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Rominou34

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A member registered 73 days ago · View creator page →

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The game needs some polishing, the gameplay feels too clunky. The movement speed is way too fast, and the gravity is super weird, there is no acceleration when we jump, just slow linear speed going up, then the same going down. The introduction should also be faster or skippable.

I got stuck in the second section because I went straight to the closed doors and couldn’t get back up.

The idea is good, and the artstyle is nice, it deserves some improvement.

Impressive art, both visually and musically, the gameplay loop is fun and addictive, but it could be a little bit more challenging.

Also, sometimes I couldn’t upgrade or buy troops even though I seemed to have sufficient ressources, it is weird.

It is endless mode, the platforms, enemies and spikes are generated through a pseudo-random algorithm with a fixed seed, meaning the level is the same for everyone but it is still random in the way that I didn’t handcrafted it.

Because of the fixed seed you can actually compare yourself to others because you all played on the same level, and it looks like you are the 2nd best one for now !

The idea is cool but it needs a little bit of polishing :

  • The background could have some bubbles or stuff like that, when there are no fish in the screen we do not have the sensation of speed
  • The sidebar showing the list of scanned fishes do not display if we are not in fullscreen
  • Maybe a radar or stuff like that could help to go see the fishes around instead of just roaming randomly

Still a good idea, and the bubbles audio is kinda fun.

Nice prototype, the interpretation of the theme to “Into the depths of the mind” is a very good idea, and that makes for a good story, but I think it needs more polishing to be a great game.

The cards have no unique visuals, it could add much more immersion with some, and the thoughts selection do not seem to have too much impact as the enemies are easy to beat anyway.

I thought that the selection of thoughts would lead the story into different paths, with different endings, but right now it just improves the stat, that should be a good way of improvement.

The audio and palette do a good job to set the mood.

Good rage-baiting game, too bad I suck at those, I couldn’t even get one borg :’(

The controls are super hard to handle, because the movement is very sensitive, which makes it tedious to aim at the small platforms and not land on the spikes (maybe that’s just me which is super bad). Maybe, as some people said on my game, a smoothing of the velocity of the player with a tuning of acceleration / deceleration could help with precise control.

Some sections also seemed unfair, you could get killed when stepping into a new screen because they were spike just at the start. But at least it forced me to go slow.

Nevertheless, it makes for a very hard game (I’m just too bad to go far enough), and the music and sound effects are enjoyable !

Original game ! I got lost a little bit at the start, wondering what I should do, and thinking I could dig the ground. But after unlocking the level, and trying to get back up, I finally understood that I needed to go deeper to find another shop.

I got carried away at level 5 and sold too much and ended up in debt. Too bad I wanted to reach the max radius to mine everything in one go.

The mining is fun because the breaking of the blocks has a good feedback, it just misses some stuff like indications that you may have a stack of diamonds in these rocks, or enemies.

Very nice arcade game, easy to understand, and with nice mechanics. Seems easy at first, and even more when you get the first upgrade, but then you actually need to think of the path you are going to take because some blocks are way harder than others.

I tried to dig a white one thinking it would just be a little bit longer than the hard ones and got killed, these ones are tough !

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Very nice game ! The world switching mechanic is the same than the one in my game, but with way more effects, I love how we got the same idea, but you made a way more complete gameplay loop than me aha.

The graphics are very nice, and the small blob teaching you the mechanics by saying the key to use on the first levels is a nice touch.

I didn’t get what the gems are for though, when I missed some I could get to the next part of the level and there was no score.

I love the attention to details : the little story, the waving of the plants and everything under water.

The sound is really good and puts you in the mood, the gameplay is super easy to understand but still nice with the powerups system, and there is even a story.

The only downside is that it isn’t 1-Bit, if I was you I would have removed all the colors to make the game fit the jam rules, and then release a more polished version with colors after.

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The game doesn’t launch, seems like a bug. I could get it to work by opening the iframe in a new tab, and I had to simulate a mobile phone in the devtools because it only works on mobile.

The gameplay idea is good, the oxygen bubbles you need to catch is a good way of fitting the theme.

It misses some sound, and maybe a little bit of artstyle, it feels more like a prototype than finished game for now (even for a gamejam).

Nice little arcade game, I love the old chiptune sound effects and music.

I just wish you could have more feedback on the block breaking (like they could shake), I was a little bit confused at first because the breaking is a little bit long and you have no feeddback.

Also it could have some UI of the stuff we dug, I wasn’t sure that I dug the good things because it didn’t show any points.

The artstyle is very nice, and the reveal of the monsters with the flashlight is a clever mechanic, forcing you to think about how you go forward instead of rushing.

I got stuck on the big worm thing though, I tried to charge the jump to jump over him when he passes by but I always failed and couldn’t get past.

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Very original game, I don’t get why it is a goose that we are playing (maybe language barrier) but I like the artstyle, and the music is awesome, it feels a little bit like the Dune soundtrack sometimes, congrats on this I love it !

Thanks for your review, I was thinking of ditching the world switching mechanic but I developped the whole idea around it so I kept it, and I was too focused on finishing in time that I didn’t think too much about it.

But you are right it would have its place in a normal puzzle platformer but in this one it doesn’t add anything except difficulty.

Cool game with a very easy to catch gameplay. I thought the game would be boring in the start but you actually need to run everywhere to fix everything, it is fun.

The palette change depending on your life is very subtle but a nice touch, you can feel the pressure growing.

The only thing I would change is make the enemies more visible, with all the bubbles around the submarine we do not see clearly who we are hitting.

AI slop even in the description of the game itself, created with no effort and posted to multiple game jams to farm engagement or views for an unknown reason.

Doesn’t respect the theme, doesn’t respect the rules.

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The winner of the 6th edition is a game using dark blue/grey and grey, and the 2nd place in the 7th edition is game using 2 (or even 3 it seems, but maybe it is the compression of the images) shades of grey with dithering.

I think the black & white is a suggestion, as it is worded "preferably", meaning you can use any two colours but it is better to use black & white if you don't have any big art ideas, as it will have a better result than a weird pallet. It shouldn't have any impact on the score except if you use 2 colors with a weird contrast being awful for the eye (let's say pure blue and bright yellow for example).

Anything that in on the screen should stick to these 2 colors, meaning that you can't cheat by putting text in the HTML code outside of your game canvas, it will still be considered part of the game.

The pallet switching means that you can switch to any other 2 colours during the gameplay, as long as it is still only 2 colors. It can be useful to convey different moods if your game have multiple levels, as you can use different combinations of 2 colors per level.

Very nice graphics and animations, I like the artstyle and the gameplay, it sure is challenging to hit the cardboards correctly because the aim is super woobly, but that feels realistic !