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Roultitude

34
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11
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A member registered Feb 26, 2021 · View creator page →

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35521 score hah! the forest is sooo big! I love the billboard aesthetic of illustrations! great job!

Ohhhhh I see! Good job on the fog effect haha!

Really cool mechanic here, using the lantern to mark out past paths. Seems a tad bit on the hard side though haha, one of the refill stations seemed to stop refilling after a bit.

Really loved the concept here, the art is great too! Somewhat weird that the trees can be planted on water, but can definitely see this grown out into a full game!

So cuteee! Absolutely adorable little game, really loved the lighting effects and atmosphere here! The audio really helps to sell it too! Good job!

Nice atmospheric experience! Loved the fog effect and ambient music! Got a little bit laggy after awhile though!

the music's very nice, love the stained glass and chalk aesthetic too

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Interesting concept and use of the theme.

Got slightly frustrated with several sections where it is pretty easy to overshot the required location for a key or exit (e.g. stage 3 key 2). Game doesn't feel like it is supposed to be testing for execution (correct me if im wrong), so perhaps tile-based movement would be a way to minimize such issues.

Again CMIIW, but several puzzles require the use of precise movement in between what appears to be 2 tiles on the map to complete the level. This kinda felt strange to me as the rest of the world appears to be in nice spider shaped tiles.

Really interesting concept, a puzzler bullethell.

Played the whole thing, including the secret boss. Managed to get through without looking at the walkthrough, so i'd say the difficulty is pretty manageable from a puzzle/sequence design perspective. Might be a tad bit hard for those new to bullethells though.

Varied bullet and ship types keeps players looking forward to the next upgrade in their body hopping. Feels pretty fleshed out and complete, would totally play more levels of this, though maintaining the novelty might be rather difficult. Look forward to further iterations of this idea if you plan on doing it!

The overall aesthetic is real great, and the music is a banger. A little sound effect for when the dodge bar is refilled would be great tho. Hard to look away from the bullets to check.

Interesting mechanic!

The overall pace of the game is a tad bit slow, in the sense that enemies attack rather slowly so it takes a long time to kill them using their reflected damage (especially the green melee enemies).

There is also no clear indication of whether/which enemy is currently affected by the voodoo, and when it has/is about to expire. Maybe an outline that starts to blink before the debuff runs out.

Sometimes it is pretty tough to tell which projectile is from the enemy that is voodoo-ed from range, especially since the FoV is quite limited outside of the tutorial and there are multiple same-color enemies.

I think with some iteration on the main mechanic idea this could make for a pretty novel and interesting project!

Beautiful game, really cute aesthetic and story.

Having interact on Enter is slightly awkward as the choice selection is done with mouse. Maybe make it so that all the interaction and attacking is done with the mouse or have the dialogue choices on keyboard as well.

Primary mechanic of HP as a resource to dash is interesting, but there is not much other interaction with the HP through any other mechanics (no ways to restore and drain is not significant enough to impact anything).

Could be expanded into a puzzle game with much greater HP drain, or an action game with a spin. Though probably need to put the HP loss mechanic on a more significant action than a dash since punishing players from using the dash in an action game might be pretty feelsbad.

Cool implementation, but I feel like having the mechanic on a button kinda subverts the intended use of the theme here. Being able to "die" on command makes it feel not like a loss, but as a very intentional action.

Also not sure if intentional, but the player loses the ability to jump on certain slanted platforms, like the first instance of the toppling blocks in the first/second level.

Could be interesting with more diverse ability set, maybe with some tie to the different type of balls/player characters?

Interesting concept, but the random rules changes seem kinda hard to play around. Its quite possible to be screwed from winning entirely by the time the 2nd rule change happens. 

Also maybe wanna have a better indication of which player is mapped to which keys, kinda weird to have player 1 be all the way on the right and player 2 all the way on the left after. Small issue tho.

Could be pretty fun with online multiplayer as local multiplayer is kinda flawed when everyone can see each other's inputs (same keyboard).

Wonderful atmosphere, the aesthetics really captured the feel you were going for. Love the spatial presence of the UI, tho the wonky controls made it rather difficult to navigate at times. Seems like lots of care was put into the environment, and it really shows! 

I can see a full game made from this where manoeuvring is part of the challenge befitting the scenario, though it would have to be refined a bit to not cause undue frustration.

Good job!

If you've got the time... please do!

Very nice, would like some feedback on successful hits tho (think a nice chonky hitsound).

Overall nicely polished, felt like a complete prototype. Good job!

All the issues have been fixed, it was some issue with the version of unity I was using to export...

Thanks for the feedback!

Love how you zoomed out to show the patient's body before starting.

Snappy movement helps, but the game is quite difficult with the small field of view. Could kinda play it using just the minimap.

Overall, great game. Loved the art and aesthetic as well.

Wonderful game, hard to imagine accomplishing so much in just 3 days. As another commenter has brought up, really evokes Baba Is You vibes through the aesthetic.

Amazing job.

Wow... really interesting concept, think you might have struck gold on this one!

Music was stellar, and never got old even though I had to do the third level a whole bunch of times. 

Might want to add a bit more polish on the platforming side, a game like this would really appreciate a little bit of coyote time.

Overall a great effort, would love a full game made with this mechanic!

Really like the overall atmosphere, mechanic is interesting. I feel like the core mechanic could be made into a full game, might be held back a bit by the limitation. 

Gameplay as it is is rather bland, tho again might be the limitation. Didn't really get the radiation aspect either, fail state might need to be more explicit.

Overall a very interesting concept and mechanic, do continue to work on it!

Really like the overall atmosphere, mechanic is interesting. I feel like the core mechanic could be made into a full game, might be held back a bit by the limitation. 

Gameplay as it is is rather bland, tho again might be the limitation. Didn't really get the radiation aspect either, fail state might need to be more explicit.

Overall a very interesting concept and mechanic, do continue to work on it!

Interesting concept, good use of the limitation. 

Kinda reminded me of pikmin, maybe design levels around having multiple scientists selected at once somehow?

Overall good job on this one!

Thanks! Made an adjustment to the initial spawn and difficulty ramp to allow more breathing room at the start.

UI is kinda hard to get around...

really like the colourful style and overall personality of the game tho!

Interesting game, good polish. Had some issues with the player character sliding off the customers while applying sunscreen, but aside from that was an enjoyable experience.

Good job!

Absolutely wonderful aesthetics, sound effects and art combine to make a wonderful experience. Gameplay-wise, agree with the others that the pace of the game is too slow in the first level. 

I like the idea of speeding up the scroll speed, maybe make the difference between speed with spacebar down even greater so that the player can really feel like they're boosting thru space. Would also help with the issue above.

Yup, agreed with the slightly wonky physics, especially with the last segment.

Aside from that, the game somehow manages to be atmospheric and beautiful, despite its simplicity. The player character's tail movements are very smooth, quite mesmerizing. Amazing that you managed to accomplish this much in just an hour! 

Nice top down shooter, but the character seems to snap back facing downwards if a movement key is not held down. Makes it so that you can only shoot down when not moving. Not sure if intended, but might want to make it so that you can shoot sideways and upwards while stationary.

Cute sprites too. Good job!

Nice top down shooter, but the character seems to snap back facing downwards if a movement key is not held down. Makes it so that you can only shoot down when not moving. Not sure if intended, but might want to make it so that you can shoot sideways and upwards while stationary.

Cute sprites too. Good job!

Interesting concept, love the timing aspect of it! Of course, could use more levels and polish, but the idea is great and the existing levels provide a good challenge!

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EDITED, GOT THE GAME TO WORK:

The overall atmosphere and aesthetic of the game was great. Can really tell that lots of effort was put into the cutscene and art.

I felt that the enemies and bullets were a little bit too large, could have made them smaller so that there is more room for the player to navigate. As it is now, sitting still and spamming the fire button seems like the way to go.

Tutorial was well done, and overall the game was well produced. Good job!

Can't seem to get past the bench... movement could certainly use some work. Beautiful art and interesting concept.