I made the game. I decided not to because I was thinking ahead beyond this jam and say what if I make this a regular metroidvania -- then allowing you to direct the bullets yourself makes more sense. I also considered making one of the boss fights be against multiple bosses, although because coding the health bar would be hell I decided against it.

Thanks for playing!

Oof WITH A TOUCHPAD!?!?!? You have got some screws loose mate hahaha and of course the third boss is absolutely impossible with a touchpad; it is hard enough with a mouse!

Thanks for playing! I will try to check your game later